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Strategy, combos, and other stuff - Sakura Kasugano
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Games I play her in: Street Fighter Alpha 2 & 3, Capcom vs. SNK 2
Best form: I think she's equally nasty in all three games.
Comments: Hehe... what a gem. People underestimate the little girls in fighting games and I like to take advantage of that. Sakura can put a serious hurting on someone in a hurry. She's quick, she combos her sho-o-ken like the other shoto's combo their fireballs, but she gets more hits and knocks the opponent down. Her supers are useful, though slightly less as anti-air. In particular a level 3 equivalent Midare Zakura will take the wind out of an opponent's sails in a heartbeat. And who DOESN'T love the sailor fuku school girl outfit? That, in itself, is one of the best distractions she has. =)
Combos: Try out crouching light punch x2, crouching (or standing) light kick, then launch into a fierce sho-o-ken. Since you can start this with the crouching light kick, this bread and butter combo fits into the high-low game as well. If you've got the levels, you can also link any of her super combos after this three hit string. This is the easiest combo to pull off on a regular basis, and since the sho-o-ken travels a short distance across the screen, you don't have to worry about whiffing and being punished for being out of range. She can also chain crouching light punch into crouching or standing medium punch, fierce punch, or fierce kick in Capcom vs. SNK 2. This adds damage and, with the punches, allows you to link her hadouken for added fun-in-the-stun damage.
Strategy: Attack, attack, attack! Rush-beatdown mixed with a high low game is my preference for Sakura. Her standing fierce kick is great for smacking people just outside of sweep range. Her overhead flower kick (forward + medium kick) is good when used sparingly. She's a perfect ratio 1 in CvS2, and a terror on her own in the Alphas.
Click here to get a MIDI version of Sakura's Street Fighter Alpha 2 theme.
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