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.
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.
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).
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
Increased command input difficulty, and made release-triggering impossible.
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Close
| HL
| 25
| 50
| 20
| ch/sp/su
| 3
| 2
| 5
| +4
| +7
|
|
|
Close
| HL
| 65
| 100
| 40
| sp/su
| 4
| 2
| 9
| +3
| +6
|
|
|
Close
| HL
| 90[80]
| 120[100]
| 60
| sp/su
| 3
| 4
| 20
| -6
| -1
| Force stand, [] refers to active frames 3~4
|
|
Close
| HL
| 25
| 50
| 20
| sp/su
| 3
| 2
| 8
| +1
| +4
|
|
|
Close
| HL
| 60
| 100
| 40
| sp/su
| 4
| 3
| 15
| -4
| -1
|
|
|
Close
| HL
| 120[100]
| 200
| 60
| su
| 6
| 3
| 21
| -6
| -1
| Forces stand, [] refers to damage at foot
|
|
Far
| HL
| 25
| 50
| 20
| ch/sp/su
| 3
| 2
| 5
| +4
| +7
|
|
|
Far
| HL
| 75
| 100
| 40
| su
| 7
| 3
| 12
| -1
| +2
|
|
|
Far
| HL
| 110
| 200
| 60
| -
| 8
| 3
| 17
| -2
| +2
|
|
|
Far
| HL
| 30
| 50
| 20
| sp/su
| 3
| 2
| 8
| +1
| +4
|
|
|
Far
| HL
| 75
| 100
| 40
| -
| 9
| 2
| 12
| 0
| +3
|
|
|
Far
| HL
| 110
| 200
| 60
| -
| 10
| 3
| 15
| 0
| +4
|
|
|
crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 3
| 2
| 6
| +3
| +6
|
|
|
crouch
| HL
| 65
| 80
| 40
| sp/su
| 5
| 3
| 11
| 0
| +3
|
|
|
crouch
| HL
| 90[80]
| 120[100]
| 60
| sp/su
| 4
| 5
| 23
| -10
| -5
| Forces stand, [] refers to active frames 3~5
|
|
crouch
| L
| 20
| 50
| 20
| ch/sp/su
| 3
| 3
| 8
| 0
| +3
|
|
|
crouch
| L
| 60
| 100
| 40
| sp/su
| 5
| 4
| 13
| -3
| 0
|
|
|
crouch
| L
| 90
| 150
| 60
| -
| 7
| 3
| 22
| -7
| -
| Hard knockdown
|
|
Jump up
| H
| 50
| 50
| 20
| -
| 3
| 7
| -
| -
| -
|
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 4
| 6
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 5
| 5
| -
| -
| -
|
|
|
Jump up
| H
| 30
| 50
| 20
| -
| 4
| 5
| -
| -
| -
|
|
|
Jump up
| H
| 70
| 100
| 40
| -
| 5
| 8
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 6
| 6
| -
| -
| -
|
|
|
Jump forward
| H
| 50
| 50
| 20
| -
| 3
| 7
| -
| -
| -
|
|
|
Jump forward
| H
| 80
| 100
| 40
| -
| 4
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 100
| 200
| 60
| -
| 5
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 30
| 50
| 20
| -
| 4
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 70
| 100
| 40
| -
| 5
| 4
| -
| -
| -
|
|
|
Jump forward
| 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
| -
| 21
| 2
| 35
| -21
| -21
|
|
|
| Focus attack LVL 2
| HL
| 80
| 150
| 40
| -
| 17+12
| 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 (Lv1)
| HL
| 60*60
| 50*50
| -250/0
| su
| 15
| -
| Total 48
| -4
| -
| Pursuit property, fireball 14f from button release, (something about canceling)
|
|
Hadoken (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 (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
| HL
| 90*15
| 50*50
| 30/10x2
| su*-
| 6
| 2*4
| 18 + After landing 11
| -12
| -
| 8f~ airborne
|
|
Shooken
| 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
| 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
| 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
| HL
| 60
| 100
| 10/15
| -
| 16
| 6
| After landing 15
| 0
| +4
| 10~21f legs projectile invincible, 10~21 airborne, armor break
|
|
Shunpukyaku
| 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
| 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
| 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 (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
| 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)
| 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
|