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 Dark Sakura

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Nombre de messages : 317
Date d'inscription : 23/09/2005

Dark Sakura Empty
MessageSujet: Dark Sakura   Dark Sakura EmptySam 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.
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Dark Sakura Empty
MessageSujet: Re: Dark Sakura   Dark Sakura EmptySam 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
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Dark Sakura Empty
MessageSujet: Re: Dark Sakura   Dark Sakura EmptySam 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.
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Dark Sakura Empty
MessageSujet: Re: Dark Sakura   Dark Sakura EmptySam 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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