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.
Shunpu loop
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. Also, instead of linking to another Shunpukyaku, you can opt for an EX Shouoken FADC for a chance of more mixups.
Here is a list of what loop to use for each character to get as much damage out as possible:
cl.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, c.HP xx EX Shunpukyaku
works for Abel, Boxer, Dhalsim, Dudley and Juri
cl.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, s.LK xx EX Shunpukyaku
works for Akuma, Blanka, Cammy, Claw, Cody, C.Viper, Dictator, El Fuerte, Feilong Honda, Gouken, Guile, Guy, Ibuki Makoto, Rose, Rufus, Sagat, Seth, Sakura, T.Hawk and Zangief
cl.HP xx LK Shunpukyaku, c.HP/s.LK xx EX Shunpukyaku
works for Adon, Dan, Deejay Gen, Hakan, Ken and Ryu
Useful character specific-loops:
cl.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, c.mk xx HP Shooken or c.hk
works for Adon
cl.MK xx LK Shunpukyaku, cl.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, c.mk xx HP Shooken or c.hk (c.hk is Deejay only)
works for Adon, Deejay
- Updated this with the SSFIV-characters and compressed it so that it only contains the most important combos! -SkatanMilla
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 |
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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