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which situations, because throwing out a laggy move might get you killed.
Capcom vs. SNK 2

which situations, because throwing out a laggy move might get you killed.

Learn Sakura Kasugano's movelist and strategies in Capcom vs. SNK 2, including her Hadoken and Custom Combo potential.

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Learn Sakura Kasugano's movelist and strategies in Capcom vs. SNK 2, including her Hadoken and Custom Combo potential.

Movelist:

Special Normal Moves:

  • Flower Kick: F + MK

Specials:

  • Hadoken: QCF + P
  • Sakizakura Ken (AKA Shoouken): FDP + P
  • Shunpu Kyaku: QCB + K
  • Sakura Otoshi: FDP + K + PPP, K
  • Flower Kick (AIR): QCF + K

Super Specials:

  • Shinku Hadoken: QCFx2 + P
  • Midare Zakura: QCFx2 + K
  • Haru Ichiban: QCBx2 + K

Movelist Breakdown:

Normal Attacks:

STANDING:

  • LP (Quick Jab): Very quick and one of the best ways to combo into other moves.
  • MP (Normal Punch): A normal punch. Could be used as part of a combo, but not recommended.
  • MP Close (Quick Elbow): Pretty fast, and good to combo into other attacks. Can only be executed right next to the opponent.
  • SP (Slow Normal Punch): A much slower but stronger version of the MP. Not recommended for combos.
  • LK (Shin Kick): Very basic. Excellent to combo into and very quick.
  • MK (Back Kick): Sakura kicks the opponent with the back of her feet. Not bad in terms of combo starters.
  • SK (Roundhouse Head Kick): A roundhouse kick to the opponent's head. Not good for combos.
  • SK Close (High Head Kick): A kick to the head that hits high. Must be right next to the opponent for it to come out.

CROUCHING:

  • LP (Quick Jab): Great for combo starters, and very quickly.
  • MP (Hammer Fist): Sakura puts both hands together and swings up at the opponent. Nice against Air attacks.
  • SP (Low Blow Punch): Nothing real special about this move.
  • LK (Foot Kick): Great for combo starters.
  • MK (Knee Cap Kick): Could be used for combos, but LK is preferred.
  • SK (Leg Sweep): Good for corner fights. Can be used to chain into Shunpu Kyaku or Sakizakura Ken.

JUMPING:

  • LP (Falling Palm): Lasts the whole time that she is in the air, and is great for combo starters.
  • MP (Upper Air Punch): Punches up in the air. Great against Air attacks and for stopping attacks like Tatsumaki Senpukyaku.
  • SP (Double Falling Chop): Cups her hands together and does a chop in the air. Not recommended for combos.
  • LK (Air Kick): Lasts the whole time that Sakura is in the air. Can be used to combo into other moves.
  • MK (Toe Air Kick): Attacks with her foot, hitting with the tip of her toes. Good against Air attacks.
  • SK (Foot Thrust Kick): This move is pretty fast, so you'll have to time it just right for it to work on certain moves.

Throws:

  • SP + <- or -> (Chokehold): Sakura goes behind the opponent and wraps her arms around their neck, then chokes them for up to 6 times before elbowing them to the ground.
  • <- or -> + SK (Kick Send-Off): Sakura jumps on the opponent and pushes them back with a kick. Nice when you want to gain ground between your opponent.

Special Moves:

Hadoken:

  • STRONG VS.: Anti-Air attacks, Rush attacks, Other attacks
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: Some Other attacks, Air attacks, Projectile attacks

Sakura's Hadoken in Capcom vs. SNK 2 is a shockwave, not a fireball. It's not really worth using but can stop Rush attacks like God Press.

Sakizakura Ken:

  • STRONG VS.: All Rush attacks
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: Anti-Air attacks

Great to push opponents back when they don't expect it. If blocked, Sakura is left wide open for an attack. Good as a Wakeup counter or to escape some attacks.

Shunpu Kyaku:

  • STRONG VS.: All Rush attacks, Some Anti-Air attacks (if timed properly)
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: All projectiles, Some Anti-Air attacks

Great to use against crouched opponents and handy on Wakeup. Punishable if blocked.

Sakura Otoshi:

  • STRONG VS.: Some Rush Attacks
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: All projectiles, Some Rush Attacks, Most Anti-Air attacks, Air attacks

Not one of Sakura's best moves. Can be beneficial as a Wakeup counter, depending on execution and opponent's playstyle.

Flower Kick (AIR):

  • STRONG VS.: All Rush Attacks
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: Anti-Air attacks, Projectiles (if timed incorrectly)

A great air stall move. Useful when jumping at an opponent who tries to use an Anti-Air attack.

Super Special Moves:

Shinku Hadoken:

  • STRONG VS.: All Rush attacks, All Anti-Air attacks
  • NO EFFECT VS.: Teleport moves, Other Super Special projectiles
  • WEAK VS.: None

This attack blows through all other projectiles and is pretty much indestructible. Can only be stopped by jumping over it or using another Super Special projectile.

Midare Zakura:

  • STRONG VS.: Rush Attacks
  • NO EFFECT VS.: Teleport moves
  • WEAK VS.: None

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