Marvel vs Capcom 2/Sakura: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= Sakura|full=Sakura|short=SAK|content=
= Introduction =
== Introduction ==
[[image:MvC2sakura.png]]
The disciple to Ryu, Sakura has her powerful "Dark Sakura" (aka suntanned Sakura) form return to the franchise, although it takes three bars of meter to change into this form.
The disciple to Ryu, Sakura has her powerful "Dark Sakura" form return to the franchise, although it takes three bars of meter to change into this form.
----
= Colors =
First row: LP, HP, A1. Second row: LK, HK, A2.


[[Image:Mvc2-sakura.png]]
'''TO-DO''': Add frame data, as well as missing sprites
 
== Gameplay ==
= Moves List =
{{2 Column Flex|flex1=6|flex2=4
 
|content1=
== Normal Moves ==
{{Content Box|content='''Sakura''' is a shoto with a powerful alternate transformation in Dark Sakura mode. Her main strengths lies with Dark Sakura but it costs 3 meters just to access.
 
{{ProConTable
=== Command normals ===
|pros=
Flower kick (overhead): f + hk
* Is in MvC2
 
|cons=
== Special Moves ==
* Is in MvC2
 
=== As Regular Sakura ===
{{MvC3MoveListHeader}}
{{MoveListRow | Shouoken
| {{qcf}} + {{p}}
|  
| {{airok}}
}}
}}
{{MoveListRow | Hadouken
| {{qcb}} + {{p}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shunpuu Kyaku
|content2=
| {{qcb}} + {{k}}
{{Content Box|content=
|  
<center><youtube>https://youtu.be/RLRnyIh0ktA?si=j89KE6KEXH5vXsWi</youtube></center>
| {{airok}}
}}
}}
{{MoveListFooter}}
=== As Dark Sakura ===
{{MvC3MoveListHeader}}
{{MoveListRow | Hadouken
| {{qcf}} + {{p}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shunpuu Kyaku
| {{qcb}} + {{k}}
|
| {{airok}}
}}
}}
{{MoveListRow | Shouoken
| {{dp}} + {{p}}
|
| {{airok}}
}}
{{MoveListRow | Ashura Warp
| {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}}
| N/A
| invincible Instant: can be looped.
}}
{{MoveListFooter}}


== Super Moves ==
== Character Summary ==
 
{{3 Column Flex
=== As Regular Sakura ===
|content1=
{{MvC3MoveListHeader}}
{{Content Box|header=Standard Special Moves |content=
{{MoveListRow | Shinkuu Hadouken
;Shouoken {{airok}}
| {{qcb}} + {{lp}} + {{hp}}
*{{qcf}}+{{p}}
|
;Hadouken {{airok}}
|
*{{qcb}}+{{p}}
;Shunpuu Kyaku {{airok}}
*{{qcb}}+{{k}}
}}
}}
{{MoveListRow | Midare Zakura
|content2=
| {{qcf}} + {{lp}} + {{hp}}
{{Content Box|header=Standard Hyper Combos |content=
|
;Midare Zakura
|
*{{qcf}}+{{lp}}+{{hp}}
;Shunkuu Hadouken
*{{qcb}}+{{lp}}+{{hp}}
;Haru Ichiban
*{{qcb}}+{{lk}}+{{hk}}
;Dark Sakura Transformation (3 meters)
*{{rdp}}+{{lk}}
}}
}}
{{MoveListRow | Haru Ichiban  
|content3=
| {{qcb}} + {{lk}} + {{hk}}
{{Content Box|header=Assist Types |content=
|
;Type α - Dash Type
|
*Assist: {{hp}} Shouoken
*Counter: {{hp}} Shouoken
*Combination: Haru Ichiban
;Type β - Projectile Type
*Assist: {{hp}} Hadouken
*Counter: {{hp}} Hadouken
*Combination: Shinkuu Hadouken
;Type γ - Expansion Type
*Assist: {{mk}} Shunpuu Kyaku
*Counter: {{mk}} Shunpuu Kyaku
*Combination: Midare Zakura
}}
}}
{{MoveListRow | Dark Sakura Transformation
| {{rdp}} + {{lk}}
| N/A
| Level 3.
| level3
}}
}}
{{MoveListFooter}}


=== As Evil Sakura ===
 
{{MvC3MoveListHeader}}
===Dark Sakura Summary===
{{MoveListRow | Shinkuu Hadouken  
{{3 Column Flex
| {{qcf}} + {{lp}} + {{hp}}
|content1=
|
{{Content Box|header=Dark Sakura Special Moves |content=
| [[file:mash.png]] Mash buttons for more damage.
;Shouoken{{airok}}
}}
*{{dp}}+{{p}}
{{MoveListRow | Midare Zakura
;Hadouken {{airok}}
| {{qcf}} + {{lk}} + {{hk}}
*{{qcf}}+{{p}}
|
;Shunpuu Kyaku {{airok}}
|
*{{qcb}}+{{k}}
;Ashura Warp
*{{dp}}/{{rdp}}+{{lp}}{{hp}}/{{lk}}{{hk}}
}}
}}
{{MoveListRow | Haru Ichiban
|content2=
| {{qcb}} + {{lk}} + {{hk}}
{{Content Box|header=Dark Sakura Hyper Combos |content=
|
;Shinkuu Hadouken
|
*{{qcf}}+{{lp}}+{{hp}}
;Midare Zakura
*{{qcf}}+{{lk}}+{{hk}}
;Haru Ichiban
*{{qcb}}+{{lk}}+{{hk}}  
;Shun Goku Satsu
*{{lp}}>{{lp}}>{{f}}>{{lk}}>{{hp}} {{throw}} (3 meters)
;Revert to Sakura (3 meters)
*{{rdp}}+{{lk}}
}}
}}
{{MoveListRow | Raging Demon
| {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}}
|
| Unblockable. Level 3.
| level3
}}
}}
{{MoveListRow | Transform to regular Sakura
| {{rdp}} + {{lk}}
| N/A
|
| level3
}}
{{MoveListFooter}}


== Assist Moves ==
== Moves List ==
{{MvC2CharacterAssists
  | [[file:hp.png]] Shouoken || Haru Ichiban| [[file:hp.png]] Shouoken | Preferred Assist. Can travel through projectiles. Don't call it after you transform to dark Sakura, you wont have the projectile shield anymore.
  | [[file:hp.png]] Hadouken || Shinkuu Hadouken | [[file:hp.png]] Hadouken |
  | [[file:mk.png]] Shunpuu Kyaku || Midare Zakura | [[file:mk.png]] Shunpuu Kyaku |
}}


= The Basics =
=== Assists ===
{{MoveData
|image=
|caption={{hp}} Shouoken
|name=Dash
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Shouoken
|TeamHyperCombo=Haru Ichiban
|description= Starts from the back of the screen. Can travel through projectiles, loses the projectile shield as Dark Sakura.
}}
}}<br>


== Beginner Overview ==
{{MoveData
|image=
|caption={{hp}} Hadouken
|name=Projectile
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Hadouken
|TeamHyperCombo=Shinkuu Hadouken
|description= Hadouken as an assist. Standard can function as an anti-air assist, Dark Sakura is a standard fireball assist.
}}
}}<br>


<youtube>RLRnyIh0ktA</youtube>
{{MoveData
|image=
|caption={{mk}} Shunpuu Kyaku
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{mk}} Shunpuu Kyaku
|TeamHyperCombo=Midare Zakura
|description= Tatsu as an assist. A way to extend blockstrings for pressure.
}}
}}<br>


== Combos ==
=== Normal Moves ===
-When grounded, Sakura has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


=== Sakura ===


-Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP/qcb + P
==== Ground Normals ====


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
{{MoveData
|image=
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-c.HK, c.LK (OTG) > c.HP /\ qcb + HK
{{MoveData
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Her main air combos. You may have to adjust timing and buttons depending on the height of the character to get the hurricane kick to connect.
{{MoveData
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.c.LK > c.LK XX qcf + LP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.c.LK > c.LK XX qcf + LP XX qcb + PP
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.s.HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-(Corner) Jump HK > qcb + HK \/ c.LP XX qcb + LP XX qcf + PP


-(Corner) Jump HK > qcb + HK \/ c.LK > c.HP XX qcb + KK
==== Air Normals ====
-When in the Normal Jump state, Sakura has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


Her main ways to land super.
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf) /\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Combo incorporating her transformation. Many capture and projectile assists will work for this combo.
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


=== Dark Sakura ===
{{MoveData
|image=  
|caption=  
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-d.s.HP XX qcf + KK
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-On medium/large opponent Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP
==== Command Normals ====


-Jump LK > LK \/ d.s.LP > Hold LK, press Start
{{MoveData
|image=
|caption=
|name=Flower Kick
|linkname=Flower Kick
|input={{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{high}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
=== Universal Mechanics ===


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
{{MoveData
|image=
|caption=
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Mash throw.
}}
}}<br>


-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Corner Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= {{hk}}
}}
}}


-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP
=== Special Moves ===
====Sakura Specials====
{{MoveData
|image=
|caption=
|name= Shouoken
|linkname= Shouoken
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=Rushes forward before hitting the opponent multiple times. Has a projectile shield. {{lp}} goes half screen and has a quick bounce back on block, {{hp}} goes full screen and is more unsafe.
}}
}}<br>


-d.c.LK > c.LK XX qcf + HP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Hadouken
|linkname= Hadouken
|input= {{qcb}}+{{p}} {{airok}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Big, chunky fireball shot at 45 degree angle. Upwards on the ground, downwards on the ground. Heavy version goes much further than light version.
}}
}}<br>


== Strategies ==
{{MoveData
===General===
|image=
Learn how to use the "Shouoken".  
|caption=  
This attack can block most projectile moves, and can be used in the air.
|name= Shunpuu Kyaku
|linkname= Shunpuu Kyaku
|input= {{qcb}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=  
|Active=  
|Recovery=  
|Guard=  
|Special Property=  
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Shoto tatsu that goes in a rainbow arc. Heavy does more hits.
}}
}}<br>


====Dark Sakura Specials====
{{MoveData
|image=
|caption=
|name= Shouoken
|linkname= Shouoken
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Same attack as regular Sak but loses projectile shield on the ground.
}}
}}<br>


Her air hurricane kick does lots of damage (15 pts per hit), similar to the other shotos, and changes her jump arc. Incorporate it in her air combos and jump ins whenever you can.
{{MoveData
|image=
|caption=
|name= Hadouken
|linkname= Hadouken
|input= {{qcb}}+{{p}} {{airok}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Fireball is horizontal on ground and more of a 30 degree angle in the air, quite useful.
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Shunpuu Kyaku
|linkname= Shunpuu Kyaku
|input= {{qcb}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Same as regular Sak.
}}
}}<br>


===Supers===
{{MoveData
Her supers in normal form are solid. The hadoken super is a good anti air as it has a fast startup. You can pair it with a good DHC to get around 50% damage off of an anti air. It's safe on block if the opponent blocks it in the air. A strange property of this super is that if another super flash occurs while she is performing the super, whether it be from your own DHC or the opponent's super, she will throw the remaining fireballs all at once. This means you cannot escape punishment by DHC if the opponent punishes the hadoken super with their own super.
|image=
|caption=
|name= Ashura Warp
|linkname= Ashura Warp
|input= {{dp}} or {{rdp}} + {{p}} or {{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=  
|Active=  
|Recovery=  
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock=
|description=Instant teleport, completely invincible. {{p}} version goes further.
}}
}}<br>


=== Hyper Combos ===
====Sakura Hypers====
{{MoveData
|image=
|caption=
|name= Midare Zakura
|linkname= Midare Zakura
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Autocombo super.
}}
}}<br>


After her kick super connects fully, you can block or attack on the way down and the opponent cannot roll out of the way. A well timed j.HK can meaty their anti air attempt, but be wary of anti air assists. The last hit of the super does a lot of damage when unscaled by the rest of the super, so finding DHCs that allow the super to connect as high up as possible can give the super a damage boost.
{{MoveData
|image=
|caption=
|name= Shinkuu Hadouken
|linkname= Shinkuu Hadouken
|input= {{qcb}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Several Fireballs at once.
}}
}}<br>




Her autocombo super is pretty bad, as it has long startup and is hard to combo into. If you manage to land it, DHCing out of it during the autocombo will leave the opponent in an extended amount of hitstun, allowing any DHC you can think of to hit.
{{MoveData
   
|image=
|caption=
|name= Haru Ichiban
|linkname= Haru Ichiban
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
  }}<br>


===Dark Sakura===
Dark Sakura is very good and can do tons of damage with her Hadouken super.  However, getting three levels without dying is a problem for her. If you want to build levels to become Evil, sj rh xx Shunpuu Kyaku works pretty well and is hard to catch. Dark Sakura and normal Sakura have the same normals, walk speed, damage, and health, but there are a few differences in her special moves.


-Her dashes become more like Akuma's dashes, and are faster than her normal form's dashes.
{{MoveData
|image=
|caption=
|name= Dark Sakura Transformation
|linkname= Dark Sakura Transformation
|input= {{rdp}}+{{lk}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage= 79
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= An unusual input for a super. Costs 3 bars but unlocks a very powerful version of Sakura. Can be done mid combo and even seems to have a little invincibility.
}}
}}<br>


-Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or whiff, making it very unsafe. Overall, its inferior to normal Sakura's.
====Dark Sakura Hypers====
{{MoveData
|image=
|caption=
|name= Shinkuu Hadouken
|linkname= Shinkuu Hadouken
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Her fireball super becomes a very strong horizontal beam super. Mash attack buttons to increase damage. Does good chip damage and destroys assists.
}}
}}<br>


-Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and cause flying screen when used in an air combo.
{{MoveData
|image=
|caption=
|name= Midare Zakura
|linkname= Midare Zakura
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Autocombo super but the input has changed.
}}
}}<br>


-She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away.


-She loses her upwards hadoken super and gains a new horizontal hadoken super. This super does lots of damage, especially to assists, is mashable, and can OTG.  
{{MoveData
|image=
|caption=
|name= Haru Ichiban
|linkname= Haru Ichiban
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Her old qcf+PP super is now qcf+KK
{{MoveData
|image=
|caption=
|name= Shun Goku Satsu
|linkname= Shun Goku Satsu
|input= {{lp}}>{{lp}}>{{f}}>{{lk}}>{{hp}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage= 79
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= {{throw}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Raging demon.
}}
}}<br>


-She gets raging demon, but you'd much rather spend the bar on her hadoken super as comboing into that super does about the same damage as a raging demon, except it costs only one bar.
{{MoveData
|image=
|caption=
|name= Dark Sakura Transformation
|linkname= Dark Sakura Transformation
|input= {{rdp}}+{{lk}} (3 meters)
|data=
{{AttackData-MVSC2
|Damage= 79
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Reverts back to Sakura. You probably don't want to do this.
}}
}}<br>


= Advanced Strategy =
== Other ==


===Infinite and Juggles===
=== Colors ===
Infinite: (corner only)
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


You need an assist to set this infinite up in most cases. Some good assists to set it up include: Gambit-A, Rouge-Y, Akuma-Y, Ken-Y, Zangief-A, Psylocke-A, and other assists that juggle at a low height. Having an assist that sets up low juggles with Sakura will greatly increase her combo options and damage.
[[Image:Mvc2-sakura.png]]
 
 
[j.lp > j.mk > j.hp xx qcb hk] xN
 
 
You can end this infinite with qcb pp or launch. This infinite is similar to Ken's infinite, but is kind of tricky to keep up. You can do different variations to adjust height and spacing. They will be numbered for future reference.
 
 
[1]    j.lk xx qcb lk (2 hits)
 
[2]    j.lk > j.mk xx qcb lk (2 hits)
 
[3]    j.lp > j.hp xx qcb hk
 
[4]    j.lp > j.mp > j.hp xx qcb hk
 
[5]    j.lk > j.hk > qcb lk (2 hits)
 
[6]    j.lk > j.mk > j.hp xx qcb lk
 
[7]    j. qcb lk (2 hits)
 
 
[1] is useful for bringing them up from a low height to a higher one. [2] can be done to bring them up from an even lower height. Conversely, [3] brings them lower. [4] can be looped when they are at a high height, but whiffs if they are too low.
 
 
You can use variations of the infinite to do extended juggles and even infinites midscreen. How long you can combo depends heavily on the character size and weight, but you can usually end in launch or super regardless. Figuring out how long you can juggle each character is important because if you carry them to the corner you can continue with the corner infinite.
 
[5] or [6] can loop giant characters (Sentinel, Blackheart, Juggernaut, Hulk) mid screen with the option to launch with dash df.hk or super with qcb pp. [1] can usually be looped two times on midsize to large characters before ending in qcb pp. Smaller mid size characters you can only do [1] on once before you have to continue to [6] or launch. Certain characters require [7] in order to adjust them to the proper height before you can continue with [1] or [6]. Smaller characters are the most difficult to juggle, and you are best off launching in most cases.
 
It cannot be understated how good the infinite and juggle combos are for Sakura. Since they use her air tatsu these combos will do lots of damage, easily more than 60% on average defense characters. therefore, playing her with assists that help her set it up is key.
 
 
===Dark Sakura Transformation===
 
<youtube>hQvfOorBK6c</youtube> <youtube>Q0pACy6gmlw</youtube>
 
There is one way you can set up Sakura's infinite solo: Spend 3 bars and transform to dark Sakura mid combo!
 
cr.lp xx qcb lp xx rdp lk, j.lk > j.mk xx qcb lk [j.lp > j.mk > j.hp xx qcb hk] xN
 
This combo has very tight timing and is unlikely to be performed in a match situation. The key is to cancel the hadoken before she shouts out the move's name. You can also combo after the transform with a df.hk. Some other things you can do with the transformation is dhc out of it or even use it as a guard break in the corner with qcb hp xx rdp lk.


[https://www.youtube.com/playlist?list=PLKdpetrbnuMX8Rj8ACwFvafPwrpch2C5U Playlist of Sakura Tech by mattiq]


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]
[[Category:Sakura]]

Revision as of 13:03, 4 September 2024

Introduction

The disciple to Ryu, Sakura has her powerful "Dark Sakura" (aka suntanned Sakura) form return to the franchise, although it takes three bars of meter to change into this form.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Sakura is a shoto with a powerful alternate transformation in Dark Sakura mode. Her main strengths lies with Dark Sakura but it costs 3 meters just to access.

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 Sakura art.png

Character Summary

Standard Special Moves

Shouoken Airok.png
  • Qcf.png+P.png
Hadouken Airok.png
  • Qcb.png+P.png
Shunpuu Kyaku Airok.png
  • Qcb.png+K.png
Standard Hyper Combos

Midare Zakura
  • Qcf.png+Lp.png+Hp.png
Shunkuu Hadouken
  • Qcb.png+Lp.png+Hp.png
Haru Ichiban
  • Qcb.png+Lk.png+Hk.png
Dark Sakura Transformation (3 meters)
  • Rdp.png+Lk.png
Assist Types

Type α - Dash Type
  • Assist: Hp.png Shouoken
  • Counter: Hp.png Shouoken
  • Combination: Haru Ichiban
Type β - Projectile Type
  • Assist: Hp.png Hadouken
  • Counter: Hp.png Hadouken
  • Combination: Shinkuu Hadouken
Type γ - Expansion Type
  • Assist: Mk.png Shunpuu Kyaku
  • Counter: Mk.png Shunpuu Kyaku
  • Combination: Midare Zakura


Dark Sakura Summary

Dark Sakura Special Moves

ShouokenAirok.png
  • Dp.png+P.png
Hadouken Airok.png
  • Qcf.png+P.png
Shunpuu Kyaku Airok.png
  • Qcb.png+K.png
Ashura Warp
  • Dp.png/Rdp.png+Lp.pngHp.png/Lk.pngHk.png
Dark Sakura Hyper Combos

Shinkuu Hadouken
  • Qcf.png+Lp.png+Hp.png
Midare Zakura
  • Qcf.png+Lk.png+Hk.png
Haru Ichiban
  • Qcb.png+Lk.png+Hk.png
Shun Goku Satsu
  • Lp.png>Lp.png>F.png>Lk.png>Hp.png Throw.png (3 meters)
Revert to Sakura (3 meters)
  • Rdp.png+Lk.png

Moves List

Assists

Dash
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Shouoken Haru Ichiban

Starts from the back of the screen. Can travel through projectiles, loses the projectile shield as Dark Sakura.


Projectile
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Hadouken Shinkuu Hadouken

Hadouken as an assist. Standard can function as an anti-air assist, Dark Sakura is a standard fireball assist.


Expansion
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Mk.png Shunpuu Kyaku Midare Zakura

Tatsu as an assist. A way to extend blockstrings for pressure.


Normal Moves

-When grounded, Sakura has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

-When in the Normal Jump state, Sakura has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Flower Kick
F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
High.png - - - -


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash throw.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png

Special Moves

Sakura Specials

Shouoken
Qcf.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Rushes forward before hitting the opponent multiple times. Has a projectile shield. Lp.png goes half screen and has a quick bounce back on block, Hp.png goes full screen and is more unsafe.


Hadouken
Qcb.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Big, chunky fireball shot at 45 degree angle. Upwards on the ground, downwards on the ground. Heavy version goes much further than light version.


Shunpuu Kyaku
Qcb.png+K.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shoto tatsu that goes in a rainbow arc. Heavy does more hits.


Dark Sakura Specials

Shouoken
Qcf.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Same attack as regular Sak but loses projectile shield on the ground.


Hadouken
Qcb.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Fireball is horizontal on ground and more of a 30 degree angle in the air, quite useful.


Shunpuu Kyaku
Qcb.png+K.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Same as regular Sak.


Ashura Warp
Dp.png or Rdp.png + P.png or K.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Instant teleport, completely invincible. P.png version goes further.


Hyper Combos

Sakura Hypers

Midare Zakura
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Autocombo super.


Shinkuu Hadouken
Qcb.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Several Fireballs at once.



Haru Ichiban
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Dark Sakura Transformation
Rdp.png+Lk.png (3 meters)
Damage Startup Active Recovery Guard
79 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

An unusual input for a super. Costs 3 bars but unlocks a very powerful version of Sakura. Can be done mid combo and even seems to have a little invincibility.


Dark Sakura Hypers

Shinkuu Hadouken
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Her fireball super becomes a very strong horizontal beam super. Mash attack buttons to increase damage. Does good chip damage and destroys assists.


Midare Zakura
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Autocombo super but the input has changed.



Haru Ichiban
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Shun Goku Satsu
Lp.png>Lp.png>F.png>Lk.png>Hp.png (3 meters)
Damage Startup Active Recovery Guard
79 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw.png - - - -

Raging demon.


Dark Sakura Transformation
Rdp.png+Lk.png (3 meters)
Damage Startup Active Recovery Guard
79 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Reverts back to Sakura. You probably don't want to do this.


Other

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-sakura.png



Game Navigation

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