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The highly aggressive C-mode Sakura Faq for Capcom vs. SNK 2(home and arcade)
version 1.1 by Grandabx. Copyright 9/20/2001. E-mail: [email protected]

If you want to put this on your site, please let me know first. This faq is
not to be altered or sold for any type of profit. This faq was made for
Streetfighter cats to learn some new techniques. Gamefaqs is probably where
You'll only find this for now. Take this with you to work school or the arcade
and show your friends (if you have any). I do this with all faqs.

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Contents:

Introduction
Description of basic and special moves
Versus human strategy (Coming soon)
Combos (the most useful ones for now)
General Strategy (deep stuff)
Trash-talking methods (I am the best!)
Credits
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Introduction:

The name: Grandabx. My mission: To show you how to take these scrubs.... To
hell! Yes you too can dominate the arcade and home scenes! All you need to
do is follow the "Abxoloot" recipe in this faq. I wrote this faq because
they're really aren't that many good ones out there for Sakura (when it comes
to real strategy). She's been one of my favorites since Alpha 2 (along with
Sodom and Akuma/Gouki). I consider myself a confusing person to play against.
I say this because my play-style is: aggressive
turtle/keep-out/distance-controlling mania (yes I switch styles very fast).
I like to play around with my friends most of the time, but when some fool
starts talking "smack" that's the time I illustrate the raw tactics! In this
faq I will teach you how to play those styles to the fullest. Take my word
on it. I've been playing Streetfighter for over eight years and I play Alpha
3 (for the Sega Saturn) and now CVS2 just about everyday. I really know what
I'm talking about. This faq is for my real players out there who never give
anything away and like to put full pressure on their opponents (lockdown).
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Game controls and buttons:

The control system I'll be using will be made for everyone to understand.
As long as you know a little about the game you shouldn't really have any
problems. If you need some more general help (you just started playing
Streetfighter) Check out James Chen's faqs (really helpful) on Shoryuken.com
and gamefaqs.com.

Controller/Joystick directions:

U= up
D= down
L= left
R= right
UB= up and back
UF= up and forward
DB= down and back
DF= down and forward
HCF= a smooth motion from back to forward
HCB= a smooth motion from forward to back
DPM= Dragonpunch motion
QCF= a quarter circle forward
QCB= a quarter circle back

Attack Buttons:

Jab= weak punch
Strong= medium punch
fierce= strong punch
Short= weak kick
Forward= medium kick
Roundhouse= strong kick

Special Combinations:

PP= two punch buttons together
KK= two kick buttons together
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Exclusive techniques (some are) and features for C-mode:

Grabs/holds - Hold Forward or back then Fierce or Roundhouse.

Tech-hit - Press Forward + Fierce as soon as opponent grabs or holds you to
get loose.

Tactical Recovery - Press PP when knocked down to delay your getting up
animation.

Roll - Press Jab and Short together to roll through all moves except grabs.
Rolls have recovery after them so don't think you can abuse them like in CVS1.

Counter attack - while blocking a move press Forward + forward. kick and
Strong to attempt to knock your opponent away from you. This gets a rush down
person off of quickly, but just like Alpha 3's version they're not that
reliable.

Counter Hit - While the opponent attacks, but the move hasn't connected yet
use a special or basic attack to counter them, send them in the air and they
receive more damage than usual. It is possible to juggle them after a
counter-hit.

Air Blocking (exclusive) - C-mode is the only mode you can air block in. You
can't air block supers, grounded basic and special moves like a crouching
Fierce or deep Tiger Blow.

Dash - Tap forward or backwards twice to skip ground in that direction. Great
for mind games. You're vulnerable while dashing.

Super Cancels (exclusive) - You can cancel a level two super into a level
one super or special move for extra damage or to get out trouble (blocked
supers).

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Description of basic and special moves:

BASIC MOVES:

Jab:

Standing - A basic jab punch like most of the characters in the game. Can
be linked into another jab, two shorts, her Sho-Oh-Ken and her short Shunpuu
Kyaku. Use this to fake scrubs out.
Crouching - Just like her standing version, the opponent has to block low.
Combos into the same moves as the standing version. Use this on opponents
standing up from a knockdown.
Jumping - A downward punch that seems useless compared to her other punches.

Strong:

Standing - Just like her standing fierce but with a little less range and
more speed. Combos into specials very well.
Standing Close - An elbow into the chest area that you can combo off of.
Crouching - She swings her hand downward and hits the floor. Combos into
everything. Good at stopping the opponent's close ground attacks. I use this
to combo into the Haru Ichiban too.
Jumping - She punches straight forward with a slight angle upwards. Jump
straight up to stop opponents from crossing you up.

Fierce:

Standing - A straight punch which you can't combo off of. Has some ok range,
but its kind of slow and it might miss some crouching opponents.
Standing Close - Her ultimate basic move. She does a double-hand punch that
starts at the down position and swings above her head (like a Volleyball
player). Combos into all of special and super moves and takes a good amount
of block damage too. You'll be using this a lot!
Crouching - An uppercut punch that is primarily used to counter jump-in
attacks. Combos into special and super moves too.
Jumping - A double-hand punch that she swings downward. Has some awesome
priority against basic ground and air attacks.

Short:

Standing - A quick sidekick good for short range harassing, but not much else
(combos into Sho-Oh-Ken).
Crouching - Your standard short kick. Use to once again harass up close. I
use this to combo into the Midare Zakura.
Jumping - A straight horizontal kick that's good for keeping people from
jumping in the air.

Forward:

Standing - Sakura turns around quickly and does an one-legged horse kick.
Great range.
Crouching - A straight kick to the opponent's kneecap. Excellent at stopping
moves like fireballs and roundhouse sweeps.
Jumping - An angle kick that is outstanding at crossing the opponent up no
matter how small they are (those ?itches Chun-Li and Cammy).

Roundhouse:

Standing - Like standing forward but she turns sideways and swings her longest
reaching move at the opponent.
Standing Close - She does her forward kick from Alpha2, which is a high kick
that reaches past the top of her head. Good for people jumping at you from
up-close (especially if their jump ability is short).
Crouching - A standard Shotoken sweep. You can't combo after this and it has
some recovery time so only use when you're really sure it will connect.
Jumping - A downward kick. Great for deep hits.

Special Moves:

Hadoken (Wave-Motion fist) (QCF + Punch) - her projectile is now very very
short ranged. Up close it hits three times. It seems very good for pressuring
your opponent in the corner. Also good to cancel other pojectiles if timed
right.

Sho-Oh-Ken (Blooming cherry fist) (DPM + Punch) - An uppercut move that is
not effective as an air counter. Use only in combos and always the fierce
version. The jab version does one hit, the strong four hits and the fierce
seven.

Shunpuu Kyaku (Spring Breeze kick) (QCB + Kick then QCB + Kick for the follow
up) (Can be done in the air) - A Hurricane kick type move similar to the
Shotoken move, but she goes up at an angle and comes down on the same way.
Use the short version for quick combos, the forward for people you anticipate
doing a sweeping move and the roundhouse version to go over projectiles early
and for combos.

Dive kick (QCT + Kick) - Sakura, at the peak of her jump comes down with a
Dive Kick. Really good for pressure because she goes straight to the floor
even if it's blocked. No recovery time I can see either.

Throws/Holds:

Sakura Strangle (L/R + Fierce) (Hold) - Sakura jumps on the opponent's back
and squeezes their head and neck with both of her hands. A good grab to get
you out of the corner as you and the opponent switch places. Also sets opponent
up for a cross-up. Tap button for more hits/damage.

Sailor Shoot (L/R + Roundhouse) (Throw/Can be done in the air) - Sakura kicks
the opponent in the opposite direction of herself with both of her feet. This
throw is fast and hard to tech hit out of. Use this to shoot (literally) the
opponent into the corner.

Unknown name jumping fierce punch move (DPM + Kick) - Sakura does a jump and
if you hit a punch button she does her jumping fierce punch. She can do a
maximum of three hits if you press punch three times. If you don't press
anything she lands sliding then stops her self from running forward (using
the back of her heels as a brake with some horrible recovery time). If you're
not using A-mode, don't use this move. It is very hard to use this in a real
battle and will definitely get you killed.


Super Moves:

Shinkuu Hadoken (Vacuum Wave-motion fist) (Two HCF + Punch) - Use this on
jumping opponents because this move is fucking incredible (just time it for
when they're kind of close). Sakura throws a gigantic fireball which looks
to me like a white sun. Don't use this in far away fireball fights, as it
is too limited to be effective in that situation(it doesn't go anywhere).
This is also good for juggling combos because if you time this right, there
is nothing your opponent can do about it.

Midare Zakura (Confusing Cherry) (Two HCF + Kick) - All you need to know about
this move is to use it in combos and countering opponents doing close ground
moves only.

Haru Ichiban (1st wind of spring) (Two HCB + Kick) - This move is excellent
for people trying to cheap (grab) you and when you train them to block high
with you Flower Kick up close. If they are blocking high and you do this move
right next to them, they are guaranteed to get hit.

Special Attacks

Flower Kick (Forward direction + Forward Kick) - This is a top-down attack.
This move has to be blocked high and is good for pressuring your opponent
if you use it rarely. Mix this up with the Haru Ichiban to make your opponent
really scared of you in close.

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Versus human strategy:

Now before I start this strategy section, let me tell you a story: Back in
1997 there was this guy named Ian Johnson who thought he was the bomb at
Streetfighter games. He would always run his mouth about how good he was to
our friends. We used to play each other at this arcade in Boston named The
GameRoom. Me, Ian and this guy named Norman Marsh played Streetfighter Alpha
2 while we were there. I remember Ian telling me about this time when he was
ken and Norman was using Adon. Both Ian and Norman were low on energy, but
Norman had a little more. Ian's energy was so low, Norman thought that if
he were able to connect on Ian with one more move he would be finished. Norman
activated Adon's super Jaguar Kick so he could hit Ian or kill him from block
damage. Ken was on the floor when Norman activated the super so by the time
ken stood up Adon's foot was right in his face. Surprisingly though Ken
activated his Shinryuken super and cleanly took Adon out of the picture
(Norman doesn't like this memory). That was one time and at the GameRoom it
happened again (like fucking Deja Vu)! I remember beating Ian the whole time
we were there, but he would deny it. After that day I didn't speak or see
Ian anymore. Till one day on the phone Norman asked me if I thought I could
beat Ian. I told him Are you serious? You don't remember when I beat him at
the GameRoom? He said no. So I said ok I'll play him again. You just set up
the time and place! So he got in touch with Ian. Ian wanted to play me at
his house on a Sunday at 1:00pm. He was talking mad trash like his little
sister could beat me and I should really practice. The Sunday was about five
days away and in between that time Norman and another friend named Kenny went
over Ian's house to play Streetfighter. That same night Norman called me and
told me that Ian had destroyed him and Kenny. He told me about the crazy combos
Ian used and that he doubted I could handle with Ian. I told him it doesn't
matter about the combos he does, if he can't get around my strategy he's a
gonna! Neither Norman or Kenny believed I had a chance so I got a little mad
and told myself I'm going to go all out on this clown! The day came and I
got to Ian's house late (about an hour late). Ian and Norman were already
playing Streetfighter. Their match had just ended and then I saw the winning
and losing stats. Ian had 12 wins and Norman had 2. That's when I took the
controller from Norman. I won the first two matches in a row then I started
to win three and sometimes four in a row. By the time we stopped we were both
tied 21. So I had beaten him 19 times and he won 9. Ian is the type to talk
and make jokes while playing Streetfighter, but this time it was different.
Me beating him so quickly in matches had him completely quiet. I mean you
could hear him breathing like an asthmatic it was so quiet. He didn't even
look at me (his nose was wide open). He would blindly do combos that were
always blocked or countered in a major way. Of all our battles, I remember
one match in particular where I had Sagat and he had Chun Li. Chun Li jumped
in on me with forward, landed and hit crouching fierce two in one into her
level 3 thousand burst kick super, then a revolving spinkick in the corner.
The combo was really incredible to all of us, as Sagat had taken a beating
pretty bad. Sagat landed on his back and Ian crouched right in front of me.
As I stood up, Ian did a crouching short to pressure me. That was when I
activated my secret weapon (well maybe not to Cali players) the custom combo
code-named: The Eraser! Sagat's custom activation blew-out Chun Li's move
than I proceeded with the surgery. I gave her a crouching Roundhouse to launch
her stank ass into the air then I did three Tiger Knees, a standing jab two
in one into a fierce Tiger Blow! Immediately after I finished the combo the
screen turned blue and Chun Li screamed, Ahhhhhhhh! A friend named Owen came
over (just a little too late) and asked how our battle went. Ian quietly
mumbled it went back and forth so I couldn't hear it, but Norman and me knew
the deal. I was about to leave and Ian started giving me compliments on how
I played with Rose. I appreciated it, but I appreciated his lack of a strategy
even more.

My story is over, but what is the morale of this long ass story?

A. Ian talked trash for no reason.

B. Norman, Owen, Ethan, Khalid and Kenny knew or found out the truth.

C. I embarrassed Ian's tail on his home turf.

D. Strategy is the key.

E. Ian's too conceited for his own good (why?).

F. The only way Ian will beat me is if I leave the controller on the ground.

All of these answers are true, but "D" is the answer to the question. It
doesn't matter how nasty you are with combos. Strategy is the key to win
against top players (even though Ian is nowhere close to being a top player.
More like a scrub trainee). If Ian cooperates he could become one of my
disciples like my nephew. Just don' t get your hopes up too much kid! Ok now
on with the strategy!

COMING SOON! I'm going to have to tighten players and get tightened by...well
players for this section (You know, work their wings out a little).  !
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Combos:

Legend
C= crouching
S= standing
J= jumping

Basic:

1.C. fierce two-in-one into Hadoken

2.C. fierce two-in-one into Shunpuu Kyaku

3.C. fierce two-in-one into Sho-oh-ken

4.S. fierce two-in-one into Hadoken

5.S. fierce two-in-one into Shunpuu Kyaku

6.S. fierce two-in-one into Sho-oh-ken

7.Close S. strong two-in-one into Sho-oh-ken

8.C. strong two-in-one into Shunpuu Kyaku

9.C. strong two-in-one into Sho-oh-ken

10.S. short two-in-one into Sho-oh-ken (have to be fast)

Super Combos:

1.S. fierce two-in-one into Shinkuu Hadoken

2.S. fierce two-in-one into Midare Zakura

3.C. fierce two-in-one into Shinkuu Hadoken

4.C. fierce two-in-one into Midare Zakura

5.C. fierce two-in-one into Haru Ichiban

6.C. short two-in-one into Midare Zakura

7.C. strong two-in-one into Haru Ichiban

Jump In Combos:

You can use any of the basic and super combos for this section. Use J. fierce,
J. roundhouse and J. forward (cross-ups) to start these combos.
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General Strategy:

If you're going to play with my character, you're going to have to know how
to use her right. And here's how:

Don't ever try to rush a match. It may look good when you beat someone fast,
but it might not happen all the time. Some characters live off of
over-aggressiveness (Zangief, Charlie, Balrog and Chun Li to name a few).

When playing Sakura you want to control the distance between you and your
opponent at all times. She is made for offense not defense. Stay right out
of their attack range most of the time, but continue to pressure them.

Use her standing roundhouse and neutral forward often to poke from mid range
and crouching forward and strong from up close to stop sweeps and projectiles.

If you ever get your jump-in attack blocked, do a standing fierce two-in-one
into a fierce Hadoken for a safe combo. It also takes a nice amount of guard
meter too.

Use a close, late standing roundhouse or normal crouching fierce for normal
anti-air defense.

Whenever you knock down your opponent always try for a cross up (when close
enough). Sakura's cross up is the best there is when it connection and speed.
Mix up deep and high cross-ups to confuse them (just not too high).

Mixing the Haru Ichiban with the flower Kick can really screw a player all
up especially up-close.

I like to use her super projectile for people jumping in from medium range.
This is because the projectile it extremely large when it is first released.

Jumping straight up strong is good for air to air defense (when slightly above
you).

Always use the fierce version of the Sho-oh-ken when you actually connect
for a combo.

Don't throw projectiles too much and never up-close unless in a combo.

Always examine your opponent's character. Check out their objectives through
out the match. Try to find a weakness to their game.

Do not jump forward much If your opponent is good with his anti-air moves
there might be a problem. Even if they are on the ground it is better to do
fake wake-up combos, block their attack and then punish them. If they have
problems doing anti-air moves (Flash Kicks and Dragon Punches), then go right
ahead and jump. Only do this when you know they will do a move that will leave
them open or they are flat on the floor. If they are standing up and doing
nothing, stay ya ass on the ground.

Practice comboing into all of your specials and supers constantly. This will
help a lot because Sakura can do some serious damage with just a crouching
short.

Practice jumping straight up over projectiles. This is really handy when your
opponent is trying to wear you down with block damage.

Even though this is a Sakura faq, I believe that a good player should always
have three other characters. This helps out a lot in tournaments because they
might get used to your first set of characters and you can have another one
or two or three under your sleeve.

There's a funny thing about my brother and nephew. They both have a hard time
doing moves on the second player side. When they are on that side, they try
their hardest to get back to the left side. Make sure you can play on both
sides with the same amount of effectiveness. Please!
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Trash Talking methods:

So what I'm a jerk. You'll just have to deal with it Johnny boy! How do you
like those apples? Sweet or sour?

I'll rate each method from 1-3. Here's what the # means:

1= Opponent will look at you strangely, but won't say anything.
2= Opponent tells you to shut the hell up and just play.
3= You'll get japped (punched) for this guaranteed. Especially if you win.

Here we go:

Situation#1: Before touching the joystick/controller say,

1-Are you sure you what to go through with this (with a caring face).

1-I'll leave my joystick/controller alone so you can get a free hit ok (with
a happy face, stick your hand out like you what him to shake it)?

2-I'll try to make this as fast and painless as possible son.

2-I'm just looking out for you man. Trying to keep you safe...from real
embarrassment (when they complain about the above tactics).

Situation#2: While playing,

2-You're just a glutton for punishment aren't you?

1-You just started playing this game didn't you?

2-You want this round or the next one for free?

2-It's not fair! I'm sorry I have to do this to you (with a sad face).

3-Sing songs related to what you are doing to your opponent. I like to use
R&B or Rap. Here's an example of a Drag-on quote: "when I burn you to a crisp,
you gonna be crunchier than chips with my hand all up in the bag munching
on da shit". Another example would be a quote from Aaliyah (forever in my
heart baby girl! R.I.P.): "If at first you don't succeed, dust yourself off
and try again....dust yourself off and try again..Try again"!

3-Make up silly names for your special moves. Sakura's Hurricane Kick I call
"Mad hangtime sexy umbrella drop" and Magneto in the versus series' move
called Magnetic Tempest I call "Cornflakes". Yell them out when they connect.

Situation#3: When you're in between rounds and you've won.

3-I'm leaving before they arrest me (walk away)!

3-Let me pray for you before the next round starts.

3-He/she takes a licking and keeps on ticking....for now!

3-Take a deep breathe! Then exhale....and relax!

3-Grab your opponent's joystick/controller and demonstrate charges, half
circles or 360's and say it's easy all you had to do was this.

3-You need to change your stra-te-gy ASAP!

3-Back away from the machine about a foot and a half and start dancing. Don't
look at your opponent.

Situation#4: When you have taken them off the machine.

3-Hey where do you think you're going?

3-Wait there's more I have for you!

2-Why did you let me win (sarcastically)?

2-Offer them money to play again.

3-give yourself a nickname and say it. Then say "#1 baby"! Pick a famous person
who you think is tough, intimidating or everyone hates. I always say "Rick
Flair is #1 baby!

3-I give you an "F" for effort, but the "F" doesn't stand for fail. It stands
for Fantasy Island! The place where you were born! You'll never win!

Notice: There are a lot of 3's so you can expect to get japped on the regular.
Don't blame me! I'm just giving you something to do while you handle these
scrubs.
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Credits:

Me, Myself and I: I wrote and experimented for every single piece of info
in this faq. I only give faq credit to Capcom for the Japanese names of the
special moves.

The reader: For taken the time to read and maybe learn from my faq. Without
you, there would be no point in writing one.

Websites: That allow me to post this thing on their site. Without you, people
wouldn't get the hardcore Streetfighter tactics (your 100% marvelous!)

Special thanks: To all the real players out there. The type that play with
REAL skill and innovate. Keep 2D Streetfighting goodness alive (stay away
from 3D fighters! Ack!)!

Special note: Any faq I create from now on will be from the new 2D giant:
Capcom vs. SNK 2! Expect to see more strategy than ever before (I take my
time for the fans).

Have any questions or comments? Just E-mail me at: [email protected].

Remember, practice while using this faq for reference and you too can one
day show challengers the way...To Hell (That guy Ian's been there plenty of
times)!

Grandabx for the 2K1 and I'm out!