User:Aroo of fighters/sandbox: Difference between revisions

From SuperCombo Wiki
(Clark images)
(got rid of 03 clark, cleaning up Sakura a little bit with the shortened attackdata and icons)
Line 22: Line 22:
|caption=
|caption=
|name=s.LP
|name=s.LP
|input=5LP
|input={{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple jab. Chainable, cancellable.
  |description= Simple jab. Chainable.
  }}
  }}
}}
}}
Line 39: Line 40:
|caption=
|caption=
|name=s.LK
|name=s.LK
|input=5LK
|input={{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
  |description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
  }}
  }}
Line 56: Line 58:
|caption=
|caption=
|name=s.HP
|name=s.HP
|input=5HP
|input={{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Straight punch. Super cancellable, but not special cancellab.e
  |description= Straight punch.
  }}
  }}
}}
}}
Line 73: Line 76:
|caption=
|caption=
|name=s.HK
|name=s.HK
|input=5HK
|input={{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= -
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
  |description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
  }}
  }}
Line 91: Line 95:
|caption=
|caption=
|name=cl.HP
|name=cl.HP
|input=5HP
|input={{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.
  |description= Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.
  }}
  }}
Line 108: Line 113:
|caption=
|caption=
|name=cl.HK
|name=cl.HK
|input=5HK
|input={{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
  |description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
  }}
  }}
Line 127: Line 133:
|caption=
|caption=
|name=cr.LP
|name=cr.LP
|input=2LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple crouch jab. Chainable, cancellable.
  |description= Simple crouch jab. Chainable.
  }}
  }}
}}
}}
Line 144: Line 151:
|caption=
|caption=
|name=cr.LK
|name=cr.LK
|input=2LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Low kick. Chainable and cancellable.
  |description= Low kick. Chainable as well.
  }}
  }}
}}
}}
Line 161: Line 169:
|caption=
|caption=
|name=cr.HP
|name=cr.HP
|input=2HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
  |description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
  }}
  }}
Line 178: Line 187:
|caption=
|caption=
|name=cr.HK
|name=cr.HK
|input=2HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sweep. Super Cancellable, knocks down on hit.
  |description= Standard sweep. Sakura can't combo after her sweep, even with a Super.
  }}
  }}
}}
}}
Line 197: Line 207:
|caption=
|caption=
|name=j.LP
|name=j.LP
|input=8LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Light jab. Special cancellable.
  |description= Light jab.
  }}
  }}
}}
}}
Line 214: Line 225:
|caption=
|caption=
|name=j.LK
|name=j.LK
|input=8LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description=- Jumping kick. Cancellable.
  |description=- Jumping kick.
  }}
  }}
}}
}}
Line 231: Line 243:
|caption=
|caption=
|name=j.HP
|name=j.HP
|input=8HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.
  |description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
  }}
  }}
}}
}}
Line 248: Line 261:
|caption=
|caption=
|name=j.HK
|name=j.HK
|input=8HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-  
  |description= Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?
  |description= Slowest out of her jumping normals, but can cross-up the opponent.
  }}
  }}
}}
}}
Line 267: Line 281:
|caption=
|caption=
|name=Flower Kick
|name=Flower Kick
|input=6LK
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Uncancellable
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
  |description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
  }}
  }}
Line 284: Line 299:
|caption=
|caption=
|name=Two-Fisted Smackdown
|name=Two-Fisted Smackdown
|input=2HP (in air)
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= -
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
  |description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
  }}
  }}
Line 302: Line 318:
|caption=
|caption=
|name=Sakura-jime
|name=Sakura-jime
|input=4/6HP
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
  |description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
  }}
  }}
Line 319: Line 336:
|caption=
|caption=
|name=Sailor Shoot
|name=Sailor Shoot
|input=4/6HK
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
  |description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
  }}
  }}
Line 338: Line 356:
|caption=
|caption=
|name=Hadou Shou
|name=Hadou Shou
|input=236P
|input={{Motion|236}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= {{Icon-Capcom|lp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= {{Icon-Capcom|hp}}
|cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.
  |description= A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.
  }}
  }}
Line 365: Line 385:
|caption=
|caption=
|name=Kou'ou Ken
|name=Kou'ou Ken
|input=623P
|input={{Motion|623}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= {{Icon-Capcom|lp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= {{Icon-Capcom|hp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.
  |description= A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.


Line 394: Line 416:
|caption=
|caption=
|name=Shunpuu Renkyaku
|name=Shunpuu Renkyaku
|input=214K
|input={{Motion|214}}{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
|cancel= Rekka
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel= Rekka
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.
  |description= A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.
  }}
  }}
Line 419: Line 443:
|image=
|image=
|caption=
|caption=
|name=Crouching Kick
|name=Renkyaku Followups
|input=214K (after Shunpuu Renkyaku)
|input={{Motion|214}}{{Icon-Capcom|k}} (during {{Motion|214}}{{Icon-Capcom|k}})
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.
  |description= One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.
  |description= One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.
  }}
  }}
Line 448: Line 474:
|caption=
|caption=
|name=Ouya Kyaku
|name=Ouya Kyaku
|input=214K (in air)
|input={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
  |guard=- Overhead
|cancel=-
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).
  |description= A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).
  }}
  }}
Line 477: Line 505:
|caption=
|caption=
|name=Shinkuu Hadou Ken
|name=Shinkuu Hadou Ken
|input=236236P
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= {{Icon-Capcom|lp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= {{Icon-Capcom|hp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= PP
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.
  |description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.
  }}
  }}
Line 512: Line 543:
|caption=
|caption=
|name=Haru Issen
|name=Haru Issen
|input=214214K
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= KK
  |version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.
  |description= A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.
  }}
  }}
Line 557: Line 591:
|caption=
|caption=
|name=s.LP
|name=s.LP
|input=5LP
|input={{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple jab. Chainable, cancellable.
  |description= Simple jab. Chainable.
  }}
  }}
}}
}}
Line 574: Line 609:
|caption=
|caption=
|name=s.LK
|name=s.LK
|input=5LK
|input={{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
  |description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
  }}
  }}
Line 591: Line 627:
|caption=
|caption=
|name=s.HP
|name=s.HP
|input=5HP
|input={{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal.
  |description= Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now.
  }}
  }}
}}
}}
Line 608: Line 645:
|caption=
|caption=
|name=s.HK
|name=s.HK
|input=5HK
|input={{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= -
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
  |description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
  }}
  }}
Line 626: Line 664:
|caption=
|caption=
|name=cl.HK
|name=cl.HK
|input=5HK
|input={{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
  |description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
  }}
  }}
Line 645: Line 684:
|caption=
|caption=
|name=cr.LP
|name=cr.LP
|input=2LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Simple crouch jab. Chainable, cancellable.
  |description= Simple crouch jab. Chainable.
  }}
  }}
}}
}}
Line 662: Line 702:
|caption=
|caption=
|name=cr.LK
|name=cr.LK
|input=2LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Low kick. Chainable and cancellable.
  |description= Low kick. Chainable as well.
  }}
  }}
}}
}}
Line 679: Line 720:
|caption=
|caption=
|name=cr.HP
|name=cr.HP
|input=2HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
  |description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
  }}
  }}
Line 696: Line 738:
|caption=
|caption=
|name=cr.HK
|name=cr.HK
|input=2HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sweep. Super Cancellable, knocks down on hit.
  |description= Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.
  }}
  }}
}}
}}
Line 715: Line 758:
|caption=
|caption=
|name=j.LP
|name=j.LP
|input=8LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Light jab. Special cancellable.
  |description= Light jab.
  }}
  }}
}}
}}
Line 732: Line 776:
|caption=
|caption=
|name=j.LK
|name=j.LK
|input=8LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description=- Jumping kick. Cancellable.
  |description= Jumping kick.
  }}
  }}
}}
}}
Line 749: Line 794:
|caption=
|caption=
|name=j.HP
|name=j.HP
|input=8HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.
  |description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
  }}
  }}
}}
}}
Line 766: Line 812:
|caption=
|caption=
|name=j.HK
|name=j.HK
|input=8HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-  
  |description= Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?
  |description= Slowest out of her jumping normals, but can cross-up the opponent.
  }}
  }}
}}
}}
Line 785: Line 832:
|caption=
|caption=
|name=Flower Kick
|name=Flower Kick
|input=6LK
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
  |description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
  }}
  }}
Line 802: Line 850:
|caption=
|caption=
|name=Two-Fisted Smackdown
|name=Two-Fisted Smackdown
|input=2HP (in air)
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
  |description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
  }}
  }}
Line 819: Line 868:
|caption=
|caption=
|name=Crouching Medium
|name=Crouching Medium
|input=1HP
|input={{Motion|1}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel= Special/Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.
  |description= Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.
  }}
  }}
Line 836: Line 886:
|caption=
|caption=
|name=Jumping Stomp
|name=Jumping Stomp
|input=2HK (in air)
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.
  |description= Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.
  }}
  }}
Line 854: Line 905:
|caption=
|caption=
|name=Sakura-jime
|name=Sakura-jime
|input=4/6HP
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup with j.HK on some characters.
  |description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
  }}
  }}
}}
}}
Line 871: Line 923:
|caption=
|caption=
|name=Sailor Shoot
|name=Sailor Shoot
|input=4/6HK
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
|data=
  {{CvS1
  {{CvS1
|cancel=
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
  |description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
  }}
  }}
}}
}}


=== Special Moves ===
=== Special Moves ===
Line 890: Line 942:
|caption=
|caption=
|name=Hadouken
|name=Hadouken
|input=236P
|input={{Motion|236}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= No Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= Small Charge
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= Full Charge
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.
  |description= Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.
  }}
  }}
Line 917: Line 981:
|caption=
|caption=
|name=Shou'ou Ken
|name=Shou'ou Ken
|input=623P
|input={{Motion|623}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= {{Icon-Capcom|lp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= {{Icon-Capcom|hp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.
  |description= DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.
  }}
  }}
Line 944: Line 1,010:
|caption=
|caption=
|name=Shunpuu Kyaku
|name=Shunpuu Kyaku
|input=214K
|input={{Motion|214}}{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.
  |description= Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.
  }}
  }}
Line 971: Line 1,039:
|caption=
|caption=
|name=Shunpuu Kyaku (air)
|name=Shunpuu Kyaku (air)
|input=214K (in air)
|input={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
  |guard=- Overhead
|cancel=-
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.
  |description= Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.
  }}
  }}
Line 1,000: Line 1,070:
|caption=
|caption=
|name=Shinkuu Hadou Ken
|name=Shinkuu Hadou Ken
|input=236236P
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LP
  |version= {{Icon-Capcom|lp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HP
  |version= {{Icon-Capcom|hp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= PP
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.
  |description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.
  }}
  }}
Line 1,035: Line 1,108:
|caption=
|caption=
|name=Haru Ichiban
|name=Haru Ichiban
|input=214214K
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= KK
  |version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
  |guard= Low
  |guard= Low
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.
  |description= A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.
  }}
  }}
Line 1,071: Line 1,147:
|caption=
|caption=
|name=Midare Zakura
|name=Midare Zakura
|input=236236K
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{CvS1
  |version= LK
  |version= {{Icon-Capcom|lk}}
  |guard= Low
|cancel=-
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= HK
  |version= {{Icon-Capcom|hk}}
  |guard= Low
|cancel=-
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  }}
  }}
  {{CvS1
  {{CvS1
  |header=no
  |header=no
  |version= KK
  |version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
  |guard= Low
|cancel=-
  |guard= Mid
  |startup=-
  |startup=-
  |active=-
  |total=-
  |recovery=-
  |advHit=-
  |frameAdv=-
  |advBlock=-
  |description= Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.
  |description= Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.


Line 1,172: Line 1,251:
  |description=*Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  |description=*Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
*Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.
*Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.
}}
}}
== 2003 Clark Still Movelist ==
=== Normals ===
==== Far Normals ====
{{MoveData
|image=03Clark st.A.jpg
|caption=
|name=st.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=5
|active=5
|recovery=4
|total=14
|advHit=+2
|advBlock=0
|invul=-
|description= Simple jab.
}}
}}
{{MoveData
|image=03Clark st.B.jpg
|caption=
|name=st.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=4
|active=4
|recovery=5
|total=13
|advHit=+4
|advBlock=+1
|invul=-
|description= Far Kick.
}}
}}
{{MoveData
|image=03Clark st.C.jpg
|caption=
|name=st.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=10
|active=7
|recovery=-18
|total=35
|advHit=-3
|advBlock=-7
|invul=-
|description= Big muscley straight punch to the face. Safer if you space it right but you don't want to get caught hitting this button up close.
}}
}}
{{MoveData
|image=03Clark st.D.jpg
|caption=look at this dumb roundhouse
|name=st.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=13
|active=4
|recovery=25
|total=42
|advHit=-8
|advBlock=-12
|invul=-
|description= Roundhouse. Longest-range attack Clark has, but it's pretty negative on hit so you don't want to aim this close at all.
}}
}}
==== Close Range Normals ====
{{MoveData
|image=03Clark cl.A.jpg
|caption=
|name=cl.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=5
|active=5
|recovery=4
|total=14
|advHit=+2
|advBlock=0
|invul=-
|description= Same jab, different boxes.
}}
}}
{{MoveData
|image=03Clark cl.B.jpg
|caption=
|name=cl.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=4
|active=5
|recovery=5
|total=14
|advHit=+3
|advBlock=+1
|invul=-
|description= Cancellable. On some characters like Ash, there can be an annoying deadzone where you're too close for st.B to come out, but too far for cl.B to hit.
}}
}}
{{MoveData
|image=03Clark cl.C.jpg
|image2=03Clark cl.C (2).jpg
|caption=
|name=cl.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=4
|active=4,7
|recovery=16
|total=31
|advHit=-2
|advBlock=+6
|invul=-
|description= As fast as his cl.B. Cancellable on the first hit only, but even then it does more damage than cl.B. Combos into 6B, and is a true blockstring, but pushes the opponent too far to combo into anything other than Shining Wizard.
}}
}}
{{MoveData
|image=03Clark cl.D.jpg
|caption=if you see this you're bout to eat a combo
|name=cl.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=12
|active=3
|recovery=28
|total=43
|advHit=-10
|advBlock=-14
|invul=Low
|description= Dropkick. Uncancellable move with a lengthy startup and a lengthy punish window...on hit. Duckable as well for extra pain. This move can hop over low attacks, but the recovery is horrible so you're gonna get punished anyway.
}}
}}
==== Crouching Normals ====
{{MoveData
|image=03Clark cr.A.jpg
|caption=
|name=cr.A
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=5
|active=6
|recovery=4
|total=15
|advHit=+2
|advBlock=0
|invul=-
|description= Cancellable jab. Only cancellable crouch move Clark has.
}}
}}
{{MoveData
|image=03Clark cr.B.jpg
|caption=
|name=cr.B
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Low
|startup=5
|active=5
|recovery=9
|total=19
|advHit=-1
|advBlock=-3
|invul=-
|description= Quick low. Can't combo into anything, not cancellable so Clark doesn't get much from lows.
}}
}}
{{MoveData
|image=03Clark cr.C.jpg
|caption=
|name=cr.C
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=9
|active=7
|recovery=15
|total=31
|advHit=-1
|advBlock=-5
|invul=-
|description= Big low punch
}}
}}
{{MoveData
|image=03Clark cr.D.jpg
|caption=
|name=cr.D
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Low
|startup=11
|active=7
|recovery=19
|total=37
|advHit=KD
|advBlock=-10
|invul=-
|description= Sweep
}}
}}
==== Neutral Jumping Normals ====
{{MoveData
|image=03Clark nj.A.jpg
|caption=
|name=nj.A
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=4
|recovery=
|total=8
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=03Clark nj.B.jpg
|caption=
|name=nj.B
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=5
|recovery=
|total=9
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=03Clark j.C.jpg
|caption=
|name=nj.C
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=6
|active=5
|recovery=-
|total=11
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=03Clark nj.D.jpg
|caption=
|name=nj.D
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=11
|active=6
|recovery=
|total=17
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
==== Diagonal Jump Normals ====
{{MoveData
|image=03Clark dj.A.jpg
|caption=
|name=dj.A
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=9
|recovery=-
|total=13
|advHit=
|advBlock=
|invul=-
|description=Longest lasting air normal for Clark.
}}
}}
{{MoveData
|image=03Clark dj.B.jpg
|caption=
|name=dj.B
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=4
|recovery=-
|total=8
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=03Clark dj.D.jpg
|caption=
|name=dj.D
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=7
|recovery=
|total=11
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Naegppanashi German
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= German Suplex. C version throws the opponent forward, D version swaps sides. Techable and rollable before the opponent hits the ground. If rolled, Clark is extremely negative, but is strike/projectile invul until recovery. You can still punish with a throw, especially in the corner.
}}
}}
{{MoveData
|image=
|caption=
|name=Death Lake Driver
|input=(any input but {{Motion|8}})+{{Icon-SNK|c}}/{{Icon-SNK|d}} (in air)
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Air throw where Clark tosses his opponent to the ground.
}}
}}
=== MSA ===
{{MoveData
|image=03Clark MSA.jpg
|caption=Do that roundhouse kick
|name=MSA Startup
|input={{Motion|236}})+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=13
|active=5
|recovery=12 (until character change)
|total=30
|advHit=
|advBlock=
|invul=Strike/Projectile
|description=Second slowest MSA in the game at 13 frames. Has strike/projectile invincibility for startup, but can be beat with a throw/command grab.
}}
}}
{{MoveData
|image=03Clark MSA (2).jpg
|caption=Dive kick!
|name=MSA Entry
|input=After MSA
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
=== Command Normals ===
{{MoveData
|image=03Clark Stomp.jpg
|caption=Stomp dem legs.
|name=Stomping
|input={{Motion|6}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Special/Super
|guard=Mid
|startup=14
|active=4
|recovery=22
|total=30
|advHit=-2
|advBlock=-6
|invul=-
|description=Clark kicks the opponent in the legs. Cancellable into a special/super, and pushes the opponent out back a bit. Can only be combo'd from his cl.C, but leaves the opponent too far apart to do anything except Shining Wizard. Up close, you can combo into either a Mount Tackle or a Backbreaker. With meter, you can combo into a Ultra Argentine Backbreaker (DM or LDM) , but the range is shorter than the regular SAB.
}}
}}
=== Special Moves ===
{{MoveData
|image=03Clark SAB.jpg
|caption=
|name=Super Argentine Backbreaker
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel= Flashing Elbow
|guard= Throw
|startup=1
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Clark's signature 1F command grab. More dangerous than ever with the removal of alternate guarding. Swaps sides with the opponent on connect, and can be followed up on with Flashing Elbow
}}
}}
{{MoveData
|image=03Clark Frankensteiner.jpg
|caption=
|name=Frankensteiner
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|version=LK
|damage=-
|b. damage=0
|stun=-
|cancel= Flashing Elbow
|guard= Throw
|startup=9
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
}}
{{AttackData-KoF03
|version=HK
|damage=-
|b. damage=0
|stun=-
|cancel=Flashing Elbow
|guard= Throw
|startup=14
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Delayed, invincible command grab. You can use the Frankensteiner as GCA-bait for a few characters (like Tizoc and Maxima), but more often then not you'll get stuffed. Swaps sides if it connects, can follow up with Flashing Elbow. B version has less startup than D version.
}}
}}
{{MoveData
|image=03Clark Napalm.jpg
|caption=
|name=Napalm Stretch
|input={{Motion|623}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Flashing Elbow
|guard= Mid
|startup=10
|active=13
|recovery=35
|total=58
|advHit=
|advBlock=
|invul=-
|description= Anti-air attack where Clark jumps forward. If his body touches the opponent's, he'll roll them down. Can only hit in the air (except for Mukai, who is tall enough that Clark can hit him standing up). Can follow up with Flashing Elbow.
}}
}}
{{MoveData
|image=03Clark Tackle.jpg
|caption=
|name=Mount Tackle
|input={{Motion|41236}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=12+
|active=4
|recovery=58
|total=74+
|advHit=
|advBlock=
|invul=-
|description= Clark does a run. If in range, he performs a tackle. The tackle itself does no damage initially. If this move hits, Clark can perform one of four followups; 22A, 22B, 22C and 22D. The opponent can "break" the tackle by inputting the same followup that Clark inputs, before any of the followups are performed. (for example, if the opponent was to break 22A, then he and Clark would need to input 22A). Unlike throws, you cannot OS a guaranteed tackle break by inputting 22ABCD, this is a true 25/25/25/25 mixup. Light version has Clark run 3/4th of the screen, Heavy version goes fullscreen and Clark runs faster.
}}
}}
{{MoveData
|image=
|caption=
|name=Clark Lift
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=21
|advBlock=
|invul=-
|description= Followup to Mount Tackle. Swaps sides, leaves the opponent fullscreen. Probably his worst followup because of its bad Oki positioning.
}}
}}
{{MoveData
|image=
|caption=
|name=Lift DDT/Reverse DDT
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=21
|advBlock=
|invul=-
|description= Followup option to Mount Tackle. Swaps sides. Leaves the opponent very close to Clark, and can be followed up on with Flashing Elbow. Even without doing the Flashing Elbow, this is Clarks's most damaging followup
}}
}}
{{MoveData
|image=
|caption=
|name=Rolling Cradle
|input={{Motion|2}}{{Motion|2}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=39
|advBlock=
|invul=-
|description= Followup option to Mount Tackle. Swaps sides. Worst damage, but has amazing stage carry potential; if this hits midscreen (or slightly further than midscreen), you can send your opponent to the corner. There's no difference between which version you pick, other than which button the defender has to break with (so, for example, if you perform 22B, then your opponent needs to break with 22B, not with 22D, and vice versa).
}}
}}
{{MoveData
|image=
|caption=
|name=Shining Wizard
|input={{Motion|63214}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Unblockable
|startup=1
|active=-
|recovery=-
|total=
|advHit=15
|advBlock=
|invul=-
|description= Clark runs up to his opponent. If the opponent is crouching, Clark will do a Shining Wizard and kick them in the head. If not, Clark stops running and is punishable. Unblockable, but it'll whiff the opponent is in blockstun. Runs faster than Mount Tackle, allowing some combos to connect with Wizard that otherwise wouldn't with Tackle, such as cl.C -> 6K -> 63214P or 2A -> 63214P.
}}
}}
{{MoveData
|image=03Clark Elbow.jpg
|caption=Do you smell what the Clark is cooking?
|name=Flashing Elbow
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=16
|advBlock=
|invul=-
|description= Universal followup option from either his SAB, Frankensteiner, Napalm Stretch or Lift DDT. Clark runs up to the opponent and drops the elbow on them. Guaranteed followup from nearly all scenarios (with the only exception possibly being landing Napalm Stretch in the corner. Hits OTG.
}}
}}
=== Super Moves ===
{{MoveData
|image=03Clark UAB.jpg
|caption=
|name=Ultra Argentine Backbreaker
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=2
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Command grab super. Not an instant command grab anymore, the opponent can jump during the superfreeze to punish. Swaps sides. More damaging than his Running Three.
}}
}}
{{MoveData
|image=03Clark R3.jpg
|caption=More like Running One
|name=Running Three
|input={{Motion|41236}}{{Motion|41236}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=20
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Running command grab super. Swaps sides. Has invincibility before the superfreeze. Less range than his SAB, so things that'd combo into SAB will miss with UAB.
}}
}}
=== LDM ===
{{MoveData
|image=03Clark UAB.jpg
|caption=he does a handstand it's pretty cool
|name=Ultra Argentine Backbreaker
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=2
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= More damaging version of his Ultra Argentine Backbreaker DM. Doesn't swap sides. Same hitboxes, but Clark does a cool handstand so pick Clark as your leader if you want a cool super.
  }}
  }}
}}
}}

Revision as of 04:46, 5 January 2021

Dumping CvS1 Sakura stuff here until I get a lot of things!


Introduction

Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.

Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.


Movelist

This moveset is for Regular Sakura. EX Sakura is listed somewhere else

Normal Attacks

Far Standing Normals

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Straight punch.


s.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.


cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
D.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Low - - - -

Standard sweep. Sakura can't combo after her sweep, even with a Super.


Jumping Normals

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

- Jumping kick.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent.


Command Normals

Flower Kick
F.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Uncancellable Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
D.pngHp.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Throws

Sakura-jime
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
B.png/F.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.


Special Moves

Hadou Shou
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.


Kou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.

Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.


Shunpuu Renkyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png Rekka Mid - - - -
Hk.png Rekka Mid - - - -

A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.

Renkyaku Followups
Qcb.pngK.png (during Qcb.pngK.png)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -

One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.

Hk.png - Mid - - - -

One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.


Ouya Kyaku
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.

Haru Issen
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.



EX Sakura Movelist

Normal Attacks

Far Standing Normals

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now.


s.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
D.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Low - - - -

Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.


Jumping Normals

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Jumping kick.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent.


Command Normals

Flower Kick
F.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
D.pngHp.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Crouching Medium
Db.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.


Jumping Stomp
D.pngHk.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.


Throws

Sakura-jime
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
B.png/F.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.

Special Moves

Hadouken
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
No Charge - Mid - - - -
Small Charge - Mid - - - -
Full Charge - Mid - - - -

Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.


Shou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.


Shunpuu Kyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.


Shunpuu Kyaku (air)
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.

Haru Ichiban
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.


Midare Zakura
Qcf.pngQcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -
K.pngK.png - Mid - - - -

Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.

If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.

Combo Tips

Universal

I've mentioned this in other places but here's some quick combo stuff with Sakura.

  • st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
  • Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
  • Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.

Regular Sakura Combo Tips

  • Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
  • Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
  • Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
  • s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
  • With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.


EX Sakura Combo Tips

  • Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)

KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.