Marvel Vs Capcom 2: Sakura FAQ
Sakura CHARACTER GUIDE
Version 1.0 - April 24 2000 - The Beginning
Version 1.5 - April 26 2000 - Major update on most sections!
Created on April 24 2000 by Edwin "Shinji" Chow
ikarishinji5@hotmail.com
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TABLE OF CONTENTS:
1: Intro
2: Legend
3: Normal Attacks
4: Throws
5: Movelist
6: Combos
7: Assists
8: Strategies
9: Win Poses
10: Colour Guide
11: Defeating Abyss
12: Credits
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1 - INTRO:
I've have been playing MvsC2 in the arcade(I don't own a Dreamcast.) for
quite some time now. I just keep wandering- Why do people just like to use
Spiderman or Wolverine so much? So much so that all other characters are
neglected. Are they really that good? Well, I think it is high time someone
step stepped to put a stop to this and kick Spiderman's and Wolverine's
ASSES! THAT SOMEONE IS SAKURA!
Sakura is an excellent fighter in all areas. Most people are "afraid" to use
her due to the fact that she plays differently from other Shotokans. Her
punches and kicks are very unique (not like Shotokan-style attack) and hence
even her moves are different.
I must admit that it takes time to really get to "master" Sakura. But then
again practice makes perfect.
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2 - LEGEND
D = Down
DF = Down-Forward
F = Forward
DB = Down-Back
B = Back
P = Any Punch
LP = Light Punch
HP = Heavy Punch
PP = Both Punches
K = Any Kick
LK = Light Kick
HK = Heavy Kick
KK = Both Kicks
dp = Dragon Punch (f, d, df)
rdp = Reversed Dragon Punch (b, d, db)
qcf = Quarter Circle Forward (d, df, f)
qcb = Quarter Circle Back (d, db, b)
PA = Partner A (the higher partner)
PB = Partner B (the lower partner)
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3 - NORMAL ATTACKS
LP = A weak, straight punch with very little range.
HP = Sakura places her two arms together and swings them diagonally, just
like someone swinging an axe.
LK = A short ranged kick.
HK = A straight kick that carries quite a range.
Jumping LP = Sakura uses her palm to attack.. Short-ranged and at a diagonal
angle.
Jumping HP = Double-hand chop aiming downwards.
Jumping LK = A straight kick that has A LOT OF RANGE. Use this move often
when Sakura jumps.
Jumping HK = Weird looking kick at an angle of 45 degrees downwards. Never
ever use this move. Unless you want to eat an air combo or two.
Ducking LK = A short ranged kick(again...) to the shin of the opponent.
Ducking HK = Looks just like Ryu's.
Ducking LP = More or less the same as the standing LP except with a ducking
animation.
Ducking HP = An uppercut. Launcher. Air combo starter.
Forward HK(Flower kick) = An overhead. Sakura moves her leg up in an
n-shaped
movement and lands it one the opponents head.
Aerial Rave Launches: D + HP, DF + HK, LK -> LK
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4 - THROWS
Sleeper Hold(fw+HP) = Rapid button throw.
??(fw + HK) = Sakura climbs to the opponent's chest, turns around and kicks
him away.
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5 - MOVELIST
Note: There are 2 types of Sakuras-the normal one and the "evil" one. I'll
separate the movelists of both of them.
SAKURA
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QCF+P: Shououken(Cherry Blossom Punch)
Sakura charges an enemy with a blue field in front of her. If it connects,
it will result in 7 hits. If blocked, Sakura just bounces away. The field
will
absorb most projectiles. Also, when absorbing, her dash is slowed downed.
This
move can be done in air or on the ground.
QCB+P: Hadoken (Wave Movement Punch)
Sakura shoots a big projectile diagonally upwards. LP version has almost
zero range, while the HP version goes a long way.
QCB+K: Senpyuu Kyaku(Spring Breeze Kick)
Sakura lifts off in a hurricane kick. LK is a little hop, while HK flies
you across the screen. Time this move correctly.
SAKURA SUPERS
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QCF+PP: Midare Zakura(Cherry "Storm?" Riot)
Sakura dashes forward and lets the opponent eat about 15-17 hits worth of
beatdown that ends with a Shoryuken.
QCB+PP: Shinkuu Hadouken(Shaking Sky Wave Movement Punch)
Must be on ground. Sakura fires off about 10 long-range projectiles.
Useless due to the fact that it is aimed upwards. An extremely good move to
use on the 3rd form of Abyss though.
QCB+KK: Haru Ichi-Ban(Spring's First Storm/Number One Storm of Spring)
Sakura takes off straight up with several hurricane kicks. Remember
STRAIGHT UP NOT FORWARD. Another point to take note is that Sakura's legs
are not very long.
RDP+LK: Dark Sakura Transformation
Uses 3 Hyper Combo levels
EVIL SAKURA
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QCF+P: Hadouken(Wave Movement Punch)
Sakura fires off a projectile, this time horizontally. The distance the
projectile travels depends on the strength of the button used.
QCB+K: Senpyuu Kyaku(Spring Breeze Kick)
Same as normal Sakura's.
DP+P: Shououken(Cherry Blossom Punch)
Another dashing attack that ends in a dragon punch, except that there is no
energy barrier.
DP+PP or KK: Asura Warp (Forward)
Same as Akuma's(Gouki's). This move moves through supers too! I've once
escape a triple team super with this move.
RDP+PP or KK: Asura Warp (Backwards)
Same as above except that Sakura teleports backwards this time.
EVIL SAKURA SUPERS
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QCF+PP: Shinkuu Hadouken(Shaking Sky Wave Movement Punch)
Unlike normal Sakura's, this one is a horizontal blast just like Ryu's. Use
it often in combos and to deal block damage.
QCF+KK: Midare Zakura(Cherry "Storm?" Riot)
Exactly like normal Sakura's. Deals SLIGHTLY more damage.
QCB+KK: Haru Ichi-Ban(Spring's First Storm/Number One Storm of Spring)
Same as normal Sakura's
LP -> LP -> F -> LK -> HP: Shun Goku Satsu (uses 3 Hyper Combo levels)
The raging demon. 'Nuff said.
RDP+LK: Normal Sakura Transformation
Uses 3 Hyper Combo levels
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6 - COMBOS
Note: These combos work for both dark and normal Sakuras.
Air Combos:
LP, LK, LP, LK, HK
LP, LP, Shoryuken/Hadouken
LK, LK, HK
Ground Combos:
Jump HP, LP, LP, Shoryuken/Hadouken, Shinkuu Hadouken
LK, Senpyuu Kyaku
Ducking LK, Ducking LK, Ducking HK
LP, LK, HK
Jumping LK, Jumping HP, Dashing Crouching LK, Dashing Crouching HP,
Super Jump LP, LK, LK, Light Senpuu Kyaku, LP, Light Shououken
More to come...
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7 - ASSISTS
Assist Type
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Alpha: Dash Type - Shououken / Haru Ichiban
Beta: Projectile Type - Hadouken / Shinkuu Hadouken
Gamma: Balance Type- Senpyuu Kyaku / Midare Zakura
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8 - STRATEGIES
1) A normal two-hit jump in, followed by a pop-up, a quick air-combo, then
fished off with a light Hurricane Kick, if it's done REALLY fast, Sakura
will be slightly above the guy in mid-air. Then add another hit, by
simply
pressing HP and finishing the combo there.
2) Sakura is not an air combo freak like Spiderman. Try your best to make
your
opponent stay on the ground where your chances of winning increases.
3) Tag Sakura with the right partners(and with the right partner assists).
Good
examples are Iceman, Cable and Ryu. Always make sure you have a partner
with
a beam-like team assist move(e.g Cable's Viper Beam). Call out that
partner as
often as possible and use him/her to deal damage and as a combo starter.
4) You might want to use her flower kick once and a while on an opponent who
is
getting up as he/she will MOST PROBABLY be guarding downwards.
5) Against air combo happy characters like Spiderman and Wolverine - Oh
great...
this is going to be a tough match. Turtle around(I know there are many
people
out there who hate turtlers. I myself am one of them. But then again in
such a
situation, you have no choice but to do so.). Be defensive(But not TOO
DEFENSIVE.). Push your opponent away whenever possible. Air combo happy
players
will USUALLY do very little to defend against themselves. Use this to
your
advantage. Here's a little tip: Team assist-> combo -> super move
->repeat...^_^
6) You might want to try out this team: Sakura, Dan, Ryu. To me this is an
extrememly
challenging team due to the fact that only Ryu is considered the "easy
one" to
use.(This is not really a strategy, but I'll just add it here just for
fun.)
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9 - WIN POSES
-Fist up in air, skirt flapping(panties showing...hee...hee...), laughing.
-Her friend runs out and they both do THE SAKURA SWAY (hips waving back and
forth, dreamy look in eyes) together..
-Two kicks, stance and SCREAM!
=Same kicks, stance, and scream, but her shoe flies off, bounces on her
head and shoulder, then lands on the ground.
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10 - COLOUR GUIDE
(Gloves & Shoes)/Skirt/Tie | (Dark Colors have Tan Skin)
LP: Red/Blue/Yellow | Black/Navy Blue/Red
HP: White/Dk. Green/Yellow| Black/Dk.Green/Red
PA: Yellow/Blue/Pink | Black/Blue/Red
LK: Purple/Black/Pink | Black/Black/Blood Red
HK: White/Red/Lemon | Black/Red/Blood Red
PB: Tan/Tan/Lemon | Black/Dk. Grey/Red
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11 - DEFEATING ABYSS
Coming Soon...
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12 - CREDITS
- Game FAQs <> OF COURSE!
- Vgstrategies(http://vgstrategies.about.com). Here's anothet place where my
FAQ
can be found.
- Rikidozan (rikidozan@hotmail.com). I've taken the colour guide from your
FAQ. Hope you don't mind.^_^
- (KronoVortx@aol.com) for correcting my mistakes here and there.
- fireball13@earthlink.net (Fireball 13) for giving me some very useful
combos and
stategies.
If I left any one out please e-mail me. THAT'S ALL. HOPE YOU ENJOYED READING
MY FAQ.
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2000 Copyright Edwin "Shinji" Chow
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