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 Ziiko's How 2 Play guides: Sakura

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PostSubject: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14Mon Mar 07, 2011 12:52 am

"His hatred stole my heart" <3

Finally one of the most useless main characters in the Naruto series has made a sexy comeback in shippuden. She passed kakashi's test, saved Kankurou's life and helped defeating Sasori, right on!
Gamer slang: http://www.arashiboards.com/t30-general-terminology


Sakura Haruno: "Ok, ready for your prostate exam?"
Ziiko's How 2 Play guides: Sakura Sakura26

index:

1......................intro

2......................Pros/cons

3......................Moveset

4......................items

5......................Support

6......................awakening

7......................Counter-picks

8......................Conclusion

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I. intro:

Sakura Haruno, medical ninja of team Kakashi. Trained by the 5th Hokage Lady Tsunade. She has super strength, good will and a good heart. And has a shallow crush on Sasuke (who doesn't? lol) Here I will inform you the basic info of this character with some brief tips that will help you turn this sweet cherry blossom into a pink menace! >8]

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II. Pros/cons:

Pros:

1. Her U1 can also be done in the air.
2. Good supporter.
3. Has many teams options.
4. Good movement.
5. Good items! Has paper bombz which cause SB!
6. Can tilt cancel into grab. SB!
7. Grab and tilt cause SB!
8. Causes alot of damage.
9. Good close ranged fighter.
10. Can link air U1's.
11. Has short hop attack!

Cons:

1. Generic Awakening.
2. U1 does not cause SB.
3. U2 is hard to land.
4. Hard to keep up a long ranged fight.
5. Hard to punish SB.
6. Combos are easy to KNJ.

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III.Moveset:

vid (ignore review)

Prostriker likes how every1 is using his vid idea! ^

Combos:

Neutral- Sit down! 8 hits, throws you to the ground. Easy to KNJ. Can connect with item.
Side- Falcon Punch! 9 hits, ends with cutscene. Punches you across the stage. Foe will lose chakra if not teched. Causes SB.
Down- Axe kick! 7 hits, you'll lose chakra, kicks you to the ground, connect with item. Easy to KNJ.
Up- Ass kick! 7 hits, leaves you up in the air, follow up with air dash, combo, U1. Easy to KNJ.
Air- Spike punch! 4 hits, lose chakra knocks you to the ground, mid KNJ difficulty. Use short hop attack against blockers.

All of these combos make great damage, but are easy to KNJ. Try using them when opponent is out of chakra or against a big awakening(Dei, Itachi, Bee, Kank, Choji) because eventhough they can KNJ, they won't appear behind you. Then use support when you cool down and repeat.

Specials:

U1- Cherry blossom clash! She tracks the opponent & punches the ground with might. Leaves opponent in the air, can link it with another air dash > U1 > air dash > U1 > air dash > bomb > SB > air dash > bomb > SB > air dash > air combo! The timing is unusual so it's not that easy to KNJ. Has fast cool down, and quicker startup in the air. Good attack supporter. She is vulnerable during it's startup to any move.

U2- Abortion punch! She dashes at you and gives you a right hook and breaks the ground through your gut! Easy to KNJ or block. It's obvious, so try to pull it off in a storm combo or while Chiyo/Hidan are comboing your opponent.

Tilt- probably her best melee attack.
---- She dashes and punches you.
----2 hits
-----Hard to KNJ.
----Can cancel into grab, SB! Can connect after c.dash.
----Can cancel into air dash.
----Can delay or fasten the 2nd moves execution.
----Can cancel with kunai/c. kunai

Grab- Comes out fast, close ranged, slams you to the ground and tosses you across the stage, opp loses chakra, SB.

kunai- standard 3 hits. c. kunai, throws around 8 shurikens. Generic. Use it to cancel combos and tilt. Spam when awakened.

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IV. items:

^ item- Debuffs and restores awakening. (Thanks Gead and Glenn! lol)
< item- 2 Defense down tags, makes effect to blockers, can hit when foe is on the ground. Can connect with tilt.
> item- Paper bombs! SB, mid range, If missed, sticks to the floor around 3 seconds before detonating. Can connect with c. dash and air dash.
v item- 2 Guard breakers, good for your U1. Use before awakening.

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V. Support:

-She is a good suppport! Look back @ the U1 info. You're better off using her as an attack support.
-She teams up with team 7/ kakashi, Sasuke, Karin and the ppl from konoha. With kakashi, Yamato or Kirin as main characters you can link her U1 with their U2 (if they don't air tech) Oh and she obviously teams up with Tsunade.
-You can link Deidara's air kcombo off her U1, causing SB!
-She also teams with Chiyo.

-As a main character you might need a good rusher like Taka, Naruto or Kakashi to cover mid range. And have a good long range projectile like Kirin, Itachi, Kakuzu, Sasori, Dei, etc. She's pretty good close range, so this way she'll have her sh!t covered! ^_^

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VI. Awakening:

-Generic level 1 stats-up A-mode.
-Activates @ 50% damage and less.
-She has inmense strength!
-Abuse tilt-grab and air U1.
-Same moveset. Combos become harder to KNJ (look back at the combos descriptions) so have at it!
-Better in singles, use it to run out the timer.
-Use a guard break item before activating.
-Spam c. kunai when away to stun them and weaken shield.
- Abuse air U1 when msid range.
-Abuse tilt when up close.
-Lasts around 15 counts (30 seconds)
-Use up item to after awakening to restore it!

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VII. Counter-picks:

If you stay close, to long ranged characters you'll have the upper hand. When they spam kcombos, c.dash>tilt>grab. If they're too far to c. dash, NM and kunai sideways and towards them.

Against puppet masters I recommmend Pain and Hidan as supports. Pain will knock the puppet off. C.dash > tilt-grab, but if they block, release Hidan. If they get comboed by Hidan, U2, if they block, grab. Air jutsu with v item to eat up their guard. Stay close, you would be in disadvantage if you stay away.

She has a hard time against Pain, Hinata and Neji because they are better close ranged and their U1 over prioritize all of her moves, so try to turtle and punish after their attacks.

Try a small stage like Konoha to keep them close.

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VIII. Conclusion:

She's an OK character and compliments in teams very well. Her main problem is that the KNJ in this game brings her good melee qualities down. But still she has good attributes that makes her a good choice. Yay my 6th guide! Will update anytime necesarry.


Last edited by Ziiko on Wed May 11, 2011 5:31 pm; edited 23 times in total
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PostSubject: Re: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14Mon Mar 07, 2011 1:10 am

pretty good guide... the up item restores awakening.
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PostSubject: Re: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14Mon Mar 07, 2011 1:30 am

Thanx man! Touche' Smile
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PostSubject: Re: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14Mon Mar 07, 2011 2:24 am

Well actually I think it removes debuffs like poison or defense down. But since u get debuffed after your awakening ends the item removes it so u can use it again immediatly.
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PostSubject: Re: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14Mon Mar 07, 2011 2:31 am

that's wats great about making guides, you think you know everything about a character, but then you test things and urr like "OMG that's awesome" and you learn new things, then you tell others and they learn things and then those people tell you new things... and in the end...every1 learns new stuff.
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PostSubject: Re: Ziiko's How 2 Play guides: Sakura   Ziiko's How 2 Play guides: Sakura Clock14

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