Street Fighter V/Sakura: Difference between revisions

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A college student who recently graduated and now has a job, Sakura is Ryu's pupil.
A college student who recently graduated and now has a job, Sakura is Ryu's pupil.
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Sakura is a quick, aggressive rushdown character with a lot of safe attacks. With a quick walk-speed and dash, she can "shimmy" well and keep up the pressure and chase her fireballs which have multiple hits should you be given the time to charge them. This means that you can throw out moves like LK Shunpukyaku, have them block, and have the advantage. To add on, her light moves can easily convert into big damage, allowing her to punish mistakes very well.
Sakura is a quick, aggressive rushdown character with a lot of safe attacks. With a quick walk-speed and dash, she can "shimmy" well and keep up the pressure and chase her fireballs. Many of her moves are safe on block, as well, allowing you to safely force your opponent to block. To add on, her light moves can easily convert into big damage, allowing her to punish mistakes very well. If you like to play quick, aggressive characters who can get a lot of opportunities on hit ''or'' on block, then Sakura is for you.
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|Alex Myers, ISA}}
|Alex Myers, ISA}}

Revision as of 14:33, 2 February 2021

Template:SFVHeader

Sakura

SFV-Sakura Portrait.jpg
VITALS
Health: 975 Stun: 1000
WALKING THROWS
Forward Walk Speed: 5.26 Throw Range: 0.8
Back Walk Speed: 4.7 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 164.3 Forward Jump Distance: 212.8
Back Dash Distance: 99.8 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HK, b+HP, crHP, crHP

Summary

Bio

A college student who recently graduated and now has a job, Sakura is Ryu's pupil.


Why Pick Sakura?

Sakura is a quick, aggressive rushdown character with a lot of safe attacks. With a quick walk-speed and dash, she can "shimmy" well and keep up the pressure and chase her fireballs. Many of her moves are safe on block, as well, allowing you to safely force your opponent to block. To add on, her light moves can easily convert into big damage, allowing her to punish mistakes very well. If you like to play quick, aggressive characters who can get a lot of opportunities on hit or on block, then Sakura is for you.


Players To Watch
Alex Myers, ISA

Change List

For list of all changes, see Change/Patch List

Season 3.5

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


Season 3 (Arcade Edition)

  • Added as part of S3 DLC (january 2018)


Move List

Unique Attacks

SFV-Sakura-Unique.jpg

Special Moves

SFV-Sakura-Special.jpg

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

SFV-Sakura-Vsystem.jpg

Critical Art

SFV-Sakura-Critical.jpg

Sakura Discussions

Discussions regarding Sakura

Sakura Shoryuken Forum

Sakura Discord Link

Sakura Discord

Video Guides

Capcom Fighters' Official Introduction Series

Shoryuken's Rising Up Series

TaliUSF4's Meaty and Setup Guide

Other Useful Guides

Frame Data

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

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 8 2 4 6 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 5 3 13 3 7 9 60 100 H ["vs2","vt1","vt2"] - - - 9 72 120
Stand HP HP 9 3 21 -2 3 5 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 3 13 -2 -1 1 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MK MK 8 3 17(15) 1 3 5 60 100 H ["vs2","vt1","vt2"] - - - 9 72 120
Stand HK HK 12 2 26 -4 1 20 80 150 H ["vs2","vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 3 2 9 1 3 5 20 150 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 24 180
Crouch MP d+MP 6 4 13 2 5 7 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 8 5 23 -5 -2 0 90 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 14 108 180
Crouch LK d+LK 4 2 8 0 3 5 20 70 L ["vs2","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 6 2 14 -3 2 4 50 100 L ["sp","su","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 2 25 -13 KD KD 90 150 L ["vs2","vt1","vt2"] 66 17 22 14 108 180
Jump LP u+LP 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 6 7 - - - ? 60 100 M ["sp"] - - - 9 72 120
Jump HP u+HP 8 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 8 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 10 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Flower Kick f+MK 21 2 23 -7 1 3 70 100 M - - - - 11 84 120
Furiko Upper b+HP 7 3 26 -7 -4 J 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] 108 49 54 13 96 180
Chin Buster Kick df+HK 12 3 20 2 4 6 80 150 H ["vs2","vt1","vt2"] - - - 13 96 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hanakaze LP+LK 5 3 17 - KD KD 130 150 T - 61 12 12 ? 156 180
Sakura Shoulder Throw b+LP+LK 5 3 17 - KD KD 150 200 T - 56 7 7 ? 180 240
Sailor Hop LP+LK (air) 5 2 6 - KD KD 160 200 T - 55(59) 1(10) 1(10) ? 192 240
Kashinfu MP+MK (VS1) > LP+LK 28+8 3 13 - KD KD 150 200 T - 67 18 18 ? 180 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Haru Arashi HP+HK (VT1) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sakura Senpu HP+HK (VT2) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Haru Kaze MP+MK (VS1) 28 - 15 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sakura Otoshi MP+MK (VS1) > P 28+11 3 6 -3(9) KD KD 50 40 M - 74~79(94) 15~20(45) 20~25(50) ? 60 48
Sakura Otoshi 2nd MP+MK (VS1) > P > P 5 3 6 - KD KD 50*45 (95) 40*72 (112) M - 75~80(94) 16~21(45) 21~26(50) ? CH_DAMAGE CH_STUN
Sakura Otoshi 3rd MP+MK (VS1) > P > P > P 5 3 5 - KD KD 50*45*40 (135) 40*72*96 (208) M - 58~66(88) -1~7(29) 4~12(34) ? CH_DAMAGE CH_STUN
Oukakyaku MP+MK (VS1) > K 28+18 14 11 -2(7) 3(12) ? 80 100 H - - - - ? 96 120
Haru Hayate MP+MK (VS2) - - 34 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Haru Hayate (attack) MP+MK (VS2) (hold) 21+5 5 25 -7 KD KD 70 100 H - 99 40 45 ? 84 120
Floral Spin f+KKK 17 2 24 -2 KD KD 60 0 H - 74 15 20 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Hadoken qcf+LP 15 42 32 -8 -2 0 50 100 H ["su"] - - - ? 60 120
MP Hadoken qcf+MP 15 49 34 -8 -2 0 50 100 H ["su"] - - - ? 60 120
HP Hadoken qcf+HP 15 56 36 -8 -2 0 60 100 H ["su"] - - - ? 72 120
Hadoken lvl 2 qcf+P (hold) 41 - 30 3 KD KD 40*40 150 H ["su","vs1","vs2"] 109 50 55 ? CH_DAMAGE 180
EX Hadoken qcf+PP 14 - 31 1 KD KD 50*50 150 H ["vt1","vt2"] 101 42 47 ? CH_DAMAGE 180
Tengyo Hadoken qcf+K 17 27 29 4 KD KD 60 100 H ["su"] 97 38 43 ? 72 120
Tengyo Hadoken lvl 2 qcf+K (hold) 39 34 36 1 KD KD 40*60 150 H ["su","vs1","vs2"] 95 37 42 ? CH_DAMAGE 180
EX Tengyo Hadoken qcf+KK 15 34 30 -1 KD KD 40*60 150 H ["vt1","vt2"] 98 40 45 ? CH_DAMAGE 180
LP Shouoken f,d,df+LP 4 3(1)4 26+18 -31 KD KD 20*20*60 (100) 100 H ["su"] 81 22 27 ? CH_DAMAGE 120
MP Shouoken f,d,df+MP 9 3(1)4 28+18 -32 KD KD 15x3*5*60 (110) 150 H ["su"] 81 22 27 ? CH_DAMAGE 180
HP Shouoken f,d,df+HP 14 10(1)2 34+18 -37 KD KD 30x2*5x4*40 (120) 150 H ["su"] 81 22 27 ? CH_DAMAGE 180
EX Shouoken f,d,df+PP 4 5(1)3(20)10 36+18 -45 KD KD 10x3*30*10x4*50 (150) 200 H - 72 13 18 ? CH_DAMAGE 240
LK Shunpukyaku qcb+LK 17 2 13+9 -2 1 3 60 150 H - - - - ? 72 180
MK Shunpukyaku qcb+MK 21 2(13)2 9+15 -6 3 5 40*40 (70) 50*100 (150) H - - - - ? CH_DAMAGE CH_STUN
HK Shunpukyaku qcb+HK 24 2(10)2(9)2 8+14 -2 2 4 30*30*40 (100) 45*45*60 (150) H - - - - ? CH_DAMAGE CH_STUN
EX Shunpukyaku qcb+KK 15(12) 2(7)2(7)2 4+18 (22) -2 KD KD 20x3*60 (120) 150 H - 94 35 40 ? CH_DAMAGE 180
LK Airborne Shunpukyaku qcb+LK (air) 13 2(10)2 16 -5(-1) KD KD 100 150 H - 95(99) 36(40) 41(44) ? 120 180
MK Airborne Shunpukyaku qcb+MK (air) 13 2(10)2 16 -6(-1) KD KD 100 150 H - 94(100) 35(41) 40(46) ? 120 180
HK Airborne Shunpukyaku qcb+HK (air) 13 2(10)2 16 -6(0) KD KD 100 150 H - 95(100) 36(41) 41(45) ? 120 180
EX Airborne Shunpukyaku qcb+KK (air) 12 2(3)5(2)4(1)5(2)3 16 - KD KD 28x5 (140) 40x5 (200) H - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sakura Rain qcf,qcf+P 1+5 - 71 -23 KD KD 330 (250) 0 H - 19(~) 19(~) 19(~) ? CH_DAMAGE 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
LP Hadoken qcf+LP 14 - 28 1 KD KD 20*60 (80) 150 H ["su","vs1","vs2"] 110 51 56 ? CH_DAMAGE 180
MP Hadoken qcf+MP 14 - 28 1 KD KD 20*60 (80) 150 H ["su","vs1","vs2"] 110 51 56 ? CH_DAMAGE 180
HP Hadoken qcf+HP 14 - 28 1 KD KD 20*60 (80) 150 H ["su","vs1","vs2"] 110 51 56 ? CH_DAMAGE 180
Hadoken lvl 2 qcf+P (hold) 33 - 27 10 KD KD 20*20*60 (100) 150 H ["su","vs1","vs2"] 114 55 60 ? CH_DAMAGE 180
Tengyo Hadoken qcf+K 15 29 30 9 KD KD 30*50 (80) 150 H ["su","vs1","vs2"] 110 51 56 ? CH_DAMAGE 180
Tengyo Hadoken lvl 2 qcf+K (hold) 31 29 24 13 KD KD 30*30*50 (110) 150 H ["su","vs1","vs2"] 112 53 58 ? CH_DAMAGE 180
Hogasho HP+HK 21 7 17(22) 5 9 11 80 150 H ["vs1"] - - - ? 96 180
Sakura Rain qcf,qcf+P 1+5 - 71 -23 KD KD 350 (280) 0 H - 19(~) 19(~) 19(~) ? CH_DAMAGE 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
LP Shouoken f,d,df+LP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD KD 20x3*10*20*10x5*30 (170) 200 H ["su"] 78 19 24 ? CH_DAMAGE 240
MP Shouoken f,d,df+MP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD KD 20x3*10*20*10x5*30 (170) 200 H ["su"] 78 19 24 ? CH_DAMAGE 240
HP Shouoken f,d,df+HP 4 5(1)3(20)4(1)8(2)2 26+25 -33 KD KD 20x3*10*20*10x5*30 (170) 200 H ["su"] 78 19 24 ? CH_DAMAGE 240
LK Shunpukyaku qcb+LK 12 2(6)2(7)2 4+22(29) -10 KD KD 30x4 (120) 30x3*60 (150) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
MK Shunpukyaku qcb+MK 12 2(6)2(7)2 4+22(29) -10 KD KD 30x4 (120) 30x3*60 (150) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
HK Shunpukyaku qcb+HK 12 2(6)2(7)2 4+22(29) -10 KD KD 30x4 (120) 30x3*60 (150) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

V Skill 1

V Skill 2

V Trigger 1

V Trigger 2

{{{5}}}

Strategy

Playing as Sakura

Fighting Against Sakura

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