HADOUKEN (FIREBALL)
![](../../storage/move_images/fb-punch.png?__SQUARESPACE_CACHEVERSION=1224469670736)
QUARTER CIRCLE FORWARD + PUNCH
Sakura's strength comes from close range mix ups so don't expect to use her fireball like Ryu and Ken's, though it can be useful to give the opponent something to deal with while you move in. Her EX Fireball is larger and travels further than her regular fireballs.
SHOUOKEN (DRAGON PUNCH)
![](../../storage/move_images/dp-punch.png?__SQUARESPACE_CACHEVERSION=1224469819167)
FORWARD, DOWN, DOWN FORWARD + PUNCH
Typically used in combos and not anti air, though the EX version has a lot of invincibility, allowing her to get the opponent off her on wake up.
SHUNPUU KYAKU (HURRICANE KICK)
![](../../storage/move_images/qcb-kick.png?__SQUARESPACE_CACHEVERSION=1224469938078)
QUARTER CIRCLE BACK + KICK
This is one of the key special moves for Sakua's combos, with the EX version allowing her to set up reset mix ups and also combo into both her Ultras.
SAKURA OTOSHI
FORWARD, DOWN, DOWN FORWARD + KICK
The EX version of the Sakura Otoshi is most useful, allowing her to punish players who throw projectiles all too often.
SUPER - HARU ICHIBAN
QUARTER CIRCLE BACK X2 + KICK
Sakura players will want to save her EX meter for her Special moves in almost all cases, so don't expect to use this Super all that often.
ULTRA 1 - HARU RANMAN
QUARTER CIRCLE BACK X2 + THREE KICKS
Sakura's first Ultra can be connected after an EX Hurricane Kick the first hit is a low attack.
ULTRA 2 - SHINKU HADOUKEN & TENGYO HADOUKEN
![](http://iplaywinner.com/storage/move_images/qcfx2-punchx3.png?__SQUARESPACE_CACHEVERSION=1224476325533)
QUARTER CIRCLE FORWARD X2 + THREE PUNCHES
OR
QUARTER CIRCLE FORWARD X2 + THREE KICKS
Sakura's second Ultra has two types -- the punch version will travel horizontally while the kick version will move diagonally. Both are useful within combos.