Re: Fighting Girl Sakura-R
Guide
1. Only read this if you're trying to beat the game without cheating and if you have no intention of using the save files already on this thread.
Enemies:
1. Tick: Crawls along the floor and then bites Sakura for low damage. The ones with no life bar simply scuttle across the stage tripping her up (but not damaging clothes).
Beat them using the tornado kick when they close into range. No point using the counter-attack.
2. Zombie: Walks up to Sakura and licks her. Almost no reach to speak of. For those who prefer not to mash buttons to beat it, using the counter-attack does a ton of damage with follow-up attacks in the air usually enough to finish the job.
Counter-attack frame: Just before the tongue makes contact.
3. Red Kaeru (Frog) fighter: Runs up to Sakura and does a raking claw attack. Not hard to beat, can be taken out using the counter-attack.
Counter-attack frame: Just before the claws make contact.
4. Blue Frog fighter: Runs up to Sakura, swings back both arms and slashes her. Slightly better reach than red.
Counter-attack frame: When the frog pulls back its arms. Blocking late will only reduce damage and the counter-attack won't trigger.
5. Grey Frog fighter: Runs up to Sakura, jumps forward and does a raking slash. If Sakura's attacks hit it first the incoming attacks won't connect.
Counter-attack frame: Just before impact. Alternatively when the frog is at the apex of its jump (feet furthest from the ground).
6. Green Frog fighter: Almost the same as above. Sometimes moves in closer before doing the jumping rake attack.
Counter-attack frame: Same as Grey.
7. Brown lizard fighter: Leisurely walks up before doing a jumping raking slash. Same strategy as before against the frog jumpers, only difference being the lizard takes longer to kill.
Counter-attack frame: Just before impact.
8. Red lizard fighter: Crawls along the ground to trip Sakura up. Both life-bar and no-life bar variants will instantly rape Sakura once she hits the floor and they're within reach. Blocking stops them from tripping Sakura so long as she faces them head-on, counter-attack doesn't apply to them.
Use the tornado king, they're higher off the ground than ticks so it's easier for the attack to connect.
9. Blue lizard fighter: Leisurely walks up then does a multi-hit somersault spin attack. Highly damaging when first encountered and dangerous in packs or when Sakura is surrounded.
Counter-attack frame: The distance they attack from is more or less fixed. Once they're in the attack animation, hold V down just before they make contact and the counter-attack should trigger.
10. Green lizard fighter: Like its red counterpart, only tougher. Comes in life-bar and no life-bar variants. Both are easy to kill with the tornado kick.
11. Mutant: Boss for stage 6 and stage 9. The rape animations are different for each encounter. Rather than wasting time and effort playing hit-and-fade with the tornado attack, I found it easier to stand within reach of the mutants and counter-attacking their smash attack. As long as I get the timing right, I take no damage. The only thing to worry about in that stage is the infinite numbers of green lizards spawning from both sides.
Stand close to the mutant, counter-attack when he raises his arms. Tornado-kick any lizard that comes close.
For all monsters, getting raped when on the floor restores full health to the rapist. Try to avoid getting tripped or smashed against mutants; it's time consuming to drain the brute's health.
12. Shortie zombie: Comes in three variants. The first variant shambles up and does the standing rake attack which the frogs did. The second and third variants will leap at Sakura from a short distance away to rake her in addition to the standard zombie rake. This zombie has three different rape animations depending on where the zombie is encountered.
Counter-attack frame: Just before impact for standing attack, when zombie is at apex of jump for leaping attack.
13. Zombie dog: Runs towards Sakura and pounces on her. Low chance of knock-down unless Sakura's health is very low or she's hit by multiple attacks simultaneously.
Counter-attack frame: When the dog is at the apex of its jump. Leaving blocking to the last minute might just end up reducing the damage rather than counter-attacking.
14. Zombie cat: The most annoying enemy in the game with a super-low profile. Runs up to Sakura, crouches for about 1-2 seconds and then claws her. Later variants will run up to Sakura and pounce. Counter-attack those which pounce but use the low kick and its follow-up against the rest and then unleash as many attacks as possible while the cat is being juggled.
Counter-attack frame: Just before impact for the slash attack (tough because of the pause). Immediately after the cat's feet leave the ground for the pounce attack.
15. Praying Mantis: Low profile but can be attacked normally using Sakura's regular button spam combo. First variants stroll up and then hack at Sakura, later variants will do a jumping slash attack. Both attacks are easily countered. The rape animations are different depending on whether the Mantis is a walker or a jumper when it attacks.
Counter-attack frame: Just before impact for slash attack. Just before the arms are swung downwards for the jumping pounce.
16. Horned demon: Stage 12 boss, two of these to kill. Two attacks consisting of a delayed horn thrust and a HUGE jump which damages Sakura if she's near the landing zone.
These enemies are special as they have no stage rape animation. Instead Sakura is taken to the game-over animation if she fails to get up within a set limit after being knocked down.
Don't bother counter-attacking the horn thrust since the timing is random and most of the time the demon stands there before either jumping or attacking.
The only reliable strategy I've found is to spam the running/shadow step special moves. The tornado kick plus follow-up works provided the pair don't jump shortly after the move is executed. The rising spin kick is actually useful against these two since it can hit them when they're still in the air.
Only time I've had to use potions in this game since spamming the specials is expensive on the blue gauge and running out means no invincibility from shadow step to escape the landing zone.
Playing this from scratch should take a maximum of 4-5 hours. Unlocking the scenes takes a matter of minutes with the Q and W keys helping out. For reference, I finished the game with 38 to health and mana and 77 to attack and defence. With these stats, final boss's attacks strip Sakura in two hits with each strike dealing approximately 530 damage.