Marvel vs Capcom 2/Sakura: Difference between revisions

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== Assist Moves ==
== Assist Moves ==
{{MvC2CharacterAssists
{{MvC2CharacterAssists
   | [[file:hp.png]] Shouoken || Haru Ichiban| [[file:hp.png]] Shouoken |  
   | [[file:hp.png]] Shouoken || Haru Ichiban| [[file:hp.png]] Shouoken | Preferred Assist. Can travel through projectiles.
   | [[file:hp.png]] Hadouken || Shinkuu Hadouken | [[file:hp.png]] Hadouken |
   | [[file:hp.png]] Hadouken || Shinkuu Hadouken | [[file:hp.png]] Hadouken |
   | [[file:mk.png]] Shunpuu Kyaku || Midare Zakura | [[file:mk.png]] Shunpuu Kyaku |  
   | [[file:mk.png]] Shunpuu Kyaku || Midare Zakura | [[file:mk.png]] Shunpuu Kyaku |  

Revision as of 13:22, 8 August 2021

Marvel vs Capcom 2Mvc2 logo.gif
Marvel vs Capcom 2#IntroductionMarvel vs Capcom 2#CharactersMarvel vs Capcom 2/Game MechanicsMarvel vs Capcom 2/TiersMarvel vs Capcom 2/StrategyMarvel vs Capcom 2/MiscellaneousMvC2HeaderButtons.png

Introduction

MvC2sakura.png The disciple to Ryu, Sakura has her powerful "Dark Sakura" form return to the franchise, although it takes three bars of meter to change into this form.


Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-sakura.png

Moves List

Normal Moves

Command normals

Flower kick (overhead): f + hk

Special Moves

As Regular Sakura

Name
Command
Damage
Special Properties (glossary)
Shouoken
Qcf.png + P.png
Airok.png
Hadouken
Qcb.png + P.png
Airok.png
Shunpuu Kyaku
Qcb.png + K.png
Airok.png

As Dark Sakura

Name
Command
Damage
Special Properties (glossary)
Hadouken
Qcf.png + P.png
Airok.png
Shunpuu Kyaku
Qcb.png + K.png
Airok.png
Shouoken
Dp.png + P.png
Airok.png
Ashura Warp
Dp.png or Rdp.png + Lp.png + Hp.png or Lk.png + Hk.png
N/A
invincible Instant: can be looped.

Super Moves

As Regular Sakura

Name
Command
Damage
Special Properties (glossary)
Shinkuu Hadouken
Qcb.png + Lp.png + Hp.png
Midare Zakura
Qcf.png + Lp.png + Hp.png
Haru Ichiban
Qcb.png + Lk.png + Hk.png
Dark Sakura Transformation
Rdp.png + Lk.png
N/A
Level 3.

As Evil Sakura

Name
Command
Damage
Special Properties (glossary)
Shinkuu Hadouken
Qcf.png + Lp.png + Hp.png
Mash.png Mash buttons for more damage.
Midare Zakura
Qcf.png + Lk.png + Hk.png
Haru Ichiban
Qcb.png + Lk.png + Hk.png
Raging Demon
Lp.png , Lp.png , F.png , Lk.png , Hp.png
Unblockable. Level 3.
Transform to regular Sakura
Rdp.png + Lk.png
N/A

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Hp.png Shouoken
Haru Ichiban
Hp.png Shouoken
Preferred Assist. Can travel through projectiles.
Beta.png Hp.png Hadouken
Shinkuu Hadouken
Hp.png Hadouken
Gamma.png Mk.png Shunpuu Kyaku
Midare Zakura
Mk.png Shunpuu Kyaku

The Basics

Combos

Sakura

-Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP/qcb + P

-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP

-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK

-c.HK, c.LK (OTG) > c.HP /\ qcb + HK

Her main air combos. You may have to adjust timing and buttons depending on the height of the character to get the hurricane kick to connect.


-d.c.LK > c.LK XX qcf + LP XX qcb + KK

-d.c.LK > c.LK XX qcf + LP XX qcb + PP

-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK

-Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP

-d.s.HP XX qcf + PP

-(Corner) Jump HK > qcb + HK \/ c.LP XX qcb + LP XX qcf + PP

-(Corner) Jump HK > qcb + HK \/ c.LK > c.HP XX qcb + KK

Her main ways to land super.


-Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf) /\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP

Combo incorporating her transformation. Many capture and projectile assists will work for this combo.

Dark Sakura

-d.s.HP XX qcf + KK

-On medium/large opponent Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP

-Jump LK > LK \/ d.s.LP > Hold LK, press Start

-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP

-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK

-Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP

-Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP

-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP

-Corner Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK

-Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK

-Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP

-Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX qcf + LP

-d.c.LK > c.LK XX qcf + HP XX qcb + KK

Strategies

Learn how to use the "Shouoken". This attack can block most projectile moves, and can be used in the air.


Her air hurricane kick does lots of damage (15 pts per hit), similar to the other shotos, and changes her jump arc. Incorporate it in her air combos and jump ins whenever you can.


Her supers in normal form are solid. The hadoken super is a good anti air as it has a fast startup. You can pair it with a good DHC to get around 50% damage off of an anti air. It's safe on block if the opponent blocks it in the air. A strange property of this super is that if another super flash occurs while she is performing the super, whether it be from your own DHC or the opponent's super, she will throw the remaining fireballs all at once. This means you cannot escape punishment by DHC if the opponent punishes the hadoken super with their own super.


After her kick super connects fully, you can block or attack on the way down and the opponent cannot roll out of the way. A well timed j.HK can meaty their anti air attempt, but be wary of anti air assists. The last hit of the super does a lot of damage when unscaled by the rest of the super, so finding DHCs that allow the super to connect as high up as possible can give the super a damage boost.


Her autocombo super is pretty bad, as it has long startup and is hard to combo into. If you manage to land it, DHCing out of it during the autocombo will leave the opponent in an extended amount of hitstun, allowing any DHC you can think of to hit.


Dark Sakura is very good and can do tons of damage with her Hadouken super. However, getting three levels without dying is a problem for her. If you want to build levels to become Evil, sj rh xx Shunpuu Kyaku works pretty well and is hard to catch. Dark Sakura and normal Sakura have the same normals, walk speed, damage, and health, but there are a few differences in her special moves.

-Her dashes become more like Akuma's dashes, and are faster than her normal form's dashes.

-Shouoken has its input changed to f,d,df+P and loses its projectile shield on the ground. Sakura will always perform the uppercut at the end on hit or block, making it very unsafe. Overall, its inferior to normal Sakura's.

-Hadoken has its input changed to qcf+P and now travels straight on the ground. In the air, both versions travel faster and further than normal Sakura's, and causes flying screen when used in an air combo.

-She gets a better version of Akuma's teleport, as it has no startup or recovery. You can loop it to run away.

-She loses her upwards hadoken super and gains a new horizontal hadoken super. This super does lots of damage, especially to assists, is mashable, and can OTG.

-Her old qcf+PP super is now qcf+KK

-She gets raging demon, but you'd much rather spend the bar on her hadoken super as comboing into that super does about the same damage as a raging demon, except it costs only one bar.

Advanced Strategy

Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (New Pages)
Storm
Sentinel
Magneto
Cable
Cyclops
Captain Commando
Juggernaut
Akuma
Dan
Silver Samurai
Venom
Thanos
Amingo
Characters (Updating)
B.B.Hood
Blackheart
Dhalsim
Ryu
Iron Man
Omega Red
Characters (Old Pages)
War Machine
Psylocke
Strider
Tron Bonne
Spiral
Doctor Doom
Hulk
Servbot
Anakaris
Hayato
Colossus
M.Bison
Morrigan
Ruby Heart
Sakura
Ken
SonSon
Zangief
Felicia
Cammy
Chun-Li
Guile
Charlie
Jill
Mega Man
Jin
Captain America
Gambit
Iceman
Marrow
Rogue
Sabretooth
Shuma-Gorath
Spiderman
Wolverine - Bone
Wolverine - Claw
Roll