E.Honda:
This matchup is bad in so many ways, there’s an old motto “Honda rapes characters without fireballs”, and it still holds true in this case.
While Sakura does have a fireball it’s not good enough to keep a bulldogging Honda from getting in, Sakura can’t both throw a fireball and anti-air Honda either.
Honda’s j.mp is crazy enough to trade with c.hp, so you need to react fast with either lp sho or j.mp which is strenuous in the long run.
So fireballs can’t be used as a solid keepout tactic, which leaves her two options, keep him out with normals or rush that shit down.
Anyone by now should know that rushing Honda down is risky business because of his headbutt that can come out pretty much whenever he feel like throwing it out, and Sakura can’t punish it well on block.
So if she want to bait it she has to do it with a jumpback, and if Honda chooses to just not do anything the pressure is over then and there.
Honda’s c.lp x hhs is really good against Sakura because she doesn’t have a really solid counterpoke against it, and the payoff for landing c.lp x hhs is pretty ridiculous for how safe it is (+ on block).
Sakura can force her okizeme on Honda if she manages to score a throw/knockdown, but her blockstring pressure seems really weak against him from what I’ve experienced.
Basically if you’re being defensive you’ll lose in the long run, but you won’t score much damage from being offensive either.
She’s got lots of trouble dealing with a honda willing to sit on a lifelead.
Boxer:
This is a matchup I’m a bit unsure about, when I look at the facts it should be a better matchup, but as a player I have trouble against Boxer.
At first glance one could think that this matchup could be in Sakura’s favour, because she can punish all of his dashpunches on block aside from his ex upper/swing blow.
The punish is better than what most get as well st.lp, c.mk x hp sho or just c.mk x hp sho.
She’s also got strong normals for use in footsies, she can whiffpunish his c.hk/st.hk/st.hp with her st.hk without much trouble.
What I think makes this matchup tilted in Boxers favour is actually Boxers hitbox, as long as Boxer is just moving about he’s actually really hard to hit.
Sakura’s blockstrings are weaker against him as well due to his crouching hitbox which pushes people out faster than regular, even if you land a hit it won’t amount to anything big.
That is unless you land a focus or a deep jumpin, then you’ll get the whole cl.hp x lk shunpu, c.hp x lk shunpu, c.hp x hp sho combo.
Her okizeme doesn’t really work well against him either from what I’ve experienced, auto-correct ex upper can really stop her jump mixups well.
Aside from that he’s also got his backdash, which is better than avarage, and his headbutt to stop Sakura from using option selects.
This is also a matchup where Sakura is hard pressed to get damage in on someone who decides to play defensively.
A big plus though is that she’s got a good corner escape in j.hk shunpu/j.ex shunpu.
Deejay:
This matchup might be better, but as for now I don’t know enough about it to be able to tilt it further towards Sakuras favour.
But mainly there are some factors that should put this in Deejays favour by the end of the day.
He has a good fireball that he can zone her with, he’s also got pretty fast walkspeed to match it.
His mk sobat is safe on block against Sakura at all times as long as he spaces it correctly, which is not strict at all, it also breaks on the first hit.
EX upkicks stops her jumpin okizeme, it auto-corrects really well and just 4f startup, don’t mess with it.
Her best bet for okizeme against him is meaty c.lk/c.lp, that’ll beat any option of escape he might try, but that is ofc much weaker than what she’s really capable of.
To top this off Deejay can force his own xup okizeme without much to worry about against Sakura.
But in the end this is just a battle of attrition for Sakura, in the end she will get in and be able to force a guessing game with good payoff (cl.hp/throw).
Dictator:
In vanilla this matchup was worse because Dictator could just rape Sakura since her only good poke in that was c.mk pretty much.
Now she has st.hk to stop Dictator from spamming it out, Sakura also has the upper hand air-to-ground against him since he can’t AA her consistently with st.hk (trade or lose for dictator).
So he has to rely on either j.mp or c.hp as an anti air against her, both which open up opportunities for Sakura to land damage.
Dictator’s best bet in this matchup is to play it as dry as possible and not take any risky what so ever, he has a plethora of wakeup options to keep Sakura from raping him there.
She might have better options to deal with his wakeup escapes that I’m unaware off that’ll tilt this further in Sakura’s favor, but I haven’t found them so this is what it looks like now.
If Dictator was worse at escaping on wakeup this would probably be an even matchup.
Sagat:
He probably has the best fireball keepout against Sakura in the game, she really has to be cautious about getting in, no mk/hk shunpus here.
When she’s at midrange she can deal with his pokes well both with c.mk and st.hk, her okizeme is also much, much better now than in vanilla against him with the addition of xup j.mk.
She can stuff wakeup srk with j.hp if you time/space it right, so that can deter them from trying to escape the okizeme that way, she’s also got good punishment against blocked srk’s.
Tiger knee is still hard for her to deal with, she doesn’t have a normal or special that she can use to go under it, so she’s forced to block it if she doesn’t have ultra/ex.
Her okizeme is a bit weaker against Sagat due to how tall he is, you can’t be nearly as ambiguous against him as you can against regular characters.
This might actually be closer to a 4.5, but I haven’t played this matchup enough in Super to make that assessment.
A lot of stupid stuff has been taken out with Sagat as well such as his damage. st.lk x tiger and trade ultra.
Chun:
This matchup, like against Dictator, was worse in vanilla because c.mk was Sakura’s only reliable poke.
Now with st.hk Chun is taking more of a risk poking against Sakura because of her low health and the damage on st.hk.
The plus-side in this matchup is that Sakura can bulldog Chun well, Chun has to keep moving backwards to keep Sakura out.
Using hk/mk shunpu to jump fireballs is a great way to push her towards the corner faster.
Sakura’s okizeme is great against Chun since Chun has no means of escaping it, and if she tries she’ll just get os’d and the situation loops again with her closer to the corner.
I’m not really sure how this matchup is in super tbh, but it’s most likely even or slightly in Chun’s favour due to her superiority in the poking game.
Chun also has really good okizeme and Sakura can’t do anything to stop that if she gets knocked down either.
Ryu:
In vanilla this matchup was probably a 4-6 for Sakura, but now Ryu has been nerfed in several areas that she benefits from.
First of all no more srk trade ultra, and lower damage overall for him, his shoryuken is also worse as an anti air since it has to be done late.
Sakura benefits from these late shoryus because she can bait them with air shunpu to make them whiff and get a free c.mk x hp sho/naked hp sho as punishment for it.
Ryu’s fireballs still pose a problem for her, she really needs to be on point and mix up her get-in tactics well, hk/mk shunpu, ex sho, absorb, u1, ex otoshi etc.
When it comes to footsies, Sakura has the advantage, her st.hk works as a good counter poke against c.mk and she can do os st.lk x hp sho to deal with it as well if Ryu is close.
c.mk x hp sho confirm ofc works great against him, and leads to her okizeme which ALSO is really good against Ryu because he can’t shoryu out of it (j.hp stuffs it when timed right).
But in the end this matchup is slightly in Ryu’s favour due to his fireball game.
Zangief:
This is one of my most played matchups both in vanilla and super, in vanilla it was worse due to many things.
Keeping Zangief from jumping was more difficult in that game, relying on c.hp doesn’t work against a good Zangief since they know how to mix their regular/shoryt jump up with empty jumps as well.
Zangief has the advantage in footsies as well, st.mp is great as well as his os st.lk x ex hand.
Sakura still stands a fighting chance with her own st.lk x hp sho os, c.mk x hp sho and st.hk.
In super it’s a lot easier anti-airing gief with stuff like walk in c.hp, j.mp or lp sho due to his nerfed jump.
Sakura has decent okizeme against him with meaty c.lk, c.lk~hk option select mixed up with throws and baits.
Unless Zangief has ex or ultra he can’t do anything offensive to deal with this mixup, and if he does have it you get huge payoff from baiting it (a full jumpin combo or a c.mk x hp sho x fadc etc.)
Zangief on the other hand still has his beastly okizeme, so even if he’s easier to deal with now, once he gets in you’re in a world of hurt.
You can use the option select to deal with his mixups, but it’s difficult to be consistent with it and you still have to guess which side he’s going to hit you from when he jumps.
Overall this matchup has improved a lot for Sakura, but Zangief still retains a slight edge due to this.