

                       Street Fighter EX 3 - Playstation 2

            Sakura Kasugano Character FAQ - Version 1.0 - 23/11/2001

                            by Shin Gotenks (gotenksshin@hotmail.com)
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---------------------------  COPYRIGHT ------------------------------
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This document is copyright of Elton Bruno, 2001. You can't copy it for 
any commercial use. You can publish it on your site, but ask me 
permission first. You can't force the users to click on a banner to see 
this. The last version of this FAQ can be found at www.gamefaqs.com. If 
you want me to send a copy of this FAQ to your magazine/fanzine, contact 
me and I'll see what I can do.
Let the battle begin...



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-----------------------    MOVE LIST    --------------------------
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Commands:

WP - weak punch
MP - medium punch
SP - strong punch
P - any punch button
PPP - three punches at same time
WK - weak punch
MK - medium punch
SK - strong punch
K - any kick
KKK - three kicks at same time
D - down
U - up
B - back
F - front
DB - down-back (diagonal)
DF - down-front (diagonal)


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1. Throws
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These moves must be done closer to the enemy.

-- Seoi Nage: WK + WP
* Sakura catches the enemy, goes to his back and hang him by the neck 
3~6 times and end with an elbow blow. If you tilt the D-Pad and press 
the buttons as faster as you can, the Sakura will hang the enemy more 
time than normal.

-- Cellar Shoot: B + WK + WP
* Sakura catches the enemy, holds his arms and use his thorax to give 
her an impulse to jump, then she loosen enemy's arms and stop a little 
more in front.


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2. Normal Moves
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-- Flower Kick: MP + MK
* Sakura lift her leg and do a top-to-bottom kick, which can break the 
enemy's defense, equal as the same move on Street Fighter EX plus alpha 
an Street EX 2, but here, it has a low success rate.


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3. Special Moves
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-- Hadouken: D,DF,F + P
* Classic fireball, the same Ryu/Ken/Akuma move. This move has only a 
difference. If you press PUNCH repeteadly, Sakura will create a Hadouken 
that is bigger than normal, but the fireball goes to a small distance 
than normal, it will disappear after a little time. Very good to make a 
surprise to the enemy, leaving him worry about in which moment you'll 
let the Hadouken go.

-- Shououken: F,D,DF + P
* It's not the same Shouryuken. There's a difference. This move hits the 
enemy several times more than the Shouryuken, and Sakura will slide on 
the ground, to after it go to air. Depending the button you press, 
Sakura hits the enemy more times, being: WP (2 times), MP (3~4 times) 
and SP (6 times). It can avoid some projectiles, in tis beginning.

-- Shunpuu Kyaku: D,DB,B + K
* Not good move. It's an "helicopter kick", but it has a low sucess 
rate, can be used on combos, but it's only good to avoid the enemy's 
sweeps/slides (D + SK). Depending the kick button you press, Sakura will 
spin more or less times.

-- A-Ha-Ha: one clock-wise turn (360 degrees) + P
* Horrible move. It's only a provocation move, Sakura points to the 
enemy and laughs at him. It causes a minuscule damage, like Chun Li's 
Gomen Ne!. It can't be canceled or interrupted. Best to use it when far 
from enemy or he's fallen.

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4. Super Combos
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-- Shinkuu Hadouken: D,DF,F,D,DF,F + P
* A larger version of the normal hadouken. Sakura says 
"Shinkuu...Hadouken!" and release a big fireball at the enemy. Very good 
trick: if you hold Punch, Sakura will hold the Hadouken, good to catch 
the enemy in the right time. Sakura will not hold the Hadouken forever, 
so is good to release it when you think it's on best position to hit the 
enemy. 

-- Midare Zakura: D,DF,F,D,DF,F + K
* Three Shououkens at sequence, can avoid ALMOST ANYTHING, if you do the 
move in the beginning of the enemy's act. If done in combos, can cause a 
biger damage.

-- Haru Ichiban: D,DB,B,D,DB,B + K
* Sakura does various slides at the enemy and ends with a kick. It can 
be blockable only in bottom. You can make a big surprise to the enemy 
with this.

-- Shun Goku Satsu: WP,WP,F,WK,SP
* The same Akuma/Evil Ryu move. Sakura run towards the enemy, catches 
him and does a big sequence at him (as you may see, the screen brights 
and you can't see anything). This move is unblockable, but very easy to 
avoid. Only jump. But expert players can predict the exact moment to do 
this and got you very easily. A good use to this is knock the enemy with 
a sweep/slide (D + SK), and do this move when enemy is fallen on the 
ground, there's only a few chances that him can escape.


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5. Meteo Combos
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-- Nekketsu Hadouken: D,DF,F,D,DF,F + PPP
* The same Hadouken, but much bigger and doing more damage. Best move to 
avoid any projectile, since the Hadouken is almost larger than the 
screen, and it can surpass any of these moves. If the enemy is doing any 
action (not blocking), and he's far from you, there's 90 percent of 
sucess on this move.

Meteo A-Ha-Ha: two clock-wise turns (720 degrees) + PPP
* Another horrible move. Sakura walks towards the enemy and do 
A-Ha-Ha, but with a difference. The damage is EXTREME, so don't try to 
block it or jump it. To avoid, is very easy. Wait the move activation. 
When Sakura is getting closer to you, jump backwards and Sakura will do 
the move in that place where you was. This move is horrible, but wait 
for surprises.


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6. Meteo Tag Combo
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To do this move, four conditions must be respected:

1: Sakura's TAG partner must be Ryu, and only Ryu.

2: Sakura's Super Bar may be on Level 3.

3: The Tag Bar (that blue one, in the side of the life bar) may be full 
filled.

4: Sakura activates the move, not Ryu.

-- Double Nekketsu Hadouken: WP,WP,B,WK,SP
* Sakura runs to the enemy, catches him, Ryu appears, do some blows, 
stuns the enemy and they two end each with a Nekketsu Hadouken (in case 
of Ryu, I think it's Denjin Hadouken). This move's damage is EXTREME, so 
don't wait for kindness.



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--------------------------  SUPER CANCEL ----------------------------
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This section explains which moves are cancelable and which are not. On 
the left side (before the arrow) is the move itself, and on the right, 
the moves that can cancel it. Some moves can be canceled on ALL Super 
Combos, so when you see "all Super Combos" means that this move can be 
canceled on ALL Super Combos (Duuhhh....)

-- Seoi Nage -> can't be canceled
-- Cellar Shoot -> can't be canceled
-- Flower Kick -> all Super Combos
-- Hadouken -> all Super Combos
-- Shououken (only the versions with MP or SP) -> Shinkuu Hadouken, 
Midare Zakura, Haru Ichiban, Shun Goku Satsu, Nekketsu Hadouken
-- Shunpuu Kyaku -> can't be canceled (you can CONTINUE this move, but 
not cancel it) 
-- A-Ha-Ha -> all Super Combos (if you can do it in the right moment... 
not easy, you must know!)
-- Shinkuu Hadouken -> all Super Combos, minus Meteo A-Ha-Ha
-- Midare Zakura -> Shinkuu Hadouken, Haru Ichiban, Nekketsu Hadouken
-- Haru Ichiban -> Shinkuu Hadouken, Midare Zakura, Nekketsu Hadouken, 
Shn Goku Satsu
-- Shun Goku Satsu -> can't be canceled
-- Nekketsu Hadouken -> can't be canceled
-- Meteo A-Ha-Ha -> can't be canceled
-- Double Nekketsu Hadouken -> can't be canceled

SPECIAL NOTE: if you don't know how to cancel a Super Combo on a Meteo 
Combo, see my Character FAQ about Kairi or a General FAQ, to more 
explaination.


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-------------------------    COMBOS    ------------------------------
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Sakura's combos are a little different from Ryu's ones, or Ken's ones, 
so I'll write it on the next release. Maybe on the next week (counting 
from 11/23/2001).



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----------------------------   CREDITS   ----------------------------
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- Only me, again... How B-O-R-I-N-G! 







