Sakura (SSFIV): Difference between revisions

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'''Jumping'''
'''Jumping'''


LP -
LP - The Heisman, used in resets.


LK - a good crossup.
LK - a good crossup. Used in resets.


MP - a good air to air move, beats many attacks in air.
MP - a good air to air move, beats many attacks in air.

Revision as of 14:34, 24 June 2010

Introduction

Personal Information

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.

Notation

Notation

Taken from the old Sakura Wiki

  • 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

LP - a quick standing punch, can be used to connect to an EX Shunpukayku after a LK Shunpukyaku. Can also link to c.HK.

LK - fairly quick, can be linked after a LK Shunpukyaku to an EX Shunpukyaku or Shouoken.

MP - a thrusting punch with decent range.

MK - up close can be used to connect an EX Shunpukyaku after a LK Shunpukyaku. From a distance is a decent standing poke.

HP - a beefy standing punch that is good for comboing.

HK - a roundhouse with decent range and is good for poking.

Crouching

LP - a quick crouching jab that can be linked into an EX Shunpukyaku after a LK Shunpukyaku.

LK - a quick shoe scuffing kick that can be linked into an EX Shunpukyaku after a LK Shunpukyaku.

MP - a hammer like punch, can be used for some combos.

MK - one of her better poking tools, has good range and can be buffered to Shouoken.

HP - forces stand on crouching opponents, good to combo into EX Shunpukyaku or Shouoken.

HK - a decent sweep. Can be linked after a s.LP.

Jumping

LP - The Heisman, used in resets.

LK - a good crossup. Used in resets.

MP - a good air to air move, beats many attacks in air.

MK - now crosses up.

HP - good jumping in tool, good for combos.

HK - good jumping in tool, good for combos. Neutral jumping HK works well as an air to air attack.

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. Does not travel full screen. 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. Can MK, HK, and EX Versions can go over projectiles at a close distance with good timing. Can also be done in air.

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. Can be used after an EX Shunpu.

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 for the easiest method.

The Basics

Shunpu Links

Sakura relies heavily on her Shunpukyaku links and combos to create her offense. Without them, she has little to work with other than her Shouoken for damage. Learn and practice these links. There are slight variations and it is up to you to find them, and many are character specific. Remember after an EX Shunpukyaku you can do Ultra or start a mixup that can lead right back to these Shunpu Links.

  • This is taken from the old Sakura wiki,new characters have not been tested yet. Please note these are not set in stone and be aware of variations. Experiment!

[Thanks to eISH, will try with new characters later]

c.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, c.HP xx EX Shunpukyaku

works for Balrog/Boxer, Dhalsim, and Abel

c.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, s.LK xx EX Shunpukyaku

works for Cammy, Honda, Gouken, Akuma, Blanka, Rufus, and El Fuerte

s.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, s.LK xx EX Shunpukyaku

works for Zangief, Sagat, Fei Long, Chun Li, Seth, Vega (Claw), Bison (Dictator), Viper, and Gen

c.HP xx LK Shunpukyaku, s.LK xx EX Shunpukyaku

works for Rose, Sakura, and Guile

c.HP xx LK Shunpukyaku, c.HP/s.LK xx EX Shunpukyaku

works for Ryu,Ken, and Dan


Shunpu Link Summary

LK Shunpukyaku, c.LP - (80 DMG/ 150 STN)

LK Shunpukyaku, c.LK - (80 DMG/ 150 STN)

LK Shunpukyaku, s.LP - (85 DMG/ 150 STN)

LK Shunpukyaku, s.LK - (85 DMG/ 150 STN)

LK Shunpukyaku, s.cl MK - (120 DMG/ 200 STN)

LK Shunpukyauk, c.HP - (150 DMG/ 220 STN)


Option Selects

Combos

Blockstrings

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


FADC Combos


Corner Only Combos

Air Shunpukyuaku > Shinku Hadoken

Strategy

Your main objective is to get in close and start EX Shunpu shenanigans.

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