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 Sakura General Summary

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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Sakura General Summary   Tue Mar 16, 2010 1:56 pm

I thought it would be a good idea to make a general overview of the character too. Everything *I* know about Sakura that *I* find useful.


-S.Hp, this can be used as an AA, a Combo starter, or a link in a combo.
-Cr.Hp, same as S.Hp, but with better AA.
-Cr.Mk, this is your Mid-Close range poke, if you hit close enough with it, can be combo'd with Ex.Tatsu. Combo with Mk. Tatsu for safe blockstring.
-Cr.Lp, fast, good link in combos.
-Cr.Lk, same as Cr.Lp.
-J.Hk, this is your main air-to-ground attack, bother neutral and angeled J.Hk share the same attribues, hit deep angle on your opponent, keeping your hitbox up and back. Good combo starter.
-J.Hp, just another air-to-ground attack, but faster and less safe than J.Hk.
-F.Mk, this is your overhead, but it's fairly slow.


Hadouken - This move is like any other fireball, but terrible. It's best use is as FULL screen pressure.

Shoryuken - Only useful in combo's and as a full screen jumpin punish. Ex.Srk is good on waking, it has invincibilty on startup, and can be used to punish wakeup games.

Tatsu - The backbone of Sakura's offense, this move has alot of good properties. Lk.Tatsu is safe on block, and can be combo'd into and out of. Mk.Tatsu's are less safe, and can be combo'd into, but not out of. Hk.Tatsu is just as safe as Mk.Tatsu, but dishes out good damage, and builds meter fast. Ex.Tatsu, this is what will make your combo's dangerous, can be easily combo'd into, does good damage, and sends your opponent into a juggle state, giving you time for more combo, a reset, or even an Ultra. Ex.Tatsu is extremely safe of block, and can also serve as a bait move.

Otoshi - The Otoshi only serves 2 roles, Lk, Mk, and Hk Otoshi are the same aside from dinstances, and are to be used after Ex.Tatsu for good stun and damage. Ex.Otoshi can be used as a full screen punish to fireballs.
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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Re: Sakura General Summary   Tue Mar 16, 2010 1:57 pm


Ex.Tatsu: After a Ex.Tatsu, your best reset options are J.Hk, Cr.Hp, S.Hk, and Tatsu.
Anti-Air: As an AA, your best reset options are S.Hk, Cr. Hp, and Ex.Tatsu.
With FA as Anti-Air: During the flying back motion, you can FADC-Cr.Hp reset your opponent.

Super & Ultra:

Super - Not worth saving up for, only cancel is SRK, and Sak's SRK is terribe.

Ultra - Good damage, can connect after EX.Tatsu with a quick dash in.

Basic Combos:
With Sakura, her basic combos are mostly her best combos.

(Full Screen)Lp.Fireball-Ex.Otoshi

*Can use any other *'d combo ender.

Last edited by DGWeasel on Tue Mar 16, 2010 2:14 pm; edited 1 time in total
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PSN : DGWeasel
Posts : 560
Location : Elkhart, Indiana

PostSubject: Re: Sakura General Summary   Tue Mar 16, 2010 1:57 pm

Advanced Combos: Generaly not worth it, her advanced combos require multiple 1 frame links, easily punished if dropped, and suffer greatly from damage scaling.

(J.Hk)S.Hp-Lk.Tatsu-Cr.Hp-Ex.Tatsu- ~
Lk.Tatsu-S.Mk-Lk.Tatsu-Cr.Hp-Ex.Tatsu- ~

General Strategy:

For most of the cast, you will be playin Sak's mostly the same. Use your Lk.Tatsu to apply safe pressure. Always try to stay offensive. Mixup your jumpins, FAs, pokes, and grabs, keep your opponent off balance. If you get put on the defense theres a number of things you can do. You can back off and throw a few hadoukens looking for the AA. If you can get a blocked Ex.Tatsu out, it can serve as punish bait.