Sakura Kasugano

Street Fighter/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.


Sakura Kasugano

 
  Yeah. A lot of time has passed since we last fought. We all have to grow up at some point. Well... Ryu-san, can I ask you a question? No matter how strong you get, eventually you'll get old and die. Being alone, just seeking strength, only to eventually die. Is that the right way?
~ Sakura to Ryu
  Yeah. I feel like that's one kind of strength. A bond, which can connect me to my future. Thank you! Now I understand what I was looking for, and I realized this is what I wanted!
~ Sakura to Ryu

 
  Sorry to keep you waiting!!
~ Sakura

 
  He took it easy on me, I just know it! What did he mean - "he is still learning"? I thought street fighting was just for fun. Maybe he knows the true meaning of "fight". I have to see him again to ask him.
~ Sakura
  Is that anyway to talk? I'm your number one fan. That's Ms. Little Girl to you!
~ Sakura to Ryu
  Do you have time for another beating before my next class?
~ Sakura
  Victory is mine. Get up loser, so I can smack you again!
~ Sakura

 
  You violated Ryu's mind forcibly! I won't forgive you!!! That wild man is not my Ryu! He would never be like that!
~ Sakura to M. Bison
  I'll be late for class, but it's okay! A good fight is worth it!
~ Sakura

 
  Date: 25th. Weather: Sunny... Today's training regimen: 100 laps around the deck, 500 push-ups, 500 pull-ups, 500 sit-ups, and 800 squats. Um... what else was there? Oh, yeah! I swabbed the decks, cooked dinner, for the whole crew, and then there was that arm wrestling tournament with Hibiki-san, Blanka & the Captain! Aha ha ha ha! That was a blast! Have I really gotten stronger? Am I closer to my goal of getting strong like him? Like I used to wish for? He's out there somewhere... under these same stars... It doesn't matter though. I'll get to see him soon enough at the tournament! Hang on Ryu-san! I'll be there before you know it!
~ Sakura

 
Sakura trained together with Ryu during the summer vacation, and learned various new moves, including mastering one that delivers a thousand strikes in an instant. Having trained on a beach in a southern country, Sakura got a deep suntan. Ah, so her powers aren't the result of having awakened some latent power...just pure determination...
~ Shadaloo CRI

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)
Voiced by 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!

Background
Little is detailed about Sakura’s early years, other than that she is close friends with her classmate Kei Chitose and grew up alongside Hinata Wakaba and Natsu Ayuhara. Sakura’s interest in street fighting began after spotting Ryu on her way to school, inspiring her to imitate his techniques.

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
Sakura appears as a hidden playable character in Capcom’s 3D fighter Rival Schools: United By Fate. In this story, she is a student at Tamagawa Minami High School, but steps in to support Hinata and Natsu—now attending Taiyo High and Gorin High—as strange incidents and student disappearances spread across Aoharu City. After the clashes between the inner-city schools come to an end, Sakura reflects on how strongly she felt about protecting something important to her, and begins to wonder if Ryu has something he values enough to protect as well.

Nekketsu Seisyun Nikki 2
Sakura shows up as an instructor in Nekketsu Seisyun Nikki 2, where she battles the edit characters in a single-round match. Defeating her is the only way for the player to boost all of their stats at once. However, if the edit character loses, those full stat gains won’t apply, as Sakura’s overwhelming strength and powerful Burning Vigor techniques make her a difficult opponent to overcome.


Street Fighter Alpha 2
Skipping classes to continue her worldwide search for Ryu, Sakura sets out hoping to find him and learn under him as his student. During her travels, Sagat notices that her techniques resemble Ryu’s and demands to know his whereabouts. Sakura, unaware of where Ryu actually is, calls him rude, which leads to a fight between them.

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
At sixteen, Sakura continued her street-fighting journey and set out once again to track down Ryu and understand the true meaning of fighting. Beginning in Japan, she faced E. Honda, who mentioned that Ryu had been traveling through places like India and Thailand. Sakura later traveled with her self-proclaimed teacher, Dan, during which she met his friend Blanka and was promised a chance to battle him. She also crossed paths with Maki again, who praised how much Sakura had improved at dealing with Bushinryu since their previous encounter. Sakura credited this progress to a fight with Guy, though it is unclear whether this meeting actually took place. Curious, Maki asked about Guy’s whereabouts, and Sakura recalled him mentioning Thailand, prompting the two to head there together.

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
Sakura resumes fighting while continuing her search for Ryu. Sometime after the second World Warrior tournament, she pressures Dan for information about Ryu’s whereabouts. Not wanting to seem uninformed, Dan claims that another tournament is about to begin, noting that Ken is expected to participate and suggesting that Ryu will likely appear as well. Excited by the possibility, Sakura immediately rushes off to join. She soon finds herself traveling with Dan and Blanka aboard a cruise ship, where she puts herself through an intense self-directed training routine.

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'
Sakura has finished high school and is now attending university while working part-time at Plaza Capcom. Despite this, she still feels unsure about what choices she needs to make to feel fulfilled in the long run.

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
Sakura does not make an appearance in the Street Fighter III titles, though she is referenced in Gamest Mook Vol.81 "Street Fighter III Fan Book". The developers describe her as living an ordinary adult life during this period, constantly on the move with a cellphone in hand, dressed in a suit while still keeping her signature headband and gloves.

Street Fighter 6
Before the events of the game — on the same day Ryu grows his beard — Sakura attends a festival with Kei and Maki. The trio cheers during the performances of Ryu, Retsu, and Dan. During the World Tour mode, if the player defeats Ryu, he briefly brings up Sakura afterward.

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

Dan Hibiki

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

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 resepct for her and her talent, always willing to fight her when they meet.

Karin Kanzuki

Karin is Sakura's rival, viewing Sakura as one of the commoner's willing to speak with due to her innate talent.

Goals

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]

Blood Type: A Karin Kazuki[9]

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

Language: Japanese[15]

Ethnicity: Japanese[16]

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

Weight

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)

Potential

Archetypal Tiering: 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.

Grade: B | B | A | A

Tier: 9-B | 9-B | 9-A | 9-A, 7-B with the Power of Nothingness

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])

Attack Potency: 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[34]. Fought against and defeated Karin Kanzuki[35], who can casually break a window[36] and knock out a bear with one hit[37]. Noted by Karin that compared to a strike from Sakura, a strike from a giant monstorous bird feels like little more than a brisk breeze[38]. Her haodken clash with Ken Masters caused a massive explosion across a street[39]. Fought against Street Fighter 1 Era Ken Masters[40][41], and was capable of severely damaging him, breaking his ribs in the process[42][43]. Ken before this can break multiple stone tiles[44] and three cinderblocks with one attack[45]. Caused an explosion when clashing Hadoukens with Ken[46]. Should be comparable to Street Fighter 1 Ryu, who broke multiple stone tiles[47], and broke three cinderblocks with one attack[48]) | Wall level (Buster) (Defeated Sagat when he confronted her[49], who broke a large rock in half[50]. Fought against[51] a casual[52] Street Fighter Alpha 2 Ryu, by the time of Alpha 3, E. Honda notes that he's fought Ryu before but Sakura seems stronger[53]. Fought and defeated a Mind Controlled Alpha 3 Ryu[54], charged with Psycho Power[55], and then went on to fight M. Bison with other fighters[56]. The Street Fighter cast can break[57] apart cars overtime with various hits[58]. They can also destroy metal barrels[59]. Along with destroy stone walls overtime[60]) | Room level (Potency) (Fought and harmed Street Fighter IV Ryu, ending up defeating him[61], who is comparable to Chun-Li, who can[62] fight against[63], Juri Han, who can blow up the inside of a building[64] and cause a jet plane to explode[65]. Can destroy barrels in a single hit[66]) | Room level (Potency) (Fought comparably with Street Fighter V Ryu[67]. Fought against Karin Kanzuki, who can break a large metal door[68]. The cast is able to destroy barrels with a single hit[69]), City 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[70] the Satsui no Hado[71], 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[72], who could destroy Gotenkou island overtime, which is of this size[73]. Later fought and defeated Gouken, who fought and defeated[74] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[75]. Tapping into the Power of Nothingness could overpower and incapacitate Seth[76] and easily defeat Torrent of Power Necalli[77], both of which were able to[78] initially overpower Ryu[79]. Its power is also scanned to be greater than[80] the Satsui no Hado[81]. Swiftly defeated[82] Torrent of Power Necalli and a Psycho Power amplified SFV M. Bison[83])

Durability: Wall level (Took a full force hit from a boxer[84], who bent and destroyed a metal pole with his full force punches[85]. Blocked a tonfa with her bare hands where Maki was surprised it didn't break her bones[86], where earlier, Maki cracked a metal pole with the tonfa[87]. 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[88]) | Room level | Room level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) | Room Class (Potency) | Room Class (Potency), City Class (Potency) with the Power of Nothingness

Lifting Strength: Likely Class 50 (Fought against Street Fighter 1 Era Ken Masters, who should be comparable to Hugo, who can lift a semi-truck[89]) | Class 50 | Class 50 | Class 50

Travel Speed: At least Superhuman (Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[90]) | At least Superhuman (All fighters create afterimages when using their super combos[91]. Faster than Dan, who can outrun a wall of flames[92]. 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[93]) | At least Superhuman | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[94], even during the Alpha series[95]) | Transonic | Transonic | Transonic


Tabber Information: This tabber covers Sakura when she gets a tan while training.

Grade: A

Tier: At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[96]. 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[97])

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[98], she can replicate the Satsui no Hado techniques such as the Shun Goku Satsu[99]. The Satsui no Hado is a power that surpasses M. Bison[100], who fought[101] and easily defeated[102] an amplified Juri Han[103]. At full power, Juri can blow up the inside of a building[104] and cause a jet plane to explode[105])

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[106])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[107]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[108]. 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[109])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[110], even during the Alpha series[111])

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[112]. Ran from the airport to Ken's home[113]. 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[114]. 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[115]), Higher with Dark Sakura Hadouken (Dark Sakura's attack becomes a full energy beam[116])

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[117], instantly understood the mechanics of chi after Dan briefly explained it to her[118]. Sakura is capable of focusing her chi into a Hadouken[119] after learning what it is from Dan, noting it was way easier then she thought[120]. Sakura attends the same eductational facility as Karin Kazuki[121]. 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[122]. From just hearing one little thing Maki said, Sakura instantly understood the weakness of the Bushinryu fighting style[123])

Knowledge:

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[124], viewing Sakura as a "special commoner" who wa sgranted life upon the world for the sole purpose of exchanging fists with Karin[125], 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[126]. 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[127][128], even breaking his ribs, where the only reason as to why he could keep fighting was his own willpower[129]. Fought against Gen impressing him, who is a master assassin that even the likes of[130] Akuma considers be the five strongest warriors he's ever faced[131])


At least Master level (Her moves were recognized by Sagat to be similar to Ryu's[132], 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[133]. 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[134]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[135]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[136]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[137]. Fighters get stronger as they learn various and more powerful techniques[138]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[139])


Powers and Techniques









Same as before to a greater extent.


Same as before to a greater extent.


All previous powers and abilities.




Equipment


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
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

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.

Movement[327]

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[328]

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.

Blocking[329]

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.

Throws[330]

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.

Special Moves[331]

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[332]

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.

The Drive Gauge[333]

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")

center|335px 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

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[339]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[340] and here[341]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter Alpha 2

Profiles
 
Sakura

Sakura has an unusual interest in street fighting. Most high school girls don't walk down the street looking to pick a fight, but ever since her run-in with three college men, she has sought to take her revenge.

Original on the left Street Fighter Alpha 2

Trivia

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[348]?

A: Akuma's punch causes the island to start collapsing[349], and specifically causes an explosion of this size in comparisson to the island[350], 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[351]. 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[352], 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[353]. 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[354] and cause a jet plane to explode[355], 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[356]?

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[357]?

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[358], his ending in Alpha 3 has him easily kill M. Bison[359]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[360], and ends up winning[361], and him calling the Raging Demon a pitifully weak move[362]. 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[363], while Groan only plays when he's fighting Gen or Evil Ryu[364], 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-B 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[365]. 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-B for fighting SiRN Akuma?

A: While some statements[366] suggest it to be equal[367] in power to[368] Akuma, several[369] characters[370] note[371] that[372] it isn't[373], as strong[374] as the[375] real Akuma[376]. The real Akuma even considers SiRN Akuma a mockery[377]. C. Viper notes the simulation is only passable as a simulation[378].

Q: Isn't Menat's statement of fighters always fighting against their destiny[379] usable?

A: Menat still can't see the future well[380], having a hard time seeing fighter's futures like F.A.N.G.[381], and can't properly see into the future[382]. This is more due to her being a rookie then the fighters resistances.

Battle Records

18 - 3 - 1



  • Unnnamed Thug Boxer - Fight[384]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[385]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[387]
    • Conditions: None.
    • Location: Japan
  • Lee - Fight[388]
    • Conditions: None.
    • Location: Japan
  • Four Kings of Shirosawa Industrial - Fight[390]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[391]
    • Conditions: None.
    • Location: Japan


  • E. Honda - Fight[395]
    • Conditions: None
    • Location: Japan
  • Ryu - Fight[396]
    • Conditions: Ryu was mind controlled.
    • Location: Shadaloo Base


  • Dan Hibiki - Fight[406]
    • 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

  1. Sakura Ganbaru!, Volume 1, Chapter 2
  2. Sakura Ganbaru!, Volume 1, Chapter 1
  3. Street Fighter V Arcade Edition Sakura Story
  4. Sakura Ganbaru!, Volume 1, Chapter 1
  5. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  6. Sakura Ganbaru!, Volume 1, Chapter 1
  7. Street Fighter Alpha 2 Sakura Arcade Ending
  8. Sakura Ganbaru!, Volume 1, Chapter 2
  9. Sakura Ganbaru!, Volume 1, Chapter 2
  10. Sakura Ganbaru!, Volume 1, Chapter 2
  11. Sakura Ganbaru!, Volume 1, Chapter 2
  12. Street Fighter Memorial Archives Beyond the World
  13. Final Fight Arcade Intro
  14. Street Fighter Memorial Archives Beyond the World
  15. Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
  16. Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
  17. Sakura Ganbaru!, Volume 1, Chapter 1
  18. Street Fighter V Arcade Edition Sakura Story Mode
  19. Street Fighter V The Character Guides Character Guide 074: Sakura Kasugano
  20. Sakura Ganbaru!, Volume 1, Chapter 1
  21. Sakura Ganbaru!, Volume 1, Chapter 2
  22. Sakura Ganbaru!, Volume 1, Chapter 2
  23. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  24. Sakura Ganbaru!, Volume 1, Chapter 2
  25. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  26. Sakura Ganbaru!, Volume 1, Chapter 2
  27. Sakura Ganbaru!, Volume 1, Chapter 1
  28. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  29. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  30. Street Fighter Alpha 3 Game Manual Page 8
  31. Street Fighter VI Trainng Tutorial
  32. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  33. Sakura Ganbaru!, Volume 1, Chapter 1
  34. Sakura Ganbaru!, Volume 1, Chapter 1
  35. Sakura Ganbaru!, Volume 1, Chapter 2
  36. Sakura Ganbaru!, Volume 1, Chapter 3
  37. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  38. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  39. Sakura Ganbaru!, Volume 1, Chapter 5
  40. Sakura Ganbaru!, Volume 1, Chapter 5
  41. Sakura Ganbaru!, Volume 1, Chapter 6
  42. Sakura Ganbaru!, Volume 1, Chapter 5
  43. Sakura Ganbaru!, Volume 1, Chapter 6
  44. Street Fighter 1987 Ken Stone Tile Minigame
  45. Street Fighter 1987 Ken Stone Tile Minigame
  46. Sakura Ganbaru!, Volume 1, Chapter 5
  47. Street Fighter 1987
  48. Street Fighter 1987
  49. Street Fighter Alpha 2 Sakura Arcade Mode
  50. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  51. Street Fighter Alpha 2 Sakura Arcade Mode
  52. Street Fighter Alpha 2 Sakura Arcade Mode
  53. Street Fighter Alpha 3 Sakura Arcade
  54. Street Fighter Alpha 3 Sakura Arcade
  55. Street Fighter Alpha 3 Sakura Arcade
  56. Street Fighter Alpha 3 Sakura Arcade
  57. Street Fighter II: The World Warrior Car Minigame
  58. Street Fighter IV: Arcade Edition Car Minigame
  59. Street Fighter II
  60. Street Fighter II Turbo 16-Bit
  61. Street Fighter IV Sakura Arcade Mode
  62. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  63. Super Street Fighter IV - Juri VS Chun Li Cinematic
  64. Super Street Fighter 4 Juri OVA
  65. Super Street Fighter 4 Juri OVA
  66. Street Fighter IV: Arcade Edition
  67. Street Fighter V Sakura Arcade
  68. Street Fighter V Movie
  69. Street Fighter V: Arcade Edition
  70. Street Fighter IV: The Ties That Bind
  71. Street Fighter IV: The Ties That Bind
  72. Street Fighter VI Akuma Story
  73. Street Fighter Alpha 2
  74. Street Fighter V Akuma Story
  75. Ultra Street Fighter IV Akuma Ending
  76. Street Fighter 4: The Ties That Bind
  77. Street Fighter V Story Mode
  78. Street Fighter IV: The Ties That Bind
  79. Street Fighter V A Shadow Falls
  80. Street Fighter IV: The Ties That Bind
  81. Street Fighter IV: The Ties That Bind
  82. Street Fighter V Story Mode
  83. Street Fighter V Story Mode
  84. Sakura Ganbaru!, Volume 1, Chapter 1
  85. Sakura Ganbaru!, Volume 1, Chapter 1
  86. Sakura Ganbaru!, Volume 1, Chapter 4
  87. Sakura Ganbaru!, Volume 1, Chapter 4
  88. Street Fighter Alpha 3 Sakura Arcade Mode
  89. Ultra Street Fighter IV Hugo Cutscenes
  90. Street Fighter IV Dan Ending
  91. Street Fighter Alpha Super Combos
  92. Street Fighter IV Dan Ending
  93. Street Fighter Alpha 3 - Sagat Story
  94. Street Fighter 2: Champion Edition
  95. Street Fighter Alpha 3 Guile's Sonic Boom
  96. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  97. Sakura Ganbaru!, Volume 1, Chapter 1
  98. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  99. Marvel VS Capcom 2 - Dark Sakura Shun Goku Satsu
  100. Street Fighter Alpha 3 Ryu Ending
  101. Street Fighter IV M. Bison Ending
  102. Street Fighter V SFIV M. Bison Arcade Ending
  103. Super Street Fighter IV Juri OVA
  104. Super Street Fighter IV Juri OVA
  105. Super Street Fighter IV Juri OVA
  106. Ultra Street Fighter IV Hugo Cutscenes
  107. Street Fighter Alpha Super Combos
  108. Street Fighter IV Dan Ending
  109. Street Fighter Alpha 3 - Sagat Story
  110. Street Fighter 2: Champion Edition
  111. Street Fighter Alpha 3 Guile's Sonic Boom
  112. Ultra Street Fighter IV Sakura Arcade Mode
  113. Street Fighter IV: The Ties That Bind
  114. Street Fighter 2: Turbo Game Manual Page 10
  115. Street Fighter IV: The Ties That Bind
  116. Marvel VS Capcom 2 - Dark Sakura Hyper Moves
  117. Sakura Ganbaru!, Volume 1, Chapter 1
  118. Sakura Ganbaru!, Volume 1, Chapter 1
  119. Sakura Ganbaru!, Volume 1, Chapter 1
  120. Sakura Ganbaru!, Volume 1, Chapter 1
  121. Sakura Ganbaru!, Volume 1, Chapter 2
  122. Sakura Ganbaru!, Volume 1, Chapter 2
  123. Sakura Ganbaru!, Volume 1, Chapter 4
  124. Sakura Ganbaru!, Volume 1, Chapter 2
  125. Sakura Ganbaru!, Volume 1, Chapter 2
  126. Sakura Ganbaru!, Volume 1, Chapter 2
  127. Sakura Ganbaru!, Volume 1, Chapter 5
  128. Sakura Ganbaru!, Volume 1, Chapter 6
  129. Sakura Ganbaru!, Volume 1, Chapter 6
  130. Sakura Ganbaru!, Volume 2 The Light
  131. Street Fighter 6 World Tour Akuma Dialogue
  132. Street Fighter Alpha 2 Sakura Arcade Mode
  133. Street Fighter: Alpha 3 Max: Arcade Mode - Karin
  134. Street Fighter 2: Turbo Game Manual Page 10
  135. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  136. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  137. Street Fighter Alpha 3 Game Manual Page 8
  138. Street Fighter VI Training Tutorial
  139. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  140. Street Fighter V Arcade Edition SFV Sakura Aracde Ending
  141. Street Fighter 6 Ryu Moveset
  142. Street Fighter 1 Fighter Defeated Cutscene
  143. Street Fighter 1 Ending
  144. Street Fighter 1 Minigame
  145. Street Fighter 1 Minigame
  146. Street Fighter VI Karate Minigame
  147. Street Fighter VI Karate Minigame
  148. Street Fighter VI Karate Minigame
  149. Street Fighter VI Scrap Heap Minigame
  150. Street Fighter VI Scrap Heap 2 Minigame
  151. Street Fighter 6 All Jump Animations
  152. Street Fighter III 3rd Strike Game Manual Page 14
  153. Street Fighter 2: Turbo Game Manual Page 10
  154. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  155. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  156. Street Fighter Alpha 3 Game Manual Page 8
  157. Street Fighter VI Training Tutorial
  158. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  159. Street Fighter V Perfect Parry
  160. Street Fighter 6 Perfect Parry
  161. Street Fighter V Stun Animation
  162. Street Fighter Series
  163. Street Fighter III 3rd Impact Game Manual Page 15
  164. Street Fighter VI Ball Block Blitz
  165. Street Fighter Alpha Game Manual page 4
  166. Street Fighter III 3rd Impact Game Manual Page 14
  167. Street Fighter IV Game Manual Page 12
  168. Street Fighter 6 Perfect Parry
  169. Street Fighter Alpha Game Manual page 4
  170. Street Fighter III 3rd Strike Game Manual Page 15
  171. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  172. Street Fighter VI Training Tutorial
  173. Street Fighter Alpha Game Manual page 7
  174. Street Fighter Alpha 3 Game Manual Page 12
  175. Street Fighter Alpha 3 Game Manual Page 12
  176. Street Fighter VI Training Tutorial
  177. Street Fighter VI Training Tutorial
  178. Street Fighter V F.A.N.G. Gameplay
  179. Street Fighter V F.A.N.G. Gameplay
  180. Street Fighter 6 World Tour Kimberly Cutscenes
  181. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  182. Street Fighter 6 World Tour Akuma Mastery
  183. Street Fighter IV Game Manual Page 12
  184. Street Fighter Alpha Super Combos
  185. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  186. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  187. Street Fighter IV Game Manual Page 16
  188. Street Fighter 6 World Tour Lily Hawk Cutscenes
  189. Street Fighter 6 World Tour Lily Hawk Cutscenes
  190. Street Fighter VI Training Tutorial
  191. Street Fighter V Movie: A Shadow Falls
  192. Street Fighter Alpha 3 Game Over/Bad Ending
  193. Street Fighter V Karin Story
  194. Street Fighter V Karin Story
  195. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  196. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  197. Super Street Fighter IV - Juri OVA
  198. Super Street Fighter IV - Juri OVA
  199. Super Street Fighter IV - Juri OVA
  200. Super Street Fighter IV - Juri OVA
  201. Street Fighter IV Game Manual Page 15
  202. Street Fighter IV Game Manual Page 16
  203. Ultra Street Fighter IV Ryu Move List
  204. Street Fighter IV Game Manual Page 15
  205. Ultra Street Fighter IV Ryu Move List
  206. Street Fighter IV Game Manual Pages 15-16
  207. Street Fighter IV Game Manual Page 16
  208. Street Fighter IV Game Manual Page 16
  209. Sakura Ganbaru!, Volume 1, Chapter 1
  210. Street Fighter V Official Online Manual
  211. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  212. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  213. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  214. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  215. Street Fighter V Menat Story Ending
  216. Winter Street, U.S.A. | Street Fighter III: New Generation
  217. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  218. Frosty Boulevard | Street Fighter V
  219. Holly Jolly Beatdown | Street Fighter V
  220. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  221. Volcanic Rim | Street Fighter IV
  222. Street Fighter III: 2nd Impact Akuma Move List
  223. Street Fighter V Kolin's Crtical Art
  224. Street Fighter Blanka Electricity
  225. Ultra Street Fighter IV C. Viper vs Dan
  226. Street Fighter V: A Shadow Falls
  227. Street Fighter V: A Shadow Falls
  228. Street Fighter V: A Shadow Falls
  229. Street Fighter V Movie: A Shadow Falls
  230. Street Fighter V Movie: A Shadow Falls
  231. Street Fighter V F.A.N.G. Gameplay
  232. Street Fighter V F.A.N.G. Gameplay
  233. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  234. Street Fighter V Necalli Story Mode
  235. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  236. Street Fighter VI Akuma Moveset
  237. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  238. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  239. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  240. Street Fighter V Menat Story Ending
  241. Sakura Ganbaru!, Volume 1, Chapter 1
  242. Sakura Ganbaru!, Volume 2 The Light
  243. Sakura Ganbaru!, Volume 2 The Light
  244. Sakura Ganbaru!, Volume 2 The Light
  245. Sakura Ganbaru!, Volume 2 The Light
  246. Sakura Ganbaru!, Volume 1, Chapter 5
  247. Sakura Ganbaru!, Volume 1, Chapter 1
  248. Sakura Ganbaru!, Volume 1, Chapter 5
  249. Street Fighter Alpha 2 Sakura Arcade Mode
  250. Street Fighter Alpha 2 Sakura Arcade Mode
  251. Street Fighter Alpha 3 Sakura Arcade
  252. Street Fighter Alpha 3 Sakura Arcade
  253. Street Fighter Alpha 3 Sakura Arcade
  254. Street Fighter 6 World Tour Ryu Dialogue
  255. Sakura Ganbaru!, Volume 1, Chapter 2
  256. Rival Schools: United By Fate
  257. Sakura Ganbaru!, Volume 1, Chapter 1
  258. Sakura Ganbaru!, Volume 1, Chapter 1
  259. Sakura Ganbaru!, Volume 1, Chapter 1
  260. Sakura Ganbaru!, Volume 1, Chapter 3
  261. Sakura Ganbaru!, Volume 1, Chapter 5
  262. Sakura Ganbaru!, Volume 1, Chapter 5
  263. Street Fighter V Arcade Edition Sakura Aracde Mode SFV Sakura Ending
  264. Street Fighter 6 Ryu Moveset
  265. Sakura Ganbaru!, Volume 1, Chapter 2
  266. Sakura Ganbaru!, Volume 1, Chapter 2
  267. Sakura Ganbaru!, Volume 1, Chapter 2
  268. Sakura Ganbaru!, Volume 1, Chapter 2
  269. Sakura Ganbaru!, Volume 1, Chapter 2
  270. Street Fighter II Turbo: Game Manual Page 15
  271. Sakura Ganbaru!, Volume 1, Chapter 6
  272. Street Fighter II Turbo: Game Manual Page 15
  273. Street Fighter Tatsumaki Senpukyaku Evolution
  274. Sakura Ganbaru!, Volume 1, Chapter 2
  275. Sakura Ganbaru!, Volume 2 The Light
  276. Sakura Ganbaru!, Volume 2 The Light
  277. Sakura Ganbaru!, Volume 1, Chapter 1
  278. Sakura Ganbaru!, Volume 1, Chapter 1
  279. Street Fighter Alpha 2 Sakura Move List
  280. Street Fighter Alpha 3 Sakura Move List
  281. Sakura Ganbaru!, Volume 1, Chapter 1
  282. Sakura Ganbaru!, Volume 1, Chapter 1
  283. Sakura Ganbaru!, Volume 1, Chapter 5
  284. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  285. Marvel Vs. Capcom 2 Dark Sakura
  286. SNK vs. Capcom: The Match of the Millennium
  287. Marvel Vs. Capcom 2 Dark Sakura
  288. Rival Schools: United By Fate Sakura Kasugano Ending
  289. Street Fighter Alpha 2 Sakura Move List
  290. Street Fighter Alpha 2 Sakura Move List
  291. Street Fighter Alpha 2 Sakura Arcade Mode
  292. Street Fighter IV: The Ties That Bind
  293. Street Fighter Alpha 2 Sakura Move List
  294. Ultra Street Fighter IV Sakura Move List
  295. Ultra Street Fighter IV Sakura Move List
  296. Ultra Street Fighter IV Sakura Move List
  297. Street Fighter IV: The Ties That Bind
  298. Street Fighter Alpha 2 Sakura Move List
  299. Street Fighter Alpha 2 Sakura Move List
  300. Street Fighter Alpha 2 Sakura Move List
  301. SNK vs. Capcom: The Match of the Millennium
  302. Street Fighter Alpha 3 Akuma Ending
  303. Street Fighter Alpha 3 Akuma Ending
  304. 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."
  305. Street Fighter V Arcade Edition SFV Sakura Aracde Ending
  306. Street Fighter 6 Ryu Moveset
  307. Street Fighter V Arcade Edition Sakura Move List
  308. Street Fighter V Aracade Edition Sakura Move List
  309. Street Fighter V Aracade Edition Sakura Move List
  310. Street Fighter V Aracade Edition Sakura Move List
  311. Street Fighter V SFV Sakura Arcade Ending
  312. Street Fighter V Ryu Move List
  313. Street Fighter V Aracade Edition Sakura Move List
  314. Street Fighter V Movie: A Shadow Falls All
  315. Street Fighter V Movie: A Shadow Falls All
  316. Street Fighter V Movie: A Shadow Falls All
  317. Street Fighter V Movie: A Shadow Falls All
  318. Street Fighter 4 Akuma Ending
  319. Street Fighter V Movie: A Shadow Falls All
  320. Street Fighter IV: The Ties That Bind
  321. Street Fighter 4: The Ties That Bind
  322. Street Fighter 4 Akuma Ending
  323. Marvel VS Capcom 2 - Dark Sakura Shun Goku Satsu
  324. Street Fighter Alpha 3 Akuma Ending
  325. Street Fighter Alpha 3 Akuma Ending
  326. Marvel VS Capcom 2 - Dark Sakura Hyper Moves
  327. Street Fighter VI Training Tutorial
  328. Street Fighter VI Training Tutorial
  329. Street Fighter VI Training Tutorial
  330. Street Fighter VI Training Tutorial
  331. Street Fighter VI Training Tutorial
  332. Street Fighter VI Training Tutorial
  333. Street Fighter VI Training Tutorial
  334. Street Fighter Alpha Game Manual page 4
  335. Street Fighter IV Game Manual Page 15
  336. Street Fighter IV Game Manual Page 16
  337. Street Fighter 6 Online Manual
  338. Sakura Ganbaru!, Volume 1, Chapter 5
  339. Street Fighter III Third Strike Game Manual Page 18
  340. Street Fighter IV Game Manual Page 12
  341. Street Fighter VI Online Manual
  342. Sakura Ganbaru!, Volume 1, Chapter 1
  343. Sakura Ganbaru!, Volume 1, Chapter 2
  344. Sakura Ganbaru!, Volume 1, Chapter 2
  345. Sakura Ganbaru!, Volume 1, Chapter 2
  346. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  347. Street Fighter V The Character Guides Character Guide Special: Dark Sakura
  348. Street Fighter Alpha 2 Ryu Arcade Ending
  349. Street Fighter Alpha 2 Ryu Arcade Ending
  350. Street Fighter Alpha 2 Ryu Arcade Ending
  351. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  352. Street Fighter IV Aftermath
  353. Street Fighter 4 - Intro: Chun Li
  354. Super Street Fighter 4 Juri OVA
  355. Super Street Fighter 4 Juri OVA
  356. Street Fighter V - E. Honda Arcade Mode Ending
  357. Final Fight Revenge Haggar Super Attack
  358. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  359. Street Fighter Alpha 3 Akuma Ending
  360. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  361. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  362. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  363. Street Fighter Alpha 3 OST Feel the Cool
  364. Street Fighter Alpha 3 OST Groan
  365. Street Fighter Alpha 3 Game Over
  366. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  367. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  368. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  369. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  370. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  371. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  372. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  373. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  374. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  375. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  376. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  377. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  378. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  379. Street Fighter V Menat vs. Alex Menat Winquote
  380. Street Fighter V Menat Arcade SFV Menat Ending
  381. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  382. Street Fighter V Menat vs. Ed Menat Winquote
  383. Sakura Ganbaru!, Volume 1, Chapter 1
  384. Sakura Ganbaru!, Volume 1, Chapter 1
  385. Sakura Ganbaru!, Volume 1, Chapter 2
  386. Sakura Ganbaru!, Volume 1, Chapter 2
  387. Sakura Ganbaru!, Volume 1, Chapter 3
  388. Sakura Ganbaru!, Volume 1, Chapter 3
  389. Sakura Ganbaru!, Volume 1, Chapter 4
  390. Sakura Ganbaru!, Volume 1, Chapter 5
  391. Sakura Ganbaru!, Volume 1, Chapter 5
  392. Street Fighter Alpha 2 Sakura Arcade Mode
  393. Street Fighter Alpha 2 Sakura Arcade Mode
  394. Street Fighter Alpha 2 Sakura Arcade Mode
  395. Street Fighter Alpha 3 Sakura Arcade Mode
  396. Street Fighter Alpha 3 Sakura Arcade Mode
  397. Ultra Street Fighter IV Sakura Arcade Mode
  398. Street Fighter V Arcade Edition Sakura Story Mode
  399. Street Fighter V Arcade Edition Sakura Story Mode
  400. Street Fighter V Dan's Story Mode
  401. Street Fighter V Blanka's Story Mode
  402. Sakura Ganbaru!, Volume 1, Chapter 5
  403. Sakura Ganbaru!, Volume 1, Chapter 6
  404. Street Fighter Alpha 3 Maki Arcade
  405. Street Fighter: Alpha 3 Max: Arcade Mode - Karin
  406. Street Fighter IV Dan's Story Mode