Sakura (SCON4)

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Haruno Sakura
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HP 210
Guard Gauge 1640
Jab Speed Frame 15
Jab Height High
Backdash Type Quick
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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.

Press at Character Select.
Press at Character Select.
Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Basic frame 15 jab
Staggers. Good combo filler and super confirm
Down Launches. One of the better 2B's in the game. Quick, cancellable, and leads to a strong block string
Away from opponent Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects.
Towards opponent Staggers. Relatively fast mid.
Running Knocks down
Instant overhead kick which autocancels and can lead to plus frames if performed while landing
Special Moves
Shuriken throw with an dealing lots of chip damage
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
Down Launches
Away from opponent Back teleport
Towards opponent A lunging kunai slash. Good for okizeme
Running 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.
Down 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
Down 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 once 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 , Down, , Towards opponent, or Towards opponent. Some of these options have strict timings.

Combos

Combos Notes
> Down Straight forward super confirm; note that the may need to be delayed slightly to connect with the staggering victim
Down > DownY-Cancel > > Down Damaging super confirm with no just frame required
> Towards opponentY-Cancel > > Down > 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
  • Down, , and Away from opponent 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
  • Down launches instead of sweeps
  • Away from opponent cannot be continued on whiff
  • Towards opponent 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
  • Away from opponent counter replaced with a back teleport
  • Running teleport replaced with running shuriken
  • Towards opponent 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
  • Down cannot be followed up on on whiff
  • Added 2A(B)
  • 2AA(A) replaced with Vanilla wrA
  • one more frame duration on hitbox
  • Down 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
  • Down added

Resources

Guides and Info

Gameplay footage

Super Naruto: Clash of Ninja! 4
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