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Capcom vs SNK/Sakura

From SuperCombo Wiki

Introduction

A high-school girl who idolizes Ryu, Sakura ditches school and travels the world in order to search and fight him. Sakura's fighting style imitates the shoto-style of many Street Fighters (like her idol, Ryu, and her master, Dan), though her fighting style is more rough around the edges than a proper Ansatsuken practitioner like Ryu is.

Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.

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 (can chain into, but not out of). Hits mid, despite the appearance.


s.HP
Hp.png
CvS1Sakura HP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Unique to Normal Sakura for some reason, so the main benefit is longer distance Shinkuu cancels.


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.HP
Hp.png
CvS1Sakura clHP.jpg
Baseball Swing Sakura
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable. Can be linked into from st.LP


cl.HK
Hk.png
CvS1Sakura clHK.jpg
The hitsparks cover where you're looking at if this hits.
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.


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 close normals, 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. Normal Sakura can't combo after her sweep whereas EX Sakura could.


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 - - - -

-


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. Easiest to combo into her divekick on an air-to-air situation, but it's kinda hard to do.


Command Normals

Flower Kick
F.pngLk.png
CvS1Sakura 6LK.jpg
We all know why you're spamming this move.
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Uncancellable 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 now knocks down the opponent on hit (similar to Kyo's 2HP)


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

Hadou Shou
Qcf.pngP.png
CvS1Sakura HadouShou.jpg
Sakura with no fireball?
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.


Kou'ou Ken
Dp.pngP.png
CvS1Sakura Koouken.jpg
Grounded Shoryuken
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to six hits.

Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.


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

A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.

Renkyaku Followups
Qcb.pngK.png (during Qcb.pngK.png)
CvS1Sakura TatsuLow.jpg
Low Followup
CvS1Sakura TatsuMid.jpg
Mid Followup
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -

One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.

Hk.png - Mid - - - -

One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.


Ouya Kyaku
Qcb.pngK.png (in air)
CvS1Sakura Divekick.jpg
Dive Kick!
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency). Can combo off her jumping normals if they cause an air-reset but landing it is sort of difficult; you have to be high enough that the divekick will connect after her jumping attack. Can follow up with a Level 3 Shinkuu Hadouken but the damage you get out of it isn't worth it unless it'll end the match.


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. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.


Haru Issen
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 up into the sky. 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. Does more danage than her other super.