Street Fighter Alpha 2/Sakura

From SuperCombo Wiki

Overview

Sakura
SFA2 Sakura Portrait.png
Health: 144
Defensive Rating: -2
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 250
Jump Backward: 51f (3+48+0)
Neutral Jump: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 51f
Quick Rise: 20f
Throw Range: 17
Colors
Punch 2 Punches Punch(Auto)
A2 Sakura Color1.png A2 Sakura Color3.png A2 Sakura ColorAuto1.png
A2 Sakura Color2.png A2 Sakura Color4.png A2 Sakura ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

Sakura has an unusual interest in street fighting. Most high school girls don't walk down the street looking to pick a fight, but ever since her run-in with three college men, she has sought to take her revenge.

Sakura is very high in the tier list, and for a good reason, being right there with Gief in the high tier group, right under the big 4. She is very difficult to fight, and one knockdown can win her the round. While not extremely damaging, she has some great tools that give her the ability to win against a lot of characters. Her main goal should be to get close to her opponent and use her punch throw to set up her most damaging mixups. Her quick walk speed and good grounded normals give her some tools that can allow her to do just that with smart play.

Players to watch: Hokuto, VickiViper

Moveset


Playstyle

A2 Icon Sakura.png Sakura, is...

Strengths Weaknesses
  • Very good pokes
  • Builds meter fast
  • Great ambiguous cross-up that loops
  • Damaging combos
  • High damage and stun BnB that leads to a ambiguous cross-up loop
  • Punch throw leads to ambiguous cross-up loop
  • ACs lead to ambiguous cross-up loop
  • Only character who can (easily) combo after an overhead
  • Can be hard to get in
  • No reversal outside cc/super
  • Negative defensive rating; takes slightly more damage on high damage attacks (>15 damage)

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, July 2022

Standing

st.Lp.png

A2 Sakura st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 3 4 +3 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lk.png, cr.Lp.png & cr.Lk.png.

Good frame advantage and cant be ducked by most characters, annoying poke tool up close.

st.Mp.png

A2 Sakura st.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[2] 5 6 3 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Good frame advantage and priority, use to stuff attacks like you would shotos c.mp.

st.Hp.png

A2 Sakura st.hp 1.png
A2 Sakura st.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2], 11[2] 6, 6 7 4(0)4 -9 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • First hit is cancellable.

Great range and good poke cancelled into fireball or hk hurricane.

st.Lk.png

A2 Sakura st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0] 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good range, mainly used to combo into hp shou’oken.

st.Mk.png

A2 Sakura st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[2] 5 9 4 0 1/3/6 Mid.png -

Very good anti-air, not used as much as cr.fp. Very good angle to it, similar to Adon’s df+mk.

st.Hk.png

A2 Sakura st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 7 8 5 +2 2/5/9 Mid.png -

Sakura’s main poke, good range, priority.

Crouching

cr.Lp.png

A2 Sakura cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 3 +3 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lk.png.

cr.Mp.png

A2 Sakura cr.mp 1.png
A2 Sakura cr.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1], 11[1] 6, 6 7 2(0)4 -7, -5 1/3/6 Low.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Second hit is not special cancellable.

cr.Hp.png

A2 Sakura cr.hp 1.png
A2 Sakura cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2], 12[2] 8, 6 5 4(0)4 -7 2/5/9 Low.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Second hit is not special cancellable.

Great anti-air.

cr.Lk.png

A2 Sakura cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 3 4 +3 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lp.png.

Her best normal up close, leading to her BnB and tick throws.

cr.Mk.png

A2 Sakura cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 1 5 4 -7 1/3/6 Low.png -

Good range and priority.

cr.Hk.png

A2 Sakura cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 7 8 3 -6 2/5/9 Low.png Softknockdown.png

Taunt
(Start)

A2 Sakura Taunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
1[0]x4 0x4 13 [6(6)x3]6 -47 0/0/1 Mid.png -
  • Punishable on hit.

Sakura's taunt has a hitbox and is possible to kill with. She can taunt multiple times during a CC, but only once per round outside of CC.

Neutral Jumping

nj.Lp.png

A2 Sakura nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 4 11 - 0/1/2 High.png -

nj.Mp.png

A2 Sakura nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 4 8 - 1/3/6 High.png -

Great air-to-air.

nj.Hp.png

A2 Sakura nj.hp 1.png
A2 Sakura nj.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2], 11[2] 8, 8 8 2(0)6 - 2/5/9 High.png -
  • Hits 1 time.

Very good air-to-ground move.

nj.Lk.png

A2 Sakura nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 5 12 - 0/1/2 High.png -

nj.Mk.png

A2 Sakura nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 6 5 8 - 1/3/6 High.png -

nj.Hk.png

A2 Sakura nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 11 5 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Sakura dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 4 11 - 0/1/2 High.png -

dj.Mp.png

A2 Sakura dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 5 4 11 - 1/3/6 High.png -

Great air-to-air.

dj.Hp.png

A2 Sakura dj.hp 1.png
A2 Sakura dj.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2], 10[2] 1, 1 8 2(0)6 - 2/5/9 High.png -
  • Hits 1 time.

Very good air-to-ground move.

dj.Lk.png

A2 Sakura dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 5 12 - 0/1/2 High.png -

Great air-to-air and great ranged jump in.

dj.Mk.png

A2 Sakura dj.mk 1.png
A2 Sakura dj.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[1], 9[2] 6, 6 5 4(0)4 - 1/3/6 High.png Cross-up

Sakura's amazing cross-up and can hit either in front or behind even though you are crossing your opponent up. If timed correctly after a knockdown this move may be unblockable [See Below].

dj.Hk.png

A2 Sakura dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2] 6 11 5 - 2/5/9 High.png -

Great angled jump in.

Command Normals

Flower Kick
Overhead
F.png + Mk.png

A2 Sakura f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[1] 3 28 4 +4 0/2/5 High.png -

One of the best overheads in the game. Great range and frame advantage allowing for combos after, does not even have to be meaty, but does have to be point blank, very good when done after a cross-up.

Normal Throws

Sakura Jime
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Sakura ThrowRange.png
A2 Sakura PThrow 2.png
A2 Sakura PThrow 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0]+1xN+3[0] = 11-17 0 1 N/A N/A -/-/3 N/A Throw.pngMash.png
Hardknockdown.png
  • Mashable throw from both sides to add or reduce the number of hits. With a min of 3 and a max of 8 hits.
  • Always switches sides.
  • Deals 10 damage when opponent tech throws.
  • Sakura has average throw range (Alpha2ThrowRanges).

The only throw you should be using. This throw does decent damage and allows for a perfect cross-up.

Sailor Shot
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 Sakura ThrowRange.png
A2 Sakura KThrow 1.png
A2 Sakura KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 8 damage when opponent tech throws.
  • Sakura has average throw range (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Sakura PAC 1.png
A2 Sakura PAC 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[1], 15[0], 5[0] 8x3 4 2(0)2(0)10 -32 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Hits 1 time.

Sets up ambiguous cross-up.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Sakura KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 4 3 0 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Sets up ambiguous cross-up.

Special Moves

Hadoken
Fireball
Qcf.png + P.png

A2 Sakura Fireball 1.png
A2 Sakura Fireball 2.png
A2 Sakura Fireball 3.png
A2 Sakura Fireball 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
P.png 13[7], 9[6] 8, 8 21 3(0)32 -7 4/6/9 Mid.png Proj.png
P.png, P.png 15[8], 11[7] 10, 10 33 3(0)20 -7 5/7/10 Mid.png Proj.png
P.png, P.png, P.png 17[11], 13[10] 12, 12 45 3(0)12 -7 6/8/11 Mid.png Proj.png
  • Punishable on hit.
  • Punch strength has no impact on the fireball.

This move can be charged by pressing punch, which also builds more meter. Kara-cancel cr.hp into this for meter.


P.png - [Hitboxes pictured 1st & 2nd]

  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Very good zoning tool from afar. Release speed isnt great, recovery is good.


P.png, P.png - [Hitboxes pictured 3rd]


P.png, P.png, P.png - [Hitboxes pictured 4th]

Best used as an anti air, normally in fireball fights. Has a huge hitbox, so if you expect them to jump, charge then release. At worst the hadoken will trade, and does good damage.

Shouoken
Dragon Punch, Uppercut
Dp.png + P.png

A2 Sakura DP 1.png
A2 Sakura DP 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 18[7], 15[7] 5, 3 5 2(0)4 -22, -20 7/7+1 per hit/9 Mid.png -
Mp.png 11[7], 6[7], 3[7], 0[7] 5, 1x3 9 [2(0)x3]8 -28, -24 7/7+1 per hit/7+2 per hit Mid.png -
Hp.png 13[7], 7[2], 0[2]x4 5, 1x5 13 4(0)[2(0)x4]10 -36, -32 7/7+1 per hit/7+2 per hit Mid.png -

Not an anti-air despite its looks.


Lp.png - [Hitboxes pictured]

  • Hits 1 time max.

Mp.png

  • Hits 4 times max.

Hp.png

  • Hits 6 times max.

Her main combo move that sets up an ambiguous cross-up.

Shunpukyaku
Hurricane Kick, Tatsu
Qcb.png + K.png

A2 Sakura Tatsu 1.png
A2 Sakura Tatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 15[2] 6 17 3 -10oB/+15oH 6/7/8 Mid.png Flip Out
Mk.png 16[2]x3 8x3 17 3(3)3(3)3 -9oB/+4oH, -9oB/+16oH 6/7+1 per hit/8 Mid.png Flip Out
Hk.png 17[2]x5 10x5 17 [3(3)x4]3 -7oB/-8oH, 0oB/+16oH 6/7+1 per hit/8 Mid.png Flip Out
  • Hits 1 time max.

Different than the Shotos' Tatsu, she actually travels in a arc, going higher and farther the stronger the button pressed.


Lk.png


Mk.png - [Hitboxes pictured]


Hk.png

  • Punishable on hit when the first hit lands.

Goes over fireballs.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shinku Hadoken
Fireball Super
Qcf.pngQcf.png + P.png

A2 Sakura FireballSuper 1.png
A2 Sakura FireballSuper 2.png
A2 Sakura FireballSuper 3.png
A2 Sakura FireballSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
Closest: 10[12], 9[12], 5[12]
Furthest: 6[12], 5[12], 3[12]
1x3 6+0 15(0)16(0)16(0)17 -19 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 2
P.pngP.png
Closest: 13[12], 10[12], 7[12], 6[12]
Furthest: 9[12], 6[12], 3[12], 3[12]
0, 1x3 6+0 15(0)16(0)16(0)17 -17 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
Closest: 19[12], 12[12], 10[12], 7[12], 7[12]
Furthest: 15[12], 8[12], 6[12], 3[12], 3[12]
0, 0, 1x3 6+0 15(0)16(0)16(0)17 -15 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

Pretty much worthless super. Not safe on block & weak damage. Yes it can anti-air, but that's meter you could have used for an anti-air custom combo.

  • Damage decreases with distance.
  • Cannot be air blocked.

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 3 times.

Level 2

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 5 times.

Midare Zakura
Dragon Punch Super
Qcf.pngQcf.png + K.png

A2 Sakura DPSuper 1.png
A2 Sakura DPSuper 2.png
A2 Sakura DPSuper 3.png
A2 Sakura DPSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
11[13], 8[13], 10[13], 5[13] 0 5+0 4(0)4(15)5(0)26 -23 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
12[13], 9[13], 8[13], 9[13], 4[13], 4[13] 0 5+0 6(0)4(12)8(0)26 -28 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
16[13], 13[13], 15[13], 7[13], 7[13], 3[13], 3[13] 0 5+0 1(0)4(12)1(0)4(12)3(0)31 -34 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • The first two hits occur before the super screen freeze ends.
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.
  • Hits 4 times.

Doesn't do much more damage than her BnB. May not be worth the meter.


Level 2

  • 6 frames of startup hit invul.; 2 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 10 frames of startup hit invul.; 1 of which while active.
  • 20 frames of startup projectile invul.
  • Hits 7 times.

Good damage, worth comboing into.

Haru Ichiban
Kick Super
Qcb.pngQcb.png + K.png

A2 Sakura KickSuper 1.png
A2 Sakura KickSuper 2.png
A2 Sakura KickSuper 3.png
A2 Sakura KickSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
7[13]x4, 12[13] 0x3, 1, 1 4+0 [2(6)x3]2(10)5 +3 0/0/0 Low.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
8[13]x5, 13[13] 0x4, 1, 1 4+0 [2(6)x4]2(11)5 +3 0/0/0 Low.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
9[13]x6, 15[13] 0x5, 1, 1 4+0 [2(6)x5]2(11)5 +3 0/0/0 Low.png Startupinv.png
Hardknockdown.png

Instant low (need to be blocking before the super freeze) and puts opponent in blockstun after super is over, letting you continue the pressure. Can be comboed into, good damage.

  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

Level 1

  • 3 frames of startup hit invul.; 0 of which while active.
  • 11 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 4 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 4 frames of startup hit invul.; 1 of which while active.
  • 13 frames of startup projectile invul.
  • Hits 7 times.

The Basics


What does Sakura want?

The shoto-specialist, Sakura craves setplay.

Sakura has one of the SFA2's most infamous win conditions. On most knockdowns, Sakura can put the opponent in a looping 50/50 mixup. On a throw setup, there is no mix. Her crossup can be genuinely unblockable. Her incredible normals and devastating hit confirms are a means to this end; Sakura steals rounds constantly.

Notes

Knock down. Cross up. Combo. Repeat. Thats what it breaks down to, but you have a few options when you get up close and they are blocking. You want to try to keep close to land BnBs.

Starter, c.lk x2

If hit continue to BnB.

If blocked you can do a couple things:

walk up throw If successful, you have a free cross-up. If they blocked your cross up, start back at c.lk x2. Another thing to do is empty jump into BnB.

Escaping throw > jumping mk crossup:
Akuma Teleport, Roll

Adon DP

Birdie Jump (due to his wakeup speed)

Dictator Teleport, Walk Forward (due to his wakeup speed)

Charlie Nash

Dan

Chun-Li Upkicks

Dhalsim Yoga Teleport

Gen DP can trade with it or escape if it goes the wrong way, Crane (3K) c.mk

Guy Crouch

Ken

Rolento

Rose Slide, but Sakura can punish it

Ryu

Sagat Tiger Knee

Sakura

Sodom Tengu Walk

Zangief Punch Lariat (Trades)


walk up, counter hit c.lk, s.lk


Do this to counter them trying to throw you. If blocked, walk up throw or go for cross up.

Cross-up j.mk If blocked go back to c.lk x2, or hesistate then throw, or f+mk into combo.

counter hit c.rh Do this if you think they are mashing then go for cross up, if blocked match is reset.

5.counter hit s.fp xx hadouken

This will push you back out.

Basically, try to stay on your opponent to land combos or grab. Her acs arent great but if hit they are non-rollable so, in some cases, a free cross up.

Advanced Strategy


Combos


c.lk x3, s.lk xx hp dp

This is your main combos, easy to hit confirm, great stun, and damage. Anytime you land a c.lk, it shoud end in a s.lk xx hp dp. Best BnB in the game hands down. Learn it, love it, live or gtfo. More on this in general strat.

  • s.hp xx hp dp (use to punish)
  • c.lk x2, super
  • s.hp xx hurricane kick (Hk vesion)
  • f+mk, link c.lk xx hp dp
  • f+mk, link c.lk xx qcb x2+k
  • s.mp, link c.lk xx hp dp
  • s.mp, link c.lk xx super
  • Cr.LK x2,s.LK, HP SOK

F+MK,link cr.LK,HP SOK

Cr.HP,HP SOK or Lvl3 H.Ichiban

f+mk, link c.lk xx hurricane super

Custom Combos


Sakura doesn’t have the strongest customs, but still good damage and tool to have.

Lvl 1- c.rh xx hk hurricane, hp dp c.rh xxhp dp, hp dp

lvl 2- c.rh xx hp dp x3 c.rh xx hk hurricane, hp dp x2

lvl 3- c.rh xx hk hurricane, hp dp x3

Anti air CC-

s.lp or s.mp xx hp dps (for lvl 3 use mp dps, end with hp dp)

For her ground custom, getting all hp dps can be hard to time, you can make it easier by:

1. Replacing 1 hp dp with mp dp

or

2. Using mk hurricane instead on hk hurricane.


Lv1:

[CC]c.HK,HK SK,HP SOK[/CC]

[CC]c.HK,HP SOKx2[/CC]

Lv3:

[CC]c.HK,HK SK,HP SOK,MK SK,HP SOK[/CC]

[CC]c.HK,HP SOK,LK SKx2,HP SOKx2[/CC]

[CC]s.MP,HP SOKx3[/CC]

Match-ups


A2 Icon Adon.png Vs. Adon:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Akuma:

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie:

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash:

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li:

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A2 Icon Dan.png Vs. Dan:

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A2 Icon Dhalsim.png Vs. Dhalsim:

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A2 Icon Akuma.png Vs. Evil Ryu:

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A2 Icon Gen.png Vs. Gen:

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A2 Icon Guy.png Vs. Guy: 6-4 Sakura's favor

You pretty much just have to out play him. It’s not too horrible though because she’s real small so she can duck his s.fp and even his hurricane most of the time. So you’re both missing chunks of your offense. If you wanna beat him air to air use j.lk or j.mp, should work fine. Jump in with mainly j.fp or j.rh since you can’t really cross him up so no need for j.mk, except deep corner.

Just play basic mindgames:

c.lk, throw c.lk, wait half a second, c.lk, s.lk xx DP overhead, s.lk xx DP Cross over empty jump, duck hurricane, combo. Etc.- Dreamfire

s.fp help alot in that match also cause it beast hurricane.- RSX

A2 Icon Ken.png Vs. Ken:

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A2 Icon Bison.png Vs. M. Bison (dictator):

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A2 Icon Rolento.png Vs. Rolento:

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A2 Icon Rose.png Vs. Rose:

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A2 Icon Ryu.png Vs. Ryu:

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A2 Icon Sagat.png Vs. Sagat: 3-7 Sagat's favor

This is Sakura's worst matchup because Sagat can easily win in the fireball war due to Sakura's fireball not going fullscreen, and High Tiger Cannon can punish Sak on her fireball recovery. He's too tall to perform the ambigious crossup when he's standing. Not to mention Sagat's anti air options which he can completely shut you down with. In order to win, Sakura HAS to build meter, and HAS to take risks.

Once meter is built: there's two ways to go at this MU:

  • If the player is defensive: Slowly inch your way towards Sagat by jumping in properly into CC activation, level 3 Shinkuu Hadou just to give you some real estate, or if you're really brave, walk forward and play solid footsies with Cr MK/St HK.
  • If the player is offensive: Use your Alpha Counters, Cr HP as an anti-air, make it top priority to knock Sagat down so that you can take the offensive with your BnB combos, tick throws, etc.

-SpryteMix

A2 Icon Sakura.png Vs. Sakura (mirror):

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A2 Icon Sodom.png Vs. Sodom:

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A2 Icon Zangief.png Vs. Zangief:

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Miscellaneous

Unblockable Cross-Up

Unblockable Cross-Up

Game Navigation

General
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Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
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Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
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Rose
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Sagat
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Sodom
Zangief