Sakura (SCON4): Difference between revisions
No edit summary |
No edit summary |
||
| Line 29: | Line 29: | ||
|- | |- | ||
|{{B}} | |{{B}} | ||
|Basic frame 15 jab | |Basic frame 15 jab. | ||
|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |A jumping kick that staggers. Good combo filler and super confirm | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
| | |Low arm strike that launches. One of the better 2B's in the game. Quick, cancellable, and leads to a strong block string | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
|Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects. | |Double slap; Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects. | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |An approaching hook-punch that staggers. Relatively fast mid. Delay the string followup on hit for consistency. | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
| | |A running punch that starts a combo; very high range. | ||
|- | |- | ||
|{{Air}}{{B}} | |{{Air}}{{B}} | ||
| | |Fast overhead kick that bounces the opponent, and can lead to plus frames on block. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 53: | Line 53: | ||
|- | |- | ||
|{{A}} | |{{A}} | ||
|Shuriken throw with an {{A}}{{A}}{{A}} dealing lots of chip damage | |Shuriken throw with an {{A}}{{A}}{{A}} string. dealing lots of chip damage | ||
|- | |- | ||
|Double charge {{A}} | |Double charge {{A}} | ||
| Line 59: | Line 59: | ||
|- | |- | ||
|{{8}}{{A}} | |{{8}}{{A}} | ||
|An array of shurikens which cover all vertical space | |An array of shurikens which cover all vertical space in front of her; slower than average anti-air projectiles, but much more coverage and reliably starts a combo. | ||
|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |A spinning kunai slash that launches and lifts on block; the {{A}}{{A}} followup is a safe teleport | ||
|- | |- | ||
|{{4}}{{A}} | |{{4}}{{A}} | ||
| | |A teleport behind the opponent; has slower recovery and cannot appear in front or mix up the timing. | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
Revision as of 21:10, 24 July 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. | |
| A jumping kick that staggers. Good combo filler and super confirm | |
| Low arm strike that launches. One of the better 2B's in the game. Quick, cancellable, and leads to a strong block string | |
| Double slap; Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects. | |
| An approaching hook-punch that staggers. Relatively fast mid. Delay the string followup on hit for consistency. | |
| A running punch that starts a combo; very high range. | |
| Fast overhead kick that bounces the opponent, and can lead to plus frames on block. | |
| 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 in front of her; slower than average anti-air projectiles, but much more coverage and reliably starts a combo. | |
| A spinning kunai slash that launches and lifts on block; the | |
| A teleport behind the opponent; has slower recovery and cannot appear in front or mix up the timing. | |
| 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). Not shakeable. | |
| 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
Sakura has a flexible toolkit allowing her to be approached as you best see fit. Her myriad ninja tools allow her to play the projectile zoner game- 5AAA, JAAA, 8A, and 5A2C force opponents without a good long-range option to approach Sakura. If the opponent commits at the wrong time, Sakura can intercept their run-in with 5B, 6B, 2B, and JB. She can perform BAAA and BBA on whiff adding another layer of zoning mix-ups. A well timed 4A can leave Sakura in an advantageous position behind a whiffing opponent.
2B is perhaps her greatest "cheat" button, being a fast high crush which can meterless-ly convert into a combo with 2BBB.
Her 4B is the second fastest guard frame attack in the game and can get her out of many a sticky situation, but beware because both 4B and 4BB are jab punishable. With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.
Sakura's
throw is one of the most reliable in the game because it leaves the victim standing in front of her. Sakura can convert into a combo after throw with
, ![]()
, ![]()
, ![]()
, or ![]()
. Some of these options have strict timings.
Combos
| Combos | Notes |
|---|---|
| Straight forward super confirm; note that the | |
| Damaging super confirm with no just frame required | |
| An example of a combo off of a throw |
Extra Combo Notes
- She has multiple combo loop options with various different application:
- ![]()
![]()
![]()
is her highest damage 2-hit loop, and can be done 3 times in a row reliably.
- ![]()
![]()
is her best 2-hit loop for meterless damage. Can lead into no-y-cancel ![]()
![]()
or even into her supers directly, depending on combo structure.
- ![]()
![]()
functions similarly to ![]()
![]()
, with a bit more damage, but needs to y-cancel in situations where the above doesn't.
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- 5B(B): shoulder hitbox slightly smaller, hitbox appears and disappears one frame later
- 5BB(B): "lands" two frames sooner; ends 9 frames sooner

launches instead of sweeps
cannot be continued on whiff
uppercut replaced with a lunging punch
ends sooner- Kick at the end of RBBB and 2BBB has more lift

is now an untechable bounce and a high for the first two frames; techable and mid after the first two frames; hitbox disappears two frames 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- 5A2C now staggers

cannot be followed up on on whiff- Added 2A(B)
- 2AA(A) replaced with Vanilla wrA
one more frame duration on hitbox
has better super freeze, hitbox appears one frame sooner and disappears two frames later- GRKnJ: bounce changed to be closer; travels one frame faster
replaced with an animation from Bloody Roar: Extreme and now does damage
added