Capcom vs SNK 2/Sakura: Difference between revisions

From SuperCombo Wiki
Line 1,113: Line 1,113:
   | version    = HP
   | version    = HP
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | damage      = 1000
   | damage      =  
   | stun        = 4+6+10
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = Mid
   | parry      =  
   | startup    = 12
   | startup    =  
   | active      =   
   | active      =   
   | recovery    = 45
   | recovery    =  
   | total      = 57
   | total      =  
   | advHit      = -12
   | advHit      =  
   | advBlock    = -12
   | advBlock    =  
   | invul      = N/A
   | invul      =  
   | description =   
   | description =   
*   As far as ground fireballs go, Iori's is the second best in the game. That's not really saying much, though, since ground fireballs as a whole really suck and are vastly inferior to conventional air-based fireballs.
*  
 
Unfortunately, Iori's fireball is a very necessary tool for him, both as a  footsie tool and as a means to get in. 3/4ths to full screen away throw a jab fireball and run after it to get in. 2/5ths to half screen away use it as a  footsie tool. Any closer and you should never use it. NEVER buffer a fireball off of a normal move. Your opponent can easily roll on reaction and kill you. Also, since varying ground fireball speeds really doesn't get you anywhere, always throw jab fireballs since those you can follow easily. The other two speeds are unnecessary to the way Iori plays.
 
One of the main reasons that Iori is dependant on his fireball is because CvS2 is a game where you cannot walk backwards if there is something on the screen you can block. Meaning, if Iori throws his fireball and runs after it, his opponent cannot keep his distance by walking backwards as he will go into his blocking animation. This is a very handy tool, especially when fighting  characters who walk backwards stupidly fast like Vega, Cammy and Chun Li.
 
The fact that the fireball is so essential to Iori and that it's a ground fireball is really bad. Characters that can easily punish ground fireballs like Bison, Blanka or Honda all give Iori a really hard time. RCing the fireball doesn't really make a difference either, since you never want to do the fireball up close, and if you RC it from far away the invincibility is gone by the time your opponent reaches you with a Psycho Crusher or Blanka Ball or whatever. Bleh.


  }}
  }}

Revision as of 13:25, 23 March 2022

Introduction

Sakura CvS2 colors.PNG

Moves List

Normal Moves

Far Standing Normals

5LP

Stand Jab
Lp.png
5LP
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • .

5MP

Stand Strong
Mp.png
5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

5HP

Stand Fierce
Hp.png
5HP
Heavy Punch
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

5LK

Stand Short
Lk.png
5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

5MK

Stand Forward
Mk.png
5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -


5HK

Stand Roundhouse
Hk.png
5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

Close Standing Normals

cl5LP  
Close Stand Jab
Close Lp.png
cl5LP
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
cl5MP  
Close Stand Strong
Close Mp.png
cl5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
 cl5HP  
Close Stand Fierce
Close Hp.png
cl5HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
cl5LK  
Close Stand Short
Close Lk.png
cl5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • .
cl5MK  
Close Stand Forward
CloseMk.png
cl5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
cl5HK  
Close Stand Roundhouse
CloseHk.png
cl5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - N/A

Crouching Normals

 2LP  
Crouching Jab
D.pngLp.png
2LP
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
2MP  
Crouching Strong
D.pngMp.png
2MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - N/A
2HP  
Crouching Fierce
D.pngHp.png
2HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - N/A
2LK  
Crouching Short
D.pngLk.png
2LK
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - N/A
 2MK  
Crouching Forward
D.pngMk.png
2MK
Crouching Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - N/A
2HK  
Crouching Roundhouse
D.pngHk.png
2HK
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

Air Normals

 8LP  
Jumping Jab
Ub.png,U.png,or Uf.png+Lp.png
8LP
Jumping Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
8MP  
Jumping Strong
Ub.png,U.png,or Uf.png+Mp.png
8MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
8HP  
Jumping Fierce
Ub.png,U.png,or Uf.png+Hp.png
8HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
8LK  
Jumping Short
Ub.png,U.png,or Uf.png+Lk.png
8LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
8MK  
Jumping Forward
Ub.png,U.png,or Uf.png+Mk.png
8MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • .
8HK  
Jumping Roundhouse
Ub.png,U.png,or Uf.png+Hk.png
8HK
Jumping Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -


8HK  
Sakura kick
{{}}
6 mk
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - H H - - - - - - -


Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing y y y +8 +8 2 4 5 200
Crouching y y y +7 +7 3 4 6 200
Jumping - - - - - 3 22 - 500
Strong Close n y y +4 +4 4 5 11 700
Far n y y +3 +3 5 5 12 800
Crouching n y y -5 -5 4 4 21 800
Jumping - - - - - 4 8 - 800
Fierce Close n/n y/n y/y -11 -11 3 8 27 1100,900
Far n n y +1 +1 5 3(2)5 23 1200
Crouching n,n y,n y,y -13 -13 3 11 26 1100,800
Jumping - - - - - 7 5 - 1100
Short Standing n y y -3 -3 3 5 13 300
Crouching y y y +3 +3 3 4 8 200
Jumping - - - - - 4 26 - 400
Forward Standing n n y -8 -8 7 7 21 800
Crouching n n y -8 -8 4 4 24 700
Jumping - - - - - 5 8 - 700
Roundhouse Close n/n y/n y/y -6 -6 4 7 23 1200,1000
Far n n n +2 +2 8 5 17 1000
Crouching n n y down -14 6 3 35 1000
Jumping - - - - - 8 12 - 1000
Command Normals
f+Forward n n n +1 +1 23 3 16 700

Special Moves

Fireball
Hadoken
Fireball
236+P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
800 8 None Mid Mid 12 - 45 57 -12 -12 N/A
MP
Qcf.png + Mp.png
900 9 None Mid Mid 4 [3/9] 48 64 DWN -42 7 full/ 9 lower
HP
Qcf.png + Hp.png
- - - - - - - - - - - -

Super Moves

The Basics

Advanced Strategy

Sho, sho, sho... Nx, super.

Match-ups

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori