Learn Sakura Kasugano's movelist and strategies in Capcom vs. SNK 2, including her Hadoken and Custom Combo potential.
Movelist:
Special Normal Moves:
- Flower Kick: F + MK
Specials:
- Hadoken: QCF + P
- Sakizakura Ken (AKA Shoouken): FDP + P
- Shunpu Kyaku: QCB + K
- Sakura Otoshi: FDP + K + PPP, K
- Flower Kick (AIR): QCF + K
Super Specials:
- Shinku Hadoken: QCFx2 + P
- Midare Zakura: QCFx2 + K
- Haru Ichiban: QCBx2 + K
Movelist Breakdown:
Normal Attacks:
STANDING:
- LP (Quick Jab): Very quick and one of the best ways to combo into other moves.
- MP (Normal Punch): A normal punch. Could be used as part of a combo, but not recommended.
- MP Close (Quick Elbow): Pretty fast, and good to combo into other attacks. Can only be executed right next to the opponent.
- SP (Slow Normal Punch): A much slower but stronger version of the MP. Not recommended for combos.
- LK (Shin Kick): Very basic. Excellent to combo into and very quick.
- MK (Back Kick): Sakura kicks the opponent with the back of her feet. Not bad in terms of combo starters.
- SK (Roundhouse Head Kick): A roundhouse kick to the opponent's head. Not good for combos.
- SK Close (High Head Kick): A kick to the head that hits high. Must be right next to the opponent for it to come out.
CROUCHING:
- LP (Quick Jab): Great for combo starters, and very quickly.
- MP (Hammer Fist): Sakura puts both hands together and swings up at the opponent. Nice against Air attacks.
- SP (Low Blow Punch): Nothing real special about this move.
- LK (Foot Kick): Great for combo starters.
- MK (Knee Cap Kick): Could be used for combos, but LK is preferred.
- SK (Leg Sweep): Good for corner fights. Can be used to chain into Shunpu Kyaku or Sakizakura Ken.
JUMPING:
- LP (Falling Palm): Lasts the whole time that she is in the air, and is great for combo starters.
- MP (Upper Air Punch): Punches up in the air. Great against Air attacks and for stopping attacks like Tatsumaki Senpukyaku.
- SP (Double Falling Chop): Cups her hands together and does a chop in the air. Not recommended for combos.
- LK (Air Kick): Lasts the whole time that Sakura is in the air. Can be used to combo into other moves.
- MK (Toe Air Kick): Attacks with her foot, hitting with the tip of her toes. Good against Air attacks.
- SK (Foot Thrust Kick): This move is pretty fast, so you'll have to time it just right for it to work on certain moves.
Throws:
- SP + <- or -> (Chokehold): Sakura goes behind the opponent and wraps her arms around their neck, then chokes them for up to 6 times before elbowing them to the ground.
- <- or -> + SK (Kick Send-Off): Sakura jumps on the opponent and pushes them back with a kick. Nice when you want to gain ground between your opponent.
Special Moves:
Hadoken:
- STRONG VS.: Anti-Air attacks, Rush attacks, Other attacks
- NO EFFECT VS.: Teleport moves
- WEAK VS.: Some Other attacks, Air attacks, Projectile attacks
Sakura's Hadoken in Capcom vs. SNK 2 is a shockwave, not a fireball. It's not really worth using but can stop Rush attacks like God Press.
Sakizakura Ken:
- STRONG VS.: All Rush attacks
- NO EFFECT VS.: Teleport moves
- WEAK VS.: Anti-Air attacks
Great to push opponents back when they don't expect it. If blocked, Sakura is left wide open for an attack. Good as a Wakeup counter or to escape some attacks.
Shunpu Kyaku:
- STRONG VS.: All Rush attacks, Some Anti-Air attacks (if timed properly)
- NO EFFECT VS.: Teleport moves
- WEAK VS.: All projectiles, Some Anti-Air attacks
Great to use against crouched opponents and handy on Wakeup. Punishable if blocked.
Sakura Otoshi:
- STRONG VS.: Some Rush Attacks
- NO EFFECT VS.: Teleport moves
- WEAK VS.: All projectiles, Some Rush Attacks, Most Anti-Air attacks, Air attacks
Not one of Sakura's best moves. Can be beneficial as a Wakeup counter, depending on execution and opponent's playstyle.
Flower Kick (AIR):
- STRONG VS.: All Rush Attacks
- NO EFFECT VS.: Teleport moves
- WEAK VS.: Anti-Air attacks, Projectiles (if timed incorrectly)
A great air stall move. Useful when jumping at an opponent who tries to use an Anti-Air attack.
Super Special Moves:
Shinku Hadoken:
- STRONG VS.: All Rush attacks, All Anti-Air attacks
- NO EFFECT VS.: Teleport moves, Other Super Special projectiles
- WEAK VS.: None
This attack blows through all other projectiles and is pretty much indestructible. Can only be stopped by jumping over it or using another Super Special projectile.
Midare Zakura:
- STRONG VS.: Rush Attacks
- NO EFFECT VS.: Teleport moves
- WEAK VS.: None
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