Sakura is interesting in this game because she has basically all of her QCB+LK loops, tons of links, and her high combo potential, but she does not have her resets in the SF4 sense. This is because once you QCB+KK (EX), they are in a permanent knockdown state. Jumping and hitting with any attack keeps them in the knockdown state… they don’t “pop out” allowing you to dash under and catch them not guarding. That being said, she doesn’t seem to really need any of that in this game… but time will tell if that is correct or not.
Other observations:
Her crossup MK is insanely good. You can hit the button RIGHT before you hit the ground and it will still connect as a crossup. Very reminiscent of A2. Jump HP also crosses up, but it’s clearly not as good as j.MK. Her far RH is still pretty good, and since you can cancel into manual launcher with HP+HK, it may turn out to be quite useful again (like it was in A3, CvS2, etc). c.HP is still ridiculously awesome. QCB+LK causes a ton of hit-stun… so in most cases, if you have a teammate coming in with a fast normal attack, Sakura can actually combo into QCB+LK and tag so that the partner can come in and continue the combo on a standing opponent. With a basic jump-in into normal QCB+LK loop, Sakura can do a bit over 350 or so (370 iirc) before tagging into her teammate to continue the ground-based combo. DP+PP (EX) still has all of the invulnerability from SF4. Oh, and her stand LP is still beastly.
Combos:
HP > QCB+LK, HP > QCB+KK (EX), jump forward, falling HK, land, c.HP > DP+MK,P,P,P
j.HK, HP > QCB+LK, HP > QCB+LK, c.HP > QCB+LK, LK > DP+LP, c.MK > DP+HP (does 400+ midscreen)
j.HK, HP > QCB+LK, HP > QCB+LK, c.HP > QCB+LK, LK > QCB+KK (EX), jump MP > Air QCB+LK, land, c.HP > DP+MK,P,P, land, QCB+KKK (Super)
This one shows what is possible, but really isn’t worth the effort/meter.