| | Dark Sakura | |
| | Auteur | Message |
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BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Dark Sakura Sam 24 Juin à 11:16 | |
| Dark Sakura With her anxious attempt to follow Ryu she trains hard and despretely to try and see if she has the potiential of fighting Ryu. Her dream is to become the true fighter than Ryu himself is seraching within himself for. Her only problem is that she wants to be too much like Ryu, after Ryu had released the Shun Goku Satsu on Akuma he was never himself again, and only his best friend Ken could bring him back from being the "true demon." However Sakura did not have that luxury, she does know the secret of performing the art of the "Instant Flash Murder" but yet she has never pulled it off successfully on an opponent, nor has she attempted. Her evil side is somewhat weak in power and personality, she sometimes seems startled that she has this evil intent within her, but is it really evil intent or just a mere copycat of what Ryu went through?
Character Quotes
"I'd never date someone as weak as you!" "I'll find my victory in youth and perseverance!" "I'm late for class! See ya!" "I've done my homework! Looks like you haven't!" "If I keep this up I might have a chance with him!" "That's all? I'll go home for a better challenge!" "The fight is all. A great man once said that." "You didn't expect me to be this good, did you?"
Hadouken: D,DF,F+P This is probably the strongest projectile in the game, next to Cyber Akuma's of course. Unlike her counterpart Sakura, this porjectile goes horizontal instead of vertical diagonal. This is the perfect counter against fireball fighters like Ryu and Dhalsim, but you can also control the range, the jab version makes it go like Ken's distance, the strong version goes 3/4 screen distance, and the fierce version goes full screen distance, and it goes diagonally down when she is in the air and can also be used as an AC Finisher. The recovery time is not overall bad and the start up delay is almost non-existant making this a safe move to pull off.
Shououken: F,D,DF+P Well this is her true Shouken ported over from the Alpha series, but her jab version can't be served as an anti-air attack anymore because its been giving more horizontal range and she will hit opponents on the ground first before she rises into the air. The jab version chips the most damage but her other versions hit once and and she bounces back, this is excellent for ground combos and also as an AC Finisher. When done in the air she has the blue aura of energy just like regular Sakura blocking out projectiles.
Shunpuu Kyaku: D,DB,B+K This move is a little awkward, but it comes out quick and can be used in air combos. The stronger the kick button used, the more horizontal range and higher the arc that it has. The recovery time really isn't something to worry about because she can safely block before being countered and it does good damage.
Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K Just like Akuma's teleport, she slides across the floor and through opponents and supers. Its an ideal way to escape corner traps and supers, also she can teleport behind the opponent and perform the Shun Goku Satsu, just like Akuma! But the opponent has to be real dumb, or stuck in their super to fall for it. Also watch for the recovery time because its not good and the opponent can easily counter just as she is recovering from the move.
Overhead Arc Kick: F+FK Just like Ryu's and Ken's, this is her anti-crouch counter, but it has mean start up delay and cannot be comboed. It does look like a regular standing attack at first, but then when she arcs over her foot onto the opponent's head, then they would know next time not to block low when fighting Dark Sakura! Also watch for the recovery time because it stinks.
Supers
Shinkuu Hadouken: D,DF,F+2P An excellent beam super with very little start up time and its also her prime weapon for countering long ranged misses with some supers. It doesn't do much chipping damage though and it doesn't last as long as Ryu's, but the recovery time is pretty instant and she can block safely after the super lasts so beam counters really can't do much to counter and also it OTGs! The only real problem with this move is, is the fact that its just too weak! It'll only do about 60% of the damage that Akuma's and Ryu's does and against Hulk it doesn't do jack! Well it does do damage but only on a small scale, don't bother using this on Hulk because the chunk of this super is recoverable and it does less damage than her throw!
Midare Zakura: D,DF,F+2K Man, I just cannot believe how strong this super is! This is just as strong, if not stronger than Zangief's Final Atomic Buster! I don't know why this super is stronger, but maybe the evil intent gives your supers a boost in strength? Well this is a good counter towards missed supers, but it does have a start up delay like Captain America's Final Justice, but its more easily comboed but it doesn't go as fast as the Final Justice and the range is bit shorter than the Final Justice. This super is very lethal against anybody including Cyber Akuma himself, but just watch for the recovery time, its not really that good, but I find it hard to counter sometimes. Well here's how the super looks like:
Midare Zakura Charge, S.Forward, S.Strong, S.Jab, S.Short, S.Forward, S.Short --> Short Shunpuu Kyaku, S.Roundhouse --> Shououken The Midare Zakura Charge counts as a hit, the Short Shunpuu Kyaku hits twice, and the Shououken hits 6 times.
Haru Ichiban: D,DB,B+2K Just like regular Sakura's but the damage that this thing does, you'll think that you've pulled off a Gamma Wave from the corner! It does catastrophic damage and is tied with her Midare Zakura has being her strongest super. This combos perfectly off of her launcher or off of all her standing attacks, it comes out just as fast as a Berserker Barrage X, but its weak point is the lack of much horizontal range, its invincible during start up and will out prioritize practically any jumping attack making it a very useful anti-air attack, also there is another downside besides it rediculously horrible recovery time, and that's the fact that she can be hit from above only if the opponent is directly above her, prime examples include Wolverine's Head Stomp and Chun-Li's Stomp Kick. Use this to counter missed supers especially the Shinryuken.
Shun Goku Satsu: JP, JP, F, SK, FP(level 3) The unblockable Instant Flash Murder at its best! Well sorta. As you can expect it is unblockable and does alot of non-recoverable damage but the only real problem with this super is that it does little damage for a level 3 super. It'll only do about 2/3 the damage of Akuma's Shun Goku Satsu, so I would just stick to her other supers. But if you feel flashy and you are 100% sure of victory then feel free to pull this super off. But chances are you won't be able to connect with this super because it travels so slow that it basically won't connect and the range is limited to half a screen's distance. Use this to counter missed supers if you want, but be quick about it, also the priority of this super is just next to nothing, she will be easily knocked out of this move or even thrown out of it, its better if you save your super meter for something else, but if you are those people who want to finish off in a "Flash"(y) way then go ahead and use this!
Team Super Dark Sakura: Shinkuu Hadouken It has alot of range and it comes out very fast. In fact she can even OTG this super, and its the perfect combo or back-up with any long beam super. The real downside to this move is the fact that it serverely weakens the entire team super, I mean I've done this super paired with Cyclops' Mega Optic Blast(and we all know how damaging that is) and even a Shinkuu Hadouken did more damage! Don't waste two levels of super unless you are sure it will connect.
Team Counter Dark Sakura: Shouken An excellent team counter because of its range and it comes out instantly. The only problem with this team counter is that she is hit out of it too easily, and sometimes she will just end up eating the entire super you are trying to counter! You should use this against some supers like Berserker Barrage X or regular attacks, but its pointless against beam supers, unless of course your are playing the PSX version of the game and you are in versus or battle mode.
Variable Assist Dark Sakura: Shunpuu Kyaku Probably one of the better team attacks in the game due to its range and damage possibilities. It will arc over projectiles and most beam supers except the Mega Optic Blast of course, and also knock down the opponent. You can still add a beam super of your own though to combo with the attack, but Dark Sakura will still recover from it and the opponent will have an opportunity to get in an extra hit, so don't use this too often. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Dark Sakura Sam 24 Juin à 11:17 | |
| Combos
-- Despite the fact that she is one of the smaller characters in the game, her speed is very slow and she must use her crouching fierce in advance if she hopes to have any chances of counter an air attack.
-- Her Hadouken is her strongest AC Finisher and it does a heck of alot of damage.
-- When you AC Finish with her Shouken, make sure you use only the jab or strong version, the fierce version takes too long to come out.
-- Her taunt actually does damage, but only one pixel of damage, but it does have alot of priority against dash in attacks and good priority against jump in attacks. It also knocks your opponent back as well, and it gains your super meter bar!
Special: 236P / 623P / 214K Areal: 623P / 236P
Super: 236PP / 214KK / 236KK / LPLP 6LK HP
Overhead Arc Kick: 6MK Ground Magic Series: Stronger Jumping Magic Series: Stronger Super Jumping Magic Series: ZigZag Launcher: C.HP Knockdowns: C.HK Small launcher: none Air Launcher: none Strikes: Taunt Team Super: Shinkuu Hadouken Team Counter: Shouken Variable Assist: Shunpuu Kyaku AC Finisher: Fierce, Roundhouse, Hadouken, Shunpuu Kyaku, Shouken
Combo
1.S.LP->623P 2.J.HK->236P 3.S.HP->236KK 4.S.HK->214KK 5.C.LK->236PP 6.C.LK,C.HK->236PP (otg) 7.J.RK\/D.SLK,S.MK->214K 8.J.LP,J.MP\/D.S.LK,S.RK->236KK 9.J.L.P,J.HP\/D.S.LK,S.MK,S.RK->623P 10.J.LP,J.MP\/D.C.LK,C.HP/\SJ.LP,SJ.LK,SJ.MP,SJ.MK->623P or ACF 11.SJ.LP,SJ.LK,SJ.MK\/D.S.LP,C.HP->214KK 12.Partner Attak->Any Super (sauf shun goku) 13.Partner Attak on block -> Shun Goku
EX Combo 1/9.J.L.P,J.HP\/D.S.LK,S.MK,S.RK->623P->236KK-> 236PP->214KK 2.S.LP,S.MP,S.HP->236P->236PP->Team Super 3.S.LP,S.MK-S236P-S236PP->236KK->214KK 4.Partner Attak->236KK->Team super | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Dark Sakura Sam 24 Juin à 11:18 | |
| __________ Strategies
Akuma: Well it is a tough match for your male counterpart, but not that tough. Wait for Akuma to come to you and launch him in advance with your crouching fierce and into an air combo, a few of these should do him in because he does not take the hits well. Counter his missed Messatsu Gou Shouryuu with either your Haru Ichiban just as he is about to hit the ground or your Midare Zakura when he is recovering, it does a serious amount of damage on him, half his life to be exact! Well in battle mode of course and in the arcade. Watch for him to teleport alot, use your best judgement as to when he will come and knock him senseless with your Midare Zakura.
Apocalypse: This battle is pretty easy and basic. Attack him constantly and stay behind his arm. Use your Shouken often and suprisingly Haru Ichiban does alot of damage on him! Also use your Haru Ichiban just as you are near his face, but don't bother using your Shinkuu Hadouken because it does a pitance of a damage on this guy. Also knock out the satelites and watch for his Stun Cannon, it gets Dark Sakura dizzy real easily.
Armored Spider-Man: A very tough fight for Dark Sakura because of his quick attacks and priority. Make sure you get the jump on him often because he does not fare well against your jumping roundhouse, and if he does use his Maximum Spider, don't bother using your Shinkuu Hadouken because it does do much damage against him, instead go for your Midare Zakura or your Shouken. Also watch for him to constantly attack while he is jumping in, use your Haru Ichiban just as he is near you to counter.
Blackheart: Well not that much of a hard fight, use your Shinkuu Hadouken from a distance if he misses with his Inferno or his Armageddon. Jump in on him constantly and maintain a relentless persuit of combos, he won't take many of your combos well, so this can be a quick fight. Also use your crouching fierce into an air combo or Haru Ichiban just as he is jumping in. Also don't miss with your Haru Ichiban or the Heart of Darkness will bring you down in a quick way.
Captain America: Another tough fight for Dark Sakura, watch for him to be on the jump in often and try to knock him in advance with your crouching fierce into either an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' Stripes with your Haru Ichiban just as he is hitting the ground, also counter his missed Hyper Charging Star with a Midare Zakura, and his missed Final Justice with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and continue your combo from there. Also use your Shouken to counter his missed Stars n' Stripes or his missed Charging Star.
Chun-Li: Very tough battle. She is about your size, yet she is so much quicker than you and has more priority on her launcher. Let Chun-Li do the jumping in and launch her with your crouching fierce into an air combo, also try not to jump in too often because her priority will knock you out. Counter his missed Senretsu Kyaku with either a Shouken or a Shinkuu Hadouken. When she does fall back down from her missed Hazan Tenshou Kyaku, counter with your Haru Ichiban or launch her back up into an air combo. Also watch for the dashing in, so try and trip her in advance.
Cyber Akuma: Very tough match up for Dark Sakura. Even though your Shinkuu Hadouken does little damage just use it when he does throw out multiple projectiles. WAtch for him to teleport alot, incase he does try to predictas to where and when he will land and catch him with your Midare Zakura. Don't bother trying to counter his jump-ins because they are lightning quick with a ton of priority. Also don't do much jumping in on him either because he will hack you back into the air with his very powerful Shining Circuit Shoryuken. Counter his missed Scramble Gou Punch with your Haru Ichiban just as he is falling down or with your launcher into an air combo.
Cyclops: A tough fight for Dark Sakura, use your jumping roundhouse and combo him often because he really can't do much about your jumping attacks. Also when he does jump in use either your Haru Ichiban and hope that it doesn't miss or you can launch him into the sky with your crouching fierce into an air combo. You really can't do much if he misses with his beam supers though, also stay in the air and avoid his keep away tactics because you are moe than likely to lose despite the fact that you are an avid keep away character.
Dan: Well, not much of a tough fight, but still he can be a difficult opponent. Watch for him to use his stupidity and taunt so counter with a super or a Shouken. If you are fighting Dan in the PSX version and you are in battle mode, watch for him to use his taunt super, laugh if you may want to but he can cancel out of it, so make sure you make your counter quick even if you don't have enough time to build a super. Also counter his jumping attacks with a crouching fierce in advance and into either your Haru Ichiban if you have a super or a combo.
Dark Sakura: Watch for your double to do alot of what you do, wait around and launch her. But instead go on the offensive and hope that her crouching fierce wasn't pulled off in advance quick enough. Counter her missed Haru Ichiban with either your Haru Ichiban, Midare Zakura, or your aluncher into an air combo. Counter her missed Shouken with your Shouken or Midare Zakura and look to punish her mistakes often.
Dhalsim: Well not much of a tough battle. Watch for Dhalsim to play keep away rather quite often, counter that with your porjectiles. Also when you do jump in always come in with an attack no matter how weak it is because the Yoga Strike will do a deal of damage on you. You can also play defensively and launch him into your air combo or into a Haru Ichiban if you have a level of super, just be on the offensive in this match and you should be fine.
Hulk: Oh boy, not a good sign for even the expert Dark Sakura players. His attacks just do a rediculous amount of damage against her that even a few fierces can give Hulk a quick victory. Watch for him to go Gamma Charge crazy, block it and use either your Shouken or a Midare Zakura to counter. Watch for him to jump in alot with that crouching fierce, you can't do much against his attacks but block them and counter his misses. Also watch for him to miss with alot of his attacks, use your Midare Zakura to counter. Play defensively in this battle and counter his mistakes, yes it might take a while but you can ill-afford a combo or two from the Hulkster. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Dark Sakura Sam 24 Juin à 11:19 | |
| Ken: Watch for him to use his Shoryuken like crazy! He will barrage you with his Shoryuu Reppa from time to time so counter with a Haru Ichiban just as he is coming down or launch him back into the air with an air combo. Don't jump in on him too often because he has alot of attacks to counter your jumping attacks, that it just makes it impossible for you to successfully combo him from the air. Do alot of ground combos because that's what Dark Sakura is good at.
M.Bison: Well do alot of both, meaning defense and offense. His standing attacks are nothing compared to your jumping roundhouse so jump in and combo. Also counter his missed Scissors Kick Nightmare with your Midare Zakura or with your Shouken if levels of supers are not available to you. Counter alot of his jumping attacks with your crouching fierce into either a Haru Ichiban or an air combo. Also he will use his Head Press into his Somersault Skull Diver often, there isn't much you can do about this except block. Also block his Psycho Crusher and as it goes through counter with a Midare Sakura or Shouken right before he recovers.
Mechanized Zangief: Not a tough match at all, look for him to do alot of Siberian Bear Crusher, Final Atomic Buster, or Team Super, instead of countering with your Shinkuu Hadouken, you can go around him and perform your Midare Zakura, or a C.Short, C.Forward, C.Roundhouse --> Shouken combo and repeat it until he stops. Play keep away with him as well using your Hadouken.
Mephisto: Well not that much of a hard fight, use your Shinkuu Hadouken from a distance if he misses with his Inferno or his Armageddon. Jump in on him constantly and maintain a relentless persuit of combos, he won't take many of your combos well, so this can be a quick fight. Also use your crouching fierce into an air combo or Haru Ichiban just as he is jumping in. Also don't miss with your Haru Ichiban or the Heart of Darkness will bring you down in a quick way.
Norimaro: This guy is too easy to beat. Knock him senseless with your constant pursuit of air combos but don't bother playing defense because its just not worth your time. Counter all his mistakes with either your Midare Zakura or a Shouken. Combo him alot because he has nothing to stop you from your constant air raids.
Omega Red: Ouch! His coils will do a number on you, but luckily you can jump in on him often because he has poor defensive skills. Also you really can't do much about his Omega Destroyer except try to escape it and escape chipping damage. Counter his jumping attacks with either a Haru Ichiban and hope that he doesn't block it or you can launch him in advance with your crouching fierce into an air combo. Watch for him to come in and attack often, try your best to counter and punish his mistakes with your Shouken.
Ryu: A difficult battle, but not a tough fight nonetheless. Counter his jumping attacks with your crouching fierce into an air combo. Don't try to jump in on him too often because he has alot of weapons that would knock you right back. Counter his missed Shin Shoryuken with your Haru Ichiban, Shinkuu Hadouken, Midare Zakura, or your crocuhing fierce launcher into an air combo, watch for Ryu to use alot of firepower in the keep away department, so jump over them and attack before he can recover.
Sakura: Well your good side will pose alot of problems for you. Watch for her to miss with her Shouken, quickly counter with a Shouken, don't bother using your Midare Zakura because it comes out too slow. Jump in on her alot and hope that she is a little late with her crouching fierce launcher. Counter her missed Haru Ichiban with your Midare Zakura, Shinkuu Hadouken, Haru Ichiban, Shouken, or your launcher into an air combo. Play both offense and defense in this battle.
Shadow: Very tough opponent for Dark Sakura, watch for his priority to overwhelm you. Also he will throw out Shadow Booms from time to time, instead jump at him before he can recover and combo him quickly. Also watch for him to miss with his Shadow Justice, use your Haru Ichiban, Midare Zakura, Shouken, or your launcher into an air combo. Do alot of defensive play because his offensive isn't as good as his defense.
Shuma Gorath: Not that much of a tough battle for Dark Sakura. Wstch for alot of Mystic Stares and Mystic Smashes to be arriving at your doorstep. Jump in alot with your jumping roundhouse and combo him, also if he does come in you can either use your Haru Ichiban or your crouching fierce launcher into an air combo. Also watch for his Chaos Dimension mode, its rather hard for Dark Sakura to escape, but do alot of super jumping and teleporting.
Spider-Man: A very tough fight for Dark Sakura because of his quick attacks and priority. Make sure you get the jump on him often because he does not fare well against your jumping roundhouse, and if he does use his Maximum Spider, don't bother using your Shinkuu Hadouken because it does do much damage against him, instead go for your Midare Zakura or your Shouken. Also watch for him to constantly attack while he is jumping in, use your Haru Ichiban just as he is near you to counter.
U.S.Agent: Another tough fight for Dark Sakura, watch for him to be on the jump in often and try to knock him in advance with your crouching fierce into either an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' Stripes with your Haru Ichiban just as he is hitting the ground, also counter his missed Hyper Charging Star with a Midare Zakura, and his missed Final Justice with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and continue your combo from there. Also use your Shouken to counter his missed Stars n' Stripes or his missed Charging Star.
Wolverine: A very tough fight for Dark Sakura, make sure you do mot miss with your Haru Ichiban because he will counter with a Weapon X most definitely. Also play defensive and whenever he comes in with attacks, launch him with your crouching fierce into an air combo. Watch for him to miss alot with his Drill Claws, use your Midare Zakura to counter or your Shouken, also you really can't do much about him missing with his Fatal Claw combos because her Haru Ichiban will get out prioritized. Basically in this battle wait for Wolverine to come to you and knock him into an air combo.
Zangief: Well a pretty even fight nonetheless. Watch for his Final Atomic Buster, Siberian Bear Crusher, or his Team Super, if you are out of his range quickly perform your Midare Zakura. Also do alot of jumping in on him with your jumping roundhouse and perform alot of ground combos against this guy, also watch for him to jump in on you with his Siberian Splash, there isn't much you can do about it except block and quickly move away before he gets you in his grabs. In this battle play alot of offense and defense.
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