Super Naruto: Clash of Ninja 4/Sakura: Difference between revisions
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Line 111: | Line 111: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 12 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 15 | ||
|active = | |active = 2 | ||
|recovery = | |recovery = 29 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 135: | Line 135: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 17 | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 35 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 159: | Line 159: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 13 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = | |startup = 15 | ||
|active = | |active = 2 | ||
|recovery = | |recovery = 34 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 183: | Line 183: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 8×2 | ||
|hitlevel = | |hitlevel = High×2 | ||
|startup = | |startup = 16 | ||
|active = | |active = 4(13)3 | ||
|recovery = | |recovery = 30 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 194: | Line 194: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
2nd fastest 4B after Ino, however just like it and other very fast 4Bs, the move must be timed very precisely since the autoguard is incredibly short. | |||
}} | }} | ||
}} | }} | ||
Line 207: | Line 207: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 16 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 17 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 26 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 227: | Line 227: | ||
|hitbox = SCON4_Sakura_runB_hitbox.png | |hitbox = SCON4_Sakura_runB_hitbox.png | ||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|B}} | |name = Running Punch | ||
|input = {{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|B}} | |||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 19 | ||
|active = | |active = 5 | ||
|recovery = | |recovery = 42 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 251: | Line 251: | ||
|hitbox = SCON4_Sakura_jB_hitbox.png | |hitbox = SCON4_Sakura_jB_hitbox.png | ||
|caption = | |caption = | ||
|name = Jump | |name = Jump Kick | ||
|input = {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|B}} | |input = {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|B}} | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 13 | ||
|active = | |active = 5 | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = - | |advhit = - | ||
|advblock = +4 | |advblock = +4~9(?) | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 303: | Line 303: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 19 | ||
|active = | |active = 7 | ||
|recovery = | |recovery = 39 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 327: | Line 327: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 13 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 16 | ||
|active = | |active = 6 | ||
|recovery = | |recovery = 24 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 447: | Line 447: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 10×2 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = 1 | |startup = 1 | ||
Line 481: | Line 481: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Custom throw where Sakura beats the opponent over the head repeatedly. Does not start combos like regular throw, but results in a hard knockdown (the opponent cannot roll). | |||
}} | }} | ||
}} | }} | ||
Line 495: | Line 495: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 10, 60 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 27 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 38 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 520: | Line 520: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 33 | ||
|active = | |active = 6 | ||
|recovery = | |recovery = 37 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 579: | Line 579: | ||
|156 damage. | |156 damage. | ||
|- | |- | ||
|{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
|152 damage. {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} (158 damage; may drop at the wall) or {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} (156 damage; requires a just frame) can replace {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} | |152 damage. {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} (158 damage; may drop at the wall) or {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} (156 damage; requires a just frame) can replace {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} | ||
|- | |- | ||
Line 591: | Line 591: | ||
|164 damage. {{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} can be omitted (159 damage). | |164 damage. {{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} can be omitted (159 damage). | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
|162 damage. | |162 damage. | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
|169 damage. | |169 damage. | ||
|- | |- | ||
!colspan="2"|0% Chakra Opponent | !colspan="2"|0% Chakra Opponent | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
|196 damage. Most damage from a throw. | |196 damage. Most damage from a throw. | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} | ||
|186 damage | |186 damage | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} | ||
|189 damage | |189 damage | ||
|- | |- | ||
|{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|Y}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} | ||
|191 damage. {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} can be omitted (-2 damage). | |191 damage. {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} can be omitted (-2 damage). | ||
|- | |- | ||
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} | ||
|185 damage | |185 damage | ||
|- | |- | ||
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | |{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} > {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} | ||
|187 damage | |187 damage | ||
|- | |- | ||
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===Extra Combo Notes=== | ===Extra Combo Notes=== | ||
* {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4| | * {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|YC}} is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count. | ||
* {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} is her best 2-hit loop for meterless damage. Can lead into no-y-cancel {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} or even into her supers directly, depending on combo structure. | * {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} is her best 2-hit loop for meterless damage. Can lead into no-y-cancel {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} or even into her supers directly, depending on combo structure. | ||
* {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} functions similarly to {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}. The former does a bit more damage but needs to {{NotationIcon-SCON4|YC}}-cancel in situations where the latter does not. | * {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} functions similarly to {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}. The former does a bit more damage but needs to {{NotationIcon-SCON4|YC}}-cancel in situations where the latter does not. | ||
Line 663: | Line 663: | ||
* {{NotationIcon-SCON4|Y}} replaced with an animation from ''Bloody Roar: Extreme'' and now does damage | * {{NotationIcon-SCON4|Y}} replaced with an animation from ''Bloody Roar: Extreme'' and now does damage | ||
* {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|Y}} added as a hard knockdown throw which does more damage (also from ''Bloody Roar: Extreme'') | * {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|Y}} added as a hard knockdown throw which does more damage (also from ''Bloody Roar: Extreme'') | ||
==Colors== | ==Colors== | ||
Line 679: | Line 668: | ||
{{ColorGallery/Color|1| text=Default ({{NotationIcon-SCON4|A}}) }} | {{ColorGallery/Color|1| text=Default ({{NotationIcon-SCON4|A}}) }} | ||
{{ColorGallery/Color|2| text=Color 2 ({{NotationIcon-SCON4|Y}}) }} | {{ColorGallery/Color|2| text=Color 2 ({{NotationIcon-SCON4|Y}}) }} | ||
{{ColorGallery/Color|3| text= | {{ColorGallery/Color|3| text=The Last ({{NotationIcon-SCON4|X}}) }} | ||
{{ColorGallery/Color|4| text=Sarada Uchiha ({{NotationIcon-SCON4|Z}}) |}} | {{ColorGallery/Color|4| text=Sarada Uchiha ({{NotationIcon-SCON4|Z}}) |}} | ||
}} | }} | ||
== | ==Resources== | ||
< | ===Guides and Info=== | ||
* [https://youtu.be/5BJ-J16J-BE Meterless 2X super confirms] | |||
===Gameplay footage=== | |||
* [https://replaytheater.app/?game=scon4&c1=Sakura&page=1 Sakura ReplayTheater] | |||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|TAG | |||
|style="text-align:center;"|[[File:SCON4 Sakura Color 3.png|110px]] | |||
|[[File:Flag_ca.png]]<br>Canada | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&c1=Sakura&p1=TAG TAG matches] | |||
|- | |||
|} | |||
== Navigation == | == Navigation == |
Latest revision as of 17:53, 10 January 2024
Summary
Sakura didn't exactly do much during part 1 of the anime. So what did we wind up with in Eighting's Clash of Ninja? Hard-hitting, "Inner Sakura" style normals and a plethora of shuriken projectiles. In Super, she sports a more reliable combo game, as well as a less redundant kit, via repurposed attacks which were hard to access in her Vanilla iteration.
Notes
String List
String # | Inputs | Notes |
---|---|---|
01 |
| |
02 | ||
03 | ||
04 | ||
05 |
| |
06 | ||
07 |
| |
08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 |
| |
14 |
| |
15 | ||
16 | ||
17 |
| |
18 |
Weak Attacks
5B
Jab
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6B
Overhead punch
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2B
Poke
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4B
Slaps
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8B
Kick
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running B
Running Punch
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.B
Jump Kick
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Strong Attacks
5A
Shuriken
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6A
Kunai overhead
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2A
Kunai spin
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4A
Teleport
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8A
Up Shuriken ("Up Shanks")
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running A
Running Shuriken
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.A
Jump Shuriken ("Air Shanks")
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
2Y
Specials
5X
Toggle Hitboxes Toggle Hitboxes
|
---|
2X
Toggle Hitboxes Toggle Hitboxes
|
---|
Strategy
Strengths
Sakura has a flexible toolkit, allowing her to be approached as the player best see fit.
- Myriad ninja tools allow her to play the projectile zoner game- , , , and -2C force opponents without a good long-range option to approach Sakura.
- If the opponent commits at the wrong time, Sakura can intercept their run-in with , , , and .
- She can perform and on whiff adding another layer of zoning mix-ups.
- A well timed can leave Sakura in an advantageous position behind a whiffing opponent.
- is perhaps her greatest "cheat" button- being a fast high crush which can convert into a combo with without expending chakra.
- Her is the second fastest guard frame attack in the game and can get her out of many a sticky situation.
- Beware because both 4B and 4BB are jab punishable.
- With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.
- Sakura's throw is one of the most reliable in the game because it leaves the victim standing in front of her.
- Convert into a combo with , , , , or .
- Some of these options have strict timings.
- Between her projectiles, , , and , Sakura inflicts lots of chip damage and can close out rounds without needing an actual neutral win.
Weaknesses
- Sakura does not have an obvious answer to an opponent's jump back aside from basic counterplay such as sidesteps.
- will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.
- will teleport Sakura behind the opponent
- Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.
- is the quickest and most rewarding option, but it can be sidestepped or jumped.
- or staggers the opponent leading to a strike/throw mix between and .
- -2C: Backturn situations may give Sakura ample time to charge her homing shuriken.
- Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.
- -> can be used to catch a combo victim directly above her and reset spacing for the combo.
Combos[1]
Combo | Notes |
---|---|
25% Chakra Opponent | |
> | Meterless super confirm from ; note that the may need to be delayed slightly to connect with the staggering victim |
> > > | 159 damage. First can be omitted, in which case does not need to be -cancelled (151 damage). |
> > | 156 damage. |
> > | 152 damage. (158 damage; may drop at the wall) or (156 damage; requires a just frame) can replace |
> > > | 160 damage. |
> > > > | 169 damage. |
> > > | 164 damage. > can be omitted (159 damage). |
> > > | 162 damage. |
> > > > | 169 damage. |
0% Chakra Opponent | |
> > > > | 196 damage. Most damage from a throw. |
> > > > | 186 damage |
> > > > > | 189 damage |
> > > > > | 191 damage. can be omitted (-2 damage). |
> > > > | 185 damage |
> > > > | 187 damage |
> > > > | 187 damage |
> > > > > | 189 damage |
> > > > | 183 damage |
> > > | 183 damage |
Extra Combo Notes
- is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.
- is her best 2-hit loop for meterless damage. Can lead into no-y-cancel or even into her supers directly, depending on combo structure.
- functions similarly to . The former does a bit more damage but needs to -cancel in situations where the latter does not.
- is a meterless super confirm to or
Changes from Vanilla
- HP increased from 185 to 210
- Guard increased from 1480 to 1640
- Shuriken throws are grabbable
- and cause spinning launches instead of flying screen.
- string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string
- 5B(B): shoulder hitbox slightly smaller, hitbox appears and disappears one frame later
- 5BB(B): "lands" two frames sooner; ends 9 frames sooner
- launches instead of sweeps
- cannot be continued on whiff
- uppercut replaced with vanilla (lunging punch)
- ends sooner
- and : Final kick has more lift
- is now an untechable bounce and a high for the first two frames; techable and mid after the first two frames; hitbox disappears two frames sooner
- counter replaced with a back teleport
- teleport replaced with running shuriken
- short teleport replaced with vanilla activated counter kunai slash with string follow-ups: , and
- throws an array of shuriken covering all vertical space instead of a packed group
- -double charge now staggers
- strings cannot be continued on whiff
- Added 2A(B)
- 2AA(A) replaced with Vanilla wrA
- one more frame duration on hitbox
- has better super freeze, hitbox appears one frame sooner and disappears two frames later
- GRKnJ: bounce changed to be closer; travels one frame faster
- replaced with an animation from Bloody Roar: Extreme and now does damage
- added as a hard knockdown throw which does more damage (also from Bloody Roar: Extreme)
Colors
Resources
Guides and Info
Gameplay footage
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
TAG | Canada |
Unavailable | TAG matches |
- ↑ Special thank you to Jakyi for contributing to the combo list.