==========================
------------------
TABLE OF CONTENTS:
------------------
I. INTRODUCTION
II. DEFINITIONS
a. Definitions
b. Combo Definitions
III. CONSOLE
a. Console
b. Defined
IV. CHARACTER INFO
a. Character Info
b. Win Quotes
c. Ending
d. Mid-Boss
e. Boss
f. Chouhatsu
V. SPECIAL MOVES
a. Hadouken
b. Shououken
c. Shunpuu Kyaku
d. Sakura Otoshi
e. Flower Kick
VI. SUPER MOVES
a. Shinkuu-Hadouken
b. Midare Zakura
c. Haru Ichiban
VII. CROSS-UPS
VIII.THROWS
a. Throws
b. Tech-Bonus
IX. ALPHA-COUNTERS
X. COMBOS
a. Bread and Butter Combo
b. Other Combos
c. Valle Custom
d. Custom Combos
XI. CONCLUSION
a. Conclusion
b. Special thanks
c. Disclaimer
=========================
I.
-------------
INTRODUCTION:
-------------
Sakura isn't one of the best characters in SFA2 (she can't hold a candle to
fellow femmes Rose and Chun-Li), but she is one of the most fun to play as. Her
moves are similar to the Shotokans, but she can't be played in the same way.
Used properly, she can be a threat to anyone. If you're hellbent on winning
tournaments, though, I'd recommend using Rose or Chun-Li. When playing for fun,
however, Sakura is a great choice.
==========================
------------
DEFINITIONS:
------------
P : Punch
PP: Two Punches Pressed at the Same Time (or in rapid succession)
PPP: Three Punches Pressed at the Same Time (or in rapid succession)
K: Kick
KK: Two Kicks Pressed at the Same Time
KKK: Three Kicks Pressed at the Same Time
F: Hold forward (the direction)
B: Hold back (the direction)
DP: Dragon Punch (a rising punch) Forward, down, down-forward + P
FB: Fireball (an energy wave) Down, down-forward, forward + P
ARK: Akuma, Ryu, Ken
QCF: Quarter circle forward (down, down-forward, forward)
QCB: Quarter circle back (down, down-back, back)
HCF: Half circle forward (back, down-back, down, down-forward, forward)
HCB: Half circle back (forward, down-forward, down, down-back, back)
AC: Alpha Counter
CC: Custom Combo
Shotokan: Fighting style of Akuma, Ryu, and Ken
Cross-Up: Act of jumping over your opponent and attacking, forcing them to
switch their block-stance
Valle Custom: Custom combo beginning with low roundhouse
Alpha-Counter: A universal counter-attack which costs 1 super bar (Alpha 2
Gold requires 2 bars)
Custom Combo: Increased speed, all moves are chainable for a short
period of time (costs 1-3 super bars)
Super : High-damaging attack (costs 1-3 super bars, dependant on
how many buttons used to initiate)
Chouhatsu : Taunt done by pressing start. Sakura's taunt does 1 pixel
of damage to the opponent
c. = crouching
s. = standing
j. = jumping = cross-up
lp = light punch
mp = medium punch
hp = hard punch
lk = light kick
mk = medium kick
hk = hard kick
==========================
--------
CONSOLE:
--------
-JOYSTICK- -BUTTONS-
----- jab medium fierce
back \ / forward (lp) (mp) (hp)
\ / (lk) (mk) (hk)
----- short forward roundhouse
--------
DEFINED:
--------
Jab = lp (light punch)
Medium = mp (medium punch)
Fierce = hp (hard punch)
Short = lk (light kick)
Forward = mk (medium kick)
Roundhouse = hk (hard kick)
==========================
---------------
CHARACTER INFO:
---------------
Sakura Kasugano is a 17-year old Japanese high-school student with an affinity
for street fighting. She fights for fun, and has adapted her style to be
similar to Ryu's (after seeing him fight). She admires Ryu's fighting ability,
and hopes to see him again. Her name translates to "cherry blossom tree". Many
of her attack names are variants on the cherry blossom theme.
-----------
WIN QUOTES:
-----------
"Wow, that was cool, do it again!"
"Victory is mine. Get up loser, so I can smack you again!"
"Now you know, justice always prevails!"
"Do you have time for another beating before my next class?"
-------
ENDING:
-------
Picture: Ryu walking away from Sakura, Sakura talking behind him
Sakura: Wait! Where are you going?
Sakura: I want to be stronger, I want to learn more.
Sakura: Please! Please teach me! Be my master!!!!
Ryu: I'm still learning myself. I don't have time for school girl
games!
Ryu: You're on your own.
Picture: Split-screen, Sakura holding a camera, Ryu looking over his
shoulder
Ryu: I've got go.
Sakura: At least give me something to remember you by!
(takes a picture)
Picture: Sakura holding a photograph of Ryu
Picture: Sakura walking, wearing a backpack and looking at Ryu's picture
Sakura: (He took it easy on me, I just know it!)
Sakura: (What did he mean - "he is still learning"?)
Sakura: (I thought Street Fighting was just for fun.)
Sakura: (Maybe he knows the true meaning of "fight".)
Sakura: (I have to see him again to ask him.)
- Sakura's friend walks up beside her -
Friend: Good morning, Sakura. Who's that?
Sakura: My master, maybe?
Friend: What?!
Friend: What do you mean?
Picture: Sakura begins to run, her friend is lagging behind her
(Sakura's theme begins to play)
Sakura: Forget it. We don't have time. We'll be late for school!
Friend: Hey! Wait for me!
Sakura: I'm going to need a crash course.
---------
MID-BOSS:
---------
Sagat: Those moves?! You know Ryu. Where is he?
Sakura: Say please!
Sagat: Out of my way, you insignificant gnat!
Sakura: You need a lesson in etiquette.
-----
BOSS:
-----
Sakura: I've been looking for you, Ryu.
Ryu: What do you want with me, little girl?
Sakura: Is that anyway [sic] to talk? I'm your number one fan.
Sakura: That's Ms. Little Girl to you!
In Sakura's taunt, she points at the opponent and giggles. Her extended finger
can hit the other player, and it will do one pixel of damage if it does. This
move CAN be used as anti-air, and it's quite funny when you hit with it. The
taunt is unblockable.
========================
--------------
SPECIAL MOVES:
--------------
Commentary:
This is one of Sakura's weakest moves. It's unlike the Shotokan's fireball in
that it has 3 different, distinct variations. By tapping the punch button one
time, a small fireball travels almost all the way across the screen, but
dissipates before it reaches the other side. By tapping punch twice, you get a
bigger fireball which travels about half-way across the screen. Finally,
hitting punch three times quickly, a large fireball will appear, which travels
roughly 1/5 of the screen. This one can be used as anti-air, but the timing is
difficult. The more punches you use for the fireball, the longer it takes to
come out. Charging a triple-fireball at close distance will almost always put
you on the receiving end of a CC or a super. Use the one-tap fireball if you
must, but it's not recommended you use this move at all. It's pretty much just
in the game as a novelty.
-------------------------------------------------------------
NAME |TRANSLATION | MOTION | DAMAGE
-----------|-----------------------|---------------|---------
Shououken Rising Cherry Tree Fist DP + P lp: 13%
mp: 14%
hp: 16%
Commentary:
Sakura runs a short distance and does a dragon punch. The distance of the run
depends on the punch used (jab version has her only taking 1-2 steps, while the
fierce version has her running across about 40% of the screen). This move
CANNOT be used like the Shotokan DP as anti-air. You may be able to use the jab
version to hit jumpers, but a standing fierce is often the better option. The
problem with the Shououken is that you are in great danger if you miss, or if it
is blocked. Sakura's recovery time is not good, so expect to be punished for
using it irresponsibly. Plus, the priority isn't exactly the best there ever
was, so if your opponent sees it coming, or you start from too far away, you
will probably be knocked out of her run by another special move. Therefore,
your best bet is to use it in combo. It cancels off of both the standing and
crouching fierces, so that's the best way to use it. The fierce version hits 6
times, and is your best choice. Sakura's Shououken does more damage than Ryu's
standard Dragon Punch.
-----------------------------------------------------------
NAME |TRANSLATION | MOTION | DAMAGE
--------------|------------------|---------------|---------
Shunpuu Kyaku Spring Wind Kick QCB + K lk: 10%
mk: 11%
hk: 13%
Commentary:
This is Sakura's version of the hurricane kick. Instead of moving in a
straiight, horizontal line (like ARK's hurricane kick), Sakura's kick arcs up
and comes down. Due to the shortness of her hop during the kick, the short and
forward kick versions do not travel over crouching opponents. The recovery time
is also a little longer than the Shotos, so it's a little bit riskier than the
standard hurricane kick. The short version is quick, with a small hop. You can
use this one to close the distance between you and your opponent for a throw, if
you like. It's also one of Sakura's better "bait" moves, as the recovery time
off the short is almost non-existant.
From about sweep distance, execute the short Shunpuu Kyaku (don't expect to
hit). As you land, your opponent will probably try to counter-attack (this
happens about 90% of the time). Since there is so little recovery time, execute
a CC or a super, which will have priority over their move (unless they use a
super - in this instance, just block). Other than that, Shunpuu Kyaku can be
used in combo (off of a c. strong or a fierce), but the Shououken does more
damage. Mainly use this move to confuse your opponent or to hop over sweeps.
Unfortunately, Sakura cannot use her hurricane kick in the air.
-------------------------------------------------------------
NAME |TRANSLATION | MOTION | DAMAGE
--------------|---------------|---------------|--------------
Sakura Otoshi Sakura Drop DP + K, P 6%
Commentary:
Introduced in the update to SFA2, Street Fighter Zero 2' (Dash)/Street Fighter
Alpha 2 Gold in the US, this move does not appear in the original version of A2.
As such, most people will not get a chance to use it. This is fine, however, as
it is almost worthless. Sakura jumps high in the air (the height of her jump,
and the distance travelled varies dependant on what kick you use) with her arms
set to smash, and she brings her arms down and hits your opponent when you press
punch. The move knocks the other player down, and has absolutely no combo
potential outside of a CC. Basically, this move is a v e r y slow (but highly-
stylized) jumping punch. While it can't be blocked in the air, its slow start-
up makes it far too predictable. Its slowness in coming out also means that it
has very little use as an anti-air device.
The one use I found for the Sakura Otoshi is as Sakura's other bait move.
Execute the short version at mid-screen distance, but do not hit punch in the
air (Sakura will never bring her arms down - this shortens recovery time). As
you land, stuff your opponent's counter-attack with a CC or a super. Other than
this, the move is almost worthless.
-------------------------------------
NAME | MOTION | DAMAGE
-----------|---------------|---------
Flower Kick F + MK 9%
This is Sakura's overhead. It must be blocked low, or it will hit. It is a
revealing move, indeed, as Sakura's skirt flips up when you use it.
Unfortunately, the Flower Kick is slower than Ryu's overhead (F + MP), and only
hits 1 time. It is possible to combo this with Sakura's Shinkuu-Hadouken super.
In SFA2, the strength of the super (and the number of bars it takes off of your
super meter at the bottom of the screen) is dependant on how many buttons you
use to select it. For instance, if you press two punches at the same time to
initiate the super, it will be level 2, and take off two bars.
1 punch is level 1, and three punches is level 3.
Note: All of Sakura's supers can combo off of a fierce punch.
Commentary:
This is Sakura's fireball super. It is her least damaging super, and its range
is not full-screen. Sakura charges up and throws a big fireball (very similar
to her standard PPP version) which travels about half-way across the screen.
Its benefit is that it is her safest super, being that it pushes the opponent
back far enough that counter-attack is almost impossible. As a projectile
special, it's decent, but not nearly as useful as her others. I don't yse it at
all.
-----------------------------------------------------------------------
NAME |TRANSLATION | MOTION | DAMAGE
-------------|--------------------------------|---------------|---------
Midare Zakura War of the Cherry Blossom Trees QCF, QCF + K lv1: 20%
lv2: 28%
lv3: 38%
Commentary:
This IS a Shoryu-Reppa (sans flames, of course). Sakura executes multiple
dragon punches for good damage. This super can be used as anti-air, but it
won't do as much damage. Be careful not to miss with this, or Sakura will be
left hanging in the air, open to any combos your opponent is ready to give. Its
her riskiest super, and sadly, not her most damagine. Since all of Sakura's
supers basically have the same combo ability, I'd stick with the Haru Ichiban
over this one.
----------------------------------------------------------
NAME |TRANSLATION | MOTION | DAMAGE
-------------|------------------|---------------|---------
Haru Ichiban First of Spring QCB, QCB + K lv1: 23%
lv2: 30%
lv3: 40%
Commentary:
This is one of the best supers in Street Fighter Alpha 2. Not only does this
super have to be blocked low, it's also fast, has very little recovery time, and
does more damage than her others. Sakura extends her left leg and begins to
spin repeatedly, very much like a grounded hurricane kick. For her last hit,
she springs to her feet and does a straight, horizontal kick which sends the
opponent flying to the other side of the screen.
There are a lot of good times to use this super. Obviously you can utilize it
in combo or afer your opponent misses a move. Another good strategy is to use
this after Sakura's overhead (F + MK). It won't combo, but they have to block
the overhead high. Executing this super immediately afterwards forces them to
switch block-stance very quickly, which many people will not do. Yet another
fun trick is to use a level 1 Haru Ichiban, then immediately follow up with a
level 2. Most players will try to attack between the two supers, but Sakura has
such little recovery time that they'll get caught. Once your opponent has
figured this out and remembers to block after the super is over, simply throw
them instead of supering again. And finally, if you're going for chipping
damage, use the level 1 version of this super 3 times in a row.
The Haru Ichiban isn't an invincible move, but it is one of the safest supers in
all of Street Fighter Alpha 2. Its many uses and low risk make this Sakura's
best, most-versatile super art.
Due to a relatively weak footsie-game, Sakura depends on crossing-up your
opponent. "Crossing-up" is the act of jumping over your adversary (barely) and
hitting kick right as you are above their head. This is a confusion technique,
as it forces the other player to switch the direction that they are blocking (as
you have just switched sides with them).
The probability of hitting with a cross-up over a regular jump kick is very
high, as most players will not switch their block-stance. This is good for
Sakura, as she has one of the best cross-ups in the game. This is her forward
kick, a jump kick where Sakura extends her leg almost completely horizontally
(also called "The High School Kick").
Cross-ups are best used when you opponent has little chance for retaliation.
Try to begin your jump as your opponent is lying on the floor (after a sweep,
for instance). You should hit your opponent right as they are getting up. It
will look like your attack will miss, but it won't. In this instance, your
opponent has very litte time to think/change block-stances/
counter-attack. Being aggressive with your cross-ups is a key to winning with
Sakura.
Throws are done by pressing F + P or K. They must be done at close range, and
are unblockable.
Sailor Shoot: Sakura jumps on the opponent's chest and kicks off of them
with both feet, sending them hurtling to the ground.
The direction they fall is dependant on what direction you
initiate the throw with.
damage: 11%
Sailor Strangle: Sakura grabs the opponent in a neckhold and strangles them
for a bit. Jam on the buttons for more hits.
Coincidentally, as Sakura sends her victim to the ground,
they land at perfect cross-up distance. Abuse this
opportunity.
damage: 9%
(cross-up/Sailor Strangle note courtesy of ALo's Sakura FAQ)
-----------
TECH BONUS:
-----------
All throws are escapable in SFA2 through the use of tech bonus. This is done by
pressing F + P (or F + K) right as you are about to be thrown.
Sakura's throws all start off very slowly, and are therefore a little easier
than some of the other throws in the game to be teched out of (especially the
Sailor Strangle).
Alpha counters are a quick counter move which take up 1 super bar (2 in Alpha 2
Gold). They are best used towards the end of the round, to finish off an
opponent or whittle them down. Alpha counters don't do much damage, but the
chances of you hitting with one are very high. This is a way to punish over-
aggressive opponents.
With K: Sakura does a standing roundhouse (or a ducking roundhouse, dependant
on positioning).
damage: 6%
With P: Sakura does a shououken which hits one time, but travels as high as
her fierce version.
damage: 8%
========================
-------
COMBOS:
-------
----------------------
BREAD AND BUTTER COMBO
----------------------
The "Bread and Butter" combo is a combo that is easy and useful enough that you
should be landing it a lot (more than any other combo).
Sakura's Bread and Butter combo is:
j. fp, s. fp, fierce shououken
damage:
Commentary:
This does a good deal of damage, and is incredibly simple. The j. fp can be
removed, and the standing fierce can also be changed to a c. fierce if you
prefer. Also, the fierce shououken at the end can be replaced with a hurricane
kick, a fireball, or any super.
------------
OTHER COMBOS
------------
1) mk, c. lk, c.lk, c.lk, (open-ended)
damage:
Commentary:
You can add a shououken, or any super at the end of this combo. Get good at
landing it consecutively.
2) j. hk, s. lp, s. lp, c. lk (open-ended)
damage:
Commentary:
You can add a shououken or any super at the end of this combo.
You can also change the j. hk to a j.mk and this can become another cross-up
combo.
3) j. mk, c. lk, c. lk, c. lk, s. lk, Haru Ichiban/Shinkuu-Hadouken
damage:
Commentary:
This is Sakura's best cross-up combo, but it's also the hardest one to land.
It's like the other cross-up combos, except the s. lk pushes you farther away,
so you can't chain a Midare Zakura afterwards. It's best to put a Haru Ichiban
after this, however, you're at a farther distance, so you have to link the super
in faster than you would normally.
4) j. mp, d. mp, roundhouse hurricane kick
damage:
Commentary:
This is a 3-hit that is similar to, but does less damage than, the j. fp, s. fp,
shououken combo. However, it does incredible stun damage (about 60%), so you
should land it when coming off of a previous combo for an easy dizzy.
--------------
Note: There are lots of other basic combos, such as s. mp -> fierce shououken
and such, but most of Sakura's combos revolve around the concepts listed above.
Experiment.
-------------
Valle Custom:
-------------
Named after Alex Valle (top-ranked US player, located in California), this is
basically the best way to use CCs in the game. If you're standing at about
sweep-distance from your opponent, and they are standing, execute a CC with
ducking roundhouse. The stun caused by the CC will not allow them to block the
low roundhouse fast enough (they can't switch their block from high to low while
stunned). Basically, start all your CCs with a c. Roundhouse and you'll be ok.
--------------
CUSTOM COMBOS:
--------------
1) Level 1 CC: c. hk, c. hk, mk hurricane kick, s. hp, shououken
Commentary:
This is the only CC I use with Sakura. It does more damage than any of her
level 1 supers, and is quite easy to land. As far as level 2 or 3 custom
combos, they don't seem to be of much use for her. I'd stick with this custom
combo anytime you're at level 1, but use supers for level 2 or above.
Commentary:
This does more damage than her level 3 supers, but it's harder to combo (as far
as I know, you cannot apply the Valle custom here, because there isn't enough CC
time to add any other moves in). Unfortunately, you cannot get 4 fierce
shououkens in the limited CC time, so you must substitute a strong shououken for
one of them. Not a bad CC if you can land it.