Ken gave Sakura an unpaid internship and she immediately became a class traitor to her friends in Rival Schools. She will never shut up about it.
Sakura’s unique twist on the shoto archetype offers her a versatile toolkit that has relevance in many situations, but her gameplan generally leans toward rushdown. With strong mobility, blisteringly high meterless damage, and ambiguous oki and reset setups, she can be very difficult to stop once she gets the ball rolling.
Yet, her arguably most character-defining move in Remix is more defensive in nature: Light Shououken. If being a genuine reversal weren't enough, its incredibly high reward on hit and plus frames on block (via cancels into Upkick) force opponents to reconsider how they structure their offense. The quickness and ease with which Sakura can steal back momentum means she can never truly be counted out.
Strengths |
Weaknesses
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- Damage: The ability to loop her 180 base damage HK Tatsu gives her some of the highest meterless damage in Remix.
- LP Shououken: A true meterless reversal that can be cancelled into Upkick for plus frames on block, and leads to full combos on hit. Its combination of speed, reach, and long invulnerability lend it additional uses as a counterpoke or punish.
- Mobility: 8-way airdash, Sakura Otoshi, and tatsus offer diverse options for navigating neutral, closing in on the opponent, and mixing them up.
- Vortex: Her 8-way airdash and air drift lead to dangerous oki and resets. Combined with her high damage, she can run away with rounds off a single interaction.
- Good supers: Sakura's set of supers offer her excellent anti-air, anti-fireball, and reversal capabilities. With little need to spend meter in combos, she can fully exploit her supers for their utility.
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- Close Quarters: Sakura's medium and heavy kicks are serviceable pokes, but outclassed by many characters. She'll often have to outmaneuver opponents to get into her ideal range.
- Pressure: Despite easy access to plus frames, her strike/throw game is made less threatening by her inability to combo from throws. Opening up patient opponents can sometimes require her to spend resources or take large risks.
- Hadouken Charge Time: Many matchups will allow her no room to charge a hadouken without securing a hard knockdown, limiting use of this valuable tool until she's already gained momentum.
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