Sakura (SSFIV): Difference between revisions

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==Move Analysis==
==Move Analysis==
===Normal Moves===
===Normal Moves===
LP
LK
MP
MK
HP
HK


===Normal Throws===
===Normal Throws===

Revision as of 02:04, 8 June 2010

Introduction

Full Name- Sakura Kasugano

D.O.B.- March 15

Nationality- Japanese

Height- 5'2"

Weight- 119 lbs

Blood Type-A

Measurments- 31/24/33

Style- Imitation of Ryu's

Likes- Gym Class, white rice, Ryu

Dislikes- Math class, playing video games with her brother

Special Talent- Decent at cooking, but not good with its presentation


Ever since witnessing Ryu in the first World Warrior tournament, she has been hellbent on meeting him ever since. She always tries her best at everything she does and is always cheerful. In Super Street Fighter IV, Sakura is a character who relies heavily on her mixups. She also has a solid anti air game and decent normals.

Move Analysis

Normal Moves

LP

LK

MP

MK

HP

HK

Normal Throws

Sailor Shot- F/N LP+LK

Choba Throw- B LP+LK

Command Normals

Flower Kick- F+MK- Her overhead.

Focus / Saving Attack

MP+MK- One of the better FA's in the game, has great range.

Special Moves

D,DF,F+P- Hadoken - Her projectile. Not as potent as Ryu or Ken's, but can be used somewhat for zoning, depending on the opponent. Can be used to negate projectiles. Not recommended to outzone Shotos. Can be charged if you hold the punch button. EX Version hits twice.

F,D,DF+P- Shouoken- Her Dragon Punch. Good to use in combos, or buffered with her c.MK. Can FADC out of for mixups and if blocked. EX Version has invincibility and can be FADC'd out of if blocked.

D,DB,B+K- Shunpukyaku- Her Hurricane Kick. The LK, HK, and EX versions are recommended. LK can lead to links. HK should be used if you don't want to use meter, but doing so gives up the options to create resets, as opposed to the EX Version.

F,D,DF+K- Sakura Otoshi- Not a recommended move but can be used to go over projectiles. EX Version homes in and is recommended.

Super Combo

QCBx2+K- Haru Ichiban- Hits low and does good damage, but shouldn't be used unless it will win the match or put the match heavily in your favor. Doing so uses all EX meter needed for her EX Shunpu mixups.

Ultra Combos

I. QCBx2+KKK-Haru Ranman- Not the recommended Ultra, but does net a fair amount of damage. Hits low and can be used after an EX Shunpu launch. Dash forward in open space to land it, but you don't have to in the corner.

II. QCFx2+PPP/KKK Shinku Hadoken- Does not net as much damage, but is much easier to land and is recommended. Use the PPP for the standing version, or KKK for air version. After an EX Shunpu, immediately input the air version.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Close MP HL 65 100 40 sp/su 4 2 12 0 +3
Close HP HL 100[80] 120[100] 60 sp/su 3 4 20 -6 -1 Forces Stand
Close LK HL 25 50 20 sp/su 3 2 8 -1 +2
Close MK HL 60 100 40 sp/su 4 3 15 -4 -1
Close HK HL 120[100] 200 60 su 6 3 21 -6 -1 Forces Stand
Far LP HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Far MP HL 75 100 40 su 7 3 12 0 +2
Far HP HL 110 200 60 - 8 3 17 -2 +2
Far LK HL 30 50 20 sp/su 3 2 8 -1 +2
Far MK HL 75 100 40 - 9 2 12 0 +3
Far HK HL 110 200 60 - 10 3 15 0 +2
crouch LP HL 20 50 20 ch/sp/su 3 2 6 +1 +4
crouch MP HL 65 80 40 sp/su 5 3 11 0 +3
crouch HP HL 90[80] 120[100] 60 sp/su 4 5 23 -10 -5 Forces Stand
crouch LK L 20 50 20 ch/sp/su 3 3 8 0 +3
crouch MK L 60 100 40 sp/su 5 4 13 -3 0
crouch HK L 90 150 60 - 7 3 22 -7 - Cannot fast recover
Jump up LP H 50 50 20 - 3 7 - - -
Jump up MP H 80 100 40 - 4 6 - - -
Jump up HP H 100 200 60 - 5 5 - - -
Jump up LK H 30 50 20 - 4 5 - - -
Jump up MK H 70 100 40 - 5 8 - - -
Jump up HK H 100 200 60 - 6 6 - - -
Jump forward LP H 50 50 20 - 3 7 - - -
Jump forward MP H 80 100 40 - 4 5 - - -
Jump forward HP H 100 200 60 - 5 5 - - -
Jump forward LK H 30 50 20 - 4 5 - - -
Jump forward MK H 70 100 40 - 5 4 - - -
Jump forward HK H 100 200 60 - 6 5 - - -
Flower Kick H 80 100 40 - 16 2 15 -3 +2
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 130 200 60 - 65 2 35 - -
Forward Throw 0.9 120 120 40 - 3 2 20 - -
Back throw 0.9 135 140 40 - 3 2 20 - -
Hadoken (Lv1) HL 60[40*60] 75 10/20 su 15 71 48 (total duration) -7 -3
Hadoken (Lv2) HL 80[50*70] 100 10/20 su 13+14 71 60 (total duration) -7 -3
Hadoken (Lv3) HL 120[60*80] 150 10/20 su 39 44 72 (total duration) -7 -3
Hadoken EX (Lv1) HL 40*60 50*50 -250/0 su 15 - 48 (total duration) -4 - Pursuit property
Hadoken EX (Lv2) HL 50*70 60*60 -250/0 su 13+14 - 60 (total duration) -4 -
Hadoken EX (Lv3) HL 60*80 75*75 -250/0 su 39 - 72 (total duration) -4 - Pursuit property
Shooken LP HL 90*15 50*50 30/10x2 su 6 2*4 18+11 -12 - 1st hit cancellable
Shooken MP HL 90*15x3 50*35x3 30/10x4 su 7 2x3*8 22+11 -20 - Pursuit property, 1st~3rd hit cancellable
Shooken HP HL 80*15x5 50*30x5 30/10x6 su 12 2x5*10 20+11 -20 - Pursuit property, 1st~3rd hit cancellable
Shooken EX HL 45*15+45*15x5 40*20*40*20x5 -250/0 su 12 2*4(19)2x5*9 22+11 -20 - 1~13f invincible, 1*3~5 hit cancellable
Shunpukyaku LK HL 60 100 20/15 - 16 6 15 0 +4 Armor break
Shunpukyaku MK HL 60*60 50*50 20/20*20 - 17 3(8)6 18 -3 +1 Armor break
Shunpukyaku HK HL 60x3 50x3 20/15x3 - 12 2(6)3(7)2 21 -2 0 Pursuit property, Armor break
Shunpukyaku EX HL 30x3*35 50*30x3 -250/0 su 12 3(6)3(7)2(12)3 15 +4 - Pursuit property, Armor break, 4th hit cancellable
Shunpukyaku (air) HL 50 50 10/40 - 8 3(9)3 7 - -
Shunpukyaku EX (air) HL 80 50xn -250/0 - 8 3{(9)3}xN 7 - -
Sakura Otoshi HL - - 20/- - - - 36 - -
Sakura Otoshi EX HL - - -250/- - - - 77 - -
Sakura Otoshi (???) HL 50*50*60[60x3] 70*70*100[100x3] 0/15[0] - 14+4 3 16
Super Combo Lx6*HL 45x6*80 0 -1000/0 - 1+6 {2(5)}x5*x(13)4 24 -7 - 1~13f invincible, 1~6 hit Low attack
Ultra Combo 1 Lx2*HL 75*75*68*233 0 0/0 - 1+10 2(7)2(11)2 47 -28 - 1~10f invincible
Ultra Combo 2 HL 56x4*105 0 0/0 - 1+11 - 97 (total duration) -27 - 1~9f invincible
Ultra Combo 2 (high) HL 56x4*105 0 0/0 - 1+7 - 93 (total duration) -27 - 1~8f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes