User:Aroo of fighters/sandbox

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Revision as of 04:46, 5 January 2021 by Aroo of fighters (talk | contribs) (got rid of 03 clark, cleaning up Sakura a little bit with the shortened attackdata and icons)

Dumping CvS1 Sakura stuff here until I get a lot of things!


Introduction

Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.

Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.


Movelist

This moveset is for Regular Sakura. EX Sakura is listed somewhere else

Normal Attacks

Far Standing Normals

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Straight punch.


s.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.


cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
D.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Low - - - -

Standard sweep. Sakura can't combo after her sweep, even with a Super.


Jumping Normals

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

- Jumping kick.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent.


Command Normals

Flower Kick
F.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Uncancellable Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
D.pngHp.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Throws

Sakura-jime
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
B.png/F.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.


Special Moves

Hadou Shou
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.


Kou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.

Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.


Shunpuu Renkyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png Rekka Mid - - - -
Hk.png Rekka Mid - - - -

A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.

Renkyaku Followups
Qcb.pngK.png (during Qcb.pngK.png)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -

One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.

Hk.png - Mid - - - -

One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.


Ouya Kyaku
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.

Haru Issen
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.



EX Sakura Movelist

Normal Attacks

Far Standing Normals

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now.


s.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
D.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Low - - - -

Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.


Jumping Normals

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Jumping kick.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent.


Command Normals

Flower Kick
F.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
D.pngHp.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Crouching Medium
Db.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.


Jumping Stomp
D.pngHk.png (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.


Throws

Sakura-jime
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
B.png/F.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.

Special Moves

Hadouken
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
No Charge - Mid - - - -
Small Charge - Mid - - - -
Full Charge - Mid - - - -

Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.


Shou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.


Shunpuu Kyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.


Shunpuu Kyaku (air)
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.

Haru Ichiban
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.


Midare Zakura
Qcf.pngQcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -
K.pngK.png - Mid - - - -

Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.

If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.

Combo Tips

Universal

I've mentioned this in other places but here's some quick combo stuff with Sakura.

  • st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
  • Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
  • Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.

Regular Sakura Combo Tips

  • Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
  • Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
  • Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
  • s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
  • With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.


EX Sakura Combo Tips

  • Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)

KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.