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c a p c o m vs s n k 2 : m i l l i o n a r e f i g h t i n g 2001
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[] Arcade Version [] SAKURA FAQ [] I'm bored []
[] MrChibi []
[email protected] []
[]
http://www.stormpages.com/mrchibi []
[email protected] []
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[ W h o C a r e ' s ? ]
Eh, you should know the basics of this FAQs thing. All I now is it's
dope, change my name to yours and claim it as yours! This FAQ WILL help
you, but I don't give care about the privacy of this FAQ. Do you care?
It's just that it's not going to be my problem if someone asks you a
question you don't know about Sakura. Make a point? Not my problem
remember?
PS: I got bored.
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[ c o n t e n t s ]
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/1/ Sakura and her fine legs
/2/ Legend and it's long story
/3/ Grooves and how to get it on
/4/ Command Moves and Throws
/5/ Specials
/6/ Supers
/7/ Strategy
/8/ Advanced Combos
/9/ V-ism or A-groove [CCs]
/10/ Partners [] Ratio [] Difference of CvS Sak. and CvS2 Sak.
/11/ Bored?
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1/ s a k u r a a n d h e r f i n e l e g s *drools*
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Story-time kids!
Sakura, a japanese female teen(w/ fine legs =D), is not like original
girls in Japan. Oh no, she likes fighting, slapping, women-to-
women(yeah!!) fighting. She saw Ryu fighting some people in part of the
city, which I might add you can actually since in the A3 movie, ever
since, she had been stressing to find him to learn why he fights and
learn from him on how he fights. Although, her techniques a puny and
unmatched for Ryu.
Dan(my hero! R4 Dan kicks ass), found Sakura and he taught her his so-
called "skills", though she still wanted to be taught by Ryu himself.
Though Dan gradually taught Sakura his skills.
Go read a Dan's FAQ and find a storyline of his past.
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/2/ l e g e n d
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O boy, you should oh learned this is kinder school. It's like this, the
farther the button to the right the more it hurts! j/k.
Look:
O LP MP HP
| LK MK HK
joystick buttons
See? Is it that hard? LP and LK means Low Punch and Low Kick. They don't
hit low but they hit. MP and MK are Medium Punch & Kick. HP and HK are
High Punch & Kick. There are other notations for the buttons, goes like
this:
Jab Strong Fierce
Short Forward Roundhouse
Either notation is good, knowing and using one stupid notation doesn't
mean a thing, you were never special.
Then there comes joystick:
U [] Up
F [] Forward
B [] Back
D [] Down
UB [] Upback
UF [] Upforward
DB [] Downback
DF [] Downforward
HCB [] Half-circle back
HCF [] "-" forward
QCF [] Quarter-circle forward
QCB [] Quarter-circle backwards
DP [] Dragon Punch [] f, d, df
BDP [] Backwards DP
360 Motion and 720 Motion [] rotate stick in circle 1 time (360), 2
(720) times.
MAX [] SNK, must press HP+HK and hold to charge
LV3 [] LV3 only
~ [] Cancel quickly
AIR [] Do it in the air
air [] could be done in the air
, [] Follow up
-> [] Chain Combo
EDITOR'S NOTE: Go read a FAQ that doesn't make me do all the legends,
it's too boring to list everything.
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/3/ g r o o v e s
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Grooves, there are CAPSNK otherwise known- CAP(capcom) SNK(SNK). to make
you understand quickly so I can get on with the guide and actually come
to the part where I help you:
C- Air blocking, Counter attacks, Dashing
A- CCs, Counterattack
P- Dash, Small Jump, Parry, Tactical Recovery
S- Dodge, Small Jump, Run, Charge
N- Power Max, Guard Cancel, Running, Safe Fall, Small Jump
K- Run, Just Defend, Safe Fall, Small Jump
I think the most useful fro her would be A or N. Read /9/ for some CCs
for A-groove. N has everything she needs, small jump, rolling, break
stock, safe fall, counter attack, and counter movement. A complete
arsenal. Read Strategies Section for the use of N-groove.
EDITOR'S NOTE: Go read BradyGame's//CvS2 guide, or go to local shop and
sit there for hours reading the legend and all about grooves.
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/4/ c o m m a n d m o v e s + t h r o w s
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c o m m a n d m o v e s
f+MK [] Flower Kick- This move is quite useful sometimes. Occasionally,
it's quite slow, but it can punish characters in
the corner. I suggest to avoid this move though.
t h r o w s
b/f+HP [] Mashable- HP Throw is the best throw, I'm serious! Trick
your opponent to blocking a fake move or making
the opponent dizzy and then using this throw out
of no where. Oh what fun. -_- As said, this throw
is mashable. It's not mashable like Blanka's HP
throw, but it goes to 10 if you're a total masher.
b/f+HK [] - HK Throw might be an option if you hate mashing.
Just remember, if you're close the the opponent
and you're the one pressuring them then walk up a
little then throw.
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/5/ s p e c i a l s
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QCF+P This sucks, Sak. Hadou(Ken) sucks now, in A3, you got to pick
the range and power of the QCF+P. LP version WAS long distance.
Pressing all punches considered the most powerful, but less
range. But now, CvS2 has the problem of little range with all.
But the punch considers the damage, but same range. Of course,
HP is most damaging.
USE: Hit the opponent with this and then dash or jump(cross-ov
er them and start a combo. Cross-over w/ mk.
DP+P Dragon Punch of hers. I always seem to like using the addition
of Run to it. Run and QUICKLY execute a HP version of it. But
you need reaction. Running tricks them, then they execute a
move and THEN execute the DP. But if you know it's a fireball,
then forget about it, just sweep or cross-over while they still
have the animation frames.
USE: HP is great, LP is anti-air. This move will help out greatly
because of Sakura's B&B- find out in combo's section. Plus, if
you like A-groove/CCs, the DP is the most useful move to use.
Esp. the HP version, it can be canceled into 2-3 HPs and then
you can cancel the 2nd HP into DP+HP and repeat and once the
meter is almost done, you can cancel into QCFx2+K super! :D
QCB+K This move can be done in the air, also, the ground version adds
~K adds ~K which is executed as a knockdown, press the secondth K
air plus QCB after the first QCB+K hits, this will knockdown the
opponent.
USE: Tricking the opponent, make them block the first QCB+K then
hit out the other one. Caution, this move is laggy. So, my plan
is if you don't want to jump in, then shadow jump across the
screen and execute it in the air and land to t he other side of
the screen while your opponent is still on the ground by a knock-
down.
QCF+K This move is done only in the air. This is what I'm talking about
AIR though, you use this as a mind game. You angle this move right
ONLY and then make them block it and then quickly throw them. Also,
the move can be used as anti rushdown, plus the fact you can
rush down with this move.
USE: Stated above. Plus, sweeping. Execute the move then sweep.
This makes them block high then low, but it has to be at a cert-
ain distance. Other wise dash or run or roll if the move is
blocked and rush-down.
DP+K This is famous in A3, esp. in V-ism. Sakura jumps and once next to
P,P,P the opponent, still in the air, you hit P, wait 1/2 sec, P, then
one more P.
USE: LK version should be executed at the start of the move,
when she launches herself up, not when she's coming down. Cross
over after this move is done.
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/6/ s u p e r s
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QCFx2+P Her Hadouken special, this finally goes quite rangy for her.
It goes midscreen and HP hits decent damage. I can connect
with HP, close HK, c.lkx2, and some more. =D
QCFx2+K Her Shoryuken special, I think this is quite useful once you
find a nice 2-1 for it. Can connect from HP, c.MK, close HK,
some more, heh.
QCBx2+K Tatsumaki super, best combo I can tell you to use in C-groove
because of canceling is jump in HP, c. lp, c. lp XX lv.2 QCB+K
(after 8th hit) XX lv. QCFx2+P. Made by KMegura. It can con-
nect from her BnB, c. lkx2, s. lp XX super.
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/7/ s t r a t e g y
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Start of the match with a Run forward to the opponent, then c. MK or MK.
IT's a start off poke. I caution some characters for you to avoid doing
this at the start though:
1) Hibiki and QCB+LP
Some of the most finest players start off with this move. It beats
EVERYTHING. I'm positive since I'm a Hibiki player myself, thoguh not
the greatest, but Buktooth8 has a killer Hibiki. I'm serious, the only
open spots you got is to roll or jump. Most people never start off with
a roll, like Buktooth8 said, sometimes scared Sagats shoot off Low Tiger
Shots, you best bet is to roll, then sweep. But that's another point to
say, you block Hibiki's QCB+LP move, I bet you're going to sweep. Don't,
I'm saying do NOT:
-Jump after Hibiki's QCB+LP for her s. HP will anti-air it easily.
-Sweep, if you do, once opponent gets up, it's a counter/throw right
there.
Your best bet is to BnB her or dash back and block low. There isn't much
Sakura can do against experienced Hibiki plays, I'm telling you to watch
out for her QCF+HP, cross-over j. HK, avoid jumping in at all costs,
just sweep, then make a safe cross-over to the other side.
2) Sagat
Heh, he starts of the match with either:
-Jumping Roundhouse or HP
-Running c. HP
-QCF+P or K
Then if you ever get hit by a HP Shoryuken, I suggest you block low or
roll out. Why? Sagat players tend to HP shoryuken twice or run up and c.
fierce your ass after the first shoryuken. I suggest you try to get in,
although Sagat is a has a crazy close-up game as well.
Avoid laggy moves, don't hesitate if you get hit. I suggest cross-over
games should help you out. There are some lag moves of Sagat such as
DP+K. If Sagat misses you with his HP shoryuken move, DP+K~P, P, P him
then cross-over.
Sakura, her moves are greatly annoying. Her main tactic and objective is
to cross-over and trick the opponent in blocking a standing block then
attack a low attack. It goes like this:
Knockdown, cross-over w/ mk, (the opponent occasionally blocks high and
forgets about low), so you after the mk, you then c. lk. It sometimes
gets blocked, but you must have reaction time, pick a move non laggy and
hit it if the c. lk is blocked.
Most times, the strategy after that is to land another c. lk then s. lp
XX DP+HP AKA B&B Combo for her. There are similarities for it, but the
most used B&B are that and c. lk, s. lk XX DP+HP.
Don't ask me why I do this, but sometimes I link HP XX DP+HP for equal
damage as the B&B combo, don't follow me. I'm seriously, it's just that
my hands are so small right now, I usually have to reach far, and I
don't have time to react to c. lkx2 -> s. lp into DP+HP.
Don't get too obvious with her Dive Kick(air-qcf+k), use this move as
pressure to confuse the opponent into hitting a anti-air(DP+whatever
their anti air is, HP, c. HP, etc)out. Then when you think they're going
to react to the divekick, only do a small jump and then crouch. You have
3 options here:
1) Cross over.
Crossing over might be the hardest, since if you small jump over them
right after they did the anti-air, you might get hit. You can roll, but
Sakura has a primary roll, nothing big about it like Iori's. If you
roll, you're better off using a throw. You can do option #2 then cross
over.
2) Sweep.
You can sweep, then do #1. It might be useful to have the small jump
option, since then it's an easier climb to the top since the jump is so
little, but crosses over once the opponent is down by the sweep.
3) DP+K~P, P, P
Quite useful, you can follow this up by a cross-over. this is crazy
though. You can small jump like I told you to and then do the DP+K, etc.
or you can do this right after you land from a dive kick.
The main objective is to make the opponent block high then sweep or make
them execute a mindless move.
The most useful moves would have to mainly be her normals, HP throw,
QCB+K~K, DP+P, and QCBx2+K super. And not to forget air QCF+K.
She does have a average poking game, pokes are c. lp, lp, standing and
crouching mk, flower kick (f+MK). But most times you should try to not
poke and try to make the moves hit for a dizzy or throw.
Oh, as I seen with Cammy w/ Run. Mini mind game is run c. lk, pause 1/2
sec, run c. lp, repeat for a secondth time then run HP XX HP Shoryuken.
But the caution is not executing a DP move (more bad news: Sakura has
both occupied DPs, P and K). You might execute DP+K, which will probably
be the safest if the opponent blocks, if you execute a jab DP and
they're blocking, they'll use an anti-air, roll, or dish out a combo.
The positions Sak. can be played as should be a pixie, poker, played
with rushdown.
Sakura is at her best when she is upclose, her counter characters are
mostly the characters in the higher range of damage and defense. Sakura
plays with Yamazaki's range, this means that the player must know
everything about the character he/she is playing against to find an open
spot. You can't just come in a game with ONE strategy, switch strategies
when your health is down, when you think your opponent knows the game
your playing already.
N-groove uses:
Sakura is great in N-groove, exactly how?
Small Jump: Easy cross-overs after sweeps.
Break Stock: Gets stronger B&B and more strength in supers.
Safe Fall: If you ever get anti-air'ed from your cross-ups, safe fall
it.
Counter Attack: Self-explanatory.
Counter-movement: Wow, For example you're playing an annoying Rolento.
Doing his B&B(c.mk XX Patriot Circlex3) like hell, you can counter-move
the attack, when you counter-move, you can easily move to the other side
and laugh at his laggy Patriot Circle. Don't do that, it was a stupid
joke, dish out your BEST combo/super combo. THEN laugh.
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/8/ a d v a n c e d c o m b o s
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B&B [] c. lkx2, s. lp XX HP Shoryuken [] c. lk, s. lk XX HP Shoryuken
This combo will be your move best combo, or so, your most used combo. Ad
in a trick of yours, like a cross-over, a throw, anything, this combo
will help you out.
Setup [] AIR QCF+K, sweep
This is called a setup for on reason, it will setup you up for many
things, a throw, B&B, cross over, etc. I don't refer to this as
"advanced" though.
CO mk, s. hk, qcb+hk, s. lp, dp+hp
Timing is all you need to have...
j. mk, c. lp, c. mp XX qcb+mk~mk
6 hit combo.
c - g r o o v e c o m b o s
c. lp, c. lp XX lv.2 QCBx2+K (after 8th hit) XX lv.1 QCFx2+P
Try it, all I want to tell you is work on timing, since adding in the
secondth motion of a qcf, you might end up executing a QCF+P only.
CO j. mk, s. hk, qcb+hk, s. lp, QCFx2+K xx qcb+HK, s. lp, s. lk, DP+HP
<sends opponent into dizzy> j. HK, s. lp, s. mp, QCFx2+K XX qcb+HK, s.
lp, s. lk, dp+HP.
Don't get to happy, it only allows dizzy on about 12 characters
according to Nutlog from srk.com.
g o i n g f o r t h e b r e a k
EDITOR's NOTE: This is for guardbreaks, is your opponent is pretty low
on his/her meter, hit/dish these combos out.
j. mk, s.hk, qcb+hk
c. mp XX qcb+lk~lk
HP XX DP+HP
then comes the BnB combos
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/9/ c c s / a - g r o o v e c o m b o s
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[Found both on srk.com *Arcadia Translates A-groove* thread]
[DP+Jab, DP+Jab, roll] x3, DP+Jab,QCFx2+P
Can be used as anti-air.
close s.HKx3 [DP+HP, -hit HPx2]x4, QCFx2+K
NOTE: The fierce HP must connect before the opponent is hit into the
air, so, it's basically like this- Sakura hits the opponent while she's
running, then it hits like 3-4 times, that's your que to hit the HP like
you mash the tempist, hit it quickly.
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/10/ p a r t e r ' s [] r a t i o [] d i f f e r e n c e s
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p a r t n e r s
[I suggest Sakura should be played as a R1, also on point of secondth.
Never should Sak. be played as an R2, R3, or R4]
Onto partners:
Hibiki(R1)
Iori(R1 or R2)
Sagat(R2)
Blanka(R2)
Cammy(R1)
These characters should be best fitted for Sakura players.
I wish I could give you my plan for the characters, but I know my plans,
create your own plans, playing the same is fun, but it will get boring,
make fun out of the game when the game is still fresh, before tiers come
out that everyone will use.
r a t i o s
[Sakura should never be played any farther than an R1. Confident people
play R4 Sakura, but look at James Chen's damage/hit points chart. Look
where Sakura is. See my point? Also, Sakura's best grooves should be C-
A-N. But also think about your other characters, you have to make the
best of them as well, N groove should be an overall best, like always.
Then K for Blanka/Sagat users, C/N for Cammy, N for Iori users, etc.
Each character has a certain groove at their best, for example. Iori's N
groove specialty is Run, with this, he can launch a mid screen LP QCF+P
and Run after it, Running keeps you grounded, unlike C. So if the
opponent blocks, Iori can go for command grove, Scum Gale, cross-up,
etc.]
d i f f e r e n c e s o f C v S a n d C v S 2
Sakura in CvS had far projectiles in her EX mode, her speed is differed
by the grooves now, which stops the ability for her rushdown, and
lastly, her moves seem quite laggy now.
Dishin' out a "safe" QCB+MK has lag of 2 frames at the end. Making the
opponent block a QCF+P will leave an open spot for a timed sweep. If
your opponent has reaction, you must have a faster reaction time than
them. That's all you need, when the do a move, there is always a
counterpart, use it or find it out.
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/11/ b o r e d ?
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That's nice.
FAQ is not done, look at A3 CC section, nothing in it, I'll finish this
FAQ and give you more when the time is right and when I'm bored.
__<=======>____________________________________________________________
_<Credits>=============================================================
<=======>______________________________________________________________
shoryuken.com Threads about Sakura.
fighters.net Friends over there.
mIRC Random talk, wrote down what they said.
SHGL Gave me time to watch and gather info.
Capcom Made the game
SNK RIP SNK. Oh, you're coming back though..
pRoF_K Teaching me some stuff.
ShadyK Sup, du-ma! :D I'm still you're student.
HAH! I'm serious!
clockw0rk.com staff
Magneto/Sent/Cyck
R4 Dan
And whoever I forgot to mention.
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][][][][][][][][][][][][Sakura FAQ | MrChibi][][][][][][][][][][][][]
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