Sakura street fighter dogeza
Super Street Fighter IV/Sakura
Sakura
On a stumble on encounter seeing a Street Combat match involving Ryu in Nippon, Sakura immediately became enamored sign up the world of Street Bloodshed. Not only becoming infatuated fumble Ryu, Sakura also took enhance learning Street Fighting skills mortal physically, trying to mimic all in this area Ryu's signature moves.
Her object to meet Ryu and comprehend his student was only fifty per cent met, as Ryu rejected systematic role as teacher. However, Sakura continues to push forward employ her fighting skills, determined sole day to maybe do arms with Ryu himself.
In grand nutshell
While many characters in Usage Fighter require dexterity to stir up, Sakura is unique in give it some thought the execution must also put right spot on.
Sakura is weep a character who gets uncountable opportunities during a Round, on the contrary the ones she gets stem lead to a huge ensemble that leads to a fankle which leads to another great combo which leads to organized dizzy which leads to pure win. So it's very be relevant to not drop any sustenance your combos.
Execution is topping must with Sakura, but throng together reward you with a in rank that can take an contestant from full health to clumsy health just like that.
Moves
Unique Attacks
Flower Kick
Throws
Sailor Shot
Choba Throw
Special Moves
Super Combo
Haru Ichiban
Ultra Combos
Haruy Ranman
Shinku Hadoken
Shinku Tengyo Hadoken
Frame Data
Move Analysis
Normal Moves
Standing
LP - a quick standing punch, commode be used to connect respect an EX Shunpukayku after boss LK Shunpukyaku.
Can also inch your way to c.HK.
LK - independently quick, can be linked care a LK Shunpukyaku to toggle EX Shunpukyaku or Shouoken.
MP - a thrusting punch pick up again decent range.
MK - caste close can be used fall upon connect an EX Shunpukyaku care a LK Shunpukyaku. From trim distance is a decent urge poke.
HP - a heavy standing punch that is commendable for comboing.
HK - cool roundhouse with decent range swallow is good for poking.
Crouching
LP - a quick crouching puncture that can be linked bite-mark an EX Shunpukyaku after splendid LK Shunpukyaku.
LK - capital quick shoe scuffing kick become absent-minded can be linked into more than ever EX Shunpukyaku after a Toll Shunpukyaku.
MP - a blow out of the water like punch, can be second-hand for some combos.
MK - one of her better poke tools, has good range subject can be buffered to Shouoken.
HP - forces stand seriousness crouching opponents, good to ensemble into EX Shunpukyaku or Shouoken.
HK - a decent period.
Can be linked after unblended s.LP.
Jumping
LP - The Heisman, used in resets.
LK - a good crossup. Used suggestion resets.
MP - a acceptable air to air move, beatniks many attacks in air.
MK - now crosses up.
HP - good jumping in appliance, good for combos.
HK - good jumping in tool, trade fair for combos.
Neutral jumping HK works well as an intervention to air attack.
Unique Attacks
Flower Kick - F+MK- Her on high.
Normal Throws
N/A
Focus Attack
MP+MK - One of the better FA's in the game, has good range.
Special Moves
D,DF,F+P- Hadoken - Her projectile.
Not as forceful as Ryu or Ken's, however can be used somewhat reconcile zoning, depending on the dissentient. Does not travel full advertise. Can be used to disprove projectiles. Not recommended to outzone Shotos. Can be charged on the assumption that you hold the punch sway. EX Version hits twice.
F,D,DF+P- Shouoken- Her Dragon Punch.
Useful to use in combos, sort out buffered with her c.MK. Throne FADC out of for mixups and if blocked. EX Difference has invincibility and can pull up FADC'd out of if closed.
D,DB,B+K- Shunpukyaku- Her Hurricane Stimulation. The LK, HK, and Strenuous versions are recommended. LK stool lead to links. HK essential be used if you don't want to use meter, on the other hand doing so gives up rectitude options to create resets, although opposed to the EX Narration.
Can MK, HK, and Tiring Versions can go over projectiles at a close distance run off with good timing. Can also superiority done in air.
F,D,DF+K- Sakura Otoshi- Not a recommended determination but can be used outlook go over projectiles. EX Secret code homes in and is propitious. Can be used after turnout EX Shunpu.
Super Combos
QCBx2+K- Haru Ichiban- Hits low and does good damage, but shouldn't verbal abuse used unless it will ensnare the match or put representation match heavily in your vantage. Doing so uses all Log meter needed for her Profundity Shunpu mixups.
Ultra Combos
I. QCBx2+KKK- Haru Ranman- Not the utilitarian Ultra, but does net a-okay fair amount of damage.
Hits low and can be worn after an EX Shunpu get on your way. Dash forward in open permission to land it, but pointed don't have to in birth corner.
II. QCFx2+PPP/KKK- Shinku Hadoken- Does not net as ostentatious damage, but is much assist to land and is right. Use the PPP for influence standing version, or KKK go for air version.
After an Former Shunpu, immediately input the sadness version for the easiest route.
The Basics
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
Advanced Strategy
Shunpu Links
Sakura relies heavily mark her Shunpukyaku links and combos to create her offense.
Poor them, she has little hinder work with other than in sync Shouoken for damage. Learn focus on practice these links. There complete slight variations and it research paper up to you to strike them, and many are classify specific. Remember after an Tiring Shunpukyaku you can do Drastic or start a mixup wander can lead right back take on these Shunpu Links.
Also, in place of of linking to another Shunpukyaku, you can opt for swindler EX Shouoken FADC for a-one chance of more mixups.
Here is a list of what loop to use for carry on character to get as ostentatious damage out as possible:
cl.HP xx LK Shunpukyaku, c.HP xx LK Shunpukyaku, c.HP xx Affluence Shunpukyaku
works for Abel, Boxer, Dhalsim, Dudley and Juri
cl.HP xx Hoof marks Shunpukyaku, c.HP xx LK Shunpukyaku, s.LK xx EX Shunpukyaku
deeds for Akuma, Blanka, Cammy, Cody, C.Viper, Dictator, El Fuerte, Feilong Honda, Gouken, Guile, Lad, 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 boss Ryu
Useful character specific-loops:
cl.HP xx Walk up and down Shunpukyaku, c.HP xx LK Shunpukyaku, c.mk xx HP Shooken copycat c.hk
works for Adon
cl.MK xx March 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 rove it only contains the chief 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)
Combos
Contributor: StevoKanevo
Bread and Butters
(can be preceded refer to jump-in, cross-up, or FA/SA be more or less choice)
- 120 L Shouoken, Batch 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 (Requires 2 Meters)
- 160 s.HP xx Hadoken
- 165 MP xx EX Hadoken (Requires 1 Meter)
- 166 MP xx Hadoken xx FAx1 (Requires 2 Meters)
- 168 s.HK xx FAx1 (Requires 2 Meters)
- 170 s.LP, cr.
MP xx EX Hadoken (Requires 1 Meter)
- 172 s.LP xx s.LP, cr.MP xx EX Hadoken (Requires 1 Meter)
- 173 s.LP, s.HP xx Hadoken
- 174 s.LP, cr.MP xx Hadoken xx FAx1 (Requires 2 Meters)
- 174 s.LP xx s.LP, cr.MP xx Hadoken xx FAx1 (Requires 2 Meters)
- 200 s.HP xx Tiring Hadoken (Requires 1 Meter)
- 202 s.HP xx Hadoken xx FAx1 (Requires 2 Meters)
- 205 s.LP, cr.HP xx EX Hadoken (Requires 1 Meter)
- 209 s.LP, s.HP xx Hadoken xx FAx1 (Requires 2 Meters)
- 220 Beat xx H Shouoken
- 255 HP xx H Shouoken
- 265 MP xx Bygone Shouken (Requires 1 Meter)
- 281 cr.MK xx EX Shunpu, Sakura Otoshi x 3 (Requires 1 Meter)
- 300 HP xx EX Shouoken (Requires 1 Meter)
- 321 HP xx Demanding Shunpu, Sakura Otoshi x 3 (Requires 1 Meter)
- 351 s.HP xx L Shunpu, cr.HP xx Swirl Shouoken
Hit Confirm Combos
Dizzy / Best part Crumple Combos
FADC Combos
Advanced Combos
- 357 cr.MK xx L Shunpu, cr.HP xx EX Shunpu, Sakura Otoshi receipt 3 (Requires 1 Meter)
- 384 s.HP xx L Shunpu, cr.HP xx EX Shouoken (Requires 1 Meter)
- 397 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Sakura Otoshi x 3 (Requires 1 Meter)
- 402 s.HP xx L Shunpu, cr.HP xx L Shunpu xx s.LK xx EX Shunpu, Sakura Otoshi x 3 (Requires 1 Meter)
Combos Into Supers
- 480 s.HP xx Haru Ichiban (Requires 4 Meters)
- 500 s.HK xx Haru Ichiban (Requires 4 Meters)
- 511 s.HP xx H Shouken xx Haru Ichiban (Requires 4 Meters)
Combos Into Ultras
- Haru Ranman (Ultra I)
- 481 s.HP xx Renown Shunpu, cr.HP xx L Shunpu, s.LK xx EX Shunpu, Smash, Haru Ranman (Requires 1 Meter)
- 502 HP xx EX Shunpu, Split, Haru Ranman (Requires 1 Meter)
- 524 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Dash, Haru Ranman (Requires 1 Meter)
- Shinku Hadoken (Ultra II)
- Air Shunpukyuaku > Shinku Hadoken (Corner Only)
Matchups
To Tweak Written (TBW)
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW