Ultra Street Fighter IV/Sakura/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Sakura

SSFIV-Sakura Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 4f faster (18f > 14f), slightly longer distance
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • 5LP; Close 5MP, 5LK; Far 5LK, 5HK; 2LP, 2LK; Focus Attack + Forward Dash
    • Shouoken (623P, meterless); Hadosho (214P, meterless), LK Shunpukyaku (214LK, ground/air versions), Sakura Otoshi Followups (236K~P)

Character Specific Data

Sakura

VITALS
Health: 950 Stun: 1000
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.13
Back Dash Frames: 26 Back Dash Distance: 0.95
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 17
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-11
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -2
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +4

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5MP (Close) cl. Mp.png s a r B H 65 100 M Sp Su -
5HP (Close) cl. Hp.png s a r B H 80 120 M Sp Su -
5LK (Close) cl. Lk.png s a r B H 25 50 M Sp Su -
5MK (Close) cl. Mk.png s a r B H 60 100 M Sp Su -
5HK (Close) cl. Hk.png s a r B H 120 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png s a r B H 25 50 M Ch Sp Su -
5MP (Far) far. Mp.png s a r B H 75 100 M Sp Su -
5HP (Far) far. Hp.png s a r B H 110 200 M Su -
5LK (Far) far. Lk.png s a r B H 30 50 M Sp Su -
5MK (Far) far. Mk.png s a r B H 75 100 M - -
5HK (Far) far. Hk.png s a r B H 110 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 20 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 65 80 M Sp Su -
2HP Down.gifHp.png s a r B H 90 120 M Sp Su -
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 60 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 110 200 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Flower Kick
(Overhead)
Right.gifMk.png s a r B H 80 100 H - -
Pendulum Upper Left.gifHp.png s a r B H 80 120 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 30 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - -
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 30 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 100 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 90 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 130 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sailor Shot
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 160 200 T - KD Adv: +x
Choba Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Hadoken
(Fireball)
Qcf.pngP.png
236+P
s a r B H 60 75 M Su notes
Hadoken Lv. 2
(Fireball half-charge)
Qcf.pngP.png (hold)
236+P (hold)
s a r B H 80 100 M Su notes
Hadoken Lv. 3
(Fireball full-charge)
Qcf.pngP.png (hold)
236+P (hold)
s a r B H 120 150 M Su notes
Ex.png Hadoken
(Fireball)
Qcf.png2p.png
236+PP
s a r B KD 60x2 50x2 M FA notes
Ex.png Hadoken Lv. 2
(Fireball half-charge)
Qcf.png2p.png (hold)
236+PP (hold)
s a r B KD 60*70 60x2 M FA notes
Ex.png Hadoken Lv. 3
(Fireball full-charge)
Qcf.png2p.png (hold)
236+PP (hold)
s a r B KD 60*80 75x2 M FA notes
LP Shouoken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 70*20 50x2 M Su notes
MP Shouoken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 70*10x2*20 50*35x3 M Su notes
HP Shouoken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 70*10x4*20 50*35x2
*30x3
M Su notes
Ex.png Shouoken
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 60*120 50*150 M FA notes
LP Hadosho
(Palm)
Qcb.pngLp.png
214+LP
s a r B KD 100 150 M Su notes
MP Hadosho
(Palm)
Qcb.pngMp.png
214+MP
s a r B KD 70*50 100*50 M Su notes
HP Hadosho
(Palm)
Qcb.pngHp.png
214+HP
s a r B KD 50x2*40 50x3 M Su notes
Ex.png Hadosho
(Palm)
Qcb.png2p.png
214+PP
s a r B KD 40x2*100 40x2*100 M FA notes
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Shunpukyaku
(Tatsu)
Qcb.pngLk.png
214+LK
s a r B H 70 100 M - Can only link afterward from very close range, multiple loops not possible
MK Shunpukyaku
(Tatsu)
Qcb.pngMk.png
214+MK
s a r B H 50x2 50x2 M - -
+ Shunpurenkyaku + K.png s a r B KD 60 100 M Su -
HK Shunpukyaku
(Tatsu)
Qcb.pngHk.png
214+HK
s a r B H 40x3 30x3 M - -
+ Shunpurenkyaku + K.png s a r B KD 60 100 M Su -
Ex.png Shunpukyaku
(Tatsu)
Qcb.png2k.png
214+KK
s a r B KD 30x3*35 50x*30 M FA Forces stand on hit, launches for juggle state; last hit whiffs on crouch blocking opponent but is FA cancellable if opponent stands
LK Air Shunpukyaku
(Air Tatsu)
Air Qcb.pngLk.png
Air 214+LK
s a r B KD 50 50 M - -
MK Air Shunpukyaku
(Air Tatsu)
Air Qcb.pngMk.png
Air 214+MK
s a r B KD 50 50 M - -
HK Air Shunpukyaku
(Air Tatsu)
Air Qcb.pngHk.png
Air 214+HK
s a r B KD 50 50 M - -
Ex.png Air Shunpukyaku
(Air Tatsu)
Air Qcb.png2k.png
Air 214+KK
s a r B KD 50x4 50x4 M - Hovers in place while active
Okakyaku
(Divekick)
Air Qcf.pngK.png
Air 236+K
s a r B H 60 80 M - Forward jump only
Ex.png Okakyaku
(Divekick)
Air Qcf.png2k.png
Air 236+KK
s a r B H 20*60 50*80 M - Forward jump only, low height restriction
Sakura Otoshi
(Leap Attack)
Qcf.pngK.png
236+K
- - r - - - - - - Strength determines distance and number of P followups; LK 1, MK 2, HK 3
+ P Followup (LK) + P.png s a r B KD 130 200 M - -
+ P Followups (MK) + P.png~P.png s a r B KD 50*90 50*150 M - On block, stops at 1st followup P
+ P Followups (HK) + P.png~P.png~P.png s a r B KD 50*30*100 50x2*100 M - On block, stops at 1st followup P
Ex.png Sakura Otoshi
(Leap Attack)
Qcf.png2k.png
236+KK
- - r - - - - - - Doesn't track opponent; hold forward to gain more distance
+ P Followups (EX) + P.png~P.png~P.png s a r B KD 50x2*110 50x2*100 M - On block, stops at 1st followup P
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sakura Fubuki 2-bar 3p.png s a r B KD 290 - L*L*L - Only the 3rd hit does chip damage
Sakura Fubuki 3-bar 3p.png s a r B KD 350 - L*L*L - Considered a Special for cancelling (not a Super)
Sakura Fubuki 4-bar 3p.png s a r B KD 415 - L*L*L - More meter spent leads to more damage, range, and invincibility
+ P followup
(on Block)
+ P.png s a r B KD [180] - M - Safe, but 3f gap that can be interrupted; does chip damage
+ K followup
(on Block)
+ K.png s a r B KD [200] - H*M*L - Hits overhead > mid > low; can be interrupted before it connects on block
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Haru Ichiban
(Super)
Qcb.pngQcb.pngK.png
214214+K
s a r B KD 400 - L - -
Haru Ranman
(Ultra 1)
Qcb.pngQcb.png3k.png
214214+KKK
s a r B KD 451 - L - -
Shinku Hadoken
(Ground Ultra 2)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 329 - M - -
Shinku Tengyo Hadoken
(AA Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 329 - M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:

  • Sakura can punish any E. Honda headbutt with 623MP or Super


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