
(Can also be done in the air)
• Charging Uppercut (Shouo'u Ken) •
Sakura charges at her opponent and when she gets close, does an uppercut, which hits several times.
This attack has a very fast start up time making it easy to combo with, plus when done in the air, it will typically do more damage than the ground-based version.
The strength of the button pressed controls the range and damage.
(Can also be done in the air)
• Arcing Fireball (Hadouken) •
When executed from the ground, this tosses a fireball at a diagonally up-towards angle, which can catch jumping opponents.
In the air, this is angled diagonally down-towards, but Sakura hangs in the air for a good portion of time after tossing this out, which makes it punishable if you're not careful.
Your Hard Punch Fireballs offer the most range.
(Can also be done in the air)
• Arcing Hurricane Kick (Shunpuu Kyaku) •
Has a bit of start up time so you have to really set this up for it to combo. The Light Kick version stays fairly low to the ground, and Hard Kick has a really big arc which makes it difficult to hit with unless your enemy is airborne.
When used in the air, it alters the trajectory of your jump just a bit which can put you in an unexpected position making it more difficult for your opponent to anti air you.
• Hyper Uppercut (Midare Zakura) •
You charge forward and do a series of melee attacks, scoring pretty good damage if this connects, but it has a solid bit of start up time meaning it can be hard to connect with in combos.
• Hyper Arcing Fireball (Shinkuu Hadouken) •
A much improved version of your Arcing Fireball attack, except this one cannot be done in the air. A great anti air Hyper though, which takes off a healthy portion of life if you connect with it fully.
• Hyper Arcing Hurricane Kick (Haru Ichiban) •
Very fast start up with this Hyper move and it does even more damage than your Hyper Uppercut, but this comes at the price of not having a lot of range and sometimes missing entirely when you could have sworn it should combo.
Still, if you can find ways to consistently hit with it, it's a very potent attack.
(Requires 3 Hyper bars)
• Dark Sakura Transformation •
Transforms you into Dark Sakura until you repeat the command to turn back into regular Sakura. This move gives you different Special and Hyper moves, which are detailed below. In this mode, Sakura becomes a lot like Akuma.
• Flower Kick (Overhead Attack) •
This has to be blocked high.
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Dash Type | (H) Charging Uppercut | (H) Charging Uppercut | Hyper Arcing Hurricane Kick |
| B | Projectile Type | (H) Arcing Fireball | (H) Arcing Fireball | Hyper Arcing Fireball |
| Y | Expansion Type | (M) Arcing Hurricane Kick | (M) Arcing Hurricane Kick | Hyper Uppercut |
(Can also be done in the air)
• Fireball (Hadouken) •
Pretty much Akuma's Fireball. Light Punch doesn't travel as far as Hard Punch. When done in the air this comes out at a down-towards angle.
(Can also be done in the air)
• Charging Uppercut (Shouo'u Ken) •
Basically the same thing as her regular Charging Uppercut, but the animation is changed slightly when performed on the ground.
(Can also be done in the air)
• Arcing Hurricane Kick (Shunpuu Kyaku) •
Another move that's the same as her regular attack.
or
![]()
• Forward Warp •
Teleports you across the screen. Punch version travels almost full-screen's distance while Kick is about half-way.
or
![]()
• Backwards Warp •
Same as your Forward Warp, except in the reverse direction. Same rules for Punch and Kick buttons also apply here.
• Hyper Fireball (Shinkuu Hadouken) •
Shoots a beam of Fireballs across the screen, much like Ryu's signature Hyper move. A quick start up time makes this ridiculously easy to combo into, plus the damage is very nice as well.
• Hyper Uppercut (Midare Zakura) •
The exact same thing is Regular Sakura's Hyper Uppercut, except you use different buttons to execute it.
• Hyper Upwards Hurricane Kick (Haru Ichiban) •
Like Regular Sakura's Hyper Hurricane Kick, except this spins straight up, and it also has really crappy range. Use this when your enemy is directly above you and it should connect.
Solid anti air — if your aim is really good.
(Requires 3 Hyper bars to execute)
• Raging Demon (Shun Goku Satsu) •
Takes about 65% of your opponent's life off, which is devastating, but so is the required amount of Hyper meter you need to pull it off.
Contributions to this guide by Cannon Revenge and Poulpyx.
| Name | Viewers |
| Team Spooky | 11,890 |
| Deadly Bison | 2,266 |
| Kombat Network | 1,039 |
| Clash Tournaments | 294 |
| I.E. BattleGrounds | 99 |
Most commented stories over last 14 days
1. Ed Boon begins unofficial poll for potential future DLC characters in Injustice: Gods ... | 269
2. Infiltration declined invitation to Topanga Asia League | 170
3. Injustice: Gods Among Us Batgirl gameplay trailer released | 168
4. KaneBlueRiver: 'Chris G's team forces people to play honest', 'they lose because he ... | 163