Fate Unlimited Codes/Sakura

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Sakura
FUC Sakura Profile.png
Health 9,000
Prejump 4
Backdash 40F (Invulnerable 1-31)


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
FUC Sakura 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
230 All N, S, R, A 5 26 12 -8

Sakura jabs at her opponent with her dark tentacles.


2A
FUC Sakura 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
200 Low N, S, R, A 5 26 12 -8

Same as 5A, but crouching.


5B
FUC Sakura 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
384 All N, S, R, A 8 41 16 -12

Sakura performs a long range attack that hits multiple times.


2B
FUC Sakura 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
320 Low N, S, R, A 10 46 21 -6

Sakura performs a long range low that drags her opponent in.


5C
FUC Sakura 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
530 All N, S, R, A 15 61 21 -10

Sakura performs a long range attack that hits multiple times. It is similar to 5B, but with a larger hitbox.


2C
FUC Sakura 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 All J, N, S, R, A 18 56 22 -15

Sakura anti-airs her opponent with several dark tentacles.


6C
FUC Sakura 6C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 High R, A 27 41 11 -2

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


6A+B
Damage Guard Cancel Startup Total Length Blockstun Block Adv
700 None A 4 56 - -

Sakura lifts her opponent off the ground before pummeling them with dark tentacles. This attack launches your opponent away from you into a hardknockdown. It cannot combo, even into negative edge specials.


Specials

236X
FUC Sakura 236X.png
FUC Sakura 236X2.png
FUC Sakura 236X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 500 All R, A 16 46 17 -12
236B 900 All R, A 26 51 14 -10
236C 1031 All R, A 37 56 16 0
236C [very shortly held] 1031 All R, A 40 56 16 4

Sakura sends grounded fireballs at her opponent.

The A version is fast and light.

The B version hits multiple times.

The C version is a large negative edge projectile that releases at further differences based on how long it is charged. The short hold is provided since it is the minimum charge to have the C version hit in front of Sakura.


623X
FUC Sakura 623X.png
FUC Sakura 623X2.png
FUC Sakura 623X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 693 All R, A 20 56 13 -10
623B 817 All R, A 20 61 11 -18
623C 900 All R, A 20 51 6 -12

Sakura hits with a short range multihitting strike aimed downward (A version), straight forward (B version) or upward (C version)

Startup on the C version is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.


214X
FUC Sakura 214X.png
FUC Sakura 214X2.png
FUC Sakura 214X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214[A] 813 All R, A 21 41 21 4
214[B] 948 All R, A 31 51 19 2
214[C] 700 Low R, A 31 51 21 2

Sakura's negative edge projectile. Each version can be destroyed by a single attack, but functions as a hit of armor for Sakura. It costs 30 meter to use this special.

When released the A version is a large anti-air attack.

When released the B version is the most damaging of the three on hit.

When released the C version is a low attack with a large hitbox.


421X
FUC Sakura 421X.png
FUC Sakura 421X2.png
FUC Sakura 421X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
421A 700 All J, R, A 15 46 22 -8
421B 750 High R, A 31 62 12 -18
421C 750 Low R, A 25 51 14 -11

Sakura sends out a single strong hitting dark tentacle.

The A version is an anti-air strike that launches Sakura's opponent and is jump cancellable on hit.

The B version is a midrange overhead that crumples on hit..

The C version is a midrange low that sweeps an opponent on hit..


22X
FUC Sakura 22X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
22A - - R, A - 51 - -
22B - - R, A - 51 - -
j.22A - - A - 26 - -
j.22B - - A - 31 - -

Sakura's different flavours of teleport.

22A teleports Sakura clockwise around her opponent.

22B teleports Sakura counter clockwise around her opponent.

J.22A teleports Sakura straight down to the ground.

J.22B teleports Sakura a set distance forward towards her opponent.

If close enough, 22A, 22B and j.22B will cross over to the opposite side of Sakura's opponent.

22C (minimum) - - R, A - 69 - -

22C puts Sakura in a stance to absorb incoming energy-based projectiles. If Sakura successfully absorbs energy projectiles, she will gain meter.

Supers (WIP)

236236A
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2000 None - 6 + 0 41 - -

Sakura reaches out with dark energy and grabs her opponent.

This costs 100 meter.


236236[B]
[[File:FUC Sakura 236236[B].png | 175x250px | center]]
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2700 All - 11 + 41 91 37 -2

Sakura summons a balloon of dark energy. This super attacks only when the attack button is released. Sakura can return to neutral and continue normal play while still delaying this super's attack.

The provided frame data for Block Advantage releases the attack button immediately.

This costs 100 Meter.


236236C
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 Low - 11 + 1 56 - -22

Sakura performs a powerful low attack that hit-grabs her opponent.

This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.

This reduces your meter to 0.


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 > jc. > jA jB jC > dj. > jA jB jC > j22A/B/j214[X]


Normals > 2C > 421A > jc. > jA jB > j214A > land > jump > jA jB > j214A > land > jump > jA jB jC > j22A/B/j214[X]




Harder combos:

Damage optimized (on heavier characters only do 2 loops rather than 3):

normals > 2C > (421A > 2147A)x3 > 421A > 42147C


Meter gain optimized (intermediate):

Normals > 2C/421A > 421C/42147C > 5B 5C 2C 421C


Meter gain optimized (hard, gains 80-90 meter):

Normals > 2C > jc. > delay jB jC > land 5B 5C 2C > 421A > 42147C


Meter gain optimized (even harder but gains 90-100 meter):

Normals > 2C > delay 421C > jc. > delay jB jC > land 5B 5C 2C > 421A > 42147C


meter neutral combo that ends with 214C set, and a hard knockdown (this is her best way to potentially loop unblockables, debatably her most optimal combo for most situations)

2B 2C 421A 2147B > tk 214[C] > land 2B (transfer held button to B) > 421A 42147C


Unscale setup (rc): (you must have at least 150 meter before the 421A here, or be activated)

421A > 2147[A] > rc > 5B 2C 236236B > release A > (236236B hits)


Unscale setup (activate)

421A > 2147A~A+B+C (kara activates, the timing is a bit weird) > 236236B > 214A hits > 236236B hits


Unscale setup (neither rc nor activate, must be pretty close to opponent, not too much gravity added):

421A > 2147B > tk 214A (transfer held button to C) > 2B 421A 2362369B > release C > (214A hits) > (236236B hits)


Combo for activated hit into unscale (4800 damage, needs 100 meter left in the activate):

(hit) > 5B 2B 5C 2C > 421A > 2147[A] > rc. > 5B 2C 236236B > release A > (214A hits) > (236236B hits)




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.




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)


(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


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