--------------------------------- Sakura Haruno Character FAQ Created by SMW --------------------------------- ================= xx1:Table of Contents ================= xx1: Table of Contents xx2: Introduction xx3: Sakura Haruno xx4: Acquiring and Evolving Sakura xx5a: Help/Support Koma xx5b: Specials xx6: Ally Boost xx7: Combos xx8:Using Sakura xx9:Helpful Support/Help/Battle xx10: Credits, Version Info and Legal Stuff -------------------------------- ================================ xx2: Introduction ================================ Hi, I'm SMW and this is my first FAQ. This FAQ is for Sakura Haruno in Jump Ultimate Stars. This guide will assume you know how to play the game and understand most of the controls, the rock/paper/scissor type chart, and all that basic stuff. This guide will be all about Sakura Haruno ================================ xx3: Sakura Haruno ================================ Sakura Haruno is the pink haired girl in Naruto (leaf symbol). In the series she uses medical technique and has super human strength. That is the basis of her attacks. ================================= xx4: Acquiring and Evolving Sakura ================================= Obtaining Sakura ---------------- Sakura is unlocked in Mission 3 of NARUTO goal 5. You must complete the level with full health. To do this either A) get the bells and hope you don't get hit -or- B) put in a support that heals you Evolving Train --------------- [2]-[3] | [1]---[4]-[5]--[6a] | |---[6b] 1.Get when you Unlock Sakura 2.Pay 10 red, 40 green, 5 white 3.Pay 20 red, 80 green, 10 white 4.Pay 40 red, 60 green, 15 white 5.Pay 150 red, 250 green, 20 white 6a.Pay 300 red, 300 green, 30 white 6b.Unlock path with Sai, Pay 200 red, 400 yellow, 60 blue Sai.Naruto Mission 1, SP Don't use anything from your deck. Pretty basic, don't switch characters, or use support. Pay 50 red, 50 yellow, 10 pink for first upgrade then pay 50 red, 50 green, 100 blue for Sakura's path ====================== xx4: Help/Support Koma ====================== Help: Sakura reduces time for some status effects Support Koma 2: Summons Sakura in front of you, then she punches forwards This support requires a small distance away from enemy. It has a long setup, and has medium to short range. It is Power Based It deals 28 damage to Power and Laughter Types It deals 42 damage to Knowledge Types Support Koma 2 Shape: [][] Support Koma 3: Summons Sakura behind user. Makes a Blue orb and stands there for about 1 second. The first person to touch the orb gets healed. If user doesn't move he gets heal automatically when used Support Koma 3 Shape: [][] [] ================================== xx5a: Battle Koma ================================== Sakura has 4 battle koma. Three of which are Power type and the fourth is a Laughter Type. As a Battle Character, she has some of the lowest HP in the game (128,144,160) Other characters with lower or equal HP are Freiza, Rukia, Nami, Robin, Lenalee, and Eve. Every other character has a greater amount. This leads to Sakura dying very early if you aren't careful. Power wise she is in the middle. Sakura has two passive abilities: -Status time is reduced -can Wall Jump Basic attacks (each level does the same basic attacks): The first number is basic damage, the second number is super effective damage In most cases the first number is for Power and Laughter, while the second is for Knowledge. For alternative path 6, the first number is against Knowledge and Laughter, and the second number is for power. B Up: Description:Sakura sends a Kunai is a diagonal upward direction Damage:8/12 Times it takes to break a wall:7 Times it takes to break a guard: 10/7 Delay:No B: Description:Sakura punches forward Damage:9/13 Times it takes to break a wall:6 Times it takes to break a guard: 9/6 Delay: No B Forward: Description:Sakura throws a Shuriken forward Damage:7/10 Times it takes to break a wall:8 Times it takes to break a guard: 11/11 Delay: No B Down: Description:Sakura charges up then punches in an up to down arc Damage:12/18 Times it takes to break a wall:5 Times it takes to break a guard: 7/5 Delay: Beginning Air B: Description:Sakura does a heal kick Damage:10/15 Times it takes to break a wall:5 Times it takes to break a guard: 8/6 Delay No Y Up: Description:Sakura does a 360 spinning kick that sends opponent into the air Does 3 hits Damage: 14/21 Times it takes to break a wall:4 Times it takes to break a guard: 6/5 Delay:No Y: Description:Sakura punches downwards Damage:18/27 Times it takes to break a wall:3 Times it takes to break a guard: 5/4 Delay:Beginning/End Extra:Becareful, attack send you forward and may cause you to jump off the cliff if too close to the edge. ~numberOneRookie Y Forward: Description:Sakura throws 1 shuriken then 3 shuriken while pushing backwards Damage: 3-12/4-18 Times it takes to break a wall:5-6 Times it takes to break a guard: 7/4 Delay: Beginning/End Y Down: Description:Picks up a rock and throws is forwards Damage:18/27 Times it takes to break a wall:3 Times it takes to break a guard: 1/1 Delay:Beginning/End Air Y: Description:Sakura comes crashing down with a punch. Damage is still given if the dust hits. If you miss ground, you will die Damage:10/15 Times it takes to break a wall:5 Times it takes to break a guard: 4/3 Delay: End Ultimate action: Uses a Substitution Jutsu, which if hit while active a log replaces you and your free to attack. Takes 1 second to activate. Open to attack while activating. Stays active for 2 seconds. If you are caught in a multi hit, you can still be hit. The first punches will activate the log, but if not dodged, then the rest of the punches can hit you To dodge the rest of the attack, you can hold a direction on the D-pad when hit to end up in that direction You can use the UA while the first substitution justsu is in use. This leads to the ability to use it repeatedly and therefore unable to be hit while pressing select. Tip:Press up when hit with the substitution active and attack with Y. You will end up above your enemy and attack from above sending them into the ground or through the platform ~numberOneRookie ======================== xx5b: Specials ======================== Koma 4 X Type:Power Description: Sakura punches the ground. The explosion after the hit also does damage Effect:Damage Damage:36/54 Times it takes to break a Wall:1 Times it takes to break a guard:2/2 Delay: End X up Type:Power Description: Sakura makes a pink orb, dash a few feet forward and ends attack Hits for a combo of 3 Effect:Damage Damage:23/34 Makes Enemy Confused Times it takes to break a Wall:3 Times it takes to break a guard:3/4 Delay: Beginning/Slightly at end Koma 5 X Type:Power Description: Sakura jumps up and does a giant kick Explosion does damage Can commit Suicide Effect:Damage Damage:44/66 Times it takes to break a Wall:2 Times it takes to break a guard:3/2 Delay: During Jump X up Type:Knowledge Description: Sakura kneels and makes a blue orb Effect:Heals about a half bar Delay: Beginning Koma 6 Both 6's do same specials X Type:Laughter Description: Sakura summons her Inner Sakura to punch high and low The damage is the no matter if the enemy is above you or at ground level Effect:Damage, You can tap X to increase hits and Damage Damage: 38-57/57-98 Times it takes to break a Wall:2 (also breaks two walls) (data from Base X) Times it takes to break a guard:3/3(Data from Base X) Delay: End X up Type:Knowledge Description: Sakura makes a blue orb Effect:Heals about a quarter of an allies bar Delay: Beginning ======================== xx6: Ally Boost ======================== Sakura receives an Ally Boost from Naruto, Kakashi, and Tsunade Sakura's HP increases by eight per bonus, and if leader gains an additional 8, 4 Koma HP 128->136->144->152->160 5 Koma HP 144->152->160->168->176 6 Koma HP 160->168->176->184->192 Sakura gives a boost to Naruto, Naruto Kyuubi, and Kakashi Also an 8 HP bonus ======================== xx7:Combos ======================== Y up->B Y up->Air b->Air Y (requires a wall that the enemy is being hit into) Y up->Y B->Y up->Any of the above combos B down->Y B down->Up Y->Above B up->Y foward B up->Y->->Y foward B up->Y->Y up->Air Y Most combos use Y up because Y up happens almost instantly when pressed and it leads to many combos. ========================================= xx8:Using Sakura ========================================= Basics: Sakura has low HP, so head on attacks are normally unadvised. Sakura has a great set of long distance attacks. Her guard break has amazing range, and can reach off-screen. Her forward attacks throw various ninja tools and can keep a foe away. Sakura has a great Ringout with her above specials Sakura has a dash that is visible and is slow compared to others Long Distance:Use this for when your on a small platform and need to keep people away. If no one is near you start to throw rocks. If you hit them, you hit them, and if they jump towards you, they might get hit. The rock thrown does take some time though, so if they are close start using your Y forward. You will send 2 sets of shuriken towards the enemy plus be sent backwards away from danger. If your followed, keep them at bay with Forward Y If they stay there, you can either thrown a rock, or use B forward. If you use the rock, your open to attack if they charge, but if you use the Kunai, you won't pierce their guard. Once you choose one continue doing this until one of the following happens A)Guard Break B)They jump and attack C)They retreat If A, run away and start the long distance attack again or, go in for close combat. If you do choose the latter, remember they are temporarily invincible, so invade with caution. If B, use your B up and try to hit them with a kunai, bring them back to ground level, and either run away or try and get in a Y up combo. If C, then either continue from where you were before,(throwing rocks), or chase after them for some close combat.If you know your opponet has a long distance special, I advise you get to higher ground instead. Hand-to Hand: I Advise this one if you are sure to get a knock down or a ko. With Sakura's low HP she won't last long if you fail and get caught in another person's combo, your good as well as dead. Because of the multi hitting of the attack, I advise going in with Y up. One reason is you you are blocked, you are still attacking, and wn't be as open. Another reason is if sends you foward, so can start the attack sooner. The last reason, and probably teh most important reason is it sends you into the air. Once you are in the air you can do three things: A)attack with air B B)attack with air Y C)jump With A and B interchangeably used, it depends on what your opponet is doing. Most often or not, I would use Air B.They reason is, if your enemy is guarding, you will wide open to attack.With Sakura's HP, not the best situation. Using air B also alows you to Jump after it as well. If you know he won't block, attack with Y, otehrwise B. If your opponent does block, you will either push them back, you will be send back, or you will kick them, and attempt to land behind them. If either of the pushback's occur, go to long distance, or start your attack again. If you land behind them. hope your opponet doesn't have an area attack, from this position, I would turn around and use Y up. If they let go of guard, you are now doing damage. If they continue to guard, you are now going foward and are getting away from them. After that atatck, start to jump out of attack range to regroup.Basically with hand-to-hand, you are doing a hit and run. You may be wondering why you might want to jump away if your attacking, well if you opponet counter-attacks, landing in it is not the best idea. Going in for the kill: This occurs mainly with hand-to hand, but can happen with the rock throw as well.Most times with Sakura, you will Ringout.If you don't like to Ring out, then get another character. To go in for the kill, first you need the wall touching the ground to be destroyed. The second wall doesn't need to be destroyed, but helps greatly. Once the walls are down, the minute you get your opponent caught in a Y Up, B Air combo, they die. The problem is getting them in that combo. One way is to use a support and when dazed, or unable to block, you do the combo and send them off the cliff. If they grab on to edge for any reason,such as not close enough to the edge to KO, you can start your attack when they start to climb up.If you go to early, they can just hold on to the ledge until you go past and survive, too late and they guard you and now gained momentum. Once you get the timing down, any edge grabber should be killable. *NEW* Keepign Enemies at Bay At times, you need time to gather SP for a heal, or you need to buy some time for another reason.I good idea is to force the distacne war, but at the same get hits in to increase SP. The best combo for this is you B up->Y->Y foward combo. If your oppoent guards, your Y foward gives you some distance. Your B up allows you to change your attacks. If you use B up before your Y up attack, using B up here allows you to start doing mind games. The Y is optional, but getting in one more hit for damage or guard break is 95%, not a bad thing. (5% for counter supports). This little combo gets you about 5 hits. The intial kunai,the punch, and then 3 of the 4 shuriken. Gives you distance and keeps opponets away, not a bad tatic if you need a few more pixels of SP guage. Sudden Death: This is a lot like hand-to-hand strategy and going in for the kill combined. First off, depending on teh number of players, your strategy changes. If there is 4 players, run to an edge, hopefully and open one. If no one followed you, start throwning rocks, your bound to hit someone into another peson for them to KO. Remember, its easier to win if you let everyone else do your work. Keep throwing rocks untill its heads-up or people come near you. Basically follow Long-distance strategies If you are followed, guard, and hope that someone attacks your attacker before you get guard broke. Do that, or once there is an opening use your Y up attack. Once you get in the center, try and focus on getting to an open ledge. Best way is to use your Air B in hopes of knocking opponent off cliff, or getting them away from you, if you hit them towards the center. Basically in a four person suddendeath, try and stay near edge, and attack from afar. If chraged at, try and get away as best as you can. And to prevent oneself from being open while jumping, always try and land using an Air B attack. A Three Pesron SDM it the same idea as a four-person with one less chracter. Now when you get heads up,you want to use your hit-and-run tatic to attack and run until you get your opponent in a combo. The platform is small enough such that even if you get him in a combo, you should be able to force him to at leat grab the edge. When it tehn comes to guarding the edge. Another idea: During a Suddendeath Match, go to an edge. If someone is near you, just hold guard untilthey attack.Because most attacks can't destroy a guard in one hit, you will be safe. One the attack ends, they should have a delay, that's where you use you Y up combos and hit them off the platform. Another possibility it that you attack first with your guard breaker to hit them away from you. If this happens or they just don't go near you in the beginning, move to the middle of the platform, and start throwing rocks. You are bound to hit at least one person.Once its down to 1v1, or if it starts 1v1 then have them make the first mistake and attack them when they have an attack delay, or use your Y forward and start throwing shuriken. If they stay away, you just split first. If they get near, build up your special gauge until you can use your support. If they jump over your shuriken, well, now they are in the air, and now you can initiate your Y up combos. Extra: Because its almost impossible to guard in midair, her Air B is a great knockdown effect I believe Sakura is more basic attack than a special user, and therefore, her best Koma would be her 4 so you have more room. If you need a team healer, then her 6 Koma is the best, and if you need a type advantage, her 6 koma is also very good as well. It starts as a power, giving you advantage over knowledge, and her special is laughter, so it can go against other powers. Its two types for one. It is also adviable to use her 5 koma. Her five koma has the self heal which does about a half bar of health. In a multi-character deck, the 4 koma will be best if you are looking for an extra character. Her 5 is a must in a Solo deck, as it is the only one with a self heal. It can be argued that her 6 koma is better, because of alternative type, and a more damaging special, but as a Sakura user myself, I perfer he five. I have yet to really experiment with her 6, I find healing>power in most situations. With most rapid punch attacks, the push block is deadly. ========================================== xx9:Helpful Support/Help/Battle ========================================== Support that are helpful: Anything that can daze an opponent or knock them away are good. If they are dazed, you can initiate any of the above combo's. If they are knocked back, you can use the Hit-and-Run tactic. I find Iuni (Price of Tennis) Support 3 is a great support to go with Sakura. If the initial ball hits them before the ground, they get dazed, and now open to a combo. If it hits the ground and splashes, they are now knocked back. Inui appears in mid air, so can be use when your opponent is attacking will small chance of being destroyed on summoning. Shishio (Rurouni Kenshin) support 2 is good from comboing Try using her along with Shishio. Use Shishio to grab an enemy, then use her 6 koma special when he tosses for nice damage. It is possible to use her special, then Shishio, and then her special again, but it's risky and uses a ton of special energy. ~MasterTurtle I've found a lot of koma that do well with Sakura's Y up Combo. I don't know the names, but i can give a description. (You can be credited if you tell me the names) [][] [][] [] [] [] = Backwards 7 [] =7 shape [][] =Backwards L [][] =L Shape 3 koma Backwards 7-White with a pencil drawn elephant and rocket? Shoots through a door. Sakura does her Y up (with and combo leading up to it) activate the support when you start Y up. At the end, guy comes flying through door. 3 koma backwards 7-guy in black outfit that goes all over body. He summons and dives foward getting about 5 hits in. (above usage) 3 koma left-right Black horse (same as above) 2 koma girl horriontal-girl with long hair that posions (wearing green shirt) (same usage as above) 3 koma L->R Summons a giant beatle (same as above) 2 koma horrizontal-summons table that inflicts force movement, from gintoki (usage as above) 3 koma U->D gold haired girl that does rapid punches, JoJo's? (same as above) Infinite combo There's basically an infinite combo for her + Hayato Gokudera's (the guy obsessed with dynamite) 3 koma. It goes like this: up Y, fast fall, L or R whatever you put his support on, followed immediatly by up Y... repeat. ~Dabula Supports that send the enemy into air are helpful to start combos with, While they return to the ground, start one of your Y up combos Uryuu Ishida (BLEACH) koma can do this. His koma is a little tricky to work with, but once the timing is down, you can Ringout many people Supports that prevent block are good as well. Fuji (Prince of Tennis) support 2 is an example of one, while its hard to aim, once they can't block, your enemy is wide open to your combos. Any character with a long distance attack is great. An example would be Hei (Yu Yu Hakasho). In the begining, switch to him and abuse his X up. You enemy will guard (if he's smart).Wether he guards or not, your main goal is the wall. If you spam Black Dragon, you should be able to break the wall from a safe distance. Any damage you do is bonus. While you are using special bars, this will greatly help Ringouts with Sakura. Anyone who can destroy walls is good as well. Ichigo (Hallow form)[BLEACH] is great at destorying walls as well. EXTRA Sakura can do a sprite Glitch with the koma from Gintoki It requires her X up Special from here 5 or 6 koma. I am able to do it once or twice, but the timming is difficult, but it makes teh blue orb go around her waist ========================================== xx10: Contact Info ========================================== If you find a mistake, something you would like to see added or have useful information Email Ca1poke(at)aol(dot)com ========================================== xx11: Credits, Version Info and Legal Stuff ========================================== Now for the part we all love. I credit: Genroh for his FAQ to translate the game Nintendo for the hardware CJayC for GameFAQs Gambarion for the game Kenji Murasame for ideas for version 2 numberOneRookie for ideas for version 2 MasterTurtle for ideas for version 2 Dabula for infinite combo support SoleQuincy for all the battles we've done to improve my skill to improve on battle tatics Version Info ------------- Version 1.0 - First Completion 1/14/07 Version 2.0 - Worked a lot on battle strats and support usage 1/17/07 Version 2.1 - Added Sakura 6 info, and battle tatics, added combos 3/26/07 (still need to do combo details) Next version:Combo details. Legal Stuff ----------- Copyright 2007 Carl Godon This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The web sites that has permission to post this FAQ are: gamefaqs.com