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Sakura's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

6 Comments

Sakura Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 25 50 20 C*Sp*Su 3 2 5 4 7
Close Medium Punch HL 65 100 40 Sp*Su 4 2 9 3 6
Close Hard Punch HL 90[80] 120[100] 60 Sp*Su 3 4 20 -6 -1 Forces Stand
Close Light Kick HL 25 50 20 Sp*Su 3 2 8 1 4
Close Medium Kick HL 60 100 40 Sp*Su 4 3 15 -4 -1
Close Hard Kick HL 120[100] 200 60 Su 6 3 21 -6 -1 Forces Stand
Far Light Punch HL 25 50 20 C*Sp*Su 3 2 5 4 7
Far Medium Punch HL 75 100 40 Su 7 3 12 -1 2
Far Hard Punch HL 110 200 60 - 8 3 17 -2 2
Far Light Kick HL 30 50 20 Sp*Su 3 2 8 1 4
Far Medium Kick HL 75 100 40 - 9 2 12 0 3
Far Hard Kick HL 110 200 60 - 10 3 15 0 4
Crouch Light Punch HL 20 50 20 C*Sp*Su 3 2 6 3 6
Crouch Medium Punch HL 65 80 40 Sp*Su 5 3 11 0 3
Crouch Hard Punch HL 90[80] 120[100] 60 Sp*Su 4 5 23 -10 -5 Forces Stand
Crouch Light Kick L 20 50 20 C*Sp*Su 3 3 8 0 3 Low Attack
Crouch Medium Kick L 60 100 40 Sp*Su 5 4 13 -3 0 Low Attack
Crouch Hard Kick L 90 150 60 - 7 3 22 -7 D Low Attack, Cannot tech
Jump Up Light Punch H 50 50 20 - 3 7 - - -
Jump Up Medium Punch H 80 100 40 - 4 6 - - -
Jump Up Hard Punch H 100 200 60 - 5 5 - - -
Jump Up Light Kick H 30 50 20 - 4 5 - - -
Jump Up Medium Kick H 70 100 40 - 5 8 - - -
Jump Up Hard Kick H 100 200 60 - 6 6 - - -
Jump Toward Light Punch H 50 50 20 - 3 7 - - -
Jump Toward Medium Punch H 80 100 40 - 4 5 - - -
Jump Toward Hard Punch H 100 200 60 - 5 5 - - -
Jump Toward Light Kick H 30 50 20 - 4 5 - - -
Jump Toward Medium Kick H 70 100 40 - 5 4 - - -
Jump Toward Hard Kick H 100 200 60 - 6 5 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Flower Kick Overhead H 80 100 40 - 16 2 15 -3 2 Mid attack
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 130 200 60 - 65 2 35 D D
Forward Throw 0.9 120 120 40 - 3 2 20 - D Escape time 0.8
Back Throw 0.9 135 140 40 - 3 2 20 - D Escape time 0.8
Fireball (Level 1) HL 60[40*60] 75 10/20 Su 15 71 48 -7 -3
Fireball (Level 2) HL 80[50*70] 100 10/20 Su 13+14 71 56 -3 1
Fireball (Level 3) HL 120[60*80] 150 10/20 Su 39 44 64 1 5
Fireball EX (Level 1) HL 40*60 50*50 -250/0 Su 15 - 48 -4 D Pursuit Property
Fireball EX (Level 2) HL 50*70 60*60 -250/0 Su 13+14 - 60 -4 D
Fireball EX (Level 3) HL 60*80 75*75 -250/0 Su 39 - 72 -4 D Pursuit Property
Dragon Punch Light Punch HL 90*15 50*50 30/10x2 Su 6 2*4 18+11 -12 D 1st hit cancellable
Dragon Punch Medium Punch HL 90*15x3 50*35x3 30/10x4 Su 7 2x3*8 22+11 -20 D Pursuit Property, 1st~3rd hit cancellable
Dragon Punch Hard Punch HL 80*15x5 50*30x5 30/10x6 Su 12 2x5*10 20+11 -20 D Pursuit Property, 1st~3rd hit cancellable
Dragon Punch EX HL 45 * 15+45 * 15x5 40 * 20 * 40 * 20x5 -250/0 Su 12 2 * 4(19) 2x5 * 9 21+11 -20 D 1~13f invincible, 1*3~5 hit cancellable
Arcing Hurricane Kick Light Kick HL 60 100 10/15 - 16 6 15 0 4 10~21f , Armor Break
Arcing Hurricane Kick Medium Kick HL 60*60 50*50 20/20*20 - 17 3(8)6 18 -3 1 11~33f , Armor Break
Arcing Hurricane Kick Hard Kick HL 60x3 50x3 20/15x3 - 12 3(6) 3(7) 2 21 -2 2 7~32f , Pursuit Property, Armor Break
Arcing Hurricane Kick EX HL 30x3*35 50*30x3 -250/0 Su 12 3(6) 3(7) 2(12) 3 14 4 D 7~32f , 4th hit , Pursuit Property, Armor Break, 4th hit cancellable
Arcing Hurricane Kick (Air) HL 50 50 10/40 - 8 3(9)3 7 - D
Arcing Hurricane Kick EX (Air) HL 70 50 -250/0 - 8 3{(9)3}xN 7 - D
Jump Smash HL - - 20/- - - - 36 - D
Jump Smash EX HL - - -250/- - - - 77 - D
Jump Smash HL 50 * 50 * 60 [60x3] 70 * 70 * 100 [100x3] 0/15x3[0] - 14+4 3 16


Super Lx6*HL 45x6*80 0 -1000/0 - 1+6 {2(5)} x5 *2 (13) 4 24 -7 D 1~13f invincible, 1~6 hit Low attack
Ultra 1 Lx2*HL 75 * 75 * 68 * 233 0 0/0 - 0+11 2(7) 2(11) 2 47 -28 D 1~10f invincible
Ultra 2 HL 56x4*105 0 0/0 - 0+12 - 96 -27 D 1~9f invincible
Ultra 2 (Anti Air) HL 56x4*105 0 0/0 - 0+8 - 92 -27 D 1~8f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by Boing on May 29, 2009 at 4:09 a.m. #1

Damn I am having some probs with this character.

I need to know better ways to fight Ken.

 

Posted by Harima on June 12, 2009 at 2:36 a.m. #2

for scrubs abuse the jump-ins with crouching HP, for experts keep the pressure with the shinpuuken, but watch out for meaty uppercuts. Try crossing up as much as possible

 

Posted by streetFighterKing_57 on June 19, 2009 at 11:07 p.m. #3

theres no recover column on her chart .....

 

Posted by haragei on July 9, 2009 at 2:22 p.m. #4

Total = Startup + Active + Recover

Recover = Total - Startup - Active

 

Posted by shinveguile on November 27, 2009 at 2:42 p.m. #5

Is low kick tatsu really +4 on hit?because by that tatsu~close mk would be a one frame link but it is ridiculously easy to do.

 

Posted by jamheald on May 31, 2010 at 4:47 p.m. #6

@5 Yes, I find cr.hp easy and that's 1 frame too, just muscle memory makes it easy.

 

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