SFA2 SAKURA FAQ --------------- By Lonnie Hubbard <lhubbar@vertex.ucls.uchicago.edu> Well she's my favorite character in the game and she's awesome to play with. I thought it only fair to dedicate an FAQ completely to her and since I couldn't find any on the net I decided to make one myself. This isn't some super detailed FAQ where it tells her exact birthdate or her favorite things and so on and so forth (though if you know them I'd gladly put them on this if you mail them to me) but it's just a medium sized FAQ you can take with you to the arcade. Story ----- Sakura's a 16 year old japanese school girl with lots of strength and athletic ability for a girl her age. She once saw Ryu fight and was so impressed with his fighting ability and skill that she immediately decided that she wanted him to be her master. Since he wasn't her master yet she decided she would mimic his moves until he would begin teaching her the art of Shotokan karate. Unfortunately Ryu refuses Sakura in her ending and she is left with only a picture of him as a momento hoping someday that they will meet again in the near future. MOVES Hadoken ------- QCT+punch (3/4 screen distance 1/2 inch wide fireball) QCT+punch, punch (1/2 screen distance 1 inch wide fireball) QCT+punch, punch, punch (1/4 screen distance 1 1/2 inch wide fireball) Shoken ------ F,D,DF+punch (Like Ryu's Shoryuken but this is a running multi-hit one) Jab:1-hit Strong:4-hit Fierce:6-hit Sempuukyaku ----------- QCB+kick (Ryu's hurricane kick without out the Tatsumaki. Travels in an arc.) Overhead kick ------------- F+forward (A simple overhead that can only be blocked by standing opponents.) SUPER COMBOS Shinkuu Hadoken --------------- QCT,QCT+punch (A pretty slow super fireball that slowly dissapates as it travels.) Level 1: 3-hits Level 2: 4-hits Level 3: 5-hits Breakdance Kick (Does anyone have the actual original name for this???) --------------- QCB,QCB+kick (Ryu's Hurricane kick SC only this one moves forward, is on the ground, hits low and ends in a standing RH.) Shoryureppa ----------- QCT,QCT+kick (Ken's SC but it's a little wider, more curved and she doesn't say anything when she does it.) Combos ------ 9-hit: Jumping RH, ducking jab, short, Shoken (When you tap short press F+short so you can do the Shoken with just a fireball motion.) 8-hit: Jumping RH, ducking fierce, Shoken or Hadoken(3-hit) 7-hit: Ducking fierce, Shoken or Hadoken(3-hit) Super Combo Combos ------------------ Level 1 8-hit: Jumping Roundhouse, jab, jab, QCT+short, QCT+kick Level 1 7-hit: Jumping Roundhouse, jab, jab, QCT+short, QCT+punch Level 1 ?-hit: Jumping Roundhouse, jab, QCB+jab, QCB+kick Play Tactics ------------ There are many different ways to play Sakura. The main idea is to just have fun since that's basically what she's meant for. But if you really want to win and pull off 10-20 win streaks then you got to play very offensively with her. About 85% of your actions should be offensive. Here are some tactics that really help me out when I want to really whoop ass with Sakura. FIREBALL/UPPERCUTERS- It's quite easy to be offensive with characters who don't have great anti air priority but against fireball-uppercuters or just plain uppercuters you have to be very patient. With pure fireballers you can't always counter with your own since Sakura's are pretty slow. You also can't counter with Shinkuu Hadokens because they usually dissapate before they reach your opponent. You have to know when to catch them off guard which isn't to hard with Sakura's speed. The most reliable way to move in if you're fairly close is with a RH Sempuukyaku. It's just fast enough to smack them before they get out of the fireball motion if you time it right. You can also move in with a jumping RH or forward and then nail 'em with the nine hitter. It's not always easy though to catch them off guard but if you don't practice the Shoken combo enough. You might find yourself being nailed after a blocked Shoken. It's a little safer to go with the Hadoken combo if you're not that experienced yet. KNOCKED DOWN OPPONENTS-When people are knocked down you want to be close and hit them with either a overhead or a ducking RH. But make sure if you start the overhead you do it just early so you won't be reversaled out of it. If you don't set a pattern that your opponent can recognize you can usually hit them at least 2 or 3 times. OFFENSIVE OPPONENTS-If your opponent's the offensive type then you can put away jumpers with a simple ducking fierces and if you're skilled enough a Shoken with strong. It's also nice to fool them with your different sized Hadokens too. If they move by ground you can keep them from getting close with a simple RH or if they get to close push them back with ducking fierce+Hadoken. Even if blocked it usually pushes them about 1/2 a screen away. If you want to make any corrections or add comments to this FAQ please please E-mail. I want to do Sakura justice and I'm more than happy to recieve E-mail. Thanks. Credits ------- Dan Wells <dwells@harper.cc.il.us> really helped me out big time with his FAQ and gave me the release version locations Lonnie Hubbard <lhubbar@vertex.ucls.uchicago.edu> I made the damn thing duh!!!