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Sakura Haruno Character FAQ
Created by SMW
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xx1:Table of Contents
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xx1: Table of Contents
xx2: Introduction
xx3: Sakura Haruno
xx4: Acquiring and Evolving Sakura
xx5a: Help/Support Koma
xx5b: Specials
xx6: Ally Boost
xx7: Combos
xx8:Using Sakura
xx9:Helpful Support/Help/Battle
xx10: Credits, Version Info and Legal Stuff
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xx2: Introduction
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Hi, I'm SMW and this is my first FAQ. This FAQ
is for Sakura Haruno in Jump Ultimate Stars. This guide will
assume you know how to play the game and understand most of the controls,
the rock/paper/scissor type chart, and all that basic stuff.
This guide will be all about Sakura Haruno
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xx3: Sakura Haruno
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Sakura Haruno is the pink haired girl in Naruto (leaf symbol).
In the series she uses medical technique and has super human strength.
That is the basis of her attacks.
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xx4: Acquiring and Evolving Sakura
=================================
Obtaining Sakura
----------------
Sakura is unlocked in Mission 3 of NARUTO goal 5. You must complete the level
with full health.
To do this either
A) get the bells and hope you don't get hit
-or-
B) put in a support that heals you
Evolving Train
---------------
[2]-[3]
|
[1]---[4]-[5]--[6a]
|
|---[6b]
1.Get when you Unlock Sakura
2.Pay 10 red, 40 green, 5 white
3.Pay 20 red, 80 green, 10 white
4.Pay 40 red, 60 green, 15 white
5.Pay 150 red, 250 green, 20 white
6a.Pay 300 red, 300 green, 30 white
6b.Unlock path with Sai, Pay 200 red, 400 yellow, 60 blue
Sai.Naruto Mission 1, SP Don't use anything from your deck.
Pretty basic, don't switch characters, or use support.
Pay 50 red, 50 yellow, 10 pink for first upgrade
then pay 50 red, 50 green, 100 blue for Sakura's path
======================
xx4: Help/Support Koma
======================
Help: Sakura reduces time for some status effects
Support Koma 2: Summons Sakura in front of you, then she punches forwards
This support requires a small distance away from enemy. It has a long setup,
and has medium to short range.
It is Power Based
It deals 28 damage to Power and Laughter Types
It deals 42 damage to Knowledge Types
Support Koma 2 Shape:
[][]
Support Koma 3: Summons Sakura behind user. Makes a Blue orb and stands there
for about 1 second. The first person to touch the orb gets healed. If user
doesn't move he gets heal automatically when used
Support Koma 3 Shape:
[][]
[]
==================================
xx5a: Battle Koma
==================================
Sakura has 4 battle koma. Three of which are Power type and the fourth is
a Laughter Type. As a Battle Character, she has some of the lowest HP
in the game (128,144,160) Other characters with lower or equal HP are
Freiza, Rukia, Nami, Robin, Lenalee, and Eve. Every other character has a
greater amount. This leads to Sakura dying very early if you aren't careful.
Power wise she is in the middle.
Sakura has two passive abilities:
-Status time is reduced
-can Wall Jump
Basic attacks (each level does the same basic attacks):
The first number is basic damage, the second number is super effective damage
In most cases the first number is for Power and Laughter, while the second is
for Knowledge. For alternative path 6, the first number is against Knowledge
and Laughter, and the second number is for power.
B Up:
Description:Sakura sends a Kunai is a diagonal upward direction
Damage:8/12
Times it takes to break a wall:7
Times it takes to break a guard: 10/7
Delay:No
B:
Description:Sakura punches forward
Damage:9/13
Times it takes to break a wall:6
Times it takes to break a guard: 9/6
Delay: No
B Forward:
Description:Sakura throws a Shuriken forward
Damage:7/10
Times it takes to break a wall:8
Times it takes to break a guard: 11/11
Delay: No
B Down:
Description:Sakura charges up then punches in an up to down arc
Damage:12/18
Times it takes to break a wall:5
Times it takes to break a guard: 7/5
Delay: Beginning
Air B:
Description:Sakura does a heal kick
Damage:10/15
Times it takes to break a wall:5
Times it takes to break a guard: 8/6
Delay No
Y Up:
Description:Sakura does a 360 spinning kick that sends opponent into the air
Does 3 hits
Damage: 14/21
Times it takes to break a wall:4
Times it takes to break a guard: 6/5
Delay:No
Y:
Description:Sakura punches downwards
Damage:18/27
Times it takes to break a wall:3
Times it takes to break a guard: 5/4
Delay:Beginning/End
Extra:Becareful, attack send you forward and may cause you to
jump off the cliff if too close to the edge. ~numberOneRookie
Y Forward:
Description:Sakura throws 1 shuriken then 3 shuriken while pushing backwards
Damage: 3-12/4-18
Times it takes to break a wall:5-6
Times it takes to break a guard: 7/4
Delay: Beginning/End
Y Down:
Description:Picks up a rock and throws is forwards
Damage:18/27
Times it takes to break a wall:3
Times it takes to break a guard: 1/1
Delay:Beginning/End
Air Y:
Description:Sakura comes crashing down with a punch.
Damage is still given if the dust hits.
If you miss ground, you will die
Damage:10/15
Times it takes to break a wall:5
Times it takes to break a guard: 4/3
Delay: End
Ultimate action: Uses a Substitution Jutsu, which if hit while active
a log replaces you and your free to attack. Takes 1 second to activate. Open
to attack while activating. Stays active for 2 seconds. If you are caught in a
multi hit, you can still be hit. The first punches will activate the log, but
if not dodged, then the rest of the punches can hit you
To dodge the rest of the attack, you can hold a direction on the D-pad when hit
to end up in that direction
You can use the UA while the first substitution justsu is in use. This leads
to the ability to use it repeatedly and therefore unable to be hit while
pressing select.
Tip:Press up when hit with the substitution active and attack with Y. You will
end up above your enemy and attack from above sending them into the ground or
through the platform ~numberOneRookie
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xx5b: Specials
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Koma 4
X
Type:Power
Description: Sakura punches the ground. The explosion after the hit also does
damage
Effect:Damage
Damage:36/54
Times it takes to break a Wall:1
Times it takes to break a guard:2/2
Delay: End
X up
Type:Power
Description: Sakura makes a pink orb, dash a few feet forward and ends attack
Hits for a combo of 3
Effect:Damage
Damage:23/34
Makes Enemy Confused
Times it takes to break a Wall:3
Times it takes to break a guard:3/4
Delay: Beginning/Slightly at end
Koma 5
X
Type:Power
Description: Sakura jumps up and does a giant kick
Explosion does damage
Can commit Suicide
Effect:Damage
Damage:44/66
Times it takes to break a Wall:2
Times it takes to break a guard:3/2
Delay: During Jump
X up
Type:Knowledge
Description: Sakura kneels and makes a blue orb
Effect:Heals about a half bar
Delay: Beginning
Koma 6
Both 6's do same specials
X
Type:Laughter
Description: Sakura summons her Inner Sakura to punch high and low
The damage is the no matter if the enemy is above you or at ground level
Effect:Damage, You can tap X to increase hits and Damage
Damage: 38-57/57-98
Times it takes to break a Wall:2 (also breaks two walls) (data from Base X)
Times it takes to break a guard:3/3(Data from Base X)
Delay: End
X up
Type:Knowledge
Description: Sakura makes a blue orb
Effect:Heals about a quarter of an allies bar
Delay: Beginning
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xx6: Ally Boost
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Sakura receives an Ally Boost from Naruto, Kakashi, and Tsunade
Sakura's HP increases by eight per bonus, and if leader gains an additional 8,
4 Koma HP 128->136->144->152->160
5 Koma HP 144->152->160->168->176
6 Koma HP 160->168->176->184->192
Sakura gives a boost to Naruto, Naruto Kyuubi, and Kakashi
Also an 8 HP bonus
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xx7:Combos
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Y up->B
Y up->Air b->Air Y (requires a wall that the enemy is being hit into)
Y up->Y
B->Y up->Any of the above combos
B down->Y
B down->Up Y->Above
B up->Y foward
B up->Y->->Y foward
B up->Y->Y up->Air Y
Most combos use Y up because Y up happens almost instantly when pressed and it
leads to many combos.
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xx8:Using Sakura
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Basics:
Sakura has low HP, so head on attacks are normally unadvised.
Sakura has a great set of long distance attacks. Her guard break has amazing
range, and can reach off-screen. Her forward attacks throw various ninja tools
and can keep a foe away.
Sakura has a great Ringout with her above specials
Sakura has a dash that is visible and is slow compared to others
Long Distance:Use this for when your on a small platform and need to keep
people away. If no one is near you start to throw rocks. If you hit them,
you hit them, and if they jump towards you, they might get hit. The rock
thrown does take some time though, so if they are close start using your
Y forward. You will send 2 sets of shuriken towards the enemy plus be sent
backwards away from danger. If your followed, keep them at bay with Forward Y
If they stay there, you can either thrown a rock, or use B forward. If you use
the rock, your open to attack if they charge, but if you use the Kunai, you
won't pierce their guard. Once you choose one continue doing this until one
of the following happens
A)Guard Break
B)They jump and attack
C)They retreat
If A, run away and start the long distance attack again or, go in for close
combat. If you do choose the latter, remember they are temporarily invincible,
so invade with caution.
If B, use your B up and try to hit them with a kunai, bring them back to
ground level, and either run away or try and get in a Y up combo.
If C, then either continue from where you were before,(throwing rocks),
or chase after them for some close combat.If you know your opponet has a long
distance special, I advise you get to higher ground instead.
Hand-to Hand: I Advise this one if you are sure to get a knock down or a ko.
With Sakura's low HP she won't last long if you fail and get caught in another
person's combo, your good as well as dead. Because of the multi hitting of the
attack, I advise going in with Y up. One reason is you you are blocked, you are
still attacking, and wn't be as open. Another reason is if sends you foward, so
can start the attack sooner. The last reason, and probably teh most important
reason is it sends you into the air. Once you are in the air you can do three
things:
A)attack with air B
B)attack with air Y
C)jump
With A and B interchangeably used, it depends on what your opponet is doing.
Most often or not, I would use Air B.They reason is, if your enemy is guarding,
you will wide open to attack.With Sakura's HP, not the best situation. Using
air B also alows you to Jump after it as well. If you know he won't block,
attack with Y, otehrwise B. If your opponent does block, you will either push
them back, you will be send back, or you will kick them, and attempt to land
behind them. If either of the pushback's occur, go to long distance, or start
your attack again. If you land behind them. hope your opponet doesn't have an
area attack, from this position, I would turn around and use Y up. If they let
go of guard, you are now doing damage. If they continue to guard, you are now
going foward and are getting away from them. After that atatck, start to jump
out of attack range to regroup.Basically with hand-to-hand, you are doing a hit
and run.
You may be wondering why you might want to jump away if your attacking, well
if you opponet counter-attacks, landing in it is not the best idea.
Going in for the kill:
This occurs mainly with hand-to hand, but can happen with the rock throw
as well.Most times with Sakura, you will Ringout.If you don't like to Ring
out, then get another character. To go in for the kill, first you need the
wall touching the ground to be destroyed. The second wall doesn't need to be
destroyed, but helps greatly. Once the walls are down, the minute you get your
opponent caught in a Y Up, B Air combo, they die. The problem is getting them
in that combo. One way is to use a support and when dazed, or unable to block,
you do the combo and send them off the cliff. If they grab on to edge for any
reason,such as not close enough to the edge to KO, you can start your attack
when they start to climb up.If you go to early, they can just hold on to the
ledge until you go past and survive, too late and they guard you and now gained
momentum. Once you get the timing down, any edge grabber should be killable.
*NEW* Keepign Enemies at Bay
At times, you need time to gather SP for a heal, or you need to buy some time
for another reason.I good idea is to force the distacne war, but at the same
get hits in to increase SP. The best combo for this is you B up->Y->Y foward
combo. If your oppoent guards, your Y foward gives you some distance. Your
B up allows you to change your attacks. If you use B up before your Y up
attack, using B up here allows you to start doing mind games. The Y is
optional, but getting in one more hit for damage or guard break is 95%, not a
bad thing. (5% for counter supports). This little combo gets you about 5 hits.
The intial kunai,the punch, and then 3 of the 4 shuriken. Gives you distance
and keeps opponets away, not a bad tatic if you need a few more pixels of SP
guage.
Sudden Death:
This is a lot like hand-to-hand strategy and going in for the kill combined.
First off, depending on teh number of players, your strategy changes.
If there is 4 players, run to an edge, hopefully and open one. If no one
followed you, start throwning rocks, your bound to hit someone into another
peson for them to KO. Remember, its easier to win if you let everyone else do
your work. Keep throwing rocks untill its heads-up or people come near you.
Basically follow Long-distance strategies
If you are followed, guard, and hope that someone attacks your attacker before
you get guard broke. Do that, or once there is an opening use your Y up attack.
Once you get in the center, try and focus on getting to an open ledge. Best way
is to use your Air B in hopes of knocking opponent off cliff, or getting them
away from you, if you hit them towards the center.
Basically in a four person suddendeath, try and stay near edge, and attack from
afar. If chraged at, try and get away as best as you can. And to prevent oneself
from being open while jumping, always try and land using an Air B attack.
A Three Pesron SDM it the same idea as a four-person with one less chracter.
Now when you get heads up,you want to use your hit-and-run tatic to attack
and run until you get your opponent in a combo. The platform is small enough
such that even if you get him in a combo, you should be able to force him to
at leat grab the edge. When it tehn comes to guarding the edge.
Another idea:
During a Suddendeath Match, go to an edge. If someone is near you, just hold
guard untilthey attack.Because most attacks can't destroy a guard in one hit,
you will be safe. One the attack ends, they should have a delay, that's where
you use you Y up combos and hit them off the platform. Another possibility
it that you attack first with your guard breaker to hit them away from you.
If this happens or they just don't go near you in the beginning, move to the
middle of the platform, and start throwing rocks. You are bound to hit at
least one person.Once its down to 1v1, or if it starts 1v1 then have them
make the first mistake and attack them when they have an attack delay, or
use your Y forward and start throwing shuriken. If they stay away, you
just split first. If they get near, build up your special gauge until
you can use your support. If they jump over your shuriken, well, now
they are in the air, and now you can initiate your Y up combos.
Extra:
Because its almost impossible to guard in midair, her Air B is a great
knockdown effect
I believe Sakura is more basic attack than a special user, and therefore,
her best Koma would be her 4 so you have more room. If you need a team healer,
then her 6 Koma is the best, and if you need a type advantage, her 6 koma
is also very good as well. It starts as a power, giving you advantage over
knowledge, and her special is laughter, so it can go against other powers.
Its two types for one.
It is also adviable to use her 5 koma. Her five koma has the self heal which
does about a half bar of health. In a multi-character deck, the 4 koma will
be best if you are looking for an extra character. Her 5 is a must in a Solo
deck, as it is the only one with a self heal. It can be argued that her 6
koma is better, because of alternative type, and a more damaging special, but
as a Sakura user myself, I perfer he five. I have yet to really experiment
with her 6, I find healing>power in most situations. With most rapid punch
attacks, the push block is deadly.
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xx9:Helpful Support/Help/Battle
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Support that are helpful:
Anything that can daze an opponent or knock them away are good.
If they are dazed, you can initiate any of the above combo's.
If they are knocked back, you can use the Hit-and-Run tactic.
I find Iuni (Price of Tennis) Support 3 is a great support to go with Sakura.
If the initial ball hits them before the ground, they get dazed, and now
open to a combo.
If it hits the ground and splashes, they are now knocked back.
Inui appears in mid air, so can be use when your opponent is attacking will
small chance of being destroyed on summoning.
Shishio (Rurouni Kenshin) support 2 is good from comboing
Try using her along with Shishio. Use Shishio to grab an enemy, then use her
6 koma special when he tosses for nice damage. It is possible to use her
special, then Shishio, and then her special again, but it's risky and uses
a ton of special energy. ~MasterTurtle
I've found a lot of koma that do well with Sakura's Y up Combo. I don't know
the names, but i can give a description. (You can be credited if you tell me
the names)
[][] [][] [] []
[] = Backwards 7 [] =7 shape [][] =Backwards L [][] =L Shape
3 koma Backwards 7-White with a pencil drawn elephant and rocket?
Shoots through a door. Sakura does her Y up (with and combo leading up to it)
activate the support when you start Y up. At the end, guy comes flying through
door.
3 koma backwards 7-guy in black outfit that goes all over body. He summons and
dives foward getting about 5 hits in. (above usage)
3 koma left-right Black horse (same as above)
2 koma girl horriontal-girl with long hair that posions (wearing green shirt)
(same usage as above)
3 koma L->R Summons a giant beatle (same as above)
2 koma horrizontal-summons table that inflicts force movement, from gintoki
(usage as above)
3 koma U->D gold haired girl that does rapid punches, JoJo's? (same as above)
Infinite combo
There's basically an infinite combo for her + Hayato Gokudera's
(the guy obsessed with dynamite) 3 koma. It goes like this: up Y, fast fall,
L or R whatever you put his support on, followed immediatly by up Y... repeat.
~Dabula
Supports that send the enemy into air are helpful to start combos with, While
they return to the ground, start one of your Y up combos
Uryuu Ishida (BLEACH) koma can do this. His koma is a little tricky to work
with, but once the timing is down, you can Ringout many people
Supports that prevent block are good as well. Fuji (Prince of Tennis) support 2
is an example of one, while its hard to aim, once they can't block, your enemy
is wide open to your combos.
Any character with a long distance attack is great. An example would be
Hei (Yu Yu Hakasho). In the begining, switch to him and abuse his X up.
You enemy will guard (if he's smart).Wether he guards or not, your main goal
is the wall. If you spam Black Dragon, you should be able to break the wall
from a safe distance. Any damage you do is bonus. While you are using special
bars, this will greatly help Ringouts with Sakura.
Anyone who can destroy walls is good as well.
Ichigo (Hallow form)[BLEACH] is great at destorying walls as well.
EXTRA
Sakura can do a sprite Glitch with the koma from Gintoki
It requires her X up Special from here 5 or 6 koma. I am able to do it once or
twice, but the timming is difficult, but it makes teh blue orb go around her
waist
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xx10: Contact Info
==========================================
If you find a mistake, something you would like to see added or have
useful information
Email
Ca1poke(at)aol(dot)com
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xx11: Credits, Version Info and Legal Stuff
==========================================
Now for the part we all love.
I credit:
Genroh for his FAQ to translate the game
Nintendo for the hardware
CJayC for GameFAQs
Gambarion for the game
Kenji Murasame for ideas for version 2
numberOneRookie for ideas for version 2
MasterTurtle for ideas for version 2
Dabula for infinite combo support
SoleQuincy for all the battles we've done to improve my
skill to improve on battle tatics
Version Info
-------------
Version 1.0 - First Completion 1/14/07
Version 2.0 - Worked a lot on battle strats and support usage 1/17/07
Version 2.1 - Added Sakura 6 info, and battle tatics, added combos 3/26/07
(still need to do combo details)
Next version:Combo details.
Legal Stuff
-----------
Copyright 2007 Carl Godon
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