Street Fighter Alpha 3/Sakura/Introduction

From SuperCombo Wiki

Introduction

Sakura once more seeks out her idol Ryu so she can challenge him again. Over the course of her journey, she became friends with Dan and Blanka and gained a few new rivals under the names of Karin and Maki.

Pros Cons
  • One of the most oppressive characters on the ground and very difficult to out footsie
  • s. RH and b. FP are two of the best pokes in the game
  • b. FP is a do everything normal that covers practically the entire vertical space in front of her and is cancellable and confirmable on counter-hit to boot.
  • Long-range sweep that sets up one of the best oki games in A3
  • c. FP is a god anti-air that combos into jab DP
  • Her guard crush potential is one of the highest in the game due to b. FP strings and s. RH being as good as it is
  • Both her fierce jump-ins have incredibly high priority and are difficult to anti-air consistently
  • Easily confirmable BnBs into fierce DP
  • The best cross-up in the game period with j. MK
  • Has the most dangerous cross-up loop in A3. Huge damage, incredibly hard to block and can easily result in stun. Entire rounds have been won off her oki alone.
  • One of the longest range activations in the game along with a great set of custom combos
  • Activate allows her to set up legitimate fireball traps, despite her lack of an invincible DP
  • Good meter build at the end of VCs, meaning she will almost never be without at least 50% bar
  • Wake-up tatsu can be used to partially escape cross-ups
  • Decent corner escape with air tatsu
  • Is shorter than she appears and can walk under certain moves.
  • s. LP pressure is great against tall characters, especially since it's confirmable into DP
  • Relatively quick overhead
  • CPS1 chains are the single highest meterless damage option in X-ISM
  • Has big body health/stun values for some reason
  • One of the most popular characters due to her strength, versatility and relative ease of use.
  • Tatsus are all very unsafe on block unlike A2 and CvS2
  • No meterless reversal options
  • No invincible DP also means she can't quite abuse her activates the way Akuma can
  • Fireball recovery is worse than other shotos
  • Otoshi input overlapping with c. LK confirms into DP can result in some unfortunate mistakes



Color Options

X-Ism A-Ism V-Ism
Sfa3 Sakura pxism.png Sfa3 Sakura kxism.png Sfa3 Sakura paism.png Sfa3 Sakura kaism.png Sfa3 Sakura pvism.png Sfa3 Sakura kvism.png
Punch Kick Punch Kick Punch Kick