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 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 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) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 4 - THROWS Sleeper Hold(fw+HP) = Rapid button throw. ??(fw + HK) = Sakura climbs to the opponent's chest, turns around and kicks him away. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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 ------ 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 ------------- 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 ----------- 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 ------------------ 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 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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... -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 7 - ASSISTS Assist Type ----------- Alpha: Dash Type - Shououken / Haru Ichiban Beta: Projectile Type - Hadouken / Shinkuu Hadouken Gamma: Balance Type- Senpyuu Kyaku / Midare Zakura --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 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.) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- 11 - DEFEATING ABYSS Coming Soon... ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 2000 Copyright Edwin "Shinji" Chow