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Street Fighter V/Sakura

From SuperCombo Wiki

Introduction

About Sakura

A college student who recently graduated and now has a job, Sakura is Ryu's pupil.

Sakura is a quick, aggressive rushdown character with a lot of safe attacks. With a quick walk-speed and dash, she can "shimmy" well and keep up the pressure and chase her fireballs. Many of her moves are safe on block, as well, allowing you to safely force your opponent to block. To add on, her light moves can easily convert into big damage, allowing her to punish mistakes very well. If you like to play quick, aggressive characters who can get a lot of opportunities on hit or on block, then Sakura is for you.

Strengths Weaknesses
  • Fast walk speeds: with the fourth fastest forward walk speed in the game and the fastest backward walk speed, Sakura is very good at both walking into her effective ranges vs opponents as well as walking out of opponents attempts to pressure her
  • Smothering offense: Sakura boasts a very potent strike/throw game, with high reward in the form of strong combos with good oki and corner carry, and strong situation post-throw both midscreen and in the corner
  • Stand short: with the longest range 4 frame normal in the game that hits both standing and crouching opponents, Sakura is able to punish many things that most characters can't, such as spaced dash straights from Balrog, E. Honda light headbutt, etc.
  • High damage potential: Sakuras combos are often subject to limited amounts of scaling, allowing her to create high damaging combos
  • Poor oki from lights: while she has strong oki from many of her bnb confirms, midscreen oki from light normals is very limited for her, as her only meterless ender is medium uppercut which gives limited midscreen oki
  • Weak v-meter gain: Sakuras v-skills are often times hard to combo into due to their slow startup, leading to her often needing to build v-meter from crush counters or taking damage

Final Patch

Players to Watch

  • Alex Myers
  • ISA
  • Nauman
Sakura
SFV-Sakura Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.0527
Backward Walk Speed 0.047
Forward Dash Speed 16
Backward Dash Speed 23
Forward Dash Distance 1.643
Backward Dash Distance 0.998
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Sakura 5LP.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP and cr.LP
Combos into EX Tatsu if canceled
FATonline.png
5MP
Stand MP
5MP
SFV Sakura 5MP.png
Startup Active Recovery Hit
5 3 13 7
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vs2 vt1 vt2
Frametrap tool with short range
FATonline.png
5HP
Stand HP
5HP
SFV Sakura 5HP.png
Startup Active Recovery Hit
9 3 21 3
Damage Stun Attack Block
80 150 H -2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 21
  • Cancel options: sp su vs1 vs2 vt1 vt2
Decent whiff punish tool and combos into any special cancels from max range
FATonline.png
5LK
Stand LK
5LK
SFV Sakura 5LK.png
Startup Active Recovery Hit
4 3 13 -1
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
Best st.LK footsie tool in the entire game (but a lot of recovery frames compared to the others)
Amazing whiff punish tool and combos into MP DP from max range
Furthest range of the special cancelable normals that Sakura has
FATonline.png
5MK
Stand MK
5MK
SFV Sakura 5MK.png
Startup Active Recovery Hit
8 3 17(15) 3
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vs2 vt1 vt2
Shrinks standing leg hurtbox slightly on frames 6-16
Decent poke tool and + on block
Combos into st.LK as a counter-hit confirm in midrange
2 less recovery frames on whiff
FATonline.png
5HK
Stand HK
5HK
SFV Sakura 5HK.png
Startup Active Recovery Hit
12 2 26 1
Damage Stun Attack Block
80 150 H -4
  • Crush Counter: Stagger, 20 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 25
  • Cancel options: vs2 vt1 vt2
Pretty good range and poke tool
+20 advantage on Crush Counter (can dash up into 4F moves for example)
+4 on Crush Counter if canceled into the V-Skill 2 roll
FATonline.png
2LP
Crouch LP
2LP
SFV Sakura 2LP.png
Startup Active Recovery Hit
3 2 9 3
Damage Stun Attack Block
20 70 H 1
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP and cr.LP
Combos into EX Tatsu if canceled
FATonline.png
2MP
Crouch MP
2MP
SFV Sakura 2MP.png
Startup Active Recovery Hit
6 4 13 5
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
Pretty good oki tool with 4 active frames and good frame advantage
FATonline.png
2HP
Crouch HP
2HP
SFV Sakura 2HP.png
Startup Active Recovery Hit
8 5 23 -2
Damage Stun Attack Block
90 150 H -5
  • Confirm windows:
    • Specials & CA: 19
    • V-Trigger: 23
  • Cancel options: sp su vs1 vs2 vt1 vt2
Solid anti-air
Forces stand on hit
Unlike most cr.HP, this one has the same damage / stun and cancel properties throughout the active frames
FATonline.png
2LK
Crouch LK
2LK
SFV Sakura 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
20 70 L 0
  • Cancel options: vs2 vt1 vt2
FATonline.png
2MK
Crouch MK
2MK
SFV Sakura 2MK.png
Startup Active Recovery Hit
6 2 14 2
Damage Stun Attack Block
50 100 L -3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
Decent low poke check and small pushback
Counter-hit combos into st.LK confirms from a decent range
FATonline.png
2HK
Crouch HK
2HK
SFV Sakura 2HK.png
Startup Active Recovery Hit
8 2 25 KD
Damage Stun Attack Block
90 150 L -13
  • Crush Counter: Hard Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 66 KD Adv, 17 Quick Rise Adv, 22 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vs2 vt1 vt2
Decent range for a sweep but very punishable on block
FATonline.png
8LP
Jump LP
8LP
SFV Sakura 8LP.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Sakura 8MP.png
Startup Active Recovery Hit
6 7 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
Special cancelable into air tatsus
Puts airborne opponents into a juggle state
FATonline.png
8HP
Jump HP
8HP
SFV Sakura 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Sakura's best jump-in hitbox wise
FATonline.png
8LK
Jump LK
8LK
SFV Sakura 8LK.png
Startup Active Recovery Hit
4 8 - -
Damage Stun Attack Block
40 70 M -
Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Sakura 8MK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
Cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Sakura 8HK.png
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

6MK
Flower Kick
6MK
SFV Sakura 6MK.png
Startup Active Recovery Hit
21 2 23 1
Damage Stun Attack Block
70 100 M -7
Very good range for an overhead
Sakura's furthest reaching normal (tiny bit further range than st.HK)
FATonline.png
4HP
Furiko Upper
4HP
SFV Sakura 4HP.png
Startup Active Recovery Hit
7 3 26 -4
Damage Stun Attack Block
80 150 H -7
  • Crush Counter: Flipping Juggle, J Adv, +150 V-Gauge.
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vs1 vs2 vt1 vt2
Great whiff punish and combo tool (similar in design and application to Cammy's st.HP)
Tiny bit less range than st.LK
Last active frame does not crush counter and cannot hit grounded opponents
Last active frame can anti-air (but not easy to time this)
Combos into HK tastu which means Sakura can consistently combo into a +2 mixup between st.MP or Throw every time she lands b+HP
FATonline.png
3HK
Chin Buster Kick
3HK
SFV Sakura 3HK.png
Startup Active Recovery Hit
12 3 20 4
Damage Stun Attack Block
80 150 H 2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp vs2 vt1 vt2
Counter-hit combo starter / anti-air / meaty setups
Forces stand on hit
Can hit cross-up (behind Sakura)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png

Throws

LPLK
Hanakaze
Throw
LPLK
SFV Sakura LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 61 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
FATonline.png
4LPLK
Sakura Shoulder Throw
Back Throw
4LPLK
SFV Sakura 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 56 KD Adv, 7 Quick Rise Adv, 7 Back Rise Adv.
FATonline.png
LPLK (air)
Sailor Hop
LPLK (air)
SFV Sakura LPLK (air).png
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
160 200 T -
  • Knockdown: 61(69) KD Adv, 2(10) Quick Rise Adv, 2(10) Back Rise Adv.
KDA varies depending on height of opponent when thrown (the higher up the throw is performed, the lower the KDA is)
Denies backroll
6 grounded recovery frames on a whiffed air throw
FATonline.png

Special Moves

236LP
LP Hadoken
236LP
SFV Sakura 236P.png
Normal
SFV Sakura 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 42 32 -2
Damage Stun Attack Block
50 100 H -8
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.045
Projectile persists on screen for 42 frames and travels about 60% screen-length
Juggle Limit / Increase / Start: 0 / 4 / 1
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.??
Cancelable into V-Skill hop on frames 19-28
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Puts opponent into a limited juggle state on-hit
Spends 800 V-meter on use (27% of meter)
Juggle Limit / Increase / Start: ?
236MP
MP Hadoken
236MP
SFV Sakura 236P.png
Normal
SFV Sakura 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 49 34 -2
Damage Stun Attack Block
60 100 H -8
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.055
Projectile persists on screen for 49 frames and travels about 80% screen-length
Juggle Limit / Increase / Start: 0 / 4 / 1
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.??
Cancelable into V-Skill hop on frames 19-28
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Puts opponent into a limited juggle state on-hit
Spends 800 V-meter on use (27% of meter)
Juggle Limit / Increase / Start: ?
236HP
HP Hadoken
236HP
SFV Sakura 236P.png
Normal
SFV Sakura 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 56 36 -2
Damage Stun Attack Block
70 100 H -8
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.065
Projectile persists on screen for 56 frames and travels full-screen (but not beyond full-screen)
Juggle Limit / Increase / Start: 0 / 4 / 1
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
20*60 (80) 150 H 1
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.??
Cancelable into V-Skill hop on frames 19-28
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Puts opponent into a limited juggle state on-hit
Spends 800 V-meter on use (27% of meter)
Juggle Limit / Increase / Start: ?
236P (hold)
Hadoken lvl 2
236P (hold)
SFV Sakura 236P (hold).png
Normal
SFV Sakura 236P (hold) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
41 - 30 KD
Damage Stun Attack Block
40*40 (80) 150 H 3
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.045
Cancelable into V-Skill hop on frames 47-53
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Launches opponent on-hit into a free juggle state
Cancels into V-Skill on hit/block/whiff on frame 47 (6 frames after firing the charged-up fireball)
Takes 34 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 34 frames)
Juggle Limit / Increase / Start: 4*4 / 0*0 / 0*0
FATonline.png
VT1 Startup Active Recovery Hit
33 - 27 KD
Damage Stun Attack Block
20*20*60 (100) 150 H 10
  • Knockdown: 114 KD Adv, 55 Quick Rise Adv, 60 Back Rise Adv.
  • Cancel options: su vs1 vs2
3-hit projectile,
Projectile Speed: 0.??
Cancelable into V-Skill hop on frames 23-44
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Launches opponent on-hit into a free juggle state
Cancels into V-Skill on hit/block/whiff on frame 36 (3 frames after firing the charged-up fireball)
Takes 26 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 26 frames)
Spends 800 V-meter on use (27% of meter)
Juggle Limit / Increase / Start: ?
236PP
EX Hadoken
236PP
SFV Sakura 236PP.png
Startup Active Recovery Hit
14 - 31 KD
Damage Stun Attack Block
50*50 (100) 150 H 1
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: vt1 vt2
2-hit projectile
Projectile Speed: 0.06
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Puts opponent into a limited juggle state on-hit
Juggle Limit / Increase / Start: 4*4 / 0*4 / 1*1
FATonline.png
236K
Tengyo Hadoken
236K
SFV Sakura 236K.png
Normal
SFV Sakura 236K vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 27 29 KD
Damage Stun Attack Block
60 100 H 4
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.055
Cannot hit crouching
Projectile persists on screen for 27 frames and travels about 50% screen-length
Really good frame advantage on block (can be good for uncrouchable setups during oki)
Juggle Limit / Increase / Start: 0 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
15 29 30 KD
Damage Stun Attack Block
30*50 (80) 150 H 9
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.??
Cannot hit crouching
Cancelable into V-Skill hop on frames 20-30
Projectile persists on screen for 34 frames and travels about 50% screen length
Puts opponent into a limited juggle state on-hit
Spends 500 V-meter on use (25% of meter)
Juggle Limit / Increase / Start: ?
236K (hold)
Tengyo Hadoken lvl 2
236K (hold)
SFV Sakura 236K (hold).png
Normal
SFV Sakura 236K (hold) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
39 34 36 KD
Damage Stun Attack Block
40*60 (100) 150 H 1
  • Knockdown: 95 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Cancel options: su vs1 vs2
2-hit projectile
Projectile Speed: 0.06
Cannot hit crouching
Cancelable into V-Skill hop on frames 47-58
Projectile persists on screen for 34 frames and travels about 50% screen-length
Puts opponent into a free juggle state
Takes 32 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 32 frames)
Juggle Limit / Increase / Start: 4*4 / 0*0 / 0*0
FATonline.png
VT1 Startup Active Recovery Hit
31 29 24 KD
Damage Stun Attack Block
30*30*50 (110) 150 H 13
  • Knockdown: 112 KD Adv, 53 Quick Rise Adv, 58 Back Rise Adv.
  • Cancel options: su vs1 vs2
3 -hit projectile
Projectile Speed: 0.??
Cannot hit crouching
Cancelable into V-Skill hop on frames 40-50
Projectile persists on screen for 29 frames and travels about 50% screen-length
Puts opponent into a free juggle state
Takes 34 frames to charge up (Sakura cannot fire the regular fireball version after holding down P for 26 frames)
Spends 500 V-meter on use (25% of meter)
Juggle Limit / Increase / Start: ?
236KK
EX Tengyo Hadoken
236KK
SFV Sakura 236KK.png
Startup Active Recovery Hit
15 34 30 KD
Damage Stun Attack Block
40*60 (100) 150 H -1
  • Knockdown: 98 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: vt1 vt2
2-hit projectile
Projectile Speed: 0.60
The projectile is not limited to a duration or length like Sakura's non-EX projectiles
Puts opponent into a limited juggle state on-hit
Juggle Limit / Increase / Start: 4*4 / 0*2 / 0*4
FATonline.png
623LP
LP Shouoken
623LP
SFV Sakura 623LP.png
Normal
SFV Sakura 623P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
4 3(1)4 26+18 KD
Damage Stun Attack Block
20*20*60 (100) 100 H -31
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
3 hits
No form of invincibility properties (and no counter-hit state during recovery frames)
An effective anti-air despite no form of invincibility due to its strong hitboxes
Cannot hit cross-up (behind Sakura)
Juggle Limit: 10
FATonline.png
VT2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
11 hits
Fully invincible on frames 1-12
Airborne on frames 10-74
Spends 1000 V-meter on use (~29% meter)
-37 against crouching opponents
Hard knockdown on the first four hits
Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: ?
623MP
MP Shouoken
623MP
SFV Sakura 623MP.png
Normal
SFV Sakura 623P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
9 3(1)4 2818 KD
Damage Stun Attack Block
15x3*5*60 (110) 150 H -32
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
5 hits
No form of invincibility properties (and no counter-hit state during recovery frames)
An effective anti-air despite no form of invincibility due to its strong hitboxes
Cannot hit cross-up (behind Sakura)
Juggle Limit: 11
FATonline.png
VT2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
11 hits
Fully invincible on frames 1-12
Airborne on frames 10-74
Spends 1000 V-meter on use (~29% meter)
-37 against crouching opponents
Hard knockdown on the first four hits
Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: ?
623HP
HP Shouoken
623HP
SFV Sakura 623HP.png
Normal
SFV Sakura 623P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
14 10(1)2 34+18 KD
Damage Stun Attack Block
30x2*5x4*40 (120) 150 H -37
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
7 hits
No form of invincibility properties (and no counter-hit state during recovery frames)
An effective anti-air despite no form of invincibility due to its strong hitboxes
Cannot hit cross-up (behind Sakura)
Juggle Limit: 9
FATonline.png
VT2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
11 hits
Fully invincible on frames 1-12
Airborne on frames 10-74
Spends 1000 V-meter on use (~29% meter)
-37 against crouching opponents
Hard knockdown on the first four hits
Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: ?
623PP
EX Shouoken
623PP
SFV Sakura 623PP.png
Normal
SFV Sakura 623P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
4 5(1)3(20)10 36+18 KD
Damage Stun Attack Block
10x3*30*10x4*50 (150) 200 H -45
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
9 hits
Fully invincible on frames 1-12
Cannot hit crossups
Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit: 20
FATonline.png
VT2 Startup Active Recovery Hit
4 5(1)3(20)4(1)8(2)2 26+25 KD
Damage Stun Attack Block
20x3*10*20*10x5*30 (170) 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
11 hits
Fully invincible on frames 1-12
Airborne on frames 10-74
Spends 1000 V-meter on use (~29% meter)
-37 against crouching opponents
Hard knockdown on the first four hits
Sakura is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: ?
214LK
LK Shunpukyaku
214LK
SFV Sakura 214LK.png
Normal
SFV Sakura 214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
17 2 13+9 2
Damage Stun Attack Block
60 150 H -2
Airborne on frames 11-31
Puts airborne opponents into a free juggle state
Juggle Limit / Increase / Start: 10 / 1 / 0
FATonline.png
VT2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Launches opponent into a limited juggle state on-hit only
Airborne on frames 11-35
Cancelable into V-Skill on hit only
Cancels into an extended version on hit
Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
Spends 1000 V-meter on use (~29% meter)
Juggle Limit / Increase / Start: ?
214MK
MK Shunpukyaku
214MK
SFV Sakura 214MK.png
Normal
SFV Sakura 214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
21 2(13)2 9+15 3
Damage Stun Attack Block
40*40 (80) 50*100 (150) H -6
Airborne on frames 18-46
Both hits can put airborne opponents into a free juggle state (but the 2nd hit does increase the juggle count if the prior hit started the juggle)
Juggle Limit / Increase / Start: 15*15 / 0*9 / 0*0
FATonline.png
VT2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Launches opponent into a limited juggle state on-hit only
Airborne on frames 11-35
Cancelable into V-Skill on hit only
Cancels into an extended version on hit
Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
Spends 1000 V-meter on use (~29% meter)
Juggle Limit / Increase / Start: ?
214HK
HK Shunpukyaku
214HK
SFV Sakura 214HK.png
Normal
SFV Sakura 214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
24 2(10)2(9)2 8+14 2
Damage Stun Attack Block
30*30*40 (100) 45*45*60 (150) H -2
Airborne and projectile invincible on lower body and legs on frames 22-57
Combos if canceled into from b+HP which leads into an up close loopable +2 mixup between st.MP / Throw every time Sakura lands b+HP
All three hits can put airborne opponents into a free juggle state (but the 3rd hit does increase the juggle count if the prior hits started the juggle)
Juggle Limit / Increase / Start: 15*15*15 / 0*0*9 / 0*0*0
FATonline.png
VT2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Launches opponent into a limited juggle state on-hit only
Airborne on frames 11-35
Cancelable into V-Skill on hit only
Cancels into an extended version on hit
Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
Spends 1000 V-meter on use (~29% meter)
Juggle Limit / Increase / Start: ?
214KK
EX Shunpukyaku
214KK
SFV Sakura 214KK.png
Normal
SFV Sakura 214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
15(12) 2(7)2(7)2 4+18 (22) KD
Damage Stun Attack Block
20x3*60 (120) 150 H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt1 vt2
Cancels into an extended version on hit
Launches into a limited juggle state if this move starts the juggle (but doesn't increase juggle state at all if this move hits after juggle state has started)
Faster startup (12F) if canceled from crouch LP / stand LP / crouch MK
Cancels into V-Trigger activations on the 3rd hit (before the knockdown)
Juggle Limit / Increase / Start: 15/0/8
FATonline.png
VT2 Startup Active Recovery Hit
12 2(6)2(7)2 4+22(29) KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Launches opponent into a limited juggle state on-hit only
Airborne on frames 11-35
Cancelable into V-Skill on hit only
Cancels into an extended version on hit
Hurtbox on the V-Trigger version of Sakura's tatsu is a bit smaller while in-air (can hop over some abilities hitboxes)
Spends 1000 V-meter on use (~29% meter)
Juggle Limit / Increase / Start: ?
214LK (air)
LK Airborne Shunpukyaku
214LK (air)
SFV Sakura 214K (air).png
Normal
SFV Sakura 214K (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -5(-1)
  • Knockdown: 95(99) KD Adv, 36(40) Quick Rise Adv, 41(44) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Frame Advantage varies depending on angle and height
Juggle Limit / Increase / Start: 2 / 8 / 99
FATonline.png
VT2 Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -5(-1)
  • Knockdown: 95(99) KD Adv, 36(40) Quick Rise Adv, 41(44) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
Juggle Limit / Increase / Start: 10 / 0*0*0*10 / 0
214MK (air)
MK Airborne Shunpukyaku
214MK (air)
SFV Sakura 214K (air).png
Normal
SFV Sakura 214K (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(-1)
  • Knockdown: 94(100) KD Adv, 35(41) Quick Rise Adv, 40(46) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Frame Advantage varies depending on angle and height
Juggle Limit / Increase / Start: 2 / 8 / 99
FATonline.png
VT2 Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(-1)
  • Knockdown: 94(100) KD Adv, 35(41) Quick Rise Adv, 40(46) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
Juggle Limit / Increase / Start: 10 / 0*0*0*10 / 0
214HK (air)
HK Airborne Shunpukyaku
214HK (air)
SFV Sakura 214K (air).png
Normal
SFV Sakura 214K (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(0)
  • Knockdown: 95(100) KD Adv, 36(41) Quick Rise Adv, 41(45) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Frame Advantage varies depending on angle and height
Juggle Limit / Increase / Start: 2 / 8 / 99
FATonline.png
VT2 Startup Active Recovery Hit
13 2(10)2 16 KD
Damage Stun Attack Block
100 150 H -6(0)
  • Knockdown: 95(100) KD Adv, 36(41) Quick Rise Adv, 41(45) Back Rise Adv.
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
Juggle Limit / Increase / Start: 10 / 0*0*0*10 / 0
214KK (air)
EX Airborne Shunpukyaku
214KK (air)
SFV Sakura 214KK (air).png
Normal
SFV Sakura 214K (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
12 2(3)5(2)4(1)5(2)3 16 KD
Damage Stun Attack Block
28x5 (140) 40x5 (200) H -
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
Juggle Limit / Increase / Start: 10 / 0 / 0
FATonline.png
VT2 Startup Active Recovery Hit
12 2(3)5(2)4(1)5(2)3 16 KD
Damage Stun Attack Block
28x5 (140) 40x5 (200) H -
Not an Overhead
Can only be performed during a forward jump
Cannot crossup
Puts opponents into a free juggle state and also doesn't increase juggle state at all if this move hits after juggle state has started
Juggle Limit / Increase / Start: 10 / 0*0*0*10 / 0

Critical Art

236236P
Sakura Rain
236236P
SFV Sakura 236236P 1.png
SFV Sakura 236236P 2.png
Normal
SFV Sakura 236236P vt1 1.png
SFV Sakura 236236P vt1 2.png
V-Trigger 1
Normal Startup Active Recovery Hit
1+5 - 71 KD
Damage Stun Attack Block
30*40x5*100 (330/250) 0 H -23
  • Knockdown: 19(~) KD Adv, 19(~) Quick Rise Adv, 19(~) Back Rise Adv.
Fully invincible on frames 1-7
Super has different properties and damage depending on if Sakura is in close range (330) or not (250) when used
Close-range version causes HKD (other version is just a regular KD) and does 80 more damage
The long-range version has variable KDA based on distance away from opponent when used (but at the clostest range that it can come out it's +90/21/26)
Up close version deals 20 more damage if used during V-Trigger 1
Further away version deals 30 more damage if used during V-Trigger 1
FATonline.png
VT1 Startup Active Recovery Hit
1+5 - 71 KD
Damage Stun Attack Block
30*40x5*120 (350/280) 0 H -23
  • Knockdown: 19(~) KD Adv, 19(~) Quick Rise Adv, 19(~) Back Rise Adv.
Fully invincible on frames 1-7
Super has different properties and damage depending on if Sakura is in close range (350) or not (280) when used
Close-range version causes HKD (other version is just a regular KD) and does 80 more damage
The long-range version has variable KDA based on distance away from opponent when used (but at the clostest range that it can come out it's +90/21/26)
Up close version deals 20 more damage if used during V-Trigger 1
Further away version deals 30 more damage if used during V-Trigger 1
Juggle Limit / Increase / Start: ?

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Sakura 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Haru Kaze
MPMK (VS1)
SFV Sakura MPMK (VS1).png
Startup Active Recovery Hit
23 - 15 -
Damage Stun Attack Block
- - - -
Sakura hops into the air allowing for 3 different follow-up options
Airborne and lower body projectile invincible on frames 12-54 during the jump
Cancels into follow-ups on frames 28-54 (V-Skill lands on frame 55 followed by 15 grounded recovery frames)
Can cancel into this V-Skill hop from special cancelable normals / charged fireballs / V-Trigger 1 Fireballs / Hogasho (V-Trigger 1 palm attack) / V-Trigger 2 Tatsus (on hit only)
FATonline.png
MPMK (VS1) > P
Sakura Otoshi
MPMK (VS1) > P
SFV Sakura MPMK (VS1) P.png
Startup Active Recovery Hit
23+11 3 6 KD
Damage Stun Attack Block
50 40 M -3(9)
  • Knockdown: 74~79(94) KD Adv, 15~20(45) Quick Rise Adv, 20~25(50) Back Rise Adv.
Overhead
This 1st hit builds 30/15 V-Gauge on hit/block
Cancels into the follow-up punches can be delayed up to 17 frames after hitting with the initial punch
Block advantage and KDA varies depending on how high/low the punch lands
If the punch connects on the last possible frame before landing, Sakura will immediately land instead of bouncing up again (this allows for alternative follow-up juggles to be possible and greatly increases the KDA)
The KDA in the parentheses (X) refers to the KDA when the punch is delayed to the last frame so Sakura lands immediately
Juggle Limit / Increase / Start: 20 / 1 / 1
FATonline.png
MPMK (VS1) > P > P
Sakura Otoshi 2nd
MPMK (VS1) > P > P
SFV Sakura MPMK (VS1) P P.png
Startup Active Recovery Hit
5 3 6 KD
Damage Stun Attack Block
50*45 (95) 40*72 (112) M -3(9)
  • Knockdown: 75~80(94) KD Adv, 16~21(45) Quick Rise Adv, 21~26(50) Back Rise Adv.
Overhead
This 2nd hit builds 40/20 V-Gauge on hit/block
Cancels into the follow-up punches can be delayed up to 17 frames after hitting with the initial punch
Block advantage and KDA varies depending on how high/low the punch lands
If the punch connects on the last possible frame before landing, Sakura will immediately land instead of bouncing up again (this allows for alternative follow-up juggles to be possible and greatly increases the KDA)
The KDA in the parentheses (X) refers to the KDA when the punch is delayed to the last frame so Sakura lands immediately
Juggle Limit / Increase / Start: 20 / 1 / 1
FATonline.png
MPMK (VS1) > P > P > P
Sakura Otoshi 3rd
MPMK (VS1) > P > P > P
SFV Sakura MPMK (VS1) P P.png
SFV Sakura MPMK (VS1) P P P.png
Startup Active Recovery Hit
5 3 5 KD
Damage Stun Attack Block
50*45*40 (135) 40*72*96 (208) M -
  • Knockdown: 58~66(88) KD Adv, -1~7(29) Quick Rise Adv, 4~12(34) Back Rise Adv.
Overhead
This 3rd hit builds 50/25 V-Gauge on hit/block
No juggles possible after the 3rd last punch as the last hit causes a spiked knockdown
Juggle Limit: 20
FATonline.png
MPMK (VS1) > K
Oukakyaku
MPMK (VS1) > K
SFV Sakura MPMK (VS1) K.png
Startup Active Recovery Hit
23+18 14 11 3(12)
Damage Stun Attack Block
80 100 H -2(7)
Not an Overhead
Puts airborne opponents into a limited juggle state
Builds 60/30 V-Gauge on hit/block
Juggle Limit / Increase / Start: 20 / 1 / 1
FATonline.png
MPMK (VS1) > LPLK
Kashinfu
MPMK (VS1) > LPLK
SFV Sakura MPMK (VS1) LPLK.png
Startup Active Recovery Hit
23+8 3 13 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
Can only throw standing opponents
Denies back roll
Builds 100 V-gauge (1/3rd V-Bar) on a successful throw
FATonline.png

V-Skill 2

MPMK (VS2)
Haru Hayate
MPMK (VS2)
SFV Sakura MPMK (VS2).png
Startup Active Recovery Hit
- - 34 -
Damage Stun Attack Block
- - - -
Can cancel into V-Skill 2 from every normal other than the Overhead (f+MK)
Cancels into attack follow-up on the 22nd frame if buttons are held down until then
Not projectile invincible
FATonline.png
MPMK (VS2) (hold)
Haru Hayate (attack)
MPMK (VS2) (hold)
SFV Sakura MPMK (VS2) (hold).png
Startup Active Recovery Hit
21+5 5 25 KD
Damage Stun Attack Block
70 100 H -7
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
Puts opponent in limited juggle state
Airborne frames 5-23
Builds 80 / 40 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 1 / 2
FATonline.png

V-Trigger 1

HPHK (VT1)
Haru Arashi
HPHK (VT1)
SFV Sakura HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 2000 frames (~33 seconds)
Improves Sakura's Fireballs while active (ground and air) and also gives Sakura access to a new special move via the HP+HK input
FATonline.png
HPHK
Hogasho
HPHK
SFV Sakura HPHK.png
Startup Active Recovery Hit
21 7 17(22) 9
Damage Stun Attack Block
80 150 H 5
  • Confirm windows:
    • Specials & CA: *20
    • Notes: *V-Skill Cancel
  • Cancel options: vs1
1-hit Projectile hitbox
5 extra recovery frames (22F) on whiff
Puts an airborne opponent into a limited juggle state
Projectile invincible on extended arms and legs on frames 20-44 (until the end)
Cancelable into V-Skill 1 on hit / block
Sakura cannot special cancel into this move
Spends 500 V-Meter on use (17% of meter)
Juggle Limit / Increase / Start: ?
FATonline.png

V-Trigger 2

HPHK (VT2)
Sakura Senpu
HPHK (VT2)
SFV Sakura HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3500 frames (~58 seconds)
Greatly improves Sakura's Shouoken (DP) and Shunpukyaku (Tatsu) while active
FATonline.png

V-Shift

MKHP
V-Shift
MKHP
SFV Sakura MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.09 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

MKHP
Floral Side-Kick
MKHP
SFV Sakura MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6KKK
Floral Spin
6KKK
SFV Sakura 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Strike and projectile invincible on frames 1-32
FATonline.png


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