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-Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or block, making it very unsafe. Overall, its inferior to normal Sakura's. | -Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or block, making it very unsafe. Overall, its inferior to normal Sakura's. | ||
-Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and | -Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and cause flying screen when used in an air combo. | ||
-She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away. | -She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away. |
Revision as of 13:24, 8 August 2021


Introduction
The disciple to Ryu, Sakura has her powerful "Dark Sakura" form return to the franchise, although it takes three bars of meter to change into this form.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Command normals
Flower kick (overhead): f + hk
Special Moves
As Regular Sakura
As Dark Sakura















Super Moves
As Regular Sakura











As Evil Sakura













Assist Moves
The Basics
Combos
Sakura
-Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP/qcb + P
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
-c.HK, c.LK (OTG) > c.HP /\ qcb + HK
Her main air combos. You may have to adjust timing and buttons depending on the height of the character to get the hurricane kick to connect.
-d.c.LK > c.LK XX qcf + LP XX qcb + KK
-d.c.LK > c.LK XX qcf + LP XX qcb + PP
-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK
-Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP
-d.s.HP XX qcf + PP
-(Corner) Jump HK > qcb + HK \/ c.LP XX qcb + LP XX qcf + PP
-(Corner) Jump HK > qcb + HK \/ c.LK > c.HP XX qcb + KK
Her main ways to land super.
-Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf) /\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP
Combo incorporating her transformation. Many capture and projectile assists will work for this combo.
Dark Sakura
-d.s.HP XX qcf + KK
-On medium/large opponent Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP
-Jump LK > LK \/ d.s.LP > Hold LK, press Start
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
-Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP
-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP
-Corner Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK
-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK
-Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP
-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
-d.c.LK > c.LK XX qcf + HP XX qcb + KK
Strategies
Learn how to use the "Shouoken". This attack can block most projectile moves, and can be used in the air.
Her air hurricane kick does lots of damage (15 pts per hit), similar to the other shotos, and changes her jump arc. Incorporate it in her air combos and jump ins whenever you can.
Her supers in normal form are solid. The hadoken super is a good anti air as it has a fast startup. You can pair it with a good DHC to get around 50% damage off of an anti air. It's safe on block if the opponent blocks it in the air. A strange property of this super is that if another super flash occurs while she is performing the super, whether it be from your own DHC or the opponent's super, she will throw the remaining fireballs all at once. This means you cannot escape punishment by DHC if the opponent punishes the hadoken super with their own super.
After her kick super connects fully, you can block or attack on the way down and the opponent cannot roll out of the way. A well timed j.HK can meaty their anti air attempt, but be wary of anti air assists. The last hit of the super does a lot of damage when unscaled by the rest of the super, so finding DHCs that allow the super to connect as high up as possible can give the super a damage boost.
Her autocombo super is pretty bad, as it has long startup and is hard to combo into. If you manage to land it, DHCing out of it during the autocombo will leave the opponent in an extended amount of hitstun, allowing any DHC you can think of to hit.
Dark Sakura is very good and can do tons of damage with her Hadouken super. However, getting three levels without dying is a problem for her. If you want to build levels to become Evil, sj rh xx Shunpuu Kyaku works pretty well and is hard to catch. Dark Sakura and normal Sakura have the same normals, walk speed, damage, and health, but there are a few differences in her special moves.
-Her dashes become more like Akuma's dashes, and are faster than her normal form's dashes.
-Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or block, making it very unsafe. Overall, its inferior to normal Sakura's.
-Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and cause flying screen when used in an air combo.
-She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away.
-She loses her upwards hadoken super and gains a new horizontal hadoken super. This super does lots of damage, especially to assists, is mashable, and can OTG.
-Her old qcf+PP super is now qcf+KK
-She gets raging demon, but you'd much rather spend the bar on her hadoken super as comboing into that super does about the same damage as a raging demon, except it costs only one bar.