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== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Far MP: Hitbox slightly expanded horizontally | * Far Stand MP: Hitbox slightly expanded horizontally | ||
* Diagonal Jump HP: Hurtbox slightly increased | * Diagonal Jump HP: Hurtbox slightly increased | ||
* Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | * Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents | * EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents | ||
* Shouoken: All versions | * Shouoken: All versions' hitbox slightly expanded forward | ||
* EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames | * EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames | ||
* Shinku Hadoken (UC2): Rear Hitbox removed | * Shinku Hadoken (UC2): Rear Hitbox removed | ||
Line 18: | Line 18: | ||
* Back Throw: Tosses the opponent a shorter distance | * Back Throw: Tosses the opponent a shorter distance | ||
* Close MP: Pushback on hit reduced | * Close MP: Pushback on hit reduced | ||
* Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Far Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
(New to 1.04 Update) | |||
* Shunpukyaku: EX version's 1st to 3rd hits force stand; pushbox expanded downward | |||
* Hadoken: EX version's travel speed now dependent on button combination on first level of charge; total frames reduced to 44 frames from 48 frames | |||
== Character Specific Data == | == Character Specific Data == | ||
Line 71: | Line 73: | ||
{{USFIVFrameDataGlanceRow|Hadoken Lv2|Hadoken Lv2|qcf + hold p||Hadoken (Lv2)|80[50*70]|100|10/20|HL|su|13+14|[71]|29~|56|||-3|+1|[] refers to the life of the Projectile, Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Hadoken Lv2|Hadoken Lv2|qcf + hold p||Hadoken (Lv2)|80[50*70]|100|10/20|HL|su|13+14|[71]|29~|56|||-3|+1|[] refers to the life of the Projectile, Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Hadoken Lv3|Hadoken Lv3|qcf + hold p||Hadoken (Lv3)|120[60*80]|150|10/20|HL|su|39|[44]|25|64|||+1|+5|[] refers to the life of the Projectile, Fireball 14f from button release, charge 22f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Hadoken Lv3|Hadoken Lv3|qcf + hold p||Hadoken (Lv3)|120[60*80]|150|10/20|HL|su|39|[44]|25|64|||+1|+5|[] refers to the life of the Projectile, Fireball 14f from button release, charge 22f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Hadoken|EX Hadoken|||Hadoken [[File:EX.gif]] (Lv1)|60*60|50*50|-250/0|HL|su|15|-| | {{USFIVFrameDataGlanceRow|EX Hadoken|EX Hadoken|||Hadoken [[File:EX.gif]] (Lv1)|60*60|50*50|-250/0|HL|su|15|-|29|44|||-4|-|Fireball 14f from button release||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceRow|EX Hadoken Lv2|EX Hadoken Lv2|||Hadoken [[File:EX.gif]] (Lv2)|60*70|60*60|-250/0|HL|su|13+14|-|33~|60|||-4|-|Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataGlanceRow|EX Hadoken Lv2|EX Hadoken Lv2|||Hadoken [[File:EX.gif]] (Lv2)|60*70|60*60|-250/0|HL|su|13+14|-|33~|60|||-4|-|Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceRow|EX Hadoken Lv3|EX Hadoken Lv3|||Hadoken [[File:EX.gif]] (Lv3)|60*80|75*75|-250/0|HL|su|39|-|33|72|||-4|-|Fireball 14f from button release, charge 22f~||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataGlanceRow|EX Hadoken Lv3|EX Hadoken Lv3|||Hadoken [[File:EX.gif]] (Lv3)|60*80|75*75|-250/0|HL|su|39|-|33|72|||-4|-|Fireball 14f from button release, charge 22f~||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
Line 411: | Line 413: | ||
{{USFIVFrameDataRow|Hadoken Lv2|Hadoken Lv2|qcf + hold p||Hadoken (Lv2)|80[50*70]|100|10/20|HL|su|13+14|[71]|29~|56|||-3|+1|[] refers to the life of the Projectile, Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Hadoken Lv2|Hadoken Lv2|qcf + hold p||Hadoken (Lv2)|80[50*70]|100|10/20|HL|su|13+14|[71]|29~|56|||-3|+1|[] refers to the life of the Projectile, Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Hadoken Lv3|Hadoken Lv3|qcf + hold p||Hadoken (Lv3)|120[60*80]|150|10/20|HL|su|39|[44]|25|64|||+1|+5|[] refers to the life of the Projectile, Fireball 14f from button release, charge 22f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Hadoken Lv3|Hadoken Lv3|qcf + hold p||Hadoken (Lv3)|120[60*80]|150|10/20|HL|su|39|[44]|25|64|||+1|+5|[] refers to the life of the Projectile, Fireball 14f from button release, charge 22f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Hadoken|EX Hadoken|||Hadoken [[File:EX.gif]] (Lv1)|60*60|50*50|-250/0|HL|su|15|-| | {{USFIVFrameDataRow|EX Hadoken|EX Hadoken|||Hadoken [[File:EX.gif]] (Lv1)|60*60|50*50|-250/0|HL|su|15|-|20|44|||-4|-|Fireball 14f from button release||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataRow|EX Hadoken Lv2|EX Hadoken Lv2|||Hadoken [[File:EX.gif]] (Lv2)|60*70|60*60|-250/0|HL|su|13+14|-|33~|60|||-4|-|Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|EX Hadoken Lv2|EX Hadoken Lv2|||Hadoken [[File:EX.gif]] (Lv2)|60*70|60*60|-250/0|HL|su|13+14|-|33~|60|||-4|-|Fireball 14f from button release, charge 13~21f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataRow|EX Hadoken Lv3|EX Hadoken Lv3|||Hadoken [[File:EX.gif]] (Lv3)|60*80|75*75|-250/0|HL|su|39|-|33|72|||-4|-|Fireball 14f from button release, charge 22f~||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|EX Hadoken Lv3|EX Hadoken Lv3|||Hadoken [[File:EX.gif]] (Lv3)|60*80|75*75|-250/0|HL|su|39|-|33|72|||-4|-|Fireball 14f from button release, charge 22f~||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
Line 421: | Line 423: | ||
{{USFIVFrameDataRow|||||Shunpukyaku [[File:Forward.gif]]|60*60|50*50|20/20*20|HL|-|17|3(8)6|After landing 18|51|||-3|+1||X|||||Reset|Reset|-|-|-|Legs: 11~33f|-|11~33f|-|}} | {{USFIVFrameDataRow|||||Shunpukyaku [[File:Forward.gif]]|60*60|50*50|20/20*20|HL|-|17|3(8)6|After landing 18|51|||-3|+1||X|||||Reset|Reset|-|-|-|Legs: 11~33f|-|11~33f|-|}} | ||
{{USFIVFrameDataRow|||||Shunpukyaku [[File:Roundhouse.gif]]|60x3|50x3|20/15x3|HL|-|12|3(6)3(7)2|After landing 21|53|||-2|+2||X|||||Reset|Reset|-|-|-|Legs: 7~32f|-|7~32f|-|}} | {{USFIVFrameDataRow|||||Shunpukyaku [[File:Roundhouse.gif]]|60x3|50x3|20/15x3|HL|-|12|3(6)3(7)2|After landing 21|53|||-2|+2||X|||||Reset|Reset|-|-|-|Legs: 7~32f|-|7~32f|-|}} | ||
{{USFIVFrameDataRow|EX Shunpukyaku|EX Spin Kick|||Shunpukyaku [[File:EX.gif]]|30x3*35|50*30x3|-250/0|HL|-*-*-*su|12|3(6)3(7)2(12)3|After landing 14|61|||+2|-||X|||4th Hit: Free Juggle|4th Hit: Free Juggle|1st-3rd Hit: Reset, 4th Hit: Free Juggle|1st-3rd Hit: Reset, 4th Hit: Free Juggle|-|-|-|Legs: 7~32f|-|7~41|-|}} | {{USFIVFrameDataRow|EX Shunpukyaku|EX Spin Kick|||Shunpukyaku [[File:EX.gif]]|30x3*35|50*30x3|-250/0|HL|-*-*-*su|12|3(6)3(7)2(12)3|After landing 14|61|||+2|-||X|||1st-3rd Hit: Forces stand, 4th Hit: Free Juggle|1st-3rd Hit: Forces stand, 4th Hit: Free Juggle|1st-3rd Hit: Reset, 4th Hit: Free Juggle|1st-3rd Hit: Reset, 4th Hit: Free Juggle|-|-|-|Legs: 7~32f|-|7~41|-|}} | ||
{{USFIVFrameDataRow|Air Shunpukyaku|Air Spin Kick|(in air) qcb + k ex||Air Shunpukyaku|50|50|10/40|HL|-|8|3(9)3|After landing 7|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|Air Shunpukyaku|Air Spin Kick|(in air) qcb + k ex||Air Shunpukyaku|50|50|10/40|HL|-|8|3(9)3|After landing 7|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataRow|EX Air Shunpukyaku|EX Air Shunpukyaku|||Air Shunpukyaku [[File:EX.gif]]|70|50|-250/0|HL|-|8|3{(9)3}xN|After landing 7|-|||-|-|Active frames repeat until grounded||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|EX Air Shunpukyaku|EX Air Shunpukyaku|||Air Shunpukyaku [[File:EX.gif]]|70|50|-250/0|HL|-|8|3{(9)3}xN|After landing 7|-|||-|-|Active frames repeat until grounded||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} |
Revision as of 07:02, 17 December 2014

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 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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Far Stand MP: Hitbox slightly expanded horizontally
- Diagonal Jump HP: Hurtbox slightly increased
- Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
- EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents
- Shouoken: All versions' hitbox slightly expanded forward
- EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames
- Shinku Hadoken (UC2): Rear Hitbox removed
(New to Ultra SFIV Console Digital Release)
- Back Throw: Tosses the opponent a shorter distance
- Close MP: Pushback on hit reduced
- Far Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack
(New to 1.04 Update)
- Shunpukyaku: EX version's 1st to 3rd hits force stand; pushbox expanded downward
- Hadoken: EX version's travel speed now dependent on button combination on first level of charge; total frames reduced to 44 frames from 48 frames
Character Specific Data
Sakura
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.05 | ||
Back Walk Speed: | 0.035 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.95 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 26 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 8 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Flower Kick | Hard Knockdowns: | Crouch HK, Sakura Otoshi Follow Ups | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Haru Ichiban (1st-6th Hits), Haru Ranman (1st-2nd Hits) | Armor Breakers: | Shunpukyaku, EX Shunpukyaku, Haru Ranman | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Far HP, Close HK, LP/MP/HP Hadoken, LP Shouoken (1st Hit), MP/HP Shouoken (1st-3rd Hit), EX Shouoken (1st Hit, 3rd-5th Hits) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -10 | L2 FA Back Dash (On Block): | -4 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Flower Kick |
Overhead | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Sailor Shot |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Choba Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Hadoken |
Hadoken | qcf + p ex | Hold p to charge |
~~ Uses and Strategies ~~ Sakura's primary long-range zoning tool. Sakura's Hadoken is different than those of other shoto characters in that it can be charged to three different levels, and their properties are as follows: Level 1: travels about 80% of the screen, fastest of the three Level 2: a bit larger and slower, does more damage, but only travels 40% of the screen Level 3: much larger, travels very slowly, does much more damage, only travels about 25% of the screen | ||||
File:No image.png |
Shouoken |
Shouoken | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shunpukyaku |
Spin Kick | qcb + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Air Shunpukyaku |
Air Spin Kick | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Sakura Otoshi |
Sakura Otoshi | dp + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Sakura Otoshi Follow Ups |
Sakura Otoshi Followups | p | Perform during Sakura Otoshi up to 3 times |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Haru Ichiban |
Super Combo | qcb qcb + k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Haru Ranman |
Ultra Combo I | qcb qcb + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shinku Hadoken |
Ultra Combo II | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shinku Tengyo Hadoken |
Ultra Combo II (Anti-air) | qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data