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    Sakura by LHubbard

    Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    SFA2 SAKURA FAQ
    ---------------
    By Lonnie Hubbard <lhubbar@vertex.ucls.uchicago.edu>
    
    
    Well she's my favorite character in the game and she's awesome to play
    with. I thought it only fair to dedicate an FAQ completely to her and
    since I couldn't find any on the net I decided to make one myself. This
    isn't some super detailed FAQ where it tells her exact birthdate or her
    favorite things and so on and so forth (though if you know them I'd
    gladly put them on this if you mail them to me) but it's just a medium
    sized FAQ you can take with you to the arcade.
    
    
    Story
    -----
    Sakura's a 16 year old japanese school girl with lots of strength and
    athletic ability for a girl her age. She once saw Ryu fight and was so
    impressed with his fighting ability and skill that she immediately decided
    that she wanted him to be her master. Since he wasn't her master yet she
    decided she would mimic his moves until he would begin teaching her the
    art of Shotokan karate. Unfortunately Ryu refuses Sakura in her ending and
    she is left with only a picture of him as a momento hoping someday that
    they will meet again in the near future.
    
    
    MOVES
    
    Hadoken
    -------
    QCT+punch (3/4 screen distance 1/2 inch wide fireball)
    QCT+punch, punch (1/2 screen distance 1 inch wide fireball)
    QCT+punch, punch, punch (1/4 screen distance 1 1/2 inch wide fireball)
    
    Shoken
    ------
    F,D,DF+punch (Like Ryu's Shoryuken but this is a running multi-hit one)
    
    Jab:1-hit
    Strong:4-hit
    Fierce:6-hit
    
    Sempuukyaku
    -----------
    QCB+kick (Ryu's hurricane kick without out the Tatsumaki. Travels in an arc.)
    
    Overhead kick
    -------------
    F+forward (A simple overhead that can only be blocked by standing opponents.)
    
    
    SUPER COMBOS
    
    Shinkuu Hadoken
    ---------------
    QCT,QCT+punch  (A pretty slow super fireball that slowly dissapates as
    it travels.)
    
    Level 1: 3-hits
    Level 2: 4-hits
    Level 3: 5-hits
    
    Breakdance Kick (Does anyone have the actual original name for this???)
    ---------------
    QCB,QCB+kick  (Ryu's Hurricane kick SC only this one moves forward, is
    on the ground, hits low and ends in a standing RH.)
    
    Shoryureppa
    -----------
    QCT,QCT+kick  (Ken's SC but it's a little wider, more curved and she
    doesn't say anything when she does it.)
    
    Combos
    ------
    9-hit: Jumping RH, ducking jab, short, Shoken (When you tap short
    press F+short so you can do the Shoken with just a fireball motion.)
    
    8-hit: Jumping RH, ducking fierce, Shoken or Hadoken(3-hit)
    
    7-hit: Ducking fierce, Shoken or Hadoken(3-hit)
    
    Super Combo Combos
    ------------------
    Level 1 8-hit: Jumping Roundhouse, jab, jab, QCT+short, QCT+kick
    
    Level 1 7-hit: Jumping Roundhouse, jab, jab, QCT+short, QCT+punch
    
    Level 1 ?-hit: Jumping Roundhouse, jab, QCB+jab, QCB+kick
    
    
    Play Tactics
    ------------
    There are many different ways to play Sakura. The main idea is to just
    have fun since that's basically what she's meant for. But if you really
    want to win and pull off 10-20 win streaks then you got to play very
    offensively with her. About 85% of your actions should be offensive. Here
    are some tactics that really help me out when I want to really whoop ass
    with Sakura.
    
    FIREBALL/UPPERCUTERS- It's quite easy to be offensive with characters who
    don't have great anti air priority but against fireball-uppercuters or
    just plain uppercuters you have to be very patient. With pure fireballers
    you can't always counter with your own since Sakura's are pretty slow. You
    also can't counter with Shinkuu Hadokens because they usually dissapate
    before they reach your opponent. You have to know when to catch them off
    guard which isn't to hard with Sakura's speed. The most reliable way to
    move in if you're fairly close is with a RH Sempuukyaku. It's just fast
    enough to smack them before they get out of the fireball motion if you
    time it right. You can also move in with a jumping RH or forward and then
    nail 'em with the nine hitter. It's not always easy though to catch them off
    guard but if you don't practice the Shoken combo enough. You might find
    yourself being nailed after a blocked Shoken. It's a little safer to go
    with the Hadoken combo if you're not that experienced yet.
    
    KNOCKED DOWN OPPONENTS-When people are knocked down you want to be close
    and hit them with either a overhead or a ducking RH. But make sure if you
    start the overhead you do it just early so you won't be reversaled out of
    it. If you don't set a pattern that your opponent can recognize you can
    usually hit them at least 2 or 3 times.
    
    OFFENSIVE OPPONENTS-If your opponent's the offensive type then you can
    put away jumpers with a simple ducking fierces and if you're skilled
    enough a Shoken with strong. It's also nice to fool them with your different
    sized Hadokens too. If they move by ground you can keep them from getting
    close with a simple RH or if they get to close push them back with ducking
    fierce+Hadoken. Even if blocked it usually pushes them about 1/2 a screen
    away.
    
    If you want to make any corrections or add comments to this FAQ please
    please E-mail. I want to do Sakura justice and I'm more than happy to
    recieve E-mail. Thanks.
    
    Credits
    -------
    Dan Wells <dwells@harper.cc.il.us>   really helped me out big time with his
    				     FAQ and gave me the release version
    				     locations
    
    Lonnie Hubbard <lhubbar@vertex.ucls.uchicago.edu>     I made the damn
    						      thing duh!!!