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Sakura Street Fighter 5: Champion Edition artwork

Sakura Street Fighter 5: Champion Edition moves


Overview

Stamina: 975Stun: 1,000 Tier Ranking: 35th
Popularity: 25th SF5 Tiers

Sakura was released on January 16, 2018 as a DLC (downloadable content) character for Street Fighter 5. She is Street Fighter 5's 29th character and the 13th DLC contender released, officially acting as the start of Season 3.

The first chance the world got to see and play as Sakura was back on February 27, 1996 in the arcade release of Street Fighter Alpha 2. She has appeared as a playable character in several Street Fighter titles following Alpha 2, and even made an appearance as a secret character in Capcom's 3D fighter, Rival Schools: United By Fate.

This school girl turned arcade worker has always had a bit of an obsession with Ryu, and this is heavily reflected in her move list. She uses Hadokens, Dragon Punches, and Hurricane Kicks, albeit her own interpretation of each.

In Street Fighter 5, Sakura's gameplan remains largely the same as it does in previous titles. She's heavily offense based and wants to use her long-reaching normals to hit confirm into her Shouoken (Dragon Punch) in footsies to push the opponent toward the corner.

One way that Sakura can effectively do this, which happens to also be one of her best tools, is her standing light kick. This attack is fast, has excellent reach, and can be used to punish oncoming normals by buffering Shouoken.

Sakura had a rocky start when she first came on the scene. Players felt she was very weak after launch, but balance updates in the coming years would improve her overall strength and ultimately see her rise to around lower mid-tier — which is about where she sits after the Definitive Update.

Still, Sakura remains a decently popular character in Street Fighter 5. This world warrior typically ranks around the #20 spot for popularity out of 45 playable fighters in the game's online usage stats.

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Megadanxzero posted January 16, 2018

Early findings - I think st.HP is better than it seems. The range isn't quite as good as it looks, but it seems to be the only thing that can combo into HK Tatsu, and does so even from max range. It's -2 on block so still safe, and it's super easy to hit confirm if you poke with it.

That's handy because HK Tatsu leaves you at +2 in throw range, so you can throw/frame trap as you like. You can also combo st.HP after a jump in, so I think that might actually be the best option if you want to continue pressuring.

V-Trigger activation combos also seem to often do less damage than normal ones thanks to the extra scaling, so probably don't bother unless you have super to put on the end.

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