Sakura (SCON4): Difference between revisions
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* Guard increased from 1480 to 1640 | * Guard increased from 1480 to 1640 | ||
* Shuriken throws are grabbable | * Shuriken throws are grabbable | ||
* {{2}}{{A}}{{B}}, {{8}}{{ | * {{2}}{{A}}{{B}}, {{8}}{{B}}{{B}}, and {{4}}{{B}}{{B}} cause spinning launches instead of flying screen. | ||
* {{B}} string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string | * {{B}} string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string | ||
* {{2}}{{B}} launches instead of sweeps | * {{2}}{{B}} launches instead of sweeps | ||
Revision as of 13:45, 24 May 2022
| Haruno Sakura | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 15 |
| Jab Height | High |
| Backdash Type | Quick |
Summary
Sakura didn't exactly do much during part 1 of the anime. So what did we wind up with in Eighting's Clash of Ninja? Hard-hitting, "Inner Sakura" style normals and a plethora of shuriken projectiles. In Super, she receives a revamped combo game that can put the fear into the eyes of any opponent.

at Character Select.
at Character Select.
at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes | ||
|---|---|---|---|
| Basic frame 15 jab | |||
| Staggers. Good combo filler and super confirm | |||
| Launches. One of the better 2B's in the game. Quick, cancellable, and leads to a strong block string | |||
| Extremely fast guard frame attack. Only 7 guard frames so must be timed before the incoming attack | |||
| Staggers. Relatively fast mid. | |||
| Knocks down | |||
| Instant overhead kick which autocancels and can lead to plus frames if performed while landing | |||
| Special Moves | |||
| Shuriken throw with an | |||
| Double charge |
Sakura will throw a group of slower shurikens which home in on the enemy | ||
| An array of shurikens which cover all vertical space | |||
| Launches | |||
| Back teleport | |||
| A lunging kunai slash. Good for okizeme | |||
| Running shuriken toss | |||
| Jump shuriken. Can throw multiple groups with the string | |||
| Throws | |||
| Unique throw animation which leaves the victim standing in front of Sakura and vulnerable to all of Sakura's buttons (20 damage) | |||
| Another unique throw which deals more damage and causes a hard knockdown (30 damage) | Super Moves | ||
| Inner Sakura takes it to the opponent. Fast startup | |||
| Inner Sakura REALLY takes it to the opponent. Slower than 5X but has more active frames and does more damage |
Strategy
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
Combos
| Combos | Notes |
|---|---|
| Straight forward super confirm | |
| Damaging super confirm with no just frame required | |
| An example of a combo off of a throw |
Changes from Vanilla
- HP increased from 185 to 210
- Guard increased from 1480 to 1640
- Shuriken throws are grabbable


, 

, and 

cause spinning launches instead of flying screen.
string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string
launches instead of sweeps
uppercut replaced with a lunging punch
ends sooner
counter replaced with a back teleport
teleport replaced with running shuriken
short teleport replaced with an attack taken from her activated counter animation and given string follow-ups
throws an array of shuriken covering all vertical space instead of a packed group
added
- DIFFERENCES
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS