Sakura has become a lightning-fast grappler, throwing giants two or three times her size everywhere and running across the stage faster than eyes can see!
00:19 Sakura vs Zangief
01:45 Sakura vs Sagat
03:07 Sakura vs Akuma
05:09 Sakura vs Gouken
06:50 Sakura vs Rufus
08:27 Sakura vs Abel
10:06 Sakura vs Ryu
11:30 Sakura vs Blanka
13:11 Sakura vs Seth
15:02 Sakura vs Honda
16:37 Sakura vs Bison
18:16 Sakura vs Boxer
Shin Sakura - Grappler Style
This is a gameplay video showcasing CPU control of a modded Sakura, by me, as a character in Street Fighter 4.
Changes:
-Abel base moveset, Sakura has less stamina
-all normals (air, neutral, ground) have their startup and recovery frames reduced
-all throws and special moves also have startup and recovery frames reduced
-walking/dash speeds increased
-all jump attacks are divekicks, with l versions completing the jump, m versions falling down regardless of jump trajectory, and h versions immediately teleporting to ground and dealing a regular h kick
-focus attacks have much, much less recovery, can absorb up to 16 hits, and lvl 1 focus attack auto crumples
-grab attacks are extremely fast and has almost no recovery (nearly impossible to be teched)
NEW SUPER - Abel has three unused supers that each start with an overhead move and with different final hits. Sakura can use these moves (without meter). The original versions have long startup and recovery. (third one's buggy, no need to think about it)
l version Change of Direction is now an infinite. Initial hit is armored up to 16 hits, and can reach from full screen.
change of direction m - hidden super 1 (no meter needed)
change of direction h - hidden super 2 (no meter needed)
change of direction ex - hidden super 2, guard crushing (hit goes through guarding)
Marseilles roll - l m h versions are all hit-invincible and have their recovery dramatically reduced, button determines distance rolled
Marseilles roll ex - guard crushing grab, very long range
Wheel Kick - normal version hits twice, is projectile and hit invincible, has much faster startup and recovery, and reaches from full screen.
Wheel kick ex - different guard crushing grab, very long range
Tornado Throw - normal version has much extended range, invincibility and faster startup and recovery
Tornado Throw ex - guard crushing grab from last hit of ultra 1, damage depending on current revenge gauge level, ~100-300
Air Grab - normal version has much extended range, invincibility and faster startup and recovery
Air Grab EX - "homing" grab that goes through almost everything, including shoryuken invincibility
Super - Guard crushing
Ultra - Guard crushing