If you have trouble with reading the notation in this guide, go here.
OVERVIEW
Health: 950 (Below Average)
Stun: 1000 (Average)
Style: Mixup, Pressure
Damage: High
Armor Break: Shunpuu Kyaku (QCB+K)
Go-to reversal: EX Shouoken (DP+PP)
Go-to cross-up: j.MK
Overhead: F+MK (Flower Kick)
Anti-air: c.HP, cl.HP
Footsies: Average- Above Average
Ultra Utility: Very useful
Ultra Preference: U1 (Haru Ranman)
Super Utility: Poor
STRENGTHS
+Simple character, easy BnB combos
+Good damage
+Best anti-air normal in the game (cr. HP)
+Can dizzy opponents easily
+Very strong frame traps
+Decent cross-up mixup
+3 frame jab (LP) and short (LK)
WEAKNESSES
-Below Average Stamina
-Poor defense overall, needs meter and the reversal itself is slow
-Requires good execution to do her high damage combos
-Very meter dependent
-Poor fireball- among the worst in the game
SPECIAL MOVES
Hadoken (QCF + P)
Her fireball. One of the worst in the game. It has a tiny hitbox, dissipates after a while, it's slow, and has bad recovery. This doesn't mean it isn't useful. Far from it. This is Street Fighter after all, and any sort of projectile is useful. You can use it to zone somewhat, any mistimed jump over should be an easy anti-air with c.HP. If you're savvy enough, you can anti air further jumping opponents with the proper Shouoken (most likely the LP version). Of course, the most effective way to use any fireball is to extend your poke range. This should be done with caution, as players can react to it in a variety of ways. Unlike every other fireball in the game, each punch does the same thing. Also, unlike every fireball in the game, she can charge it up to three levels making it bigger, but travel shorter. This creates interesting meaty setups. As frames of recovery have been improved for charged versions of the fireball in the latest version. Something to keep in mind.
In the newest version of Ultra, the EX version of her hadoken can be changed depending on the two buttons pressed.
Shouoken (DP + P)
Her imitation Dragon Punch. Very different from the shoto kind of Dragon Punch. She lunges forward while jumping and extending her fist in the air. Will trade often when used as an anti-air. Only the EX version has invincibility-- in fact it's her only move outside of Super and Ultras that offer invincibility. Use the non-EX versions as anti airs and in combos.
Shunpukyaku (QCB + K)
A Hurricane Kick type move that travels in an arc and set distance depending on which version you use. Used in combos and also is a decent move to apply pressure because each version is safe on block. You can force an opponent to block for a decent amount of time with a series of Shunpuus.
Sakura Otoshi (DP + K > P)
Only really used in combos after EX Shunpuu, aside from the EX version. The EX version will home in on the opponent and is very fast. It's a very useful tool for punishing fireballs from even a full-screen away.
SUPER COMBO
Haru Ichiban (QCB x 2 + K)
Hits low, not much difference in the different versions. Can cancel out of HP Shouoken for good combo ability. However, meter is so important with Sakura, I would advise you to not use it unless to kill.
ULTRA COMBOS
U1- Haru Ranman (QCB x 2 + KKK)
Variation of her Classic Super combo from the Alpha games. The first part hits low and has some invincibility. Use in a combo after EX Shunpuu. This is my preferred Ultra for most match ups simply because of the damage you get. Even though her second Ultra has more setups, this ultra is arguably just as easy to land. All you need is a combo off of EX Shunpuu which you can easily land from a low LK.
U2- Shinku Hadoken (QCF x 2 + PPP or KKK)
Somehow Sakura has watched Ryu enough in able to perform the true form of the Hadoken. Only she can angle hers upwards at a 45 degree angle if you press all kicks instead of punches. The kicks version is also faster. This Ultra has more setups including ones that don't require meter, but the damage is laughable. Having more setups is nice, but many of those setups are beyond the realm of possibility in a real match. To me, the optimal use of this Ultra is to use it as a reversal against characters that like to cross up and mixup from the air. The Ultra is very good at stopping this, but beware, it can be safe jumped.
USEFUL NORMALS - I won't list every single normal here. This guide is intended for beginners and as such I'll only list the normals that get the most utility.
s.HK- Sakura's best normal. Outstanding poke with good range. Will beat out moves like Ken's stepkick and shoto's low MK when properly spaced. Learn to use and abuse this move.
c.MK- good ranged low. Unfortunately, it doesn't have the kind of hitbox or speed that the many other low MK's have. However, the range combined with the ability to hit-confirm cancel into HP Shouoken, make it a great tool to whiff punish opponents on reaction, similar to how Cammy can hit confirm into Spiral Arrow with her c.MK. Has about the same range as her sweep, so this is arguably the only long range low you should be using.
s.LK- Very good range for a light move. Remember, Sakura has 3-frame light moves! Abuse this move to apply cheap pressure.
c.HP- The best anti-air normal in the game. Very fast at 4 frames and a large extended hitbox. When timed properly, no jump-in should beat it.
cl.HP- Very good anti-air, can even beat cross-up attempts. On top of that it's 3 frames, used in combos and if you can get close enough to apply pressure with a heavy move. On hit, you can go into very damaging combos. Use this move for a frame trap and to fake throws. Walk up and score a counter hit and confirm into a full loop combo!
cl.MP- Use this similar to cl.HP as a frame trap. As of AE, you can combo into st.LK or even c.MK. It's slower than cl.HP, but safer if blocked.
F + MK- aka Flower Kick, a fast overhead with very good range-- even more than s.HK. You can create a high-low mixup with c.MK.
nj.Anything- Neutral jumping with Sakura is very powerful. All her normals out of this are very useful. HK and MK have very long range and good anti-airs.
j.LP- aka the Heisman, because Sakura is striking the pose! Maybe SSF4's best kept secret move. Nearly unbeatable air-to-air. Use against characters with dominate air moves like Seth and Gen.
j.MP- Only useful as an air-to-air, but it's one of the best in the game, similar to Abel's j.HP (but not as good). The ideal use of this move is to use it in a jump back to beat cross-up attempts.
j.MK- Sakura's classic cross-up move. Has a good hitbox for it, but not as dominate as in previous games. Decent air-to-air as well.
j.HP- Use in conjunction with j.MK for a cross-up uncross-up mixup. This move CAN cross-up but will most likely hit in front. Very ambiguous when your jump is spaced well after an untechable knockdown.
j.HK- Decent jump in. The angle of her leg can make it difficult to anti-air properly. Is also a very good move to use in a jump back.
COMBOS
BnBs (Bread and Butter)
Please note the videos below were recorded on older versions of the game.
c.LK > c.LP > c.HP xx EX Shunpu Kyaku > Otoshi x 3 or reset
This is your standard go-to combo with 1 bar of Super meter, You will most often reset the opponent in the air for a mixup after the EX Shunpuu midscreen. If you can kill or just want the little extra damage go for the Otoshi. In the corner, you can do the "Uryo setup" after two hits of the otoshi and a fully charged hadoken (this is explained in the video below). If you don't have meter, substitute the EX for the HK version or do the next combo. As of AE 2012 version, this combo will not drop on any character, as in the past when it the c.HP xx EX Shunpu would sometimes not combo against Vega, Blanka, Akuma, Honda, and others.
c.LK > c.LP > c.LP > c.MK xx HP Shouoken
If you don't have the meter or you want to conserve meter, use this combo. Also use variations of it (eg remove a light move before the c.MK link) when you are too far away to link a c.HP.
cl.MK xx LK Shunpu > cl.HP xx LK Shunpu > s.LK xx HP Shouoken
Known as the "Shunpu loop" This particular version will work on every member of the cast (there are other versions that are more damaging that are character specific). Very damaging combo, use in punishment situations.
FADC combos- You won't be using the classic fireball FADC combos like Ryu or Seth have. They're just not worth the meter for the damage you would be getting. These FADC combos out of Shouoken's make Sakura extremely dangerous after any random hit.
c.MK > HP Shouoken > FADC > Shunpu loop (starting with cl.HP)
EX Shouoken > FADC > Shunpuu loop
Ultra combos
Anything xx EX Shunpuu > dash forward > U1
Anything xx EX Shunpuu > U2 (PPP, KKK)
Anti-air LP Shouoken > U2 (KKK)
c.MK xx EX Hadoken > FADC > U2 (PPP)
Corner: Any Shouoken > U2 (KKK)
Corner: Air Shunpuu > U2 (KKK)
Super combos- Since meter is so important for defense and to do damage, to use your entire super bar is often foolhardy mid-round. The best use of her Super is to kill, since you will have plenty of opportunities to land it.
c. MK xx Super
HP Shouoken xx Super
Resets and follow-ups after EX Shunpuu- Video
3 comments:
hey man thanks a lot for you work, bought the game yesterday and needed something like ur guide
Thanks. I am updating this guide for Ultra. Look out for that.
it's very great guide for me to practice Sakura.
i am beginer of street fighter and love Sakura so much ^^
wait for USF4 Update :)
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