Sakura X Clash -Last Millenial Spring- (SAGE 2024 update) - Single Arcade Mode (Sayuri Hironaka)

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Published on ● Video Link: https://www.youtube.com/watch?v=wZXegKRVlIU



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Download the game here: https://sakuraxclash.com/

"neo geo type beat, japan :soyjak:" ~ziodyne44, 2022

Sakura X Clash (developed by Team Project Sakura X) uses a Neo Geo Pocket Color-based aesthetic, mostly by incorporating their small and charming character sprites and stages. This (formerly all-girl) fighting game, developed using the I.K.E.M.E.N GO game engine, was originally released around September 2020 and would (infrequently) be updated; this video uses the version released for the online fangame expo SAGE 2024 (released four years after the original version, at September 2024).

Sakura X Clash has several mechanics serving as staples in other fighting games, including four attack buttons comprising of strong and weak punches and kicks, as well as movement options in running, backdashing, strike-invincible dodges (press LP + LK) and a wide variety of jumps (from standard jumps to shorthops (perfect for throwing out aerial attacks) faster and even super jumps (which are faster and slightly longer jumps)). EX special moves are here, serving as stronger special moves that uses up 1/3 of a bar of meter, but you also have Super Blossoms (your standard super attacks that uses up one full bar) and Max Blossoms (stronger super attacks that use two bars). Unique to Sakura X Clash is the Aura Trait (LP + HK), which serves as a character's unique ability. For example, Sayuri Hironaka's Aura Trait, Tiger Charge, buffs some of her special moves and could be used anytime (although I do not use this in my playthrough, as it isn't that useful towards my playstyle), whereas Sakuya Yagi's Aura Trait, Aura Awaken, uses up two bars of meter and grants super armor to most of her moves.

There's also the Emergence System (which isn't the official name towards the following three mechanics, but I decided to name it as such as a catch-all term) - the Emergence Cancel (LP + LK during hitstun) is a move-cancelling technique which uses up a bar of meter and is followed up automatically by a dash (forwards in the ground, direction could be adjusted in the air) so you could extend your combos easily. Meanwhile, the Emergence Dodge (LP + HK during blockstun) gives you an invincible guard-cancel backdash for the cost of 1/3 of meter, and the Emergence Crush (412HP + HK is a guard-cancel get-off-me attack. Both are useful on escaping pressure - the former avoids the opponent, whereas the latter pushes them away and resets you and your opponent into a neutral position. Other important mechanics include the ability to (slowly) heal some of your lost health, and the ability to guard break an opponent (leaving them wide open to attacks if they block too often).

The game's story is explained in the official website. Taking place in the year 30XX on Sakuragawa, Japan, the Great Tree of Sakura, a giant cherry tree of mysterious origin serving as the biggest landmark of the city, unexpectedly died after blossoming for a thousand years. Following a legend as old as the tree itself (which predicted this occurrence, in addition to predicting that the death of this tree would leave behind its first and only seeds), the Hitokage family (which serves as guardians of the tree) hosted a martial arts tournament where the winner would receive these seeds. From there on, your chosen character participates and wins. Don't know if that shapeshifter who looks like Reina Hitokage or that weird old man with a tengu mask has anything to do with the tournament, though.

The AI in Arcade Mode has a noticeable difficulty spike from your first four opponents (one of which being either Aaron Hachigatsu or Lilly the Dealer depending on how well you perform in the first two fights). Lillykage and the Lone Samurai serve as your mid-boss and final boss respectively, with the latter not appearing (iirc?) if you use a continue at least once. Both are tough but manageable, which therefore makes my main focus within this playthrough to not drop my Emergence Cancel combo - a previous run I did had me drop that combo half the time, so I scrapped that recording despite performing better overall and therefore obtaining a higher score.

Anyways, yeah, I like playing this game. Sayuri's combos are fun to do, despite how I feel that the game could drop inputs after an aerial attack sometimes, preventing me from following up into a combo effectively. The presentation is also great - I like the NGPC-inspired visuals and the soundtrack in this game. Don't have anything else to say, I'm looking forward to what's happening next on Sakuragawa in future updates.