Super Street Fighter IV AE/Sakura

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Sakura

SSFIV-Sakura Face.jpg

On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.


In a nutshell

While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.

Players to Watch

HumanBomb, ChrisG, Uryo, Gannon

Moves

Unique Attacks

Name
Command
Notes
Flower Kick
F.png + Mk.png
High.png

Throws

Name
Command
Notes
Sailor Shot
F.png or N.png + Lp.png + Lk.png
Throw.png
Choba Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Hold P.png to charge; Ex.png
Shouoken
Dp.png + P.png
Ex.png
Shunpukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Shunpukyaku
(in air) Qcb.png + K.png
Ex.png
Sakura Otoshi
Dp.png + K.png ---.png P.png
Can press P.png up to three times for three attacks; Ex.png

Super Combo

Name
Command
Notes
Haru Ichiban
Qcb.png Qcb.png + K.png

Ultra Combos

Name
Command
Notes
Haruy Ranman
Qcb.png Qcb.png + 3k.png
Armorbreak.png
Shinku Hadoken
Qcf.png Qcf.png + 3p.png
Shinku Tengyo Hadoken
Qcf.png Qcf.png + 3k.png


AE ver. 2012 Changes

EX Hadoken

Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).


EX Shunpukyaku

Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.


Sakura Otoshi

Increased command input difficulty, and made release-triggering impossible.


AE Changes

  • Close Medium Punch has less recovery.
  • Crouching Medium Punch and Kick can combo from a hit confirm.
  • Far Standing Medium Punch can be Canceled, just like Ryu.
  • Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
  • Air Arcing Hurricane Kick can get more airborne hits.
  • Recovery time on her fireball reduced.
  • Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.


The Basics

Combos

crouch Lk.png---.pngcrouch Lp.png---.pngcrouch Hp.png---.pngShunpukyakuEX.gif---.pngShinku Hadoken

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Close Strong.gif HL 65 100 40 sp/su 4 2 9 +3 +6
Close Fierce.gif HL 90[80] 120[100] 60 sp/su 3 4 20 -6 -1 Force stand, [] refers to active frames 3~4
Close Short.gif HL 25 50 20 sp/su 3 2 8 +1 +4
Close Forward.gif HL 60 100 40 sp/su 4 3 15 -4 -1
Close Roundhouse.gif HL 120[100] 200 60 su 6 3 21 -6 -1 Forces stand, [] refers to damage at foot
Far Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Far Strong.gif HL 75 100 40 su 7 3 12 -1 +2
Far Fierce.gif HL 110 200 60 - 8 3 17 -2 +2
Far Short.gif HL 30 50 20 sp/su 3 2 8 +1 +4
Far Forward.gif HL 75 100 40 - 9 2 12 0 +3
Far Roundhouse.gif HL 110 200 60 - 10 3 15 0 +4
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
crouch Strong.gif HL 65 80 40 sp/su 5 3 11 0 +3
crouch Fierce.gif HL 90[80] 120[100] 60 sp/su 4 5 23 -10 -5 Forces stand, [] refers to active frames 3~5
crouch Short.gif L 20 50 20 ch/sp/su 3 3 8 0 +3
crouch Forward.gif L 60 100 40 sp/su 5 4 13 -3 0
crouch Roundhouse.gif L 90 150 60 - 7 3 22 -7 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 3 7 - - -
Jump up Strong.gif H 80 100 40 - 4 6 - - -
Jump up Fierce.gif H 100 200 60 - 5 5 - - -
Jump up Short.gif H 30 50 20 - 4 5 - - -
Jump up Forward.gif H 70 100 40 - 5 8 - - -
Jump up Roundhouse.gif H 100 200 60 - 6 6 - - -
Jump forward Jab.gif H 50 50 20 - 3 7 - - -
Jump forward Strong.gif H 80 100 40 - 4 5 - - -
Jump forward Fierce.gif H 100 200 60 - 5 5 - - -
Jump forward Short.gif H 30 50 20 - 4 5 - - -
Jump forward Forward.gif H 70 100 40 - 5 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Flower Kick H 80 100 40 - 16 2 15 -3 +2 +0 on hit vs crouching opponents
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 130 200 60 - 65 2 35 - -
Forward Throw 0.90 120 120 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 135 140 40 - 3 2 20 - - Hard knockdown
Hadoken (Lv1) HL 60[40*60] 75 10/20 su 15 71 Total 48 -7 -3 Fireball 14f from button release, (something about canceling)
Hadoken (Lv2) HL 80[50*70] 100 10/20 su 13+14 71 Total 56~ -3 +1 Fireball 14f from button release, (something about canceling), charge 13~21f
Hadoken (Lv3) HL 120[60*80] 150 10/20 su 39 44 Total 64 +1 +5 Fireball 14f from button release, (something about canceling), charge 22f
Hadoken EX.gif (Lv1) HL 60*60 50*50 -250/0 su 15 - Total 48 -4 - Pursuit property, fireball 14f from button release, (something about canceling)
Hadoken EX.gif (Lv2) HL 60*70 60*60 -250/0 su 13+14 - Total 60~ -4 - Pursuit property, fireball 14f from button release, (something about canceling), charge 13~21f
Hadoken EX.gif (Lv3) HL 60*80 75*75 -250/0 su 39 - Total 72 -4 - Pursuit property, fireball 14f from button release, (something about canceling), charge 22f~
Shooken Jab.gif HL 90*15 50*50 30/10x2 su*- 6 2*4 18 + After landing 11 -12 - 8f~ airborne
Shooken Strong.gif HL 90*15x3 50*35x3 30/10x4 su*su*su*- 7 2x3*8 22 + After landing 11 -20 - 13f~ airborne, 4th hit pursuit property
Shooken Fierce.gif HL 80*15x5 50*30x5 30/10x6 su(x3)*-(x3) 12 2x5*10 20 + After landing 11 -20 - 18f~ airborne, 4th-6th hit pursuit property
Shooken EX.gif HL 45*15+45*15x5 40*20*40*20x5 -250/0 su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 -20 - 1~13f Invincible, 14~23f and 43f~ airborne, 6th-8th hit pursuit property
Shunpukyaku Short.gif HL 60 100 10/15 - 16 6 After landing 15 0 +4 10~21f legs projectile invincible, 10~21 airborne, armor break
Shunpukyaku Forward.gif HL 60*60 50*50 20/20*20 - 17 3(8)6 After landing 18 -3 +1 11~33f legs projectile invincible, 11~33 airborne, armor break
Shunpukyaku Roundhouse.gif HL 60x3 50x3 20/15x3 - 12 3(6)3(7)2 After landing 21 -2 +2 7~32f legs projectile invincible, 7~32 airborne, armor break
Shunpukyaku EX.gif HL 30x3*35 50*30x3 -250/0 -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 +4 - 7~32f legs projectile invincible, 7~41 airborne, armor break, 4th hit floats opponent
Shunpukyaku (air) HL 50 50 10/40 - 8 3(9)3 After landing 7 - -
Shunpukyaku EX.gif (air) HL 70 50 -250/0 - 8 3{(9)3}xN After landing 7 - - Active frames repeat until grounded
Sakura Otoshi HL - - 20/- - - - After landing 36 - - 1f~until landing lower body projectile invincible, 7f~ airborne, 15f~until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f
Sakura Otoshi EX.gif HL - - -250/- - - - Total 77 - - 7f~ airborne, 15f~until landing can cancel into follow up, 36f landing recovery, tracks opponent
Sakura Otoshi (Attack) HL 50*50*60 70*70*100 0/15x3 - 14+4 3 After landing 16 - Untechable limited juggle knockdown, pursuit property, repeats up to 3x
Sakura Otoshi (Attack) EX.gif HL 60x3 100x3 0/0 - 14+4 3 After landing 16 - Untechable limited juggle knockdown, pursuit property, repeats up to 3x
Super Combo Lx6*HL 45x6*80 0 -1000/0 - 1+6 {2(5)}x5*x(13)4 24 -7 - 1~12f Invincible, 7th hit Untechable limited juggle knockdown
Ultra Combo 1 Lx2*HL 75*75*68*233 0 0/0 - 0+11 2(7)2(11)2 47 -28 - 1~11f Invincible, 1st-2nd hit forces stand, Hard knockdown, armor break, 3rd hit goes into animation
Ultra Combo 2 HL 56x4*105 0 0/0 - 0+12 - Total 96 -27 - 1~10f Invincible, Untechable limited juggle knockdown, pursuit property
Ultra Combo 2 (high) HL 56x4*105 0 0/0 - 0+8 - Total 92 -27 - 1~7f Invincible, Untechable limited juggle knockdown, pursuit property
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: