Street Fighter V/Sakura

From SuperCombo Wiki

Introduction

About Sakura

A college student who recently graduated and now has a job, Sakura is Ryu's pupil.

Sakura is a quick, aggressive rushdown character with a lot of safe attacks. With a quick walk-speed and dash, she can "shimmy" well and keep up the pressure and chase her fireballs. Many of her moves are safe on block, as well, allowing you to safely force your opponent to block. To add on, her light moves can easily convert into big damage, allowing her to punish mistakes very well. If you like to play quick, aggressive characters who can get a lot of opportunities on hit or on block, then Sakura is for you.

Strengths Weaknesses
  • Fast walk speeds: with the fourth fastest forward walk speed in the game and the fastest backward walk speed, Sakura is very good at both walking into her effective ranges vs opponents as well as walking out of opponents attempts to pressure her
  • Smothering offense: Sakura boasts a very potent strike/throw game, with high reward in the form of strong combos with good oki and corner carry, and strong situation post-throw both midscreen and in the corner
  • Stand short: with the longest range 4 frame normal in the game that hits both standing and crouching opponents, Sakura is able to punish many things that most characters can't, such as spaced dash straights from Balrog, E. Honda light headbutt, etc.
  • High damage potential: Sakuras combos are often subject to limited amounts of scaling, allowing her to create high damaging combos
  • Poor oki from lights: while she has strong oki from many of her bnb confirms, midscreen oki from light normals is very limited for her, as her only meterless ender is medium uppercut which gives limited midscreen oki
  • Weak v-meter gain: Sakuras v-skills are often times hard to combo into due to their slow startup, leading to her often needing to build v-meter from crush counters or taking damage

Final Patch

Players to Watch

  • Alex Myers
  • ISA
  • Nauman
Sakura
SFV-Sakura Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.27
Backward Walk Speed 4.7
Forward Dash Speed 16
Backward Dash Speed 23
Forward Dash Distance 164.3
Backward Dash Distance 99.8
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Sakura 5LP.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP and cr.LP
  • Combos into EX Tatsu if canceled into it due to 3F start start-up on the EX Tatsu
Stand MP
Stand MP
5MP
SFV Sakura 5MP.png
Startup Active Recovery Hit
5 3 13 7
Damage Stun Attack Block
60 100 H 3
  • Cancel options: vs2 vt1 vt2
  • Frametrap tool with short range
Stand HP
Stand HP
5HP
SFV Sakura 5HP.png
Startup Active Recovery Hit
9 3 21 3
Damage Stun Attack Block
80 150 H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Decent whiff punish tool and combos into any special cancels from max range
Stand LK
Stand LK
5LK
SFV Sakura 5LK.png
Startup Active Recovery Hit
4 3 13 -1
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Best st.LK footsie tool in the entire game (but a lot of recovery frames compared to the others)
  • Amazing whiff punish tool and combos into MP DP from max range
  • Furthest range of the special cancelable normals that Sakura has
Stand MK
Stand MK
5MK
SFV Sakura 5MK.png
Startup Active Recovery Hit
8 3 17(15) 3
Damage Stun Attack Block
60 100 H 1
  • Cancel options: vs2 vt1 vt2
  • Shrinks standing leg hurtbox slightly on frames 6-16
  • Decent poke tool and + on block
  • Combos into st.LK as a counter-hit confirm in midrange
  • 2 less recovery frames on whiff
Stand HK
Stand HK
5HK
SFV Sakura 5HK.png
Startup Active Recovery Hit
12 2 26 1
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vs2 vt1 vt2
  • Pretty good range and poke tool
  • +20 advantage on Crush Counter (can dash up into 4F moves for example)
  • +4 on Crush Counter if canceled into the V-Skill 2 roll
Crouch LP
Crouch LP
2LP
SFV Sakura 2LP.png
Startup Active Recovery Hit
3 2 9 3
Damage Stun Attack Block
20 150 H 1
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP and cr.LP
  • Combos into EX Tatsu if canceled into it due to 3F start start-up on the EX Tatsu
Crouch MP
Crouch MP
2MP
SFV Sakura 2MP.png
Startup Active Recovery Hit
6 4 13 5
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Pretty good oki tool with 4 active frames and +5/+1
Crouch HP
Crouch HP
2HP
SFV Sakura 2HP.png
Startup Active Recovery Hit
8 5 23 -2
Damage Stun Attack Block
90 150 H -5
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Solid anti-air
  • Unlike most cr.HP, this one has the same damage / stun and cancel properties throughout the active frames
Crouch LK
Crouch LK
2LK
SFV Sakura 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
20 70 L 0
Crouch MK
Crouch MK
2MK
SFV Sakura 2MK.png
Startup Active Recovery Hit
6 2 14 2
Damage Stun Attack Block
50 100 L -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Decent low poke check and small pushback
  • Counter-hit combos into st.LK confirms from a decent range
Crouch HK
Crouch HK
2HK
SFV Sakura 2HK.png
Startup Active Recovery Hit
8 2 25 KD
Damage Stun Attack Block
90 150 L -13
  • Cancel options: vs2 vt1 vt2
  • Decent range for a sweep but very punishable on block
Jump LP
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
6 7 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
  • Special cancelable into air tatsus
  • Puts airborne opponents into a juggle state
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Sakura's best jump-in hitbox wise
Jump LK
Startup Active Recovery Hit
4 8 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Cross-up
Jump MK
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Cross-up
Jump HK
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Flower Kick
Flower Kick
6MK
SFV Sakura 6MK.png
Startup Active Recovery Hit
21 2 23 1
Damage Stun Attack Block
70 100 M -7
  • Cancel options: -
  • Very good range for an overhead
  • Sakura's furthest reaching normal (tiny bit further range than st.HK)
Furiko Upper
Furiko Upper
4HP
SFV Sakura 4HP.png
Startup Active Recovery Hit
7 3 26 -4
Damage Stun Attack Block
80 150 H -7
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Great whiff punish and combo tool (similar in design and application to Cammy's st.HP)
  • Tiny bit less range than st.LK
  • Last active frame does not crush counter and cannot hit grounded opponents
  • Last active frame can anti-air (but not easy to time this)
  • Combos into HK tastu which means Sakura can consistently combo into a +2 mixup between st.MP or Throw every time she lands b+HP
Chin Buster Kick
Chin Buster Kick
3HK
SFV Sakura 3HK.png
Startup Active Recovery Hit
12 3 20 4
Damage Stun Attack Block
80 150 H 2
  • Cancel options: vs2 vt1 vt2
  • Counter-hit combo starter / anti-air / meaty setups
  • Can hit crossup air attacks and be used as a ground crossup
  • Puts airborne opponents into a limited juggle state
  • Juggle Limit / Increase / Start: 0 / 1 / 1

Throws

Hanakaze
Hanakaze
Throw
LPLK
SFV Sakura LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
Sakura Shoulder Throw
Sakura Shoulder Throw
Back Throw
4LPLK
SFV Sakura 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -

Special Moves

LP Hadoken
LP Hadoken
236LP
Normal Startup Active Recovery Hit
15 42 32 -2
Damage Stun Attack Block
50 100 H -8
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.45
  • Projectile persists on screen for 42 frames and travels about 60% screen-length
  • Juggle Limit / Increase / Start: 0 / 4 / 1
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.??
  • Cancelable into V-Skill hop on frames 19-28
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Puts opponent into a limited juggle state on-hit
  • Spends 800 V-meter on use (27% of meter)
  • Juggle Limit / Increase / Start: ?
MP Hadoken
MP Hadoken
236MP
Normal Startup Active Recovery Hit
15 49 34 -2
Damage Stun Attack Block
50 100 H -8
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.55
  • Projectile persists on screen for 49 frames and travels about 80% screen-length
  • Juggle Limit / Increase / Start: 0 / 4 / 1
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.??
  • Cancelable into V-Skill hop on frames 19-28
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Puts opponent into a limited juggle state on-hit
  • Spends 800 V-meter on use (27% of meter)
  • Juggle Limit / Increase / Start: ?
HP Hadoken
HP Hadoken
236HP
Normal Startup Active Recovery Hit
15 56 36 -2
Damage Stun Attack Block
60 100 H -8
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.65
  • Projectile persists on screen for 56 frames and travels full-screen (but not beyond full-screen)
  • Juggle Limit / Increase / Start: 0 / 4 / 1
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.??
  • Cancelable into V-Skill hop on frames 19-28
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Puts opponent into a limited juggle state on-hit
  • Spends 800 V-meter on use (27% of meter)
  • Juggle Limit / Increase / Start: ?
Hadoken lvl 2
Hadoken lvl 2
236P (hold)
SFV Sakura 236P (hold).png
Normal
SFV Sakura 236P (hold) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
41 - 30 KD
Damage Stun Attack Block
40*40 (80) 150 H 3
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.45
  • Cancelable into V-Skill hop on frames 47-53
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Launches opponent on-hit into a free juggle state
  • Cancels into V-Skill on hit/block/whiff on frame 47 (6 frames after firing the charged-up fireball)
  • Takes 34 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 34 frames)
  • Juggle Limit / Increase / Start: 4*4 / 0*0 / 0*0
V-Trigger 1 Startup Active Recovery Hit
33 - 27 KD
Damage Stun Attack Block
20*20*60 (100) 150 H 10
  • Cancel options: su vs1 vs2
  • 3-hit projectile,
  • Projectile Speed: 0.??
  • Cancelable into V-Skill hop on frames 23-44
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Launches opponent on-hit into a free juggle state
  • Cancels into V-Skill on hit/block/whiff on frame 36 (3 frames after firing the charged-up fireball)
  • Takes 26 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 26 frames)
  • Spends 800 V-meter on use (27% of meter)
  • Juggle Limit / Increase / Start: ?
EX Hadoken
EX Hadoken
236PP
SFV Sakura 236PP.png
Startup Active Recovery Hit
14 - 31 KD
Damage Stun Attack Block
50*50 (100) 150 H 1
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Projectile Speed: 0.60
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Puts opponent into a limited juggle state on-hit
  • Juggle Limit / Increase / Start: 4*4 / 0*4 / 1*1
Tengyo Hadoken
Tengyo Hadoken
236K
SFV Sakura 236K.png
Normal
SFV Sakura 236K vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 27 29 KD
Damage Stun Attack Block
60 100 H 4
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.55
  • Cannot hit crouching
  • Projectile persists on screen for 27 frames and travels about 50% screen-length
  • Really good frame advantage on block (can be good for uncrouchable setups during oki)
  • Juggle Limit / Increase / Start: 0 / 10 / 1
V-Trigger 1 Startup Active Recovery Hit
15 29 30 KD
Damage Stun Attack Block
30*50 (80) 150 H 9
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.??
  • Cannot hit crouching
  • Cancelable into V-Skill hop on frames 20-30
  • Projectile persists on screen for 34 frames and travels about 50% screen length
  • Puts opponent into a limited juggle state on-hit
  • Spends 500 V-meter on use (25% of meter)
  • Juggle Limit / Increase / Start: ?
Tengyo Hadoken lvl 2
Tengyo Hadoken lvl 2
236K (hold)
SFV Sakura 236K (hold).png
Normal
SFV Sakura 236K (hold) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
39 34 36 KD
Damage Stun Attack Block
40*60 (100) 150 H 1
  • Cancel options: su vs1 vs2
  • 2-hit projectile
  • Projectile Speed: 0.60
  • Cannot hit crouching
  • Cancelable into V-Skill hop on frames 47-58
  • Projectile persists on screen for 34 frames and travels about 50% screen-length
  • Puts opponent into a free juggle state
  • Takes 32 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 32 frames)
  • Juggle Limit / Increase / Start: 4*4 / 0*0 / 0*0
V-Trigger 1 Startup Active Recovery Hit
31 29 24 KD
Damage Stun Attack Block
30*30*50 (110) 150 H 13
  • Cancel options: su vs1 vs2
  • 3 -hit projectile
  • Projectile Speed: 0.??
  • Cannot hit crouching
  • Cancelable into V-Skill hop on frames 40-50
  • Projectile persists on screen for 29 frames and travels about 50% screen-length
  • Puts opponent into a free juggle state
  • Takes 34 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 26 frames)
  • Spends 500 V-meter on use (25% of meter)
  • Juggle Limit / Increase / Start: ?
EX Tengyo Hadoken
EX Tengyo Hadoken
236KK
SFV Sakura 236KK.png
Startup Active Recovery Hit
15 34 30 KD
Damage Stun Attack Block
40*60 (100) 150 H -1
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Projectile Speed: 0.60
  • The projectile is not limited to a duration or length like Sakura's non-EX projectiles
  • Puts opponent into a limited juggle state on-hit
  • Juggle Limit / Increase / Start: 4*4 / 0*2 / 0*4
LP Shouoken
LP Shouoken
623LP
SFV Sakura 623LP.png
Normal
Normal Startup Active Recovery Hit
4 3(1)4 26+18 KD
Damage Stun Attack Block
20*20*60 (100) 100 H -31
  • Cancel options: su
  • 3 hits
  • No form of invincibility properties (and no counter-hit state during recovery frames)
  • An effective anti-air despite no form of invincibility due to its strong hitboxes
  • Cannot hit cross-up (behind Sakura)
  • Juggle Limit: 10
V-Trigger 2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Cancel options: su
  • 11 hits
  • Fully invincible on frames 1-12
  • Airborne on frames 10-74
  • Spends 1000 V-meter on use (~29% meter)
  • Hard knockdown on the first four hits
  • Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: ?
MP Shouoken
MP Shouoken
623MP
SFV Sakura 623MP.png
Normal
Normal Startup Active Recovery Hit
9 3(1)4 28+18 KD
Damage Stun Attack Block
15x3*5*60 (110) 150 H -32
  • Cancel options: su
  • 5 hits
  • No form of invincibility properties (and no counter-hit state during recovery frames)
  • An effective anti-air despite no form of invincibility due to its strong hitboxes
  • Cannot hit cross-up (behind Sakura)
  • Juggle Limit: 11
V-Trigger 2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Cancel options: su
  • 11 hits
  • Fully invincible on frames 1-12
  • Airborne on frames 10-74
  • Spends 1000 V-meter on use (~29% meter)
  • Hard knockdown on the first four hits
  • Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: ?
HP Shouoken
HP Shouoken
623HP
SFV Sakura 623HP.png
Normal
Normal Startup Active Recovery Hit
14 10(1)2 34+18 KD
Damage Stun Attack Block
30x2*5x4*40 (120) 150 H -37
  • Cancel options: su
  • 7 hits
  • No form of invincibility properties (and no counter-hit state during recovery frames)
  • An effective anti-air despite no form of invincibility due to its strong hitboxes
  • Cannot hit cross-up (behind Sakura)
  • Juggle Limit: 9
V-Trigger 2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Cancel options: su
  • 11 hits
  • Fully invincible on frames 1-12
  • Airborne on frames 10-74
  • Spends 1000 V-meter on use (~29% meter)
  • Hard knockdown on the first four hits
  • Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: ?
EX Shouoken
EX Shouoken
623PP
SFV Sakura 623PP.png
Normal
Normal Startup Active Recovery Hit
4 5(1)3(20)10 36+18 KD
Damage Stun Attack Block
10x3*30*10x4*50 (150) 200 H -45
  • Cancel options: -
  • 9 hits
  • Fully invincible on frames 1-12
  • Cannot hit crossups
  • Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit: 20
V-Trigger 2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Cancel options: su
  • 11 hits
  • Fully invincible on frames 1-12
  • Airborne on frames 10-74
  • Spends 1000 V-meter on use (~29% meter)
  • Hard knockdown on the first four hits
  • Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: ?
LK Shunpukyaku
LK Shunpukyaku
214LK
SFV Sakura 214LK.png
Normal
Normal Startup Active Recovery Hit
17 2 13+9 2
Damage Stun Attack Block
60 150 H -2
  • Cancel options: -
  • Airborne on frames 11-31
  • Puts airborne opponents into a free juggle state
  • Juggle Limit / Increase / Start: 10 / 1 / 0
V-Trigger 2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Cancel options: vs1 vs2
  • Launches opponent into a limited juggle state on-hit only
  • Airborne on frames 11-35
  • Cancelable into V-Skill on hit only
  • Cancels into an extended version on hit
  • Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
  • Spends 1000 V-meter on use (~29% meter)
  • Juggle Limit / Increase / Start: ?
MK Shunpukyaku
MK Shunpukyaku
214MK
SFV Sakura 214MK.png
Normal
Normal Startup Active Recovery Hit
21 2(13)2 9+15 3
Damage Stun Attack Block
40*40 (70) 50*100 (150) H -6
  • Cancel options: -
  • Airborne on frames 18-46
  • Both hits can put airborne opponents into a free juggle state (but the 2nd hit does increase the juggle count if the prior hit started the juggle)
  • Juggle Limit / Increase / Start: 15*15 / 0*9 / 0*0
V-Trigger 2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Cancel options: vs1 vs2
  • Launches opponent into a limited juggle state on-hit only
  • Airborne on frames 11-35
  • Cancelable into V-Skill on hit only
  • Cancels into an extended version on hit
  • Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
  • Spends 1000 V-meter on use (~29% meter)
  • Juggle Limit / Increase / Start: ?
HK Shunpukyaku
HK Shunpukyaku
214HK
SFV Sakura 214HK.png
Normal
Normal Startup Active Recovery Hit
24 2(10)2(9)2 8+14 2
Damage Stun Attack Block
30*30*40 (100) 45*45*60 (150) H -2
  • Cancel options: -
  • Airborne and projectile invincible on lower body and legs on frames 22-57
  • Combos if canceled into from b+HP which leads into an up close loopable +2 mixup between st.MP / Throw every time Sakura lands b+HP
  • All three hits can put airborne opponents into a free juggle state (but the 3rd hit does increase the juggle count if the prior hits started the juggle)
  • Juggle Limit / Increase / Start: 15*15*15 / 0*0*9 / 0*0*0
V-Trigger 2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Cancel options: vs1 vs2
  • Launches opponent into a limited juggle state on-hit only
  • Airborne on frames 11-35
  • Cancelable into V-Skill on hit only
  • Cancels into an extended version on hit
  • Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
  • Spends 1000 V-meter on use (~29% meter)
  • Juggle Limit / Increase / Start: ?
EX Shunpukyaku
EX Shunpukyaku
214KK
SFV Sakura 214KK.png
Normal
Normal Startup Active Recovery Hit
15(12) 2(7)2(7)2 4+18 (22) KD
Damage Stun Attack Block
20x3*60 (120) 150 H -2
  • Cancel options: vt1 vt2
  • Cancels into an extended version on hit
  • Launches into a limited juggle state if this move starts the juggle (but doesn't increase juggle state at all if this move hits after juggle state has started)
  • Faster startup (12F) if canceled from crouch LP / stand LP / crouch MK
  • Cancels into V-Trigger activations on the 3rd hit (before the knockdown)
  • Juggle Limit / Increase / Start: 15/0/8
V-Trigger 2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Cancel options: vs1 vs2
  • Launches opponent into a limited juggle state on-hit only
  • Airborne on frames 11-35
  • Cancelable into V-Skill on hit only
  • Cancels into an extended version on hit
  • Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
  • Spends 1000 V-meter on use (~29% meter)
  • Juggle Limit / Increase / Start: ?
LK Airborne Shunpukyaku
LK Airborne Shunpukyaku
214LK (air)
Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -5(-1)
  • Cancel options: -
  • Not an Overhead
  • Can only be performed during a forward jump
  • Cannot crossup
  • Frame Advantage varies depending on angle and height
  • Juggle Limit / Increase / Start: 2 / 8 / 99
MK Airborne Shunpukyaku
MK Airborne Shunpukyaku
214MK (air)
Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(-1)
  • Cancel options: -
  • Not an Overhead
  • Can only be performed during a forward jump
  • Cannot crossup
  • Frame Advantage varies depending on angle and height
  • Juggle Limit / Increase / Start: 2 / 8 / 99
HK Airborne Shunpukyaku
HK Airborne Shunpukyaku
214HK (air)
Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(0)
  • Cancel options: -
  • Not an Overhead
  • Can only be performed during a forward jump
  • Cannot crossup
  • Frame Advantage varies depending on angle and height
  • Juggle Limit / Increase / Start: 2 / 8 / 99
EX Airborne Shunpukyaku
EX Airborne Shunpukyaku
214KK (air)
SFV Sakura 214KK (air).png
Startup Active Recovery Hit
12 2(3)5(2)4(1)5(2)3 16 KD
Damage Stun Attack Block
28x5 (140) 40x5 (200) H -
  • Cancel options: -
  • Not an Overhead
  • Can only be performed during a forward jump
  • Cannot crossup
  • Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
  • Juggle Limit / Increase / Start: 10 / 0 / 0

Critical Arts

Sakura Rain
Sakura Rain
236236P
Normal Startup Active Recovery Hit
1+5 - 71 KD
Damage Stun Attack Block
330 (250) 0 H -23
  • Cancel options: -
  • Fully invincible on frames 1-7
  • Super has different properties depending on if Sakura is in close range or not when used
  • Close-range version causes HKD (other version is just a regular KD) and does 80 more damage
  • The long-range version has variable KDA based on distance away from opponent when used (but at the clostest range that it can come out it's +90/21/26)
  • Up close version deals 20 more damage if used during V-Trigger 1
  • Further away version deals 30 more damage if used during V-Trigger 1
V-Trigger 1 Startup Active Recovery Hit
1+5 - 71 KD
Damage Stun Attack Block
350 (280) 0 H -23
  • Cancel options: -
  • Fully invincible on frames 1-7
  • Super has different properties depending on if Sakura is in close range or not when used
  • Close-range version causes HKD (other version is just a regular KD) and does 80 more damage
  • The long-range version has variable KDA based on distance away from opponent when used (but at the clostest range that it can come out it's +90/21/26)
  • Up close version deals 20 more damage if used during V-Trigger 1
  • Further away version deals 30 more damage if used during V-Trigger 1
  • Juggle Limit / Increase / Start: ?

Taunts

Taunt
Taunt
5PPPKKK
SFV Sakura 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Haru Kaze
Haru Kaze
MPMK (VS1)
SFV Sakura MPMK (VS1).png
Startup Active Recovery Hit
28 - 15 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Sakura hops into the air allowing for 3 different follow-up options
  • Airborne and lower body projectile invincible on frames 12-54 during the jump
  • Cancels into follow-ups on frames 28-54 (V-Skill lands on frame 55 followed by 15 grounded recovery frames)
  • Can cancel into this V-Skill hop from special cancelable normals / charged fireballs / V-Trigger 1 Fireballs / Hogasho (V-Trigger 1 palm attack) / V-Trigger 2 Tatsus (on hit only)
Sakura Otoshi
Sakura Otoshi
MPMK (VS1) > P
SFV Sakura MPMK (VS1) P.png
Startup Active Recovery Hit
28+11 3 6 KD
Damage Stun Attack Block
50 40 M -3(9)
  • Cancel options: -
  • Overhead
  • This 1st hit builds 30/15 V-Gauge on hit/block
  • Cancels into the follow-up punches can be delayed up to 17 frames after hitting with the initial punch
  • Block advantage and KDA varies depending on how high/low the punch lands
  • If the punch connects on the last possible frame before landing, Sakura will immediately land instead of bouncing up again (this allows for alternative follow-up juggles to be possible and greatly increases the KDA)
  • The KDA in the parentheses (X) refers to the KDA when the punch is delayed to the last frame so Sakura lands immediately
  • Juggle Limit / Increase / Start: 20 / 1 / 1
Sakura Otoshi 2nd
Sakura Otoshi 2nd
MPMK (VS1) > P > P
SFV Sakura MPMK (VS1) P P.png
Startup Active Recovery Hit
5 3 6 KD
Damage Stun Attack Block
50*45 (95) 40*72 (112) M -3(9)
  • Cancel options: -
  • Overhead
  • This 2nd hit builds 40/20 V-Gauge on hit/block
  • Cancels into the follow-up punches can be delayed up to 17 frames after hitting with the initial punch
  • Block advantage and KDA varies depending on how high/low the punch lands
  • If the punch connects on the last possible frame before landing, Sakura will immediately land instead of bouncing up again (this allows for alternative follow-up juggles to be possible and greatly increases the KDA)
  • The KDA in the parentheses (X) refers to the KDA when the punch is delayed to the last frame so Sakura lands immediately
  • Juggle Limit / Increase / Start: 20 / 1 / 1
Sakura Otoshi 3rd
Sakura Otoshi 3rd
MPMK (VS1) > P > P > P
SFV Sakura MPMK (VS1) P P P.png
Startup Active Recovery Hit
5 3 5 KD
Damage Stun Attack Block
50*45*40 (135) 40*72*96 (208) M -
  • Cancel options: -
  • Overhead
  • This 3rd hit builds 50/25 V-Gauge on hit/block
  • No juggles possible after the 3rd last punch as the last hit causes a spiked knockdown
  • Juggle Limit: 20
Oukakyaku
Oukakyaku
MPMK (VS1) > K
SFV Sakura MPMK (VS1) K.png
Startup Active Recovery Hit
28+18 14 11 3(12)
Damage Stun Attack Block
80 100 H -2(7)
  • Cancel options: -
  • Not an Overhead
  • Puts airborne opponents into a limited juggle state
  • Builds 60/30 V-Gauge on hit/block
  • Juggle Limit / Increase / Start: 20 / 1 / 1
Kashinfu
Kashinfu
MPMK (VS1) > LPLK
SFV Sakura MPMK (VS1) LPLK.png
Startup Active Recovery Hit
28+8 3 13 KD
Damage Stun Attack Block
150 200 T -
  • Cancel options: -
  • Can only throw standing opponents
  • Denies back roll
  • Builds 100 V-gauge (1/3rd V-Bar) on a successful throw

V-Skill 2

Haru Hayate
Haru Hayate
MPMK (VS2)
SFV Sakura MPMK (VS2).png
Startup Active Recovery Hit
- - 34 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Can cancel into V-Skill 2 from every normal other than the Overhead (f+MK)
  • Cancels into attack follow-up on the 22nd frame if buttons are held down until then
  • Not projectile invincible
Haru Hayate (attack)
Haru Hayate (attack)
MPMK (VS2) (hold)
SFV Sakura MPMK (VS2) (hold).png
Startup Active Recovery Hit
21+5 5 25 KD
Damage Stun Attack Block
70 100 H -7
  • Cancel options: -
  • Puts opponent in limited juggle state
  • Airborne frames 5-23
  • Builds 80 / 40 V-Gauge on Hit / Block
  • Juggle Limit / Increase / Start: 10 / 1 / 2

V-Trigger 1

Haru Arashi
Haru Arashi
HPHK (VT1)
SFV Sakura HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Improves Sakura's Fireballs while active (ground and air) and also gives Sakura access to a new special move via the HP+HK input
Sakura Senpu
Sakura Senpu
HPHK (VT2)
SFV Sakura HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3500 frames (~58 seconds)
  • Greatly improves Sakura's Shouoken (DP) and Shunpukyaku (Tatsu) while active
Hogasho
Hogasho
HPHK
SFV Sakura HPHK.png
Startup Active Recovery Hit
21 7 17(22) 9
Damage Stun Attack Block
80 150 H 5
  • Cancel options: vs1
  • Hit Confirm notes: *V-Skill Cancel
  • 1-hit Projectile hitbox
  • 5 extra recovery frames (22F) on whiff
  • Puts an airborne opponent into a limited juggle state
  • Projectile invincible on extended arms and legs on frames 20-44 (until the end)
  • Cancelable into V-Skill 1 on hit / block
  • Sakura cannot special cancel into this move
  • Spends 500 V-Meter on use (17% of meter)
  • Juggle Limit / Increase / Start: ?

V-Trigger 2

V-Shift

V-Shift
V-Shift
MKHP
SFV Sakura MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.09 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Floral Side-Kick
Floral Side-Kick
MKHP
SFV Sakura MKHP.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Floral Spin
Floral Spin
6KKK
SFV Sakura 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and projectile invincible on frames 1-30


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