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Capcom vs SNK/EX Sakura

From SuperCombo Wiki

Introduction

A life-long quest to travel the world resulted in Sakura learning Ryu's fighting style, the Ansatsuken, from Dan Hibiki. It is clear by all accounts that Sakura is a much more competent fighter than Dan, and even has the ability to throw fireballs much further than he could. Despite this, it's clear Sakura doesn't mind Dan promoting her as the star pupil of him, so long as she gets closer to Ryu.

EX Sakura plays much more like the Sakura most people remember, as her specials now have their Alpha properties. Normal Sakura is worth a look if you want a different-style Sakura, though.

Normal / EX Moves Changelist

Moves EX Sakura gains:

  • A brand new super, her Midare Zakura.
  • Two new command normals; those being her j.HK and her cr.MP from the Street Fighter Alpha series

Moves EX Sakura loses:

  • No divekick
  • No more followups on her Tatsus.
  • No more s.HP. Normal Sakura's cl.HP is now Sakura's st.HP instead

Moves changed between Normal and EX Sakura:

  • Her fireball is now an actual projectile, that she can charge.
  • Her DP now travels in the air
  • Tatsus knock down now, and can be done in the air.
  • HK Tatsu goes higher with EX Sakura than with Normal Sakura.

EX Sakura Movelist

Normal Attacks

Far Standing Normals

s.LP
Lp.png
CvS1Sakura LP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Chainable.


s.LK
Lk.png
CvS1Sakura LK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Chain ender. Hits mid, despite the appearance.


s.HP
Hp.png
CvS1Sakura clHP.jpg
Baseball swing from far out!
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now.


s.HK
Hk.png
CvS1Sakura HK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HK
Hk.png
CvS1Sakura clHK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Special cancellable if it hits early, else it is only Super Cancellable. EX Sakura's only Close Normal now.


Crouching Normals

cr.LP
D.pngLp.png
CvS1Sakura 2LP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Chainable.


cr.LK
D.pngLk.png
CvS1Sakura 2LK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
CvS1Sakura 2HP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Crouching uppercut. Just like her HP and cl.HK, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
D.pngHk.png
CvS1Sakura 2HK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Low - - - -

Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.


Jumping Normals

j.LP
U.pngLp.png
CvS1Sakura jLP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -


j.LK
U.pngLk.png
CvS1Sakura jLK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Jumping kick.


j.HP
U.pngHp.png
CvS1Sakura jHP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

"New" move in CvS Pro. Fastest jumping normal, and her most damaging too.


j.HK
U.pngHk.png
CvS1Sakura jHK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent.


Command Normals

Flower Kick
F.pngLk.png
CvS1Sakura 6LK.jpg
Don't even think about it.
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
D.pngHp.png (in air)
CvS1Sakura j2HP.jpg
Slam 'em down.
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Crouching Medium
Db.pngHp.png
CvS1Sakura 1HP.jpg
Salty Sakura
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.


Jumping Stomp
D.pngHk.png (in air)
CvS1Sakura Divekick.jpg
Divekic-wait.
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.


Throws

Sakura-jime
B.png/F.pngHp.png
CvS1Sakura HPThrow.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
B.png/F.pngHk.png
CvS1Sakura HKThrow.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.

Special Moves

Hadouken
Qcf.pngP.png
CvS1Sakura HadoHP.jpg
Big fireball at max charge.
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
No Charge - Mid - - - -
Small Charge - Mid - - - -
Full Charge - Mid - - - -

Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.


Shou'ou Ken
Dp.pngP.png
CvS1Sakura Shouken.jpg
Sakura learns to jump.
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.


Shunpuu Kyaku
Qcb.pngK.png
CvS1Sakura Tatsu.jpg
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.


Shunpuu Kyaku (air)
Qcb.pngK.png (in air)
CvS1Sakura Tatsu.jpg
Aerial Tatsu time
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

Air tatsu. Does less damage than a regular tatsu, but can be done in the air. This can alter her jump trajectory as well. Can be Tigerknee'd to give Sakura a shorter jump (done by inputting 2147+K)


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
CvS1Sakura Shinkuu.jpg
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.


Haru Ichiban
Qcb.pngQcb.pngK.png
CvS1Sakura Haru.jpg
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.


Midare Zakura
Qcf.pngQcf.pngK.png
CvS1Sakura Reppa.jpg
ShoShoShoShoShoSho
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -
K.pngK.png - Mid - - - -

Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.

If you're feeling dangerous, you can also do this after a really deep anti-air on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.