Street Fighter X Tekken/Sakura

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Sakura

Sfxt Sakura face.jpg

Ideal Team Position: Anchor


While her techniques imitate the trademark attacks of Shotos, you should not look at her as one. Her Hadoken is used not for zoning, but for pressure, as throwing her short-range, chargeable Hadoken gives her a wall of ki that she can use to protect herself while walking forward. Her DP is mostly used as a combo extender or for a safe tag option as he does not have the reversal utility that other DPs have. She is also in possession of strong lockdown ability thanks to her aerial Tatsu that starts quickly and has a large hitbox to ensure that she almost always gets a hit if she’s in the proper range. Adding to her aerial assault is the Sakura Otoshi, which is +5 on block and causes a ground bounce on counterhit, forcing the opponent to think carefully about trying to counter the initial animation. Her grounded LK Tatsu is can be oppressive if spaced correctly, and can be linked into normals for additional damage. Her main weakness is that in order to use all of these tools, she has to approach the opponent, and that can be difficult for her thanks to her own lack of defensive options to keep an opponent from doing the same. As such, it’s best to have her as an anchor character where the gap has already been cleared by her partner so she can tag in and begin her plethora of frame traps and offensive pressure.


Strengths Weaknesses

+HP DP has a long block stun allowing for safe tag cancels

+Aerial Tatsu can act as a quasi-dive kick for further offense. Additionally, it comes out quickly and can win as an air-to-air, giving Sakura more combo opportunities. It is also +13 on block.

+Close normals execute quickly, allowing her to take advantage of her frame advantageous moves to press offense

+ j.MP has high priority and causes a juggle state on regular hit, too for combos. Great air to air normal.

+Far HK has great range and is a good tool to beat crouching medium kicks

+the P followup to Sakura Otoshi (dp+K) can be +5 on block, and causes ground bounce on hit.

+Long range on EX DP

-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily

-Fireball has almost no zoning capabilities

-Has trouble keeping opponents out

-Main reversal, her EX DP, has a 12-frame startup and is easy to make whiff thanks to a very low hitbox.

-Lacks reliable offensive tools, relying primarily on jabs

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png Rpdfire.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Speccancel.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Standing (close) Light Punch
Lp.png
Speccancel.png Rpdfire.png
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png
Forces Standing
Standing (close) Light Kick
Lk.png
Speccancel.png
Standing (close) Medium Kick
Mk.png
Speccancel.png
Standing (close) Hard Kick
Hk.png
Causes Float on non airborne opponent
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Forces Standing
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png Speccancel.png
Knockdown.png on ariborne
Angled Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Flower Kick
F.png + MK
High.png
Knockdown on airborne

Throws

Name
Command
Notes
Sailor Shot
F.png or N.png + Lp.png + Lk.png
Throw.png
Choba Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Ex.png Knockdown.png on hit
can be charged to Lvl 3
Shouoken
Dp.png + P.png
Ex.png Full Body Invul. 1-13f
Shunpukyaku
Qcb.png + K.png
Lk.png Knockdown.png on airborne
Also possible ariborne
Ex.png Chrg.png
Sakura Otoshi
Dp.png + K.png
Button determines arc and distance
Ex.png Tracks
Can do 3 follow-up P.png attacks
Groundbounce.png on grounded opponent

Super Combo

Name
Command
Notes
Haru Ranman
Qcb.png + 3k.png
Full Body Invul. 1-7f

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 3 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 7 3 15 +3 -1 - 2 1 1 -
Far HP H 90 8 3 21 +1 -4 SM,EX,SA,CA 3 1 1 -
Far LK H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Far MK H 60 9 2 16 +3 -1 - 2 1 1 -
Far HK H 90 10 3 18 +4 -1 - 3 1 1 -
Close LP H 30 3 2 9 +6 0 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP **LC H 60 4 2 14 +4 +1 SM,EX,SA,CA 2 1 1 -
Close HP H 90 3 4 23 -1 -7 SM,EX,SA,CA 3 1 1 Forces standing
Close LK **LC H 30 4 2 12 +3 -1 SM,EX,SA,CA 1 1 1 -
Close MK H 60 4 3 19 -1 -5 SM,EX,SA,CA 2 1 1 -
Close HK H 90 6 3 18 float -1 - 2 2 1 Does not float on airborne opponent
Crouch LP H 30 3 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP **LC H 60 5 3 19 -1 -5 SM,EX,SA,CA 1 1 1 -
Crouch HP H 90 4 5 20 -2 -5 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK L 30 3 3 10 +4 0 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MK L 60 5 4 17 0 -4 SM,EX,SA,CA 1 1 1 -
Crouch HK L 90 7 3 24 hard knockdown -7 - 1 1 - -
Jump Up LP M 40 3 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 4 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 5 5 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 4 5 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 5 8 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 6 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 7 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 4 5 until ground+4 +16 +5 SM,EX 2 1 1 Knockdown on airborne opponent
Jump Diagonal HP M 100 5 5 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 4 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 5 4 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 6 5 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 40,70 6 2,4 18+11 hard knockdown - - - - - Invulnerability frames 1-6, Resembles LP Shouoken
Sailor Shot LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Choba Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Flower Kick f+MK M 70 15 2 19 0 -4 - 2 1 1 Knockdown on airborne opponent
Hadouken qcf+P H 50 16-26 - 26 -3 -7 - 3 4 0 -
Hadouken Lvl 2 qcf+P (hold for 13-21 frames) H 70 27-35 - 26 +4 -1 - 3 4 0 -
Hadouken Lvl 3 qcf+P (hold for 22 frames) H 90 40 - 24 +6 +1 - 3 4 0 -
Hadouken EX qcf+PP H 50,50 16-26 - 26 knockdown 0 - 3,3 0,1 0 -
Hadouken EX Lvl 2 qcf+PP (hold for 13-21 frames) H 60,60 27-35 - 26 knockdown 0 - 3,3 0,1 0 -
Hadouken EX Lvl 3 qcf+PP (hold for 22 frames) H 70,75 40 - 27 knockdown -1 - 3,3 0,1 0 -
Shouoken LP f,d,df+LP H 40,10 6 2,4 18+11 knockdown -11 - 3,3 1,3 0 -
Shouoken MP f,d,df+MP H 60,10x3 7 2,2,2,8 22+11 knockdown -19 - 4,4,4,4 1,1,1,4 0 -
Shouoken HP f,d,df+HP H 60,20x2,10x3 12 2,2,2,2,2,10 18+11 knockdown -17 - 6,6,6,6,6,6 1,1,1,1,1,6 0 -
Shouoken EX f,d,df+PP H 10,20x2,10x5 12 2,4(19)2,2,2,2,2,10 18+11 knockdown -17 - 1,1,1,1,1,1,1,1 0,0,0,0,0,0,0,0 0 Invulnerability frames 1-13
Shunpukyaku LK qcb+LK H 40 22 6 15 +4 -4 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Shunpukyaku MK qcb+MK H 30x2 17 3(8)6 18 knockdown -2 - 4,5 1,1 0 Chargeable: 51F for EX Version and 100F for Super Art
Shunpukyaku HK qcb+HK H 30x3 12 3(6)3(6)4 21 knockdown -3 - 4,5,6 1,1,1 0 Chargeable: 51F for EX Version and 100F for Super Art
Shunpukyaku EX qcb+KK H 20x3,30 13 3(6)3(6)4(12)3 14 float +5 - 4,5,6,0 1,1,1,0 0 Chargeable: 51F for Super Art
Shunpukyaku (Air) **LC qcb+K (air) H 45x2 9 3(8)3 until ground+8 knockdown +13 - 3 1 0 -
Shunpukyaku EX (Air) qcb+KK (air) H 30x5 9 3(3)2(3)3(3)2(3)3 until ground+4 knockdown -22 - 4,5,6,7,4 1,1,1,1,1 0 -
Sakura Otoshi f,d,df+K M - 16 - - - - P - - - Button strength determines jump arc and distance
Sakura Otoshi EX f,d,df+KK M - 16 - - - - P - - - Tracks opponent
P Follow-Up (vs grounded) P during Sakura Otoshi H 60 4 3 - ground bounce +5 - 4 1 0 -
P Follow-Up (vs airborne) P during Sakura Otoshi, Up to 3 times - 40,20,70 4 3 - knockdown x2,hard knockdown - - 4 1 0 -
P Follow-Up EX (vs grounded) P during EX Sakura Otoshi M 60 4 3 - ground bounce +5 - 4 1 0 -
P Follow-Up EX (vs airborne) P during EX Sakura Otoshi, Up to 3 times - 50,50,100 4 3 - knockdown x2,hard knockdown - - 4 1 0 -
Haru Ranman **LC qcb+KKK L,L,H 30,30,270 6 4(6)4(10)4 31 hard knockdown -13 - 4,4,4 1,1,4 - 65 frames cinematic freeze before attack begins, Invulnerability frames 1-7
Cross Art **LC qcf+MP+MK H 150+ 12 2 46 switch -26 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-13

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 3 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Far MP H 42 7 3 20 -2 -6 - -
Far HP **LC H 63 8 3 31 -9 -14 EX,SA,CA -
Far LK H 30 4 2 11 +4 0 - -
Far MK H 42 9 2 21 -2 -6 - -
Far HK H 63 10 3 27 -5 -10 - -
Close LP H 30 3 2 9 +6 0 - Rapid fire cancelable into light normal moves
Close MP **LC H 42 4 2 22 -4 -7 EX,SA,CA -
Close HP **LC H 63 3 4 33 -11 -17 EX,SA,CA Forces standing
Close LK **LC H 30 3 2 12 +3 -1 - -
Close MK H 42 4 3 24 -6 -10 EX,SA,CA -
Close HK H 63 6 3 27 -4 -10 - Does not float on airborne opponent
Crouch LP H 30 3 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Crouch MP **LC H 42 5 3 24 -6 -10 EX,SA,CA -
Crouch HP H 63 4 5 29 -11 -14 EX,SA,CA Forces standing
Crouch LK L 30 3 3 10 +4 0 - Rapid fire cancelable into light normal moves
Crouch MK L 42 5 4 22 -5 -9 EX,SA,CA -
Crouch HK L 63 7 3 33 hard knockdown -16 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A

The Basics

N/A

Advanced Strategy

N/A

Combos

Bread and Butters

  • cl.HP xx qcb+LK, cl.HP xx qcb+LK, cr.LK xx dp+HP (313)

(0bar, midscreen, medium)

  • cl.HP xx qcb+LK, cl.HP xx dp+LP, cl.HP xx qcb+MK, cr.HP xx dp+HP (387)

(0bar, corner, medium)

  • cl.HP xx qcb+LK, cl.HP xx qcb+KK, j.HK, cl.HP xx dp+HK>P, cl.HP xx dp+HP (433)

(1bar, medium)

Hit Confirm Combos

  • cr.LK, cr.LP, cr.MK xx dp+HP (199)

(0bar, hitconfirm, medium)

Post-Launch Combos

  • cl.HP xx dp+HK>P, cl.HP xx dp+HP

(0bar, medium)

  • cl.HP xx dp+HK>P>(delay) P, dp+LP, dp+MP

(0bar, easy)

  • cl.MP, cl.HP xx qcb+LK, cr.HP xx dp+HP

(0bar, corner, easy)

Advanced Combos

  • cl.HP xx qcb+LK, cl.HP xx qcb+KK, j.HK, cl.HP xx dp+HK>P, cl.HP xx dp+HP (433)

(1bar, medium)

Combos from LP Shououken

  • dp+LP, cl.MP, cl.HP xx qcb+LK, cr.HP xx dp+HP

(0bar, corner, easy)

  • dp+LP, cl.HP xx qcb+MK, cr.HP xx dp+HP

(0bar, corner, medium)

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Sakura

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro