Fate Unlimited Codes/Sakura: Difference between revisions
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| description =Sakura's dark tentacles extend from her neck into a powerful overhead attack. This can link into 5A, 2A, and 5B on hit (the link to 5B is hard). Used in some UB setups with 214C | | description =Sakura's dark tentacles extend from her neck into a powerful overhead attack. This can link into 5A, 2A, and 5B on hit (the link to 5B is hard). Used in some UB setups with 214C | ||
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Revision as of 11:03, 4 October 2021
Sakura | |
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Health | 9,000 |
Prejump | 4 |
Backdash | 40F (Invulnerable 1-31) |
Weight | Light |
Introduction
Sakura is one of the longest range characters in this game (kinda like Dhalsim but without hurtboxes on her tentacles), allowing her to poke at opponents from a distance and harrass them with her huge normals which are entirely disjointed. She has the worst grounded mobility (her air mobility is about average) in the game, often giving her difficulties to make use of her powerful normals. While she does possess a teleport, it has a lot of recovery, so you need to be careful with it (land out of range or bait an attack with it). Good use of negative edge can make her pressure and mixup ridiculously good, but only if she has the meter and is given time to setup. Meter management is crucial for her, and meter damage gives her trouble. If she knocks her opponent down though, they have to deal with some downright busted setplay including multiple unblockable setups.
Normals
5A
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2A
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5B
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2B
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5C
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2C
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6C
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6A+B
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j.A
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j.B
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j.C
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Specials
236X
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623X
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214X
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421X
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22X
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Supers (WIP)
236236A
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236236[B]
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236236C
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Strategies
Sakura's slow, her walk is incredibly slow. You will need to rely on grounded and air teleports to try to trip your opponent up and get them to whiff an attack within the range of her 5B or 2B. As well as jump, double jump, and fastfall. The bulk of Sakura's neutral involves being in the air and trying to bait and punish an anti-air. Once you're in range you have a lot of tools to work with to try to open them up: 5B and 2B have a lot of range, are active for a very long time, 5B hits 3 times and 2B hits twice, 2B is a low on top of all of that and drags them in allowing for more combos off of it. 6C and 421B are both overheads, 421B leaves them in crumple state, while 6C leaves them standing. Additionally both 214C AND it's aerial version hit low, and can be delay detonated.
Her teleports have a lot of recovery, but if you get your opponent to whiff an attack with them they will usually have to wait longer than you will. You want to end combos with 421C most of the time as it hard knockdowns the opponent.
After knocking down the opponent, you have a lot of options for okizeme/setplay. You can meaty with j214C for an aerial low, can even make it be left-right ambiguous at that, can set 214X and do a tk 22A/B for a left-right mixup, can jump over their head with jC for a left-right mixup and sp cancel it into j214C for icing on the cake. And you can even do a bunch of unblockables too. You will want to watch out for wakeup/otg activate however, as there's definitely spots it can be used to get out of your pressure.
Combos (WIP)
normal chain order: (within an arrow separated by commas can be in any order) 5A > 2A > 5B > 2B > 5C, 2C > 6C
6C is an overhead and can link to 5A, 2A, and 5B
(note: 2C is NOT included when a combo says "normals")
Beginner combos:
"normals" means: 5A > 2A > 5B > 2B > 5C
normals > 2C > 421C
Normals > 2C > 421A > jump > j.A > j.B > j.C > d. jump > j.A > j.B > j.C > j.22A/B/j.214[X]
Normals > 2C > 421A > jump > j.A > j.B > j.214A > land > jump > j.A > j.B > j.214A > land > jump > j.A > j.B > j.C > j.22A/B/j.214[X]
Harder combos:
main damage loop (on heavier characters only do 2 loops rather than 3):
normals > 2C > (421A > tkc 214A)x3 > 421A > tkc 421C
Meter gain (intermediate, gains 60? meter):
Normals > 2C/421A > 421C/tkc 421C > 5B 5C 2C 421C
Harder meter gain route (gains 80-90 meter):
Normals > 2C > jump (9) > delay j.B > j.C > land 5B > 5C > 2C > 421A > tkc 421C
Meter gain optimized (even harder but gains 90-100 meter):
Normals > 2C > delay 421A > jump (9) > delay j.B > j.C > land > 5B > 5C > 2C > 421A > tkc 421C
meter neutral combo that ends with 214C set, and a hard knockdown for UB looping
2B > 2C > 421A > tkc 214B > tk j.214[C] > land 2B (transfer held button to B) > 421A > tkc 421C
Unscale setup (RG): (you must have at least 150 meter before the 421A here, or be activated)
combo (dont add too much gravity) > 421A > tkc 214[A] > RG > 5B > 2C > 236236B > release A > (236236B hits)
Unscale setup (activate)
combo (dont add too much gravity) > 421A > tkc 214A~A+B+C (kara activates, the timing is a bit weird) > 236236B > 214A hits > 236236B hits
Unscale setup (neither rc nor activate):
close combo (not too much gravity) > 421A > tkc 214B > tk j.214[A] (transfer held button to C) > 2B > 421A > tkc 236236B > release C > (214A hits) > (236236B hits)
(note: must be pretty close, this won't work if there's too much gravity, and it's very hard)
Combo for activated hit into unscale (4800 damage, needs 100 meter left in the activate):
(hit) > 5B > 2B > 5C > 2C > 421A > tkc 214[A] > RG > 5B > 2C > 236236B > (release A) > (214A hits) > (236236B hits)
(note: you can omit the 421A and thus do 214[A] instead of tkc 214[A], this sacrifices 2-300 damage)
Unblockable setups (she has enough of these that they warrant their own section)
(preset 214C mid combo, or set it mid pressure) > any overhead and release C
(rc-based setup: needs 90 meter at the end of the combo beforehand)
(combo ending in 421C) > 214[C] (transfer held button to A) > rc > 6C > (release A right after inputting C)
(another rc-based setup, needs to end the previous combo with at least 90 meter)
(combo ending in 421C) > 214[C] > rc > jump > (fastfall optional) > jB/C (and release C around the same time)
(needs at least 30 meter) 421C ender > tk 214[C] > set up overhead and release C
Air Unblockable setup (needs 130 meter, does 4.8k):
(combo ending in 421C)> jump > j214C~A+B+C (slide/kara it to immediately activate) > jB/C > land > 5B 2B 5C 2C > 421A > 2147[A] > rc > 5B 2C > 236236B > release A > (236236B hits)
TK Air unblockable setup
(combo ending in 421C) > (if midscreen) tk 22A/B >
tk j.214C > act > j.B/C > land 5B > 2B > 5C > 2C > (opt 421A) > (tkc) 214[A] > rc > 5B > 236236B > (release A) > (236236B hits)
(note: if you do 421A, you must do tkc 214[A], if not you don't need to)
(Command grab super based unblockable setups):
236[C]~A+B (immediate activate, keep C held) > 236236A and release C
(be activated) 236[C] > 236236A and release C
236236[B] > 236236A and release B