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, and a more well-rounded kit with some very strong tools, defensively and offensively.

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.
A jumping kick that staggers. Good combo filler and super confirm
Down Low arm strike that launches. One of the better 2B's in the game. Quick, cancellable, and leads to a strong block string
Away from opponent Double slap; Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects.
Towards opponent An approaching hook-punch that staggers. Relatively fast mid. Delay the string followup on hit for consistency.
Running 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 string. 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 in front of her; slower than average anti-air projectiles, but much more coverage and reliably starts a combo.
Down A spinning kunai slash that launches and lifts on block; the followup is a safe teleport
Away from opponent A teleport behind the opponent; has slower recovery and cannot appear in front or mix up the timing.
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. 10+60+1 damage
Down Inner Sakura REALLY takes it to the opponent. Slower than 5X but has more active frames and does more damage. 10+69 damage.

Strategy

Strengths
Sakura has a flexible toolkit allowing her to be approached as the player best see fit.

  • Myriad ninja tools allow her to play the projectile zoner game- , , , and -2C 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 , Towards opponent, Down, and .
  • She can perform and on whiff adding another layer of zoning mix-ups.
  • A well timed Away from opponent can leave Sakura in an advantageous position behind a whiffing opponent.
  • Down is perhaps her greatest "cheat" button- being a fast high crush which can convert into a combo with Down without expending chakra.
  • Her Away from opponent is the second fastest guard frame attack in the game and can get her out of many a sticky situation.
    • 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.
    • Convert into a combo with , Down, , Towards opponent, or Towards opponent.
    • Some of these options have strict timings.
  • Between her projectiles, , , Towards opponentAway from opponent and Down, Sakura inflicts lots of chip damage and can close out rounds without needing an actual neutral win.

Weaknesses

  • Sakura does not have an obvious answer to an opponent's jump back aside from basic counterplay such as sidesteps.
    • will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.
    • Away from opponent will teleport Sakura behind the opponent
  • Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.
    • Down is the quickest and most rewarding option, but it can be sidestepped or jumped.
    • Towards opponent or staggers the opponent leading to a strike/throw mix between Down and .
    • -2C: Backturn situations may give Sakura ample time to charge her homing shuriken.
  • Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.
    • DownY-Cancel -> Away from opponent can be used to catch a combo victim directly above her and reset spacing for the combo.

Combos

Combo Notes
25% Chakra Opponent
> Down Meterless super confirm from ; note that the may need to be delayed slightly to connect with the staggering victim
Down > DownY-Cancel > DownY-Cancel > Down 159 damage. First Down can be omitted, in which case Down does not need to be Y-Cancel-cancelled (151 damage).
Down > Away from opponentY-Cancel > Down 156 damage.
Away from opponentY-Cancel > Down > Down 152 damage. Down (158 damage; may drop at the wall) or Towards opponentY-Cancel (156 damage; requires a just frame) can replace Down
> Down > Y-Cancel > Down 160 damage.
> DownY-Cancel > Y-Cancel > > Down 169 damage.
> Towards opponentY-Cancel > > Down 164 damage. Y-Cancel > can be omitted (159 damage).
> Towards opponentY-Cancel > > Down 162 damage.
> > DownY-Cancel > > Down 169 damage.
0% Chakra Opponent
> Towards opponentY-Cancel > Towards opponentY-Cancel > > Down 196 damage- most damage with a throw.
> Towards opponentY-Cancel > Away from opponentY-Cancel > DownY-Cancel > 186 damage
> Down > DownY-Cancel > DownY-Cancel > > 189 damage
> Towards opponentY-Cancel > Towards opponentY-Cancel > Y-Cancel > > 191 damage. 8A can be omitted (-2 damage).
Down > Towards opponentY-Cancel > Towards opponentY-Cancel > > 185 damage
Down > Towards opponentY-Cancel > Towards opponentY-Cancel > Towards opponentY-Cancel > 187 damage
> Towards opponentY-Cancel > Y-Cancel > Y-Cancel > 187 damage
Running > DownY-Cancel > > DownY-Cancel > > 189 damage
Down > DownY-Cancel > Y-Cancel > Y-Cancel > 183 damage
Y-Cancel > Y-Cancel > DownY-Cancel > 183 damage

Credits[1]

Extra Combo Notes

  • Towards opponentY-Cancel is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.
  • Down 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 Down. The former does a bit more damage but needs to Y-Cancel-cancel in situations where the latter does not.
  • is a meterless super confirm to or Down

Changes from Vanilla

  • HP increased from 185 to 210
  • Guard increased from 1480 to 1640
  • Shuriken throws are grabbable
  • Down 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
  • Down launches instead of sweeps
  • Away from opponent cannot be continued on whiff
  • Towards opponent uppercut replaced with vanilla Running (lunging punch)
  • ends sooner
  • Running and Down: Final kick has more lift
  • Running 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 vanilla activated counter kunai slash with string follow-ups: Towards opponent, Towards opponent and Towards opponentAway from opponent
  • throws an array of shuriken covering all vertical space instead of a packed group
  • -double charge now staggers
  • Down strings cannot be continued 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 as a hard knockdown throw which does more damage (also from Bloody Roar: Extreme)

Resources

Guides and Info

Gameplay footage

Super Naruto: Clash of Ninja! 4
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  1. Special thank you to Jakyi for contributing to the combo list.