Street Fighter V/Sakura: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 1: Line 1:
Could not parse special: taunt
{{SFVHeader}}
{{SFVHeader}}


Line 5: Line 4:
{|
{|
|{{SFVCharacterPortrait|Sakura}}
|{{SFVCharacterPortrait|Sakura}}
{{SFVCharacterData|-|950|5.26|4.7|16|23|164.3|99.8|-|46 (4+38+4)|212.8|182.4|0.8|0.25|f+MK|crLK, crMK, crHK|crHK (CH), CA|HK, b+HP, crHP, crHP|}}
{{SFVCharacterData|950|950|5.26|4.7|16|23|164.3|99.8|-|46 (4+38+4)|212.8|182.4|0.8|0.25|f+MK|crLK, crMK, crHK|crHK (CH), CA|HK, b+HP, crHP, crHP|}}


|}
|}
Line 13: Line 12:
Why Play|
Why Play|
|Alex Myers, ISA}}
|Alex Myers, ISA}}
{{SFVCharacterChangeList |TBW|TBW}}
 
{{SFVCharacterChangeList |
* Added as part of S3 DLC (january 2018)
|
* Forward throw has 1f more recovery after throw, increased separation after throw,
* Back throw damage increased from 140 to 150
* Air throw damage increased from 140 to 160, recovery on whiff increased from 4f to 6f
* Stand LP upwards hitbox reduced
* Stand LK active frames reduced from 4f to 3f, motion adjusted along with hitboxes (hurtbox stays out longer)
* Crouch MP advantage on hit increased from +2 to +5, pushback on hit and block slightly decreased
* Furiko Upper (b+HP) forward hitbox expanded on first frame, moved hitbox forward on 3rd active frame, 3rd active frame will not crush counter, reduced backwards hurtbox
* Haru Kaze (MP+MK) can be canceled into from cancelable normals, Tengo Hadoken charged (qcf+K hold)
* Sakura Otoshi (MP+MK > P) stun distribution changed from 80x3 to 40*80*120 (240 total still), V-Gauge gain changed from 25x3 to 30*40*50 (75 -> 120 total)
* Oukakyaku (MP+MK > K) damage increased from 60 to 80
* Sakura Floral (f+KKK) startup increased from 15f to 17f, pushback on block slightly increased
* Heavy Shumpukyaku (qcb+HK) damage increased from 80 to 100, startup reduced from 25f to 24f, hurtbox of second hit expanded
* Hadoken (qcf+P)
** Regular version damage increased from 50 to 60
** EX version damage increased from 80 to 100, startup decreased from 17f to 14f, changed overall movement frames from 48f to 45f, expanded forward hitbox, can now be V-Trigger canceled
* Tengyo Hadoken (qcf+K)
** Regular version damage decreased from 70 to 60, overall frames reduced form 57f to 45f, changed opponent blowback on hit, no longer hits crouching opponents, causes knockdown on hit, active frames increased from 24f to 27f
** EX version active frames reduced from 17f to 15f, movement frames reduced from 51f to 35f, increased float on hit, cannot hit crouch opponent, can be canceled into V-Trigger
* EX Shououken blowback on hit reduced
* Sakura Rain (qcf, qcf+P) bug fixed that would prevent opponent from V-Reversalling when canceled into from certain specials
* '''VT1'''
** Haru Kaze (MP+MK can also be canceled into Hadoken (qcf+P), Tengo Hadoken (qcf+K), and Hogasho (HP+HK)
** Hogasho hitbox reduced, added 5f of recovery on whiff
** Hadoken
*** Regular version overall frames changed from 45f to 42f, forward hitbox expanded, adjusted combo count
*** Charged version overall frames changed from 75f to 60f, advantage on block increased from +3 to +10, expanded forward hitbox
** Tengyo Haodken (qcf+K)
*** Regular version total movement adjusted from 51f to 45f, expanded forward hitbox, changed opponent float on hit, will no longer hit crouching opponents, adjusted combo count
*** Charged version damage increased from 100 to 110, adjusted movement frames from 67f to 55f, will no longer hit crouching opponents, changed opponent's float on hit, adjusted combo count
}}


{{SFVCharacterMovelist|Sakura}}
{{SFVCharacterMovelist|Sakura}}

Revision as of 08:55, 31 July 2018

Template:SFVHeader

Sakura

SFV-Sakura Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: 5.26 Throw Range: 0.8
Back Walk Speed: 4.7 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 164.3 Forward Jump Distance: 212.8
Back Dash Distance: 99.8 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HK, b+HP, crHP, crHP

Summary

Bio

Bio


Why Pick Sakura?

Why Play

Players To Watch
Alex Myers, ISA

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw has 1f more recovery after throw, increased separation after throw,
  • Back throw damage increased from 140 to 150
  • Air throw damage increased from 140 to 160, recovery on whiff increased from 4f to 6f
  • Stand LP upwards hitbox reduced
  • Stand LK active frames reduced from 4f to 3f, motion adjusted along with hitboxes (hurtbox stays out longer)
  • Crouch MP advantage on hit increased from +2 to +5, pushback on hit and block slightly decreased
  • Furiko Upper (b+HP) forward hitbox expanded on first frame, moved hitbox forward on 3rd active frame, 3rd active frame will not crush counter, reduced backwards hurtbox
  • Haru Kaze (MP+MK) can be canceled into from cancelable normals, Tengo Hadoken charged (qcf+K hold)
  • Sakura Otoshi (MP+MK > P) stun distribution changed from 80x3 to 40*80*120 (240 total still), V-Gauge gain changed from 25x3 to 30*40*50 (75 -> 120 total)
  • Oukakyaku (MP+MK > K) damage increased from 60 to 80
  • Sakura Floral (f+KKK) startup increased from 15f to 17f, pushback on block slightly increased
  • Heavy Shumpukyaku (qcb+HK) damage increased from 80 to 100, startup reduced from 25f to 24f, hurtbox of second hit expanded
  • Hadoken (qcf+P)
    • Regular version damage increased from 50 to 60
    • EX version damage increased from 80 to 100, startup decreased from 17f to 14f, changed overall movement frames from 48f to 45f, expanded forward hitbox, can now be V-Trigger canceled
  • Tengyo Hadoken (qcf+K)
    • Regular version damage decreased from 70 to 60, overall frames reduced form 57f to 45f, changed opponent blowback on hit, no longer hits crouching opponents, causes knockdown on hit, active frames increased from 24f to 27f
    • EX version active frames reduced from 17f to 15f, movement frames reduced from 51f to 35f, increased float on hit, cannot hit crouch opponent, can be canceled into V-Trigger
  • EX Shououken blowback on hit reduced
  • Sakura Rain (qcf, qcf+P) bug fixed that would prevent opponent from V-Reversalling when canceled into from certain specials
  • VT1
    • Haru Kaze (MP+MK can also be canceled into Hadoken (qcf+P), Tengo Hadoken (qcf+K), and Hogasho (HP+HK)
    • Hogasho hitbox reduced, added 5f of recovery on whiff
    • Hadoken
      • Regular version overall frames changed from 45f to 42f, forward hitbox expanded, adjusted combo count
      • Charged version overall frames changed from 75f to 60f, advantage on block increased from +3 to +10, expanded forward hitbox
    • Tengyo Haodken (qcf+K)
      • Regular version total movement adjusted from 51f to 45f, expanded forward hitbox, changed opponent float on hit, will no longer hit crouching opponents, adjusted combo count
      • Charged version damage increased from 100 to 110, adjusted movement frames from 67f to 55f, will no longer hit crouching opponents, changed opponent's float on hit, adjusted combo count


Season 3 (Arcade Edition)

  • Added as part of S3 DLC (january 2018)


Move List

Unique Attacks

SFV-Sakura-Unique.jpg

Special Moves

SFV-Sakura-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Sakura-Vsystem.jpg

Critical Art

SFV-Sakura-Critical.jpg

Sakura Discussions

Discussions regarding Sakura

Sakura Shoryuken Forum

Sakura Discord Link

Sakura Discord

Video Guides

Capcom Fighters' Official Introduction Series

Shoryuken's Rising Up Series

TaliUSF4's Meaty and Setup Guide

Other Useful Guides

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 3 8 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 5 3 13 3 7 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 9 3 21 -2 3 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 13 -2 -1 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 8 3 19 1 3 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 12 2 26 -4 1 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 3 2 9 1 3 FILL_ME_IN_COUNTER_HIT 20 150 H ch/sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 4 13 1 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 8 5 26 -8 -5 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 0 3 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 7 2 14 -3 2 FILL_ME_IN_COUNTER_HIT 50 100 L sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 10 2 25 -13 KD FILL_ME_IN_COUNTER_HIT 90 150 L vt1/vt2 66 17 22 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 7 - - - FILL_ME_IN_COUNTER_HIT 60 100 M sp - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 8 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 8 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 10 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Flower Kick f+MK 21 2 23 -7 1 FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
Furiko Upper b+HP 7 3 26 -7 -4 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vs/vt1/vt2 108 49 54 CHIP CH_DAMAGE CH_STUN
Chin Buster Kick df+HK 12 3 22 2 3 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hanakaze LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 150 T - 61 12 12 CHIP CH_DAMAGE CH_STUN
Sakura Shoulder Throw b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 150 200 T - 56 7 7 CHIP CH_DAMAGE CH_STUN
Sailor Hop LP+LK (air) 5 2 6 - KD FILL_ME_IN_COUNTER_HIT 160 200 T - 55(59) 1(10) 1(10) CHIP CH_DAMAGE CH_STUN
Kashinfu MP+MK > LP+LK 28+8 3 15 - KD FILL_ME_IN_COUNTER_HIT 150 200 T - 65 16 16 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Haru Arashi HP+HK (VT1) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Sakura Senpu HP+HK (VT2) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Haru Kaze MP+MK 28 - 15 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Sakura Otoshi MP+MK > P 28+11 3 6 -3(5) KD FILL_ME_IN_COUNTER_HIT 50 40 M - 74~79(94) 15~20(45) 20~25(50) CHIP CH_DAMAGE CH_STUN
Sakura Otoshi 2nd MP+MK > P > P 5 3 6 - KD FILL_ME_IN_COUNTER_HIT 50*45 (95) 40*72 (112) M - 75~80(94) 16~21(45) 21~26(50) CHIP CH_DAMAGE CH_STUN
Sakura Otoshi 3rd MP+MK > P > P > P 5 3 5 - KD FILL_ME_IN_COUNTER_HIT 50*45*40 (135) 40*72*96 (208) M - 58~66(88) -1~7(29) 4~12(34) CHIP CH_DAMAGE CH_STUN
Oukakyaku MP+MK > K 28+18 14 11 -5(4) 3(12) FILL_ME_IN_COUNTER_HIT 80 100 H - - - - CHIP CH_DAMAGE CH_STUN
Floral Spin f+KKK 17 2 27 -2 KD FILL_ME_IN_COUNTER_HIT 60 0 H - 74 15 20 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hadoken LP qcf+LP 17 42 32 -8 -2 FILL_ME_IN_COUNTER_HIT 50 100 H su - - - CHIP CH_DAMAGE CH_STUN
Hadoken MP qcf+MP 17 49 34 -8 -2 FILL_ME_IN_COUNTER_HIT 50 100 H su - - - CHIP CH_DAMAGE CH_STUN
Hadoken HP qcf+HP 17 56 36 -8 -2 FILL_ME_IN_COUNTER_HIT 60 100 H su - - - CHIP CH_DAMAGE CH_STUN
Hadoken lvl 2 qcf+P (hold) 41 - 30 3 KD FILL_ME_IN_COUNTER_HIT 40*40 150 H su/vs 109 50 55 CHIP CH_DAMAGE CH_STUN
Hadoken EX qcf+PP 14 - 31 1 KD FILL_ME_IN_COUNTER_HIT 50*50 150 H vt1/vt2 101 42 47 CHIP CH_DAMAGE CH_STUN
Tengyo Hadoken qcf+K 17 27 29 4 KD FILL_ME_IN_COUNTER_HIT 60 100 H su 97 38 43 CHIP CH_DAMAGE CH_STUN
Tengyo Hadoken lvl 2 qcf+K (hold) 39 24 36 1 KD FILL_ME_IN_COUNTER_HIT 40*60 150 H su/vs 95 37 42 CHIP CH_DAMAGE CH_STUN
Tengyo Hadoken EX qcf+KK 15 34 30 -1 KD FILL_ME_IN_COUNTER_HIT 40*60 150 H vt1/vt2 98 40 45 CHIP CH_DAMAGE CH_STUN
Shouoken LP f,d,df+LP 4 3(1)4 26+18 -31 KD FILL_ME_IN_COUNTER_HIT 20*20*60 (100) 100 H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Shouoken MP f,d,df+MP 13 3(1)4 28+18 -32 KD FILL_ME_IN_COUNTER_HIT 15x3*5*60 (110) 150 H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Shouoken HP f,d,df+HP 17 10(1)2 34+18 -37 KD FILL_ME_IN_COUNTER_HIT 30x2*5x4*40 (120) 150 H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Shouoken EX f,d,df+PP 4 5(1)3(20)10 36+18 -45 KD FILL_ME_IN_COUNTER_HIT 10x3*30*10x4*50 (150) 200 H - 72 13 18 CHIP CH_DAMAGE CH_STUN
Shunpukyaku LK qcb+LK 17 2 13+9 -2 1 FILL_ME_IN_COUNTER_HIT 60 150 H - - - - CHIP CH_DAMAGE CH_STUN
Shunpukyaku MK qcb+MK 21 2(13)2 9+15 -6 3 FILL_ME_IN_COUNTER_HIT 30*40 (70) 50*100 (150) H - - - - CHIP CH_DAMAGE CH_STUN
Shunpukyaku HK qcb+HK 24 2(10)2(9)2 8+14 -2 2 FILL_ME_IN_COUNTER_HIT 30*30*40 (100) 45*45*60 (150) H - - - - CHIP CH_DAMAGE CH_STUN
Shunpukyaku EX qcb+KK 15 2(7)2(7)2 4+18 (22) -2 KD FILL_ME_IN_COUNTER_HIT 20x3*60 (120) 150 H - 95 36 41 CHIP CH_DAMAGE CH_STUN
Airborne Shunpukyaku LK qcb+LK (air) 13 2(10)2 16 -5(-1) KD FILL_ME_IN_COUNTER_HIT 100 150 H - 95(99) 36(40) 41(44) CHIP CH_DAMAGE CH_STUN
Airborne Shunpukyaku MK qcb+MK (air) 13 2(10)2 16 -6(-1) KD FILL_ME_IN_COUNTER_HIT 100 150 H - 94(100) 35(41) 40(46) CHIP CH_DAMAGE CH_STUN
Airborne Shunpukyaku HK qcb+HK (air) 13 2(10)2 16 -6(0) KD FILL_ME_IN_COUNTER_HIT 100 150 H - 95(100) 36(41) 41(45) CHIP CH_DAMAGE CH_STUN
Airborne Shunpukyaku EX qcb+KK (air) 12 2(3)5(2)4(1)5(2)3 16 - KD FILL_ME_IN_COUNTER_HIT 28x5 (140) 40x5 (200) H - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sakura Rain qcf,qcf+P 1+5 - 71 -23 KD FILL_ME_IN_COUNTER_HIT 330 (250) 0 H - 19(~) 19(~) 19(~) CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Hadoken LP qcf+LP 14 ~ 28 1 KD FILL_ME_IN_COUNTER_HIT 20*60 (80) 150 H su/vs 110 51 56 CHIP CH_DAMAGE CH_STUN
Hadoken MP qcf+MP 14 ~ 28 1 KD FILL_ME_IN_COUNTER_HIT 20*60 (80) 150 H su/vs 110 51 56 CHIP CH_DAMAGE CH_STUN
Hadoken HP qcf+HP 14 ~ 28 1 KD FILL_ME_IN_COUNTER_HIT 20*60 (80) 150 H su/vs 110 51 56 CHIP CH_DAMAGE CH_STUN
Hadoken lvl 2 qcf+P (hold) 33 ~ 27 10 KD FILL_ME_IN_COUNTER_HIT 20*20*60 (100) 150 H su/vs 114 55 60 CHIP CH_DAMAGE CH_STUN
Tengyo Hadoken qcf+K 15 29 30 9 KD FILL_ME_IN_COUNTER_HIT 30*50 (80) 150 H su/vs 110 51 56 CHIP CH_DAMAGE CH_STUN
Tengyo Hadoken lvl 2 qcf+K (hold) 31 29 24 13 KD FILL_ME_IN_COUNTER_HIT 30*30*50 (110) 150 H su/vs 112 53 58 CHIP CH_DAMAGE CH_STUN
Hogasho HP+HK 21 7 17(22) 2 6 FILL_ME_IN_COUNTER_HIT 60 120 H vs ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Sakura Rain qcf,qcf+P 1+5 ~ 71 -23 KD FILL_ME_IN_COUNTER_HIT 350 (280) 0 H - 19(~) 19(~) 19(~) CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Shouoken LP f,d,df+LP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD FILL_ME_IN_COUNTER_HIT 20x3*10*20*10x5*30 (170) 200 H su 78 19 24 CHIP CH_DAMAGE CH_STUN
Shouoken MP f,d,df+MP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD FILL_ME_IN_COUNTER_HIT 20x3*10*20*10x5*30 (170) 200 H su 78 19 24 CHIP CH_DAMAGE CH_STUN
Shouoken HP f,d,df+HP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD FILL_ME_IN_COUNTER_HIT 20x3*10*20*10x5*30 (170) 200 H su 78 19 24 CHIP CH_DAMAGE CH_STUN
Shunpukyaku LK qcb+LK 13 2(6)2(7)2 4+22 (29) -10 KD FILL_ME_IN_COUNTER_HIT 30x4 (120) 30x3*60 (150) H vs 113 54 59 CHIP CH_DAMAGE CH_STUN
Shunpukyaku MK qcb+MK 13 2(6)2(7)2 4+22 (29) -10 KD FILL_ME_IN_COUNTER_HIT 30x4 (120) 30x3*60 (150) H vs 113 54 59 CHIP CH_DAMAGE CH_STUN
Shunpukyaku HK qcb+HK 13 2(6)2(7)2 4+22 (29) -10 KD FILL_ME_IN_COUNTER_HIT 30x4 (120) 30x3*60 (150) H vs 113 54 59 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

V Skill 1

V Skill 2

V Trigger 1

V Trigger 2

{{{5}}}

Strategy

Playing as Sakura

Fighting Against Sakura