Sakura
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Health:
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210
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Guard Gauge:
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1640
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Backdash Type:
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Quick
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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 #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 03, switches sides with the final move.
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02
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03
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04
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05
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- Can hold the second input to change the move's effect, but a full charge will lock Sakura out of the rest of the string.
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06
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07
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- Switches sides with the final move.
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08
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09
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10
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11
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12
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13
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- Can hold the first input to change the move's effect, but a full charge will lock Sakura out of the rest of the string.
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14
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- Switches sides with the final move.
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15
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16
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17
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- Switches sides with the final move.
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18
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Primary Jab.
- Can go into () on whiff.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10
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-
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1
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1
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48
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-
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-
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-
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-
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2Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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30
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-
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1
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1
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48
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-
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-
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-
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-
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Specials
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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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.
Combo
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Notes
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25% Chakra Opponent
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>
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Meterless super confirm from ; note that the may need to be delayed slightly to connect with the staggering victim
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> > >
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159 damage. First can be omitted, in which case does not need to be -cancelled (151 damage).
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> >
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156 damage.
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> >
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152 damage. (158 damage; may drop at the wall) or (156 damage; requires a just frame) can replace
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> > >
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160 damage.
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> > > >
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169 damage.
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> > >
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164 damage. > can be omitted (159 damage).
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> > >
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162 damage.
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> > > >
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169 damage.
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0% Chakra Opponent
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> > > >
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196 damage. Most damage from a throw.
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> > > >
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186 damage
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> > > > >
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189 damage
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> > > > >
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191 damage. can be omitted (-2 damage).
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> > > >
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185 damage
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> > > >
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187 damage
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> > > >
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187 damage
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> > > > >
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189 damage
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> > > >
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183 damage
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> > >
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183 damage
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- 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)
Resources
Guides and Info
Colors
Notes
- ↑ Special thank you to Jakyi for contributing to the combo list.
Navigation
General
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Characters
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Archived Information
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