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On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself. | On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself. | ||
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While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}} | While many characters in Street Fighter require {{high}} dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}} | ||
=== Players to Watch === | |||
HumanBomb, ChrisG, Uryo, Gannon | |||
== Moves == | == Moves == | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Flower Kick | f + mk | high }} | {{SSFIVMoveListRow | Flower Kick | {{f}} + {{mk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sailor Shot | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Sailor Shot | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Choba Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Choba Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hadoken | qcf + p | Hold p to charge; ex }} | {{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | Hold {{p}} to charge; {{ex}} }} | ||
{{SSFIVMoveListRow | Shouoken | dp + p | ex }} | {{SSFIVMoveListRow | Shouoken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Shunpukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Shunpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) qcb + k | ex }} | {{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Sakura Otoshi | dp + k --- p | Can press p up to three times for three attacks; ex }} | {{SSFIVMoveListRow | Sakura Otoshi | {{dp}} + {{k}} {{---}} {{p}} | Can press {{p}} up to three times for three attacks; {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Haru Ichiban | qcb qcb + k | }} | {{SSFIVMoveListRow | Haru Ichiban | {{qcb}} qcb + {{k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Haruy Ranman | qcb qcb + 3k | armorbreak }} | {{SSFIVMoveListRow | Haruy Ranman | {{qcb}} qcb + {{3k}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Shinku Hadoken | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Shinku Tengyo Hadoken | qcf qcf + 3k | }} | {{SSFIVMoveListRow | Shinku Tengyo Hadoken | {{qcf}} qcf + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] | ||
[[Category:Sakura]] |
Latest revision as of 01:17, 3 January 2021


Sakura
On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.
In a nutshell
While many characters in Street Fighter require dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.
Players to Watch
HumanBomb, ChrisG, Uryo, Gannon
Moves
Unique Attacks



Throws









Special Moves




















Super Combo


Ultra Combos







AE ver. 2012 Changes
EX Hadoken
Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
EX Shunpukyaku
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
Sakura Otoshi
Increased command input difficulty, and made release-triggering impossible.
AE Changes
- Close Medium Punch has less recovery.
- Crouching Medium Punch and Kick can combo from a hit confirm.
- Far Standing Medium Punch can be Canceled, just like Ryu.
- Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
- Air Arcing Hurricane Kick can get more airborne hits.
- Recovery time on her fireball reduced.
- Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
The Basics
Combos
Strategy
Matchups
Frame Data