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<span style="color:#800000">524 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Dash, Haru Ranman</span> | <span style="color:#800000">524 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Dash, Haru Ranman</span> | ||
''Contributor: StevoKanevo'' | <span style="color:#000000">''Contributor: StevoKanevo'' | ||
==Strategy== | ==Strategy== |
Revision as of 16:51, 28 June 2009
Introduction
Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
- 360 - Full circle - Complete a full rotation of the stick.
- 720 - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
- Jab - weak punch (also called LP or WP)
- Strong - medium punch (also called MP)
- Fierce - fierce punch (also called HP or FP)
- P - any punch
- PPP or 3P - all three punches simultaneously
- Short - weak kick (also called LK or WK)
- Forward - medium kick (also called MK)
- Roundhouse (RH) - fierce kick (also called HK)
- K = any kick
- KKK or 3K - all three kicks simultaneously
Connectors
- ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
- , Link
- xx Cancel
State Modifiers
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.
Miscellaneous Notation
- Claw = American Vega = Japanese Balrog
- Boxer = American Balrog = Japanese Bison
- Dictator (Dic) = American Bison = Japanese Vega
Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.
Move Analysis
Normal Moves
Standing Normals:
s.LP - (25 damage, 50 stun damage) Sakura throws out her close hand for a quick jab. Range is slightly in front of her forward foot.
s.MP - (75 damage, 100 stun damage) Sakura throws out her far hand. Has slightly more range than her , which is roughly a half character length.
s.HP - (110 damage, 200 stun damage) Sakura throws out a long range punch with her far hand with 3/4 character's range. Good stun damage and overall damage.
close s.HP - (100 damage, 120 stun damage) Sakura takes both of her hands and swings them up hitting the opponent in the chin.
s.LK - (30 damage, 50 stun damage) Sakura does a quick kick at about shin height with her far foot for 2/3 character range.
s.MK - (75 damage, 100 stun damage) Sakura throws out her close foot at about chest height for almost a full character length.
s.HK - (110 damage, 200 stun damage) Sakura throws out her far foot for a little over a character length at about chest height.
close s.HK - (120 damage, 200 stun damage) Sakura kicks her close foot up as high as it goes
Crouching Normals:
cr.LP (20 damage, 50 stun damage) - Sakura throws out her close arm in a crouching animation similar to her standing
cr.MP (65 damage, 80 stun damage) - Sakura makes a fist and does a quick downward arc punch to the ground. About the same range as her standing MP.
cr.HP (100 damage, 120 stun damage) - Sakura takes her close arm and punches straight up. Very short horizontal range, but excellent vertical range, and your standard anti-air move.
cr.LK (20 damage, 50 stun damage) - Sakura takes her outward leg and extends it a bit. Slightly less range than her standing
cr.MK (60 damage, 100 stun damage) - Sakura sticks her outward leg out even farther for about 3/4 character length.
cr.HK (90 damage, 150 stun damage) - Sakura does a sweeping roundhouse kick with her far away foot. Has a full character length of range.
Jumping Normals:
neutral j.LP - (50 damage, 50 stun damage) Sakura sticks her outward arm straight in front of her with slight range.
j.LP - Same as above (damage, too), but at about a 45 degree angle downward.
neutral j.MP - (80 damage, 100 stun damage) Sakura throws out a punch with her outward arm angling slightly downward.
j.MP - (80 damage, 100 stun damage) Sakura takes her far arm and throws a straight punch.
neutral j.HP - (100 damage, 200 stun damage) Sakura does an air version of what looks like her
j.HP - (100 damage, 200 stun damage) Sakura takes her fists and punches straight down between her legs
neutral j.LK - (30 damage, 50 stun damage) Sakura sticks her far away foot up in front of her higher than her head
j.LK - (30 damage, 50 stun damage) Sakura jumps with her close foot and kicks at a slightly downward angle. Can cross up.
neutral j.MK - (70 damage, 100 stun damage) Sakura kicks with her close foot forward. Longest range of all her moves.
j.MK - (70 damage, 100 stun damage) Sakura kicks down at about a 45 degree angle
neutral j.HK - (100 damage, 200 stun damage) Sakura kicks with both of her feet down extended.
j.HK - (100 damage, 200 stun damage) Sakura puts one leg up, and kicks down with her other leg fully extended.
Normal Throws
Command Normals
f.MK - Flower Kick - (80 damage, 100 stun damage) Panty Shot overhead.
Focus / Saving Attack
MP+MK
(uncharged) - (60 damage, 100 stun damage) Sakura jumps forward for a little less than character length and hits the opponent with her knees. She can jump over lows with this move, but when the move hits, she is considered to be grounded, even tho she looks like she's in the air. She can be thrown out of it like other focus attacks.
(charged) - (130 damage, 200 stun damage) Sakura crouches down on her hands and knees and then performs the same attack as above. Like all focus attacks, when fully charged, it becomes unblockable and stuns the opponent.
Special Moves
- Fireball (Hadouken)
- qcf.P
- (60 damage, 75 stun)
- Doesn't travel full-screen
- All versions goes about 4 character lengths and travel the same speed.
- Hold the Punch button to charge up her Fireball.
- (level 2) - Hadoken - (80 dmg, 100 stun dmg) - The fireball becomes a bit bigger, but travels slower and goes about 2.5 character lengths away
- (level 3) - Hadoken - (120 damage, 150 stun) - The fireball becomes really slow moving and goes a little under 1 and a half character lengths
- Shou'ou ken (Dragon Punch)
- dp.P
- LP version - 2 hits, 105 damage, 100 stun
- MP version - 4 hits, 135 damage, 155 stun
- HP version - 6 hits, 155 damage, 200 stun
- can juggle after landing a Light Punch Shoryuken if you go into a Medium Punch Shoryuken immediately after wards (this does less damage than if you hit them with a full Hard Punch Shoryuken, but it works good to take off a bit of extra life when you need to use the Light Punch version).
- Hurricane Kick (Shunpukyaku)
- qcb.K
- LK version - 1 hit, 60 damage, 100 stun
- MK version - 2 hits, 120 damage, 100 stun
- HK version - 3 hits, 180 damage, 150 stun
- Aerial Hurricane Kick (Air Shunpukyaku)
- qcb.K (in air)
- (50 damage, 50 stun) - She does her air hurricane kick, and depending where in her jump she is when you execute the move, her velocity changes.
- Jump Smash (Sakura Otoshi)
- qcf.K, P, P, P
- 3 hits, 168 damage, 280 stun
- If you don't push any buttons when she does the move, she lands and has a really long recovery, but if you push a punch button, and even whiff the air attack, she lands without any recovery
- EX Fireball (Hadouken) ; qcf.P
- 2 hits, 100 damage, 100 stun
- does 2 hits and travels far, doesn't disappear
- (level 2) - (2 hits, 120 dmg, 120 stun) - The fireball travels the same speed as her EX fireball, but has higher damage
- (level 3)- (2 hits, 140 damage, 150 stun) travels the same speed as her EX fireball, but has higher damage
- EX Shou'ou ken (Dragon Punch Uppercut)
- dp.2P
- 8 hits, 200 damage, 280 stun
- Sakura does 2 uppercuts instead of just one, a small one, followed by a larger one
- EX Hurricane Kick (Shunpukyaku)
- qcb.2K
- 4 hits, 125 damage, 200 stun
- launches the other player up into the air so you can juggle
- EX Aerial Hurricane Kick (Air Shunpukyaku)
- qcb.2K (in air)
- EX Jump Smash (Sakura Otoshi)
- dp.2K, P, P, P
- 3 hits, 168 damage, 280 stun
Super Move
- Karu Ichiban
- qcb x 2 + K
- 7 hits, 380 damage, 0 stun
- Armor Breaking
- hits low
Ultra Move
- Haru Ranman
- qcb x 2 + 3P
- (full revenge meter) 5 hits, 435 damage, 0 stun
- Armor Breaking
- hits low
- Can directly combo into it and juggle after you land Sakura's EX Hurricane Kick.
Contributor: HeartNana
The Basics
Combos
Notation:
- FAx1 = Focus Attack level 1 (tap MP + MK)
- If a normal move is not designated s. or cr. it can be either
- If a special move’s strength is not designated any can be used
- Green = Requires 1 EX Bar
- Blue = Super Combo; Requires Full EX Gauge
- Red = Ultra Combo; Calculated Damage was with full revenge Gauge
(The number preceding the combo notation is the damage it inflicts)
Poke Strings
70 cr.LP xx cr.LP xx cr.LP, cr.LK
77 cr.LP xx cr. LP xx cr.LP, s.LK
88 cr.LK, cr.LP, cr.MK
91 s.LP xx s.LP xx s.LP, s.LK
92 cr.LK, cr.LP, cr.MP
98 cr.LP xx cr.LP xx cr.LP, cr.MK
100 s.LK, s.LK, s.LK, s.LK
102 cr.LP xx cr.LP xx cr.LP, cr.MP
110 s.LP xx s.LP, s.MP
117 s.LK, s.LK, s.LP, cr.MK
121 s.LK, s.LK, s.LP, cr.MP
123 s.LP xx s.LP xx s.LP, s.MP
128 s.LK, s.LK, s.LP, s.MP
Combos
(can be preceded with jump-in, cross-up, or FA/SA of choice)
120 L Shouoken, M Shouken
125 MP xx Hadoken
138 s.LP, cr.MP xx Hadoken
144 s.LP xx s.LP, cr.MP xx Hadoken
148 s.HP xx FAx1
160 s.HP xx Hadoken
165 MP xx EX Hadoken
166 MP xx Hadoken xx FAx1
168 s.HK xx FAx1
170 s.LP, cr. MP xx EX Hadoken
172 s.LP xx s.LP, cr.MP xx EX Hadoken
173 s.LP, s.HP xx Hadoken
174 s.LP, cr.MP xx Hadoken xx FAx1
174 s.LP xx s.LP, cr.MP xx Hadoken xx FAx1 (not a typo)
200 s.HP xx EX Hadoken
202 s.HP xx Hadoken xx FAx1
205 s.LP, cr.HP xx EX Hadoken
209 s.LP, s.HP xx Hadoken xx FAx1
220 MP xx H Shouoken
255 HP xx H Shouoken
265 MP xx EX Shouken
281 cr.MK xx EX Shunpu, Sakura Otoshi x 3
300 HP xx EX Shouoken
321 HP xx EX Shunpu, Sakura Otoshi x 3
351 s.HP xx L Shunpu, cr.HP xx H Shouoken
357 cr.MK xx L Shunpu, cr.HP xx EX Shunpu, Otoshi x 3
380 Haru Ichiban
384 s.HP xx L Shunpu, cr.HP xx EX Shouoken
397 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Otoshi x 3
402 s.HP xx L Shunpu, cr.HP xx L Shunpu xx s.LK xx EX Shunpu, Otoshix3
435 Haru Ranman
480 s.HP xx Haru Ichiban
481 s.HP xx L Shunpu, cr.HP xx L Shunpu, s.LK xx EX Shunpu, Dash, Haru Ranman
500 s.HK xx Haru Ichiban
502 HP xx EX Shunpu, Dash, Haru Ranman
511 s.HP xx H Shouken xx Haru Ichiban
524 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Dash, Haru Ranman
Contributor: StevoKanevo
Strategy
Matchups
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 25 | 50 | 3 | 2 | 5 | 9 | +4 | +7 | 10 | 13 | 20 | O | O | O | - |
Close MP | 65 | 100 | 4 | 2 | 12 | 17 | 0 | +3 | 13 | 16 | 40 | X | O | O | - |
Close HP | 100[80] | 120[100] | 3 | 4 | 20 | 26 | -6 | -1 | 17 | 22 | 60 | X | O | O | Forces Stand |
Close LK | 25 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Close MK | 60 | 100 | 4 | 3 | 15 | 21 | -4 | -1 | 13 | 16 | 40 | X | O | O | - |
Close HK | 120[100] | 200 | 6 | 3 | 21 | 29 | -6 | -1 | 17 | 22 | 60 | X | X | O | Forces Stand |
Far LP | 25 | 50 | 3 | 2 | 5 | 9 | +4 | +7 | 10 | 13 | 20 | O | O | O | - |
Far MP | 75 | 100 | 7 | 3 | 12 | 21 | -1 | +2 | 13 | 16 | 40 | X | X | O | - |
Far HP | 110 | 200 | 8 | 3 | 18 | 28 | -2 | +2 | 18 | 22 | 60 | X | X | X | - |
Far LK | 30 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Far MK | 75 | 100 | 9 | 2 | 12 | 22 | 0 | +3 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 10 | 3 | 16 | 28 | -1 | +3 | 17 | 21 | 60 | X | X | X | - |
crouch LP | 20 | 50 | 3 | 2 | 6 | 10 | +3 | +6 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 65 | 80 | 5 | 3 | 11 | 18 | 0 | +3 | 13 | 16 | 40 | X | O | O | - |
crouch HP | 100[80] | 120[100] | 4 | 4 | 24 | 31 | -10 | -5 | 17 | 22 | 60 | X | O | O | Forces Stand |
crouch LK | 20 | 50 | 3 | 3 | 8 | 13 | 0 | +3 | 10 | 13 | 20 | O | O | O | Low Attack |
crouch MK | 60 | 100 | 5 | 4 | 13 | 21 | -3 | 0 | 13 | 16 | 40 | X | O | O | Low Attack |
crouch HK | 90 | 150 | 7 | 3 | 22 | 31 | -7 | D | 17 | - | 60 | X | X | X | Low Attack, Cannot tech |
Jump up LP | 50 | 50 | 3 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MP | 80 | 100 | 4 | 6 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HP | 100 | 200 | 5 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Jump up LK | 30 | 50 | 4 | 5 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MK | 70 | 100 | 6 | 8 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HK | 100 | 200 | 8 | 6 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LP | 50 | 50 | 4 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump forward MP | 80 | 100 | 4 | 5 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HP | 100 | 200 | 5 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LK | 30 | 50 | 4 | 5 | - | - | - | - | 20 | - | - | - | - | ||
Jump forward MK | 70 | 100 | 5 | 4 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HK | 100 | 200 | 6 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Flower Kick | 80 | 100 | 16 | 2 | 15 | 32 | -3 | +2 | 13 | 18 | 40 | X | X | X | Mid attack |
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 130 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 120 | 120 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.8 |
Back throw | 135 | 140 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.8 |
Hadoken | 60 | 75 | 15 | 71 | 49 | 49 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken (Hold) | 80 | 100 | 13+13 | 71 | 62 | 62 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken (MAX) | 120 | 150 | 38 | 44 | 74 | 74 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken EX | 40*60 | 50*50 | 15 | - | 49 | 49 | -5 | D | 0/0 | X | X | O | Pursuit property | ||
Hadoken EX (MAX) | 60*80 | 75*75 | 38 | - | 74 | 74 | -5 | D | 0/0 | X | X | O | Pursuit property | ||
Shooken LP | 90*15 | 50*50 | 6 | 6 | ?? | 40 | -12 | D | 30/10*10 | X | X | O | 1st hit cancellable | ||
Shooken MP | 90*15x3 | 50*35x3 | 7 | 14 | ?? | 53 | -20 | D | 30/10x4 | X | X | O | Pursuit property, 1st~3rd hit cancellable | ||
Shooken HP | 80*15x5 | 50*30x5 | 12 | 20 | ?? | 62 | -20 | D | 30/10x6 | X | X | O | Pursuit property, 1st~3rd hit cancellable | ||
Shooken EX | 55*15+55*15x5 | 50*30*50*30x5 | 12 | 6*19 | ?? | 87 | -20 | D | 0/0 | X | X | O | 1~13f invincible, 1*3~5 hit cancellable | ||
Shunpukyaku LK | 60 | 100 | 16 | 6 | ?? | 36 | 0 | +4 | 20/15 | X | X | X | 10~21f (translate), Armor break | ||
Shunpukyaku MK | 60*60 | 50*50 | 17 | 3*6 | ?? | 51 | -3 | +1 | 20/20*20 | X | X | X | 11~33f (translate), Armor break | ||
Shunpukyaku HK | 60x3 | 50x3 | 12 | 3*3*2 | ?? | 53 | -2 | +2 | 20/15x3 | X | X | X | 7~32f (translate), Pursuit property, Armor break | ||
Shunpukyaku EX | 30x3*35 | 50x4 | 12 | 3*3*2*3 | ?? | 61 | +4 | D | 0/0 | X | X | O | 7~32f (translate), 4th hit (translate), Pursuit property, Armor break, 4th hit cancellable | ||
Shunpukyaku (air) | 50 | 50 | 8 | 33 | - | - | - | D | 10/40 | - | - | - | - | ||
Shunpukyaku EX (air) | 80xn | 50xn | 8 | 3 | - | - | - | D | 0/0 | - | - | - | - | ||
Sakura Otoshi (in air) | - | - | - | - | - | - | - | - | 20 | - | - | - | (translate) | ||
Sakura Otoshi | 60*60*48 | 100*100*80 | 4 | 3 | - | - | - | D | 20/15x3 | - | - | - | Pursuit property, 3rd hit cannot fast recover | ||
EX Sakura Otoshi (in air) | - | - | - | - | - | - | - | - | 0/0 | - | - | - | Flies toward opponent | ||
EX Sakura Otoshi | 60*60*48 | 100*100*80 | 4 | 3 | - | - | - | D | 0/0 | - | - | - | Pursuit property, 3rd hit cannot fast recover | ||
Haru Ichiban | 50x6*80 | - | 7 | 2x6*4 | ?? | 83 | -7 | D | 0/0 | - | - | - | 1~13f invincible, 1~6 hit Low attack | ||
Haru Ranmaru | 75x4*135 | - | 11 | 2x3 | ?? | 80 | -28 | D | 0/0 | - | - | - | 1~11f invincible, Armor break 1~2 hit Low attack | ||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.