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 timed before the incoming attack
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)
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

CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)

Combos

Combos Notes
> Down Straight forward super confirm
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
  • Down launches instead of sweeps
  • Towards opponent uppercut replaced with a lunging punch
  • ends 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
  • Down added
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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