Sakura (SCON4)
| Haruno Sakura | |
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| 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.

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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
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.
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- 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
Resources
Guides and Info
LINKS TO INFO AND GUIDES