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Sakura Kasugano
Sakura Kasugano (春日野 さくら Kasugano Sakura) is a video game character from the Street Fighter series, first appearing in Street Fighter Alpha 2. She is a Japanese girl with an intense fixation on Ryu, having copied and learned many of his techniques, and chasing him around the world to prove herself to him.
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| Origin | ||||||||||||||||||||||||||||||||||||||||||
| Origin | Street Fighter Alpha 2 | |||||||||||||||||||||||||||||||||||||||||
| Creator | Takashi Nishiyama, Hiroshi Matsumoto | |||||||||||||||||||||||||||||||||||||||||
| First Appearance | Sakura Ganbaru (First Chronological Appearance), Street Fighter Alpha 2 (First actual appearance) | |||||||||||||||||||||||||||||||||||||||||
| Actor | Japanese Yuko Sasamoto, Chiaki Osawa, Mao Kawasaki, Misato Fukuen English Saffron Henderson, Michelle Ruff, Brittney Lee Harvey | |||||||||||||||||||||||||||||||||||||||||
| Characteristics | ||||||||||||||||||||||||||||||||||||||||||
| Species | Human | |||||||||||||||||||||||||||||||||||||||||
| Gender | Female | |||||||||||||||||||||||||||||||||||||||||
| Pronouns | She/Her | |||||||||||||||||||||||||||||||||||||||||
| Sexuality | Heterosexual | |||||||||||||||||||||||||||||||||||||||||
| Age | 15 (Sakura Ganbaru), 16 (Street Fighter Alpha 2), 18 (Street Fighter Alpha 3) | |||||||||||||||||||||||||||||||||||||||||
| Birthday | March 15th | |||||||||||||||||||||||||||||||||||||||||
| Height | 157 cm | |||||||||||||||||||||||||||||||||||||||||
| Weight | 42 kg | |||||||||||||||||||||||||||||||||||||||||
| Ethnicity | Japanese | |||||||||||||||||||||||||||||||||||||||||
| Status | Alive | |||||||||||||||||||||||||||||||||||||||||
| Alignment | Chaotic Good | |||||||||||||||||||||||||||||||||||||||||
| Archetype | Underdog | |||||||||||||||||||||||||||||||||||||||||
| Occupation | Student | |||||||||||||||||||||||||||||||||||||||||
| Time Period | Modern | |||||||||||||||||||||||||||||||||||||||||
| Language | Japanese/English | |||||||||||||||||||||||||||||||||||||||||
| Combat Style | Ansatsuken (Ryu's style with personal adaptations) | |||||||||||||||||||||||||||||||||||||||||
| Homeworld | Earth | |||||||||||||||||||||||||||||||||||||||||
| Relationships | ||||||||||||||||||||||||||||||||||||||||||
| Affiliations | Tsukushi Kasugano, Karin Kazuki, Kei Chitose, Dan Hibiki, Ryu, Ken Masters, Blanka, Ibuki, Cammy, Elena, Hinata, Natsu, Shoma, Akira | |||||||||||||||||||||||||||||||||||||||||
| Enemies | Maki, Gen, M. Bison | |||||||||||||||||||||||||||||||||||||||||
Background
| This dropdown contains the synopsis of Sakura’s story. Read at your own risk as you may be spoiled otherwise! |
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Background She remembers her first two real fights clearly: one where she defeated a group of older kids who had taken Tsukushi’s handheld game, and another where she confronted a college student and his friends after they began harassing Kei. The latter incident is what first brought her to the attention of Karin and Shibasaki. Rival Schools: United By Fate Nekketsu Seisyun Nikki 2
In her individual ending, Sakura reflects on her previous sparring match with Ryu, where she asked him to become her teacher. Ryu declined, explaining that he still has his own path to follow. Before parting, Sakura requested a photo together as a memento, which she later looks at fondly while heading to school. As she walks, her best friend Kei appears, lifting her spirits before the two hurry off, running late. Street Fighter Alpha 3 Their journey continued across the globe in search of both Ryu and Guy, and at some point they separated from Dan. Along the way, they met Ken, who listened to Sakura explain how much she loved fighting to better herself. Inspired by her enthusiasm, he traveled with them to Thailand, where they encountered Karin Kanzuki—this time accompanied by Guy. After a rematch between Sakura and Karin, Karin emerged victorious but acknowledged that Sakura had grown stronger and that victory alone was not everything. After Maki’s brief clash with Guy, the group eventually located Ryu, only to discover that he had fallen under M. Bison’s control. Sagat arrived soon after, and while he confronted Ryu directly, Sakura and the others fought Bison. Sakura’s determination to protect Ryu, combined with Sagat’s demands that he resist the mind control, ultimately helped Ryu regain his senses. Together with Ken and Guy, Ryu defeated Bison and halted his plans for the time being. Following this, Karin had Shibasaki destroy the Psycho Drive using her family’s satellite weapon. After Maki and Guy departed, Ryu told Sakura he was still not ready to train her or have their rematch. Sakura accepted this, and the two agreed they would face each other again someday. As Ryu walked away, Sakura realized that there was something about him that felt truly special, even if she could not yet explain what it was. Street Fighter IV During the tournament, Sakura looks for any trace of Ryu and eventually locates him inside the S.I.N. facility, where he is in the process of destroying the BLECE project. The sheer force of the confrontation knocks her unconscious. When she comes to, she sees Ryu standing victorious. Together, they escape the collapsing facility—likely sabotaged by Vega—and reunite briefly with Dan and Blanka on the way out. After the tournament concludes, Sakura and Ryu part once again, and she heads home by ship. In her ending, a slightly older Sakura is seen walking her dog near the Overpass when she notices Ryu approaching, hinting at their ongoing connection. Street Fighter V: Arcade Edition' After sparring with Karin, Sakura questions why Karin constantly seeks her out, and Karin explains that fighting Sakura is the best way to measure her own progress. Sakura points out that they’re no longer children and wonders if spending their time on constant fights is meaningful, or if pursuing more strength is even the right path for her anymore. Karin then suggests Sakura wouldn’t say that if Ryu were around, which flusters Sakura. When Sakura eagerly asks if Karin has seen him, Karin tells her that she encountered Ryu during a recent crisis she helped coordinate and is certain he is still traveling and training. Sakura becomes embarrassed by how excited she got. While working, Sakura thinks about how much she wants to see Ryu again but admits to herself that she can’t simply wander the world like she once did and must focus on her job and her future. When she hears from a customer that someone is causing a commotion in the arcade, she gets back to work. Later, on her way home, she reflects on her life until she unexpectedly runs into Ryu, who mentions that Karin called him because of her. After a short fight meant to clear her thoughts, Ryu compliments her for becoming stronger and more mature. Sakura then asks him about his future, noting that no matter how powerful he becomes, he will eventually age like anyone else. She wonders if that’s the life he truly wants. Ryu interprets this as a question about taking a disciple, explaining that he isn’t ready for that while still training. Sakura clarifies that she meant having a family someday. Ryu admits he’s never considered it but acknowledges that forming new bonds could also be a kind of strength. With that, Sakura realizes what she wants for her own future, though she quickly insists she isn’t planning on having children anytime soon. Sakura later appears in the final part of Karin’s character story, returning to the Kanzuki Estate. Karin’s steward had informed Sakura that Karin wanted to see her, and when the two meet, Sakura comments that Karin hasn’t changed as they prepare for a friendly match. She is seen again in Ibuki’s story, talking with her over their phones. Sakura reminds Ibuki about the party invitation Karin sent, which she hadn’t noticed yet. Sakura explains she can’t attend due to schedule conflicts and hangs up. During the party, Karin mentions Sakura when Ibuki’s friendships come up. In Blanka’s character story, taking place around the same time, Sakura intervenes after Blanka accidentally damages an arcade machine. After their fight, Blanka apologizes, and Sakura suggests that the manager refill the machine with Blanka’s toy dolls. Sakura next appears in Dan’s story, which follows Blanka’s. She continues trailing her former mentor Dan, who ends up breaking the machine afterward. In Akira’s character story, Sakura is the one who clears up Ibuki’s misunderstanding about Akira, whom Ibuki originally thought was an unfamiliar boy. Akira explains how she first met Sakura during the events of Rival Schools and the Street Fighter Alpha series, during her search for her brother Daigo while working with Edge and Gan. Since Sakura was already a skilled street fighter, Akira challenged her to a fight to test herself. Afterward, Sakura asked to spar again and told them that Karin had arranged a girls’ tea party at the Kanzuki Zaibatsu, which ties back to the earlier invitation Ibuki received. Sakura later joins them at the tea party and the beach gathering hosted at the Kanzuki private beach. She notices that Akira has overcome her fear of water, and Akira explains that someone helped her learn to swim properly. Ibuki misunderstands and assumes Akira is talking about a boyfriend. Sakura asks Akira what she plans to do next, and before long, Karin challenges Akira to another fight, which Akira reluctantly accepts with encouragement from both Sakura and Ibuki. Street Fighter III series Street Fighter 6 |
Appearance
General Description: Sakura is a young female fighter with short brown hair and brown eyes. Her outfit varies by game and scenario, ranging from school uniforms to martial arts attire and casual clothing.
Facial Features: She has brown eyes and short brown hair. Sakura typically wears a headband, either white or red, depending on the appearance.
Clothing/Outfit: - In earlier appearances, Sakura wears a blue sailor school uniform (seifuku) with a short skirt, red bloomers with white lining, a midriff-baring red top under the uniform, red sparring gloves, a yellow neckerchief, white socks, and red sneakers. - In Street Fighter IV and Street Fighter X Tekken, the socks are shorter and navy blue. This school uniform becomes her "Nostalgia" costume in Street Fighter V. - In Super Street Fighter IV endings, she wears a red high-neck sporty jacket, white short-sleeved undershirt, black shorts, white socks, white sneakers, and maintains her white headband. - In Street Fighter V, she wears a college uniform consisting of a black vest with pink trim, a white long-sleeved button shirt, a red top underneath, a pleated skirt with frills, black mid-length socks with pink trim, black short boots, a multi-colored tie, red headband, red gloves with stylized writing, and a head microphone on her left ear. - Alternate costumes include a blue arcade uniform (blue short-sleeved collared shirt with yellow trim, checkered skirt, yellow tights, black socks with red linings, blue sneakers, blue cap, and Blanka-Chan doll on her waist) and a white karate gi with torn sleeves, black belt, red top from her school uniform, and red footguards. - In Street Fighter 6’s World Tour, she wears a midriff-baring red top from prior appearances, her red headband, and a light blue jacket paired with either jeans or shorts.
Special Features: Her headband color changes between appearances, from white to red. Gloves and footwear also vary across costumes.
Alternate Forms/Disguises: Sakura’s alternate outfits include variations of her school uniform, karate gi, and arcade uniform, with different accessories such as gloves, headbands, and shoes.
Personality
- Tomboyish and Energetic: Sakura is generally outgoing, cheerful, and positive, often showing high energy and focus during combat.
- Respectful and Hard-Working: She maintains a respectful attitude toward her teachers and peers and demonstrates dedication in both her studies and martial arts training. Usually before fighting an opponent, she will bow to them.
- Determined: Sakura is persistent and disciplined, aiming to improve her skills and learn from experienced fighters such as Ryu.
- Observant and Adaptive: She studies and mirrors the techniques and philosophies of fighters she admires, especially Ryu, applying what she learns to her own approach.
- Potential: Sakura’s techniques are sometimes seen as less refined than more experienced fighters, but she balances her training with other responsibilities and is recognized by others for her promise and capability to grow in strength and skill over time.
Relationships
The relationship between Sakura and Dan is not one that can be accurately described as master and apprentice, with Dan doing nothing more than guiding her to the world of street fighting[1].
Ryu is Sakura's idol and the very person that got her into street fighting. Initially he saw her as nothing more then just a girl playing for fun, but later he gained respect for her and her talent, always willing to fight her when they meet.
Karin is Sakura's rival, viewing Sakura as one of the commoner's willing to speak with due to her innate talent.
Goals
- Wants to be a Street Fighter[2] (Completed).
- A bond which can connect Sakura to her future[3] (Ongoing).
General Information
Name: Sakura Kasugano[4]
Other Names: Dark Sakura[5]
Origin: Street Fighter Alpha 2
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Sakura Ganbaru (First Chronological Appearance), Street Fighter Alpha 2 (First actual appearance)
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
- Japanese Voice Actor: Yuko Sasamoto (Street Fighter Alpha 2, Street Puzzle FIghter II Turbo, Street Fighter EX, Rival Schools: United by Fate, Marvel Super Heroes VS Street Fighter, Pocket Fighter, Street Fighter Alpha 3, Marvel vs. Capcom 2: New Age of Heroes, Street Fighter EX3, Capcom vs. SNK: Millennium Fight, Capcom vs. SNK 2: Mark of the Millennium, Capcom Fighting Evolution, Namco X Capcom), Chiaki Osawa (Street Fighter Alpha: The Movie), Mao Kawasaki (Street Fighter Alpha Generations), Misato Fukuen (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
- English Voice Actor: Saffron Henderson (Street Fighter 1995 TV Show), Michelle Ruff (Street Fighter Alpha: The Movie, Street Fighter Alpha Generations), Brittney Lee Harvey (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: 15 at the start of Sakura Ganbaru! (Stated to be 15 years old[6]), 16 during Street Fighter Alpha 2 (Stated to be 16 and is shown to be a high schooler[7], 18 during Street Fighter Alpha 3 (Graduated from high school)
Birthday: March 15th Karin Kazuki[8]
3 Sizes: 80-60-84 Karin Kazuki[10]
Eye Sight: Determined to be 1.54 in both eyes Karin Kazuki[11]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Residence: Japan
Story Role: Fighter, Playable Fighter, Supporting Protagonist
Legacy: Local Legacy
Influence: Event Influence
Religion: N/A
Classification: Student (During Street Fighter Alpha - Street Fighter IV), Alpha Warriors, Street Fighter[17]
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Part-Time Employee at Plaza Capcom[18]
Combat Style: Ansatsuken (Her fighting style is modeled after Ryu's, but she also mixes in techniques from her family's style[19])
Affiliations: Tsukushi Kasugano (Her brother[20]), Karin Kazuki (Rival), Kei Chitose (Best friend[21]), Dan Hibiki ("Teacher"), Ryu (Idol), Ken Masters, Blanka, Ibuki, Cammy, Elena, Hinata, Natsu, Shoma, Akira
Enemies: Maki, Gen, M. Bison
Height
- Sakura Kasugano: 157 centimeters Karin Kazuki[22]
- Dark Sakura: 5'2"[23]
Weight
- Sakura Kasugano: 42 kilograms Karin Kazuki[24]
- Dark Sakura: 93 lbs[25]
Shoe Size: 24 centimeters Karin Kazuki[26]
Status: Alive
Alignment: Chaotic Good (Went and fought off thugs for stealing her little brother's game[27])
Protection Level: Global Protector (During the events of Street Fighter Alpha 2, aided in stopping M. Bison, who wanted to take over the world)
- Type(s) of Potential: Limitless Potential
- Level of Potential: Limitless
- Description: There is no limit to human strength, they can keep training and surpassing their peaks[28]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[29]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[30]. Fighters get stronger as they learn various and more powerful techniques[31].
- Limitations: Nothing notable.
Archetype: Underdog / Pint-Sized Powerhouse
Codex Statistics
Key: Before Street Fighter Alpha | Street Fighter Alpha Series | Street Fighter IV | Street Fighter V
Key Information
- Before Street Fighter Alpha: This key covers events before the Street Fighter Alpha series.
- Street Fighter Alpha Series: This key covers events during the Street Fighter Alpha series.
- Street Fighter IV: This key covers events during Street Fighter IV.
- Street Fighter V: This key covers events during Street Fighter V.
B
B
A
A
9-B. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
9-B. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
9-A. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
9-A, 7-A with the Power of Nothingness. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[32]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[33]. Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse with sources like M. Bison threatening to destroy all of existence[34])
Wall level (Buster) (Even in her early days of street fighting before Alpha 2, Sakura was able to one-shot a boxer with her hadoken who can break through a metal pole[35]. Fought against and defeated Karin Kanzuki[36], who can casually break a window[37] and knock out a bear with one hit[38]. Noted by Karin that compared to a strike from Sakura, a strike from a giant monstrous bird feels like little more than a brisk breeze[39]. Her hadoken clash with Ken Masters caused a massive explosion across a street[40]. Fought against Street Fighter 1 Era Ken Masters[41][42], and was capable of severely damaging him, breaking his ribs in the process[43][44]. Ken before this can break multiple stone tiles[45] and three cinderblocks with one attack[46]. Caused an explosion when clashing Hadoukens with Ken[47]. Should be comparable to Street Fighter 1 Ryu, who broke multiple stone tiles[48], and broke three cinderblocks with one attack[49]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki (Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse and power such as M. Bison's being destructive enough to end all of existence[50])
Wall level (Buster) (Defeated Sagat when he confronted her[51], who broke a large rock in half[52]. Fought against[53] a casual[54] Street Fighter Alpha 2 Ryu, by the time of Alpha 3, E. Honda notes that he's fought Ryu before but Sakura seems stronger[55]. Fought and defeated a Mind Controlled Alpha 3 Ryu[56], charged with Psycho Power[57], and then went on to fight M. Bison with other fighters[58]. The Street Fighter cast can break[59] apart cars overtime with various hits[60]. They can also destroy metal barrels[61]. Along with destroy stone walls overtime[62]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
Room level (Potency) (Fought and harmed Street Fighter IV Ryu, ending up defeating him[63], who is comparable to Chun-Li, who can[64] fight against[65], Juri Han, who can blow up the inside of a building[66] and cause a jet plane to explode[67]. Can destroy barrels in a single hit[68]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
Room level (Potency) (Fought comparably with Street Fighter V Ryu[69]. Fought against Karin Kanzuki, who can break a large metal door[70]. The cast is able to destroy barrels with a single hit[71]), Metropolis level (Potency) with the Power of Nothingness (Sakura can copy and perform Ryu's Denjin Renki, which requires usage of the Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[72] the Satsui no Hado[73], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[74], who could destroy Gotenkou island overtime, which is of this size[75]. Later fought and defeated Gouken, who fought and defeated[76] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[77]. Tapping into the Power of Nothingness could overpower and incapacitate Seth[78] and easily defeat Torrent of Power Necalli[79], both of which were able to[80] initially overpower Ryu[81]. Its power is also scanned to be greater than[82] the Satsui no Hado[83]. Swiftly defeated[84] Torrent of Power Necalli and a Psycho Power amplified SFV M. Bison[85]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
Wall level (Took a full force hit from a boxer[86], who bent and destroyed a metal pole with his full force punches[87]. Blocked a tonfa with her bare hands where Maki was surprised it didn't break her bones[88], where earlier, Maki cracked a metal pole with the tonfa[89]. Can take hits from Karin and Ken during their first encounters)
Wall level (Took a hit from a Psycho Power Amplified M. Bison, who prior defeated Street Fighter Alpha 3 Ryu[90])
Room level
Room level
Wall Class (Buster)
Wall Class (Buster)
Room Class (Potency)
Room Class (Potency), Metropolis Class (Potency) with the Power of Nothingness
Likely Class 50 (Fought against Street Fighter 1 Era Ken Masters, who should be comparable to Hugo, who can lift a semi-truck[91])
Class 50
Class 50
Class 50
At least Superhuman (Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[92])
At least Superhuman (All fighters create afterimages when using their super combos[93]. Faster than Dan, who can outrun a wall of flames[94]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[95])
At least Superhuman
At least Superhuman
Transonic
Transonic
Transonic
Transonic
Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[96], even during the Alpha series[97])
Transonic
Transonic
Transonic
Tabber Information: This tabber covers Sakura when she gets a tan while training.
Grade: A
Tier: At least 9-A. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[98]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[99]. Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse with sources like M. Bison threatening to destroy all of existence[100])
Attack Potency: At least Room level (Potency) (When Sakura's skin is tanned, she through pure determination is able to master moves such as delivering thousands of strikes in an instant and has her Hadoken become a beam[101], she can replicate the Satsui no Hado techniques such as the Shun Goku Satsu[102]. The Satsui no Hado is a power that surpasses M. Bison[103], who fought[104] and easily defeated[105] an amplified Juri Han[106]. At full power, Juri can blow up the inside of a building[107] and cause a jet plane to explode[108]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki (Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse and power such as M. Bison's being destructive enough to end all of existence[109])
Durability: At least Room level
Striking Strength: At least Room Class (Potency)
Lifting Strength: Class 50 (Should be comparable to Hugo, who can lift a semi-truck[110])
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[111]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[112]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[113])
Attack Speed: Transonic
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[114], even during the Alpha series[115])
Stamina: Superhuman (Has a regular training regimen of 100 laps, 500 push-ups, 500 pull-ups, 500 sit-ups, and 800 squats without appearing tired, even after cleaning a boat, cooking dinner for everyone, and winning in arm wrestle against others[116]. Ran from the airport to Ken's home[117]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[118]. Can go through intense battles and long periods of training)
Range: Standard Melee, Tens of Meters with projectiles (Her hadouken should be comparable to Ryu's hadouken, which is able to reach out and attack this far[119]), Higher with Dark Sakura Hadouken (Dark Sakura's attack becomes a full energy beam[120])
Intelligence: Genius Intelligence (Noted by Dan that she learned a technique he struggled so hard to master just by mimicking his movements and using it better then Dan could[121], instantly understood the mechanics of chi after Dan briefly explained it to her[122]. Sakura is capable of focusing her chi into a Hadouken[123] after learning what it is from Dan, noting it was way easier then she thought[124]. Sakura attends the same eductational facility as Karin Kazuki[125]. From just training under Dan, her fighting style resembles Ken Masters, the all American fighting champion, and Ryu who mortally wounded the King of Muay Thai, both of whom practicing the illusionary martial art known to have its origin in the ancient art of ultimate assassination[126]. From just hearing one little thing Maki said, Sakura instantly understood the weakness of the Bushinryu fighting style[127])
Expert level (Sakura is a knowledgeable school student, graudating from her highschool, wanting to go to becoming a teacher)
Master level (Karin from just briefly glancing at Sakura in a fight she was immedieatly interested in her and ordered Shibazaki to research everything about her[128], viewing Sakura as a "special commoner" who wa sgranted life upon the world for the sole purpose of exchanging fists with Karin[129], with Karin excelling in Karate, Judo, Akido, Sambo, Muay Thai, Taekwondo, Amateur Wrestling, Koppou, Shaolin, Taichi, Bagua, and Martial Arts, with still others to list, her rank is calculated as 100 Dan and 8 Kyu[130]. Gave Ken a good fight while she was still a rookie, even tricking him after he called out a weakness with her hadoken by instead using it as a flash bomb to blind Ken[131][132], even breaking his ribs, where the only reason as to why he could keep fighting was his own willpower[133]. Fought against Gen impressing him, who is a master assassin that even the likes of[134] Akuma considers be the five strongest warriors he's ever faced[135])
At least Master level (Her moves were recognized by Sagat to be similar to Ryu's[136], showing that her mimicry has improved since she first used them. Even after Karin defeats Sakura in Alpha 3, she admits she only won by chance and that Sakura is the better fighter[137]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[138]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[139]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[140]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[141]. Fighters get stronger as they learn various and more powerful techniques[142]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[143])
- Superhuman Physical Characteristics
- Superhuman Strength (It's noted by the fighters against a Rookie Ryu the strength he has, but telling him to never forget there's many guys like him all over the world[146]. Even with Ryu earning the distinction of "King of the Hill" at the end of Street Fighter 1, it was noted he has no time to rest on his glory for there is always someone waiting in line to knock him off the top[147]. Fighters are capable of breaking stone tiles[148], punching apart wooden planks[149], cut bottles with their hands[150], cut diamond in half[151], cut wooden planks with spikes in half[152], can break apart trucks[153], miniature cars[154], etcetera)
- Superhuman Durability
- Superhuman Speed
- Superhuman Reaction
- Superhuman Lifting
- Superhuman Energy Efficiency
- Acrobatics (All fighters can jump above the average human, even those with bulky builds[155]. All fighters can utilize the high jump, allowing them to jump higher than a regular jump[156])
- Martial Arts (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[157])
- Accelerated Development
- Training & Battle
- Physical Stats: There is no limit to human strength, they can keep training and surpassing their peaks[158]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[159]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[160]. Fighters get stronger as they learn various and more powerful techniques[161]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[162]. Fighters have improved their techniques to where their perfect parries[163], slow down their perceptions[164].
- Training & Battle
- Staggering (Fighters through hits can sometimes inflict the stun status on characters[165])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[166])
- Stun Recovery
- Physical Stun Recovery: All fighters can recover from dizziness faster than normal through rapidly pressing the buttons[167].
- Counter (Fighters are able to perfectly counter attacks and projectiles to send them flying back[168]. Fighter's are able to utilize Alpha Counters, which are able to be performed after blocking an attack from their opponent[169]. With the Parrying mechanic, allows the fighter to parry an opponent's attack and counter with their own[170]. Counter Hits make the opponent take longer to recover from the damage[171].)
- Aerial Recovery (Fighter's are able to use defensive fall to reduce the damage from throws and safely fall to the ground[173]. Fighter's are able to use Quick Standing, a move that let's them recover the moment an opponents knocks or throws them up into the air[174])
- Perfect Guard (Fighters are able to consecutively perfect guard attacks, completely nullifying any potential damage taken[175]. A Perfect Parry is the Result of performing a Drive Parry the moment an opponent's attack hits them[176])
- Autopilot (Fighters can auto guard attacks unless they are attacking, though they can only do this a limited number of times per round[177])
- Damage Reduction (With the counter move "Damage Reduction", fighters reduce damage when they are under attack or blocking[178])
- Guard Break (Fighters can perform a Guard Crush, which breaks one's Guard Power Gauge[179]. Fighter's can perform Drive Impacts to break a cornered opponent's block[180])
- Restoration (A successful drive parry will replenish a fighter's drive gauge[181]. Fighters can be poisoned[182] and can eventually recover from it[183])
- Impact Resistance
- Standard Impact Resistance: All fighters are able to withstand long falls and landing on their knees, even from tall buildings[184].
- Limit Break
- Nullification
- Afterimage Creation (All fighters create afterimages when using their super combos[188])
- Freedom of Manifestation (Fighters in Street Fighter can have their destiny wide open to them[189])
- Acausality
- Statistics Boost (With EX Special moves, allows the fighter to use special moves that are further powered up versions of their normal special moves[191])
- Empowerment (Noted by Lily that a fighters strength is based off how much they believe, if they don't believe they won't get any stronger[192], if they believe in themself, they can find the immeasurable strength within and always get stronger[193])
- Absorption & Healing (The Drive Impact has it where a fighter can absorb up to any two attacks from the opponent and can break through any attack[194])
- Purification (Fighters are able to snap out others from M. Bison's Psycho Power for a short time[195])
- Dormant Power Reservoir (All fighters have the dormant energy to power M. Bison's ship to destroy an entire city[196])
- Drawn By Fate (It's noted by Karin that powerful forces attract like magnets[197], with Zangief randomly appearing being noted by Karin to be a "twist of fate" and "destiny calling"[198], essentially meaning all fighters are drawn in some way to fight each other, whether it be for simple sportsmanship, a battle to the death, a fight to understand each other better, etcetera. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[199])
- Chi Manipulation (All Fighters utilize "Ki" as their primary energy source[200])
- Aura
- Extrasensory Perception (Ki users are able[201] to sense[202] the Ki[203] of others[204])
- Statistics Boost (With Focus Attacks, unleashes a powerful chi boosted attack that is far above their regular attacks[205])
- Charged Attack (Focus attacks charge up to three different attack levels[206])
- Super Armor (While charging focus attacks, the fighters gain Hyper Armor[207], allowing them to absorb an opponent's attack and rather then take direct damage[208])
- Regeneration
- Type: Regenerative Health
- Source: Spiritual Regeneration
- Capabilities: The section of their vitality gauge will change color and regenerate overtime[209].
- Absorption
- Regeneration
- Status Effect Inducement (Focus Attacks induce the crumple status effect[210], when an opponent crumples, they are rendered totally defenseless as they fall to the floor[211])
- Nullification
- Armor Nullification: At level 3, focus attacks have Armor Break properties[212].
- Unblockable Attack (At level 3, focus attacks are unblockable[213])
- Willpower Manipulation (The training of "Chi" involves 3 layers and 9 steps, soldifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[214])
- Link Manipulation & Channeling (Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse[215])
- Perception Manipulation (With V-Shift Break, if a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion, while in this state, the character-specific counterattack (V-Shift Break) can be used[216])
- Limited Fate Manipulation (All fighters if trained to know fate would be battling with the future itself[217]. Fighters are noted to have no use for fortune telling as they forget their own destiny[218]. It's also noted by Rose that fighters still have a chance to change their destiny[219]. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[220]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[221]).
- Resistance to
- Cold Temperatures (Fighters can[222], fight in[223], snowy areas[224] regardless of the environment[225] without facing any adverse effects)
- Extreme Heats (Fighters can[226], fight in hot and volcanic levels[227] without any adverse effects)
- Fire Manipulation (Fighters can recover from being lit completely on fire, continuing the match[228])
- Ice Manipulation (Fighters can break out of being frozen solid[229])
- Electricity Manipulation (Characters can take hits from Blanka's electricity and keep fighting[230], and can take hits from C. Viper's electricity[231])
- Mind Manipulation, Madness Manipulation & Corruption (Fighters are unaffected by[232] the effects of the black moon[233], where sadness, chaos, fear, hatred, and despair are all the extreme negative emotions the moons can bring out[234]. M. Bison needs the fighter's guards to be down in order to affect them with his psycho power[235], with it being referred to as "madness"[236])
- Poison Manipulation (Fighters only take slowly draining damage from F.A.N.G's poisons[238] and can eventually recover from it[239], where his venom is supposed to act faster then an electric shock[240])
- Soul Manipulation (Fighters are able to fight against Necalli and escape from him if they're weaker, being directly shown in his arcade mode that he needs to overpower and surprise attack them first in order to devour their soul[241], where it's noted that Necalli is constantly surrounded by a noxious gas that pollutes the souls of whatever it comes into contact, and once it happens, the infected people become like Necalli and seek the souls of other strong fighters[242])
- Spatial Manipulation (Fighters are able to punch through areas with distorted space around them[243])
- Fate Manipulation (Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[244], yet fighters are noted to have no use for fortune telling as they forget their own destiny[245], and it's also noted by Rose that fighters still have a chance to change their destiny[246]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[247])
- Genius Intelligence
- Martial Arts (Even in her early days, Sakura is a natural when it comes to fighting. She is able to replicate and improve Dan's poor version of the Ansatsuken, including techniques such as the Shoryuken[248])
- Social Influencing (Sakura's battle against Gen[249] had her innocnece[250] turn his expression tranquil and peaceful[251])
- Pure Heart (Gen notes that despite Sakura wielding the blood-soaked fists of assassination, she has no darkness within her and instead emits light[252])
- Accelerated Development
- Battle
- Physical Stats & Abilities: Sakura through a mere handful of street fights and the terrifying talent hiddne within herself had caused her to evolve[253]. Went from struggling against a grunt of Shirosawa Industrial[254], to easily defeating the Four Kings of Shirosawa Industrial at once[255]. Sakura went from fighting an Alpha 2 Ryu[256] who went easy on her[257], to surpassing Alpha 2 Ryu's strength in Alpha 3[258], and going on to defeating a Mind Controlled Alpha 3 Ryu[259], charged with Psycho Power[260]. Ryu mentioning Sakura noted how he thought she was merely a child but in the blink of an eye she had improved by leaps and bounds[261].
- Battle
- Acrobatics (Shown to be acrobatic when Karin was analyzing her[262]. Can jump up hundreds of feet in the air[263])
- Sheer Will (Sakura's hadoken infuses her will to become stronger, being larger then anyone else's, to charge a fully powered hadoken[264])
- Mimicry
- Power Mimicry & Technique Mimicry: Sakura is able to copy off Dan's weaker version of the Ansatsuken from just seeing the techniques only once, allowing her to use a modified version of the Shoryuken and make it better then Dan's[265]. She was also able to mimic the Hadouken and use it on her first attempt after only learning about what Chi is from Dan and seeing a far weaker pale imitation of the Hadouken[266]. Copied a kung fu technique based off what she saw in a movie and applied it to battle[267]. Her mimicry of skill and technique is enough to impress Ken during Sakura's first tournament[268], with Ken seeing her making him entirely reminiciscent of Ryu during his training[269]. In a short time, Sakura was able to copy and preform Ryu's Denjin Renki[270], which is added skill as this also requires the user to learn the Power of Nothingness[271].
- Empowerment (Sakura is[272], capable of[273], copying[274] the[275] Shoryuken[276]. Where using the ancient word, "SHO-RYU-KEN", Sakura can call forth the power of the Dragon and channel it through her uppercut[277])
- Summoned Power (Sakura is abl eto replicate the Tatsumaki Senpu Kyaku[278], where one summons the power of a hurricane by saying "TATSU-MAKI-SEN-PU-KYAKU", using the hurricane's strength to lift and accelerate her spin[279])
- Power Mimicry & Technique Mimicry: Sakura is able to copy off Dan's weaker version of the Ansatsuken from just seeing the techniques only once, allowing her to use a modified version of the Shoryuken and make it better then Dan's[265]. She was also able to mimic the Hadouken and use it on her first attempt after only learning about what Chi is from Dan and seeing a far weaker pale imitation of the Hadouken[266]. Copied a kung fu technique based off what she saw in a movie and applied it to battle[267]. Her mimicry of skill and technique is enough to impress Ken during Sakura's first tournament[268], with Ken seeing her making him entirely reminiciscent of Ryu during his training[269]. In a short time, Sakura was able to copy and preform Ryu's Denjin Renki[270], which is added skill as this also requires the user to learn the Power of Nothingness[271].
- Analytical Prediction (Through catching the tempo of her opponents attacks, Sakura is able to anticipate their movements and make a counter attack[281]. Sakura is able to stay calm and observe her opponent, observing their eyes, shoulders, feet, and not letting the tiniest movement escaper her attention[282], allowing her to block a strike from Gen[283])
- Chi Manipulation (Sakura is capable of focusing her chi into a Hadouken[284] after learning what it is from Dan[285]. She can charge up the strength and size of the Hadouken in exchange for range[286]. Her Shinku Hadouken is an even more powerful version[287])
Same as before to a greater extent.
- Martial Arts (She can also perfectly block an attack and counterattack it immediately[296]. Sakura is also capable of recovering on the ground whenever she falls down[297]. Her moves were recognized by Sagat to be similar to Ryu's[298], showing that her mimicry has improved since she first used them. Defeated several guards that were hired by Ken[299])
- Acrobatics (Can roll and spin on the floor to recover when falling down[300]. Can jump to hit an opponent and propel themselves forward to hit them again as they're launch from the initial attack[301]. Can flip over someone to throw them[302], as well as jump over behind them to preform a kick[303])
- Stealth Mastery (Snuck into Ken's home that's filled with security[304])
- Afterimage Creation (Sakura is fast enough to create[305] multiple[306] afterimages[307])
- Statistics Boost (Can use EX moves to increase the strength of her attacks. Haru Arashi envelopes Sakura's fists with ki, increasing the power of her Hadouken. Sakura Senpu envelopes Sakura's hands and feet with ki, increasing the power of her Shouoken and Shunpukyaku)
- Mortality Manipulation & Pain Manipulation (Sakura can replicate the Shun Goku Satsu[308], which brings death to its victim through the weight of their own sins, and not by Sakura's fist[309]. The eviler the victim is, the more they suffer in death[310])
- Possibly Fear Manipulation (As Sakura can imitate the Satsui no Hado, she could imitate similar to Oro mimicking the Satsui no Hado making Dhalsim believe time itself had stopped and the entire world around him go silent and dead[311])
Same as before to a greater extent.
- Martial Arts (Trained with Ryu to learn his Denjin Renki[312], which required her to also learn how to use the Power of Nothingness[313])
- Acrobatics (Able to grab and jump off of someone in the air[314])
- Statistics Boost (Haru Arashi envelopes Sakura's fists with ki, increasing the power of her Hadouken[315]. Sakura Senpu envelopes Sakura's hands and feet with ki, increasing the power of her Shouoken and Shunpukyaku and changes properties for her special moves[316])
- Power Nullification (Sakura can use Hogasho during her V-Trigger to block any projectiles[317])
- Mimicry
- Power Mimicry & Technique Mimicry
- Electricity Manipulation (With Crush Counter 1, causes electricity to spark across the opponent after hitting them[320])
All previous powers and abilities.
- Personal Nonexistence
- Mu (negative): The Power of Nothingness is the the mental state of No-mind, where one has an instataneous severing of thought and enters a state of absence.
- Aura (In this state, the user has an aura of electricity and wind around his body[321])
- Deconstruction (Ryu's Hadoken completely broke M. Bison's body apart into pure particles[322])
- Perfect Energy Control (The Power of Nothingness gives one perfect control over their energy, to where Ryu could punch Necalli while a butterfly was in the way and the butterfly took no damage[323])
- Severing & Nullification (The Power of Nothingness completely removed the Satsui no Hado from Ryu's body, purfying him of its evil[326])
- Resistance to
- Information Analysis (Its power is incapable of being scanned properly, getting readings of "0"[327])
- Electricity (Ken briefly tapping into the Power of Nothingness was completely unaffected by the electricity of C. Viper[328])
- Mortality Manipulation & Pain Manipulation (The Power of Nothingness made Gouken immune to the raging demon[329])
Same as before but greatly enhanced.
- Mortality Manipulation & Pain Manipulation (In her Dark Sakura state, she can replicate the Shun Goku Satsu without the kanji or symbol appearing[330], which brings death to its victim through the weight of their own sins, and not by Sakura's fist[331]. The eviler the victim is, the more they suffer in death[332])
- Energy Manipulation
Notable Techniques
Super Combo Level Gauge
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
Alpha Counter
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Block/Air Block
Press Directional Button away from opponent. Fighters can even block in mid-air.
Grab/Throw
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Recovery/Escape
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Defensive Fall
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
Avoid Being Floored
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.
Taunt

Fighters can taunt their opponent through pressing the SELECT button.
Avoid Being Floored


Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
Block/Air Block
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.
Alpha Counter


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
Defensive Fall
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Throwing/Gripping
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.
Taunting

To do some serious trash talking, press SELECT.
Recovering/Breaking Free
If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.
Super Combo
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.
- X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
- A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.
Custom Combo

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
- During a Custom Combo, shadow images follow the fighter and attack in the same way.
- Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
- Fighters cannot block during a Custom Combo.
- If the fighter takes damage, the Custom Combo ends.
Alpha Counter
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block
- Standing Block: Press → or ← away from opponent
- Air Block: Press → or ← away from opponents (A and V Isms only)
- Croucing Block: Press ↙ or ↘ away from opponent.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
Defensive Fall
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
Defensive Roll
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
Throw, Escape
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Damage Reduction
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
Guard Crash
The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.
Punch
There are three basic punches:
Light Punch (JAB)
Press the Y button. The jab is very quick, but does little damage.
Medium Punch (STRONG)
Press the X button. The strong punch does a fair amount of damage.
Hard Punch (FIERCE)
Press the L button. The fierce punch does a large amount of damage, but is slow.
Kick
There are three basic kicks:
Light Kick (SHORT)
Press the B button. The short kick is very quick, but does very little damage.
Medium Kick (FORWARD)
Press the A button. The forward kick is strong and is fairly quick.
Hard Kick (ROUNDHOUSE)
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
- Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.
Holds
Holds allow fighters to grab an opponent and then hit or bite them again and again.
- Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.
Special Moves
Each character has developed his or her own special moves for use in combat.
Regular Moves
Press a Punch (P) or Kick (K) button.
Special Moves
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Block
- Upper block: ←
- Lower block: ↙
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
High Jump
↓↑ Jump higher than a regular jump.
Dash
→→ or ←←
Parrying

- Standing parry: → (toward opponent)
- Crouching blocking parry: ↓
Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
Quick Standing
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
Dizzy Recovery
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
Throw & Grapple
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
Leap Attack
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
Personal Action
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Super Art
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
EX Special Move
2P or 2K buttons When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.
Normal Moves
Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Special Moves
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.
Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.
Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
Stun Recovery
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.
Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.
Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
Personal Action
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.
Focus Attack
Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.
Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
Levels
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Super Combo
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Super Cancel
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.
EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.
EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.
Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.
Normal Attacks
Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Special Moves
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
EX Special moves
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Guarding
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.
V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.
V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.
V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.
- Whether the fighter need to press punch or kick button depends on the fighter.
V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.
V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.
Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.
Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.
Walking
Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Dashing
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Jumping
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
- Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
- Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
Throw Escape
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.
Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
Drive Parry
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Perfect Parry
A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.
Unique Attacks
Floral Kick

Sakura raises her back leg, turns her hips over, and delivers a downward roundhouse kick.
Furiko Upper

Sakura clasps her hands together, spins toward her opponent, and swings her arms upward.
Chin Buster Kick

Sakura sidesteps toward her opponent and performs a high kick.
Focus Attack

A heavy move that grants an augmented defense to the user during the execution and, if it lands, makes the opponent crumple.
Throws
Hanakaze

Sakura first grabs her opponent by the collar and pulls it with one hand to throw them over her thigh.
Sakura Shoulder Throw

Sakura starts by grabbing a hold of her opponent's arm with both hands. Next, she pulls the opponent over her shoulder, flipping them over and causing them to land on their back.
Sailor Hop

While in midair, Sakura grabs her opponent and vaults herself on top of them, placing her feet on their shoulders. She ends the throw by leaping off of her opponent's shoulders, using the downward force from her legs to send them crashing into the ground.
Sailor Shoot

Sakura puts her legs on the opponent's back. She then uses her momentum to throw her opponent forward in the air.
Sakura-jime

Sakura leaps over her opponent and delivers a kick to their upper back.
Unnamed

Sakura slides behind the opponent and grabs them by the neck with both arms. She then proceeds to choke them multiple times, before knocking them down with an elbow strike on their head.
Special Attacks
Hadoken ("Surge Fist/Wave Motion Fist")

Sakura thrust her palms towards the target and a surging energy wave is expelled that results in a punching force traveling through the air in the opponent's direction. Sakura can also charge the Hadoken to boost its power and size. The EX version is bigger and stronger.
Tengyo Hadoken ("Heaven Seeking Surge Fist")

A Hadoken released upward, which can be charged as well to enhance its properties. The EX version is stronger and bigger.
Shouoken ("Blooming Cherry Fist")

Sakura runs and performs a jumping uppercut. The EX version features a second uppercut delivered immediately after the first.
Shunpukyaku ("Spring Breeze Leg")

Sakura jumps, rotates her legs while in midair and kicks the opponent from a single to multiple times. The EX version deals more damage. Sakura can perform this technique while in the air, resulting in her descending leg-first over the opponent while rotating on herself. The EX version allows Sakura to halt her descent, propelling herself upward while kicking the opponent multiple times and dealing more damage than usual.
Hadosho ("Surge Palms")

Sakura performs a point-blank double palm thrust imbued with Ki energy. It doesn't have much range, but knocks the opponent down and deals quite some damage. The EX version is a supercharged straight punch that deals much more damage.
Okakyaku

Sakura leaps in the air and delivers a double kick. The EX version adds a single kick at the start of the move.
Super Attacks
Midare Zakura ("Disordered Cherry Blossom")

Sakura performs two to three Shouokens in a row.
Haru Ichiban ("First Storm of Spring")

Sakura delivers a series of low, sweeping, spinning kicks followed by a backward-facing kick to the opponent's midsection.
Sakura Fubuki
Sakura performs a series of normal and special attacks. The attacks and the length of the combo depend on how much energy Sakura decides to employ.
Haru Ranman ("Spring in Full Bloom")
Sakura performs the Haru Ichiban. If the high kick connects and launches her opponent into the air, she will then jump after them, performing a single-hit Sakura Otoshi. As the opponent hits the ground, Sakura will land feet-first on their body and jump off.
Shinku Hadoken ("Vacuum/True Void Surge Fist")
Sakura fires a larger and stronger version of the Hadoken.
Sakura Rain
Sakura fires a Shinku Hadoken toward her opponent. If the move hits at close range, Sakura then points toward her opponent before following up with four grounded Shunpukyaku. As her opponent stumbles, she delivers a powerful, yet devastating Shouoken that knocks them into the air.
V-Techniques
Floral Spin

After blocking an attack, Sakura performs a single low, sweeping, spinning kick.
Floral Side-Kick

Sakura quickly dashes backwards to dodge an incoming attack and replies with a powerful roundhouse kick, hitting the opponent before they are able to react and knocking them down.
Haru Kaze

Sakura leaps toward the opponent and can follow-up with three different moves:
Sakura Otoshi ("Sakura Drop")
Sakura slams her fists downward in a hammerstrike. This attack can be performed up to 3 times.
Oukakyaku
Sakura extends her legs and comes down feet-first toward the ground.
Kashinfu
Sakura hooks both of her hands around the opponent's head and places her feet on their waist. Using her opponent's body as a platform, she extends and pushes out with her legs.
Haru Hayate

Sakura somersaults toward her opponent and performs a jumping knee strike that launches them into the air.
Haru Arashi
Sakura’s fists are enveloped by blue ki energy, thus amplifying her Hadoken. She also gains access to a new technique:
Hogasho

Sakura envelops her hands in energy and performs a double palm thrust that bears resemblance to the Hadoken pose.
Sakura Senpu
Sakura’s fists and feet become enveloped by blue ki energy that amplifies her Shouoken and Shunpukyaku.


Hadoken
↓↘→ + P
Shouoken
→↓↘ + P
Shunpukyaku
↓↙← + K (Also usable in air)
Sakura Otoshi
→↓↘ + K then P [A][V]
Midare Zakura
↓↘→↓↘ + K [X][A]
Shinku Hadoken
↓↘→↓↘→ + P [A]
Haru Ichiban
↓↙←↓↙← + K [A]
Other
Standard Tactics: Sakura utilizes techniques she sees from others and applies them into combat, mainly using Ryu's form of combat mixed with her own family's style.
Weaknesses
- Standard Fighter Weaknesses: Alpha Counters consume 1 level on a fighter's Super Combo gauge[341]. Focus Attacks hyper armor absorbs an opponent's attack and allows the fighter to regenerate the damage, however if the fighter is damaged while the recovery is in process, they will lose the remaining section and can no longer have it be recovered[342]. Fighters cannot move or jump during a Focus Attack[343]. When the Drive Gauge is completely empty, the fighter will enter Burnout and won't be able to use any Drive system techniques until it's fully recovered[344].
- Unique Weaknesses
- Sakura Ganbaru: Sakura at this point lacks battle experience, having people with better battle experience able to get a leg up on her in fights. Sakura builds her "chi" too slowly, leaving her wide open while she's trying to use a hadoken[345].
Explanations
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[346]
| Abbreviations | |||||||||||||||||
| |||||||||||||||||
The following messages will appear on screen when certain conditions are fufilled, an example can be found here[347] and here[348]
| Bonus Messages | |||||||||||||||||
| |||||||||||||||||
Profiles
| Street Fighter Alpha 2 | |
|---|---|
Trivia
- Sakura always wears her school uniform since as a street fighter, to honor one's opponent, a street fighter must always appear in proper attire[349], why exactly Sakura views a schoolgirl uniform as the appropriate attire is unknown.
- Sakura likes white rice and her physical education class (especially Track and Field)[350].
- Sakura dislikes math and playing video games against her brother[351].
- Dark Sakura likes shaved ice[353].
- Dark Sakura dislikes the end of vacations[354].
Codex Statistics Questions
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[355]?
A: Akuma's punch causes the island to start collapsing[356], and specifically causes an explosion of this size in comparisson to the island[357], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[358]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[359], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[360]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[361] and cause a jet plane to explode[362], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[363]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[364]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[365], his ending in Alpha 3 has him easily kill M. Bison[366]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[367], and ends up winning[368], and him calling the Raging Demon a pitifully weak move[369]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[370], while Groan only plays when he's fighting Gen or Evil Ryu[371], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-A due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[372]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-A for fighting SiRN Akuma?
A: While some statements[373] suggest it to be equal[374] in power to[375] Akuma, several[376] characters[377] note[378] that[379] it isn't[380], as strong[381] as the[382] real Akuma[383]. The real Akuma even considers SiRN Akuma a mockery[384]. C. Viper notes the simulation is only passable as a simulation[385].
Q: Isn't Menat's statement of fighters always fighting against their destiny[386] usable?
A: Menat still can't see the future well[387], having a hard time seeing fighter's futures like F.A.N.G.[388], and can't properly see into the future[389]. This is more due to her being a rookie then the fighters resistances.
Battle Records
18 - 3 - 1
- Dan Hibiki - Fight[390]
- Conditions: It was a race where Dan had a heard start.
- Location: Japan
- Karin Kanzuki - Fight[393]
- Conditions: None.
- Location: Sakura's School, Japan
- Maki Genryusai - Fight[396]
- Conditions: None.
- Location: Japan
- Maki Genryusai - Fight[411]
- Conditions: None.
- Location: Japan
- Karin Kanzuki - Fight[412]
- Conditions: None.
- Location: Shadaloo Base
- Dan Hibiki - Fight[413]
- Conditions: None.
- Location: Overpass, East Asia
- Note: Despite in gameplay winning, the winquote directly has Dan say that they should stop the fight as Sakura was not at all phazed by his attacks.
References
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V Arcade Edition Sakura Story
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter Alpha 2 Sakura Arcade Ending
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Final Fight Arcade Intro
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
- ↑ Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V Arcade Edition Sakura Story Mode
- ↑ Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Trainng Tutorial
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Street Fighter 1987 Ken Stone Tile Minigame
- ↑ Street Fighter 1987 Ken Stone Tile Minigame
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter 1987
- ↑ Street Fighter 1987
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Street Fighter IV Sakura Arcade Mode
- ↑ Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
- ↑ Super Street Fighter IV - Juri VS Chun Li Cinematic
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter IV: Arcade Edition
- ↑ Street Fighter V Sakura Arcade
- ↑ Street Fighter V Movie
- ↑ Street Fighter V: Arcade Edition
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter VI Akuma Story
- ↑ Street Fighter Alpha 2
- ↑ Street Fighter V Akuma Story
- ↑ Ultra Street Fighter IV Akuma Ending
- ↑ Street Fighter 4: The Ties That Bind
- ↑ Street Fighter V Story Mode
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter V Story Mode
- ↑ Street Fighter V Story Mode
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Street Fighter Alpha 3 Sakura Arcade Mode
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Marvel VS Capcom 2 - Dark Sakura Shun Goku Satsu
- ↑ Street Fighter Alpha 3 Ryu Ending
- ↑ Street Fighter IV M. Bison Ending
- ↑ Street Fighter V SFIV M. Bison Arcade Ending
- ↑ Super Street Fighter IV Juri OVA
- ↑ Super Street Fighter IV Juri OVA
- ↑ Super Street Fighter IV Juri OVA
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Ultra Street Fighter IV Sakura Arcade Mode
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Marvel VS Capcom 2 - Dark Sakura Hyper Moves
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Street Fighter 6 World Tour Akuma Dialogue
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter: Alpha 3 Max: Arcade Mode - Karin
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Arcade Edition SFV Sakura Aracde Ending
- ↑ Street Fighter 6 Ryu Moveset
- ↑ Street Fighter 1 Fighter Defeated Cutscene
- ↑ Street Fighter 1 Ending
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Scrap Heap Minigame
- ↑ Street Fighter VI Scrap Heap 2 Minigame
- ↑ Street Fighter 6 All Jump Animations
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Perfect Parry
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter V Stun Animation
- ↑ Street Fighter Series
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter VI Ball Block Blitz
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 7
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter 6 World Tour Kimberly Cutscenes
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Street Fighter 6 World Tour Akuma Mastery
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter Alpha Super Combos
- ↑ Ultra Street Fighter IV Rose vs Abel Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Cammy Rose Winquote
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Game Over/Bad Ending
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Pages 15-16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter V Official Online Manual
- ↑ Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Street Fighter V Menat Story Ending
- ↑ Winter Street, U.S.A. | Street Fighter III: New Generation
- ↑ Graffiti Alley, U.S.A. | Street Fighter III: New Generation
- ↑ Frosty Boulevard | Street Fighter V
- ↑ Holly Jolly Beatdown | Street Fighter V
- ↑ Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
- ↑ Volcanic Rim | Street Fighter IV
- ↑ Street Fighter III: 2nd Impact Akuma Move List
- ↑ Street Fighter V Kolin's Crtical Art
- ↑ Street Fighter Blanka Electricity
- ↑ Ultra Street Fighter IV C. Viper vs Dan
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Fatal Fury: City Of The Wolves, Episode Of South Town: Street Fighter
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
- ↑ Street Fighter V Necalli Story Mode
- ↑ Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
- ↑ Street Fighter VI Akuma Moveset
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter V Menat Story Ending
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter 6 World Tour Ryu Dialogue
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Rival Schools: United By Fate
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter V Arcade Edition Sakura Aracde Mode SFV Sakura Ending
- ↑ Street Fighter 6 Ryu Moveset
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter II Turbo: Game Manual Page 15
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Street Fighter II Turbo: Game Manual Page 15
- ↑ Street Fighter Tatsumaki Senpukyaku Evolution
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 2 The Light
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Street Fighter Alpha 3 Sakura Move List
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Marvel Vs. Capcom 2 Dark Sakura
- ↑ SNK vs. Capcom: The Match of the Millennium
- ↑ Marvel Vs. Capcom 2 Dark Sakura
- ↑ Rival Schools: United By Fate Sakura Kasugano Ending
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Ultra Street Fighter IV Sakura Move List
- ↑ Ultra Street Fighter IV Sakura Move List
- ↑ Ultra Street Fighter IV Sakura Move List
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ Street Fighter Alpha 2 Sakura Move List
- ↑ SNK vs. Capcom: The Match of the Millennium
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Musings on a Still Night (Part 2) "Even if he and his guest, so tragically deceived by the Satsui no Hado, must kill each other in the same instant.
The decision sharpened his awareness, marshalling all his senses.
In the stifling presence of certain death, Oro drew closer to Dhalsim with only one thing on his mind.
Even the tiniest move would mean the difference between life and death.
Dhalsim's nerves tingled with agonizing dread.
His consciousness transcended flesh.
He was one with the world.
Utter silence.
The wind had died.
Only the thick smell of Jasmine remained.
A trickle of sweat rolled down Dhalsim's cheek.
Time.
Sto--
--pped.
The old hermit released his fist with a casual chuckle. The dark Hado that had drawn such ultimate malice to Dhalsim's doorstep vanished without a trace.
"That was the Satsui no Hado. Well, an imitation."
Dhalsim gasped in relief, and wiped the sweat from his brow.
"Old man, please don't surprise me like that again." - ↑ Street Fighter V Arcade Edition SFV Sakura Aracde Ending
- ↑ Street Fighter 6 Ryu Moveset
- ↑ Street Fighter V Arcade Edition Sakura Move List
- ↑ Street Fighter V Aracade Edition Sakura Move List
- ↑ Street Fighter V Aracade Edition Sakura Move List
- ↑ Street Fighter V Aracade Edition Sakura Move List
- ↑ Street Fighter V SFV Sakura Arcade Ending
- ↑ Street Fighter V Ryu Move List
- ↑ Street Fighter V Aracade Edition Sakura Move List
- ↑ Street Fighter V Movie: A Shadow Falls All
- ↑ Street Fighter V Movie: A Shadow Falls All
- ↑ Street Fighter V Movie: A Shadow Falls All
- ↑ Street Fighter V Movie: A Shadow Falls All
- ↑ Street Fighter 4 Akuma Ending
- ↑ Street Fighter V Movie: A Shadow Falls All
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter 4: The Ties That Bind
- ↑ Street Fighter 4 Akuma Ending
- ↑ Marvel VS Capcom 2 - Dark Sakura Shun Goku Satsu
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Marvel VS Capcom 2 - Dark Sakura Hyper Moves
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 Online Manual
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter III Third Strike Game Manual Page 18
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter VI Online Manual
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Street Fighter V The Character Guides Character Guide Special: Dark Sakura
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
- ↑ Street Fighter IV Aftermath
- ↑ Street Fighter 4 - Intro: Chun Li
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V - E. Honda Arcade Mode Ending
- ↑ Final Fight Revenge Haggar Super Attack
- ↑ Super Street Fighter II Turbo - Shin Akuma Boss Fight
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
- ↑ Street Fighter Alpha 3 OST Feel the Cool
- ↑ Street Fighter Alpha 3 OST Groan
- ↑ Street Fighter Alpha 3 Game Over
- ↑ Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
- ↑ Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
- ↑ Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
- ↑ Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
- ↑ Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
- ↑ Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
- ↑ Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
- ↑ Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
- ↑ Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
- ↑ Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
- ↑ Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
- ↑ Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
- ↑ Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
- ↑ Street Fighter V Menat vs. Alex Menat Winquote
- ↑ Street Fighter V Menat Arcade SFV Menat Ending
- ↑ Street Fighter V Menat vs F.A.N.G. Menat Winquote
- ↑ Street Fighter V Menat vs. Ed Menat Winquote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 2 Sakura Arcade Mode
- ↑ Street Fighter Alpha 3 Sakura Arcade Mode
- ↑ Street Fighter Alpha 3 Sakura Arcade Mode
- ↑ Ultra Street Fighter IV Sakura Arcade Mode
- ↑ Street Fighter V Arcade Edition Sakura Story Mode
- ↑ Street Fighter V Arcade Edition Sakura Story Mode
- ↑ Street Fighter V Dan's Story Mode
- ↑ Street Fighter V Blanka's Story Mode
- ↑ Sakura Ganbaru!, Volume 1, Chapter 5
- ↑ Sakura Ganbaru!, Volume 1, Chapter 6
- ↑ Street Fighter Alpha 3 Maki Arcade
- ↑ Street Fighter: Alpha 3 Max: Arcade Mode - Karin
- ↑ Street Fighter IV Dan's Story Mode
Versus Threads
1 - 0 - 0
- Videl - Thread
- Rules: Sakura Ganbaru Sakura was used, Equal Speed, Standard Battle Assumptions.
- Overall Consensus: Sakura is overall the better fighter and has more cases for winning.
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