That absolutely could not work. You can't just get in and out so quick and easy, it's not baked into her DNA like the Devil Gene.
It's better reserved for a FS. I'll do a full write up when I get home
Sorry for a double post, but this is the way I've personally always seen her as a fighter.
Sakura's playstyle should be extremely defense oriented, with an emphasis on position herself an opponents, with a weight of 94, same as Ness, Lucas, and Inkling, and a falling speed of 1.68, same as Cloud and Lucario. Her walk speed is 1.302, same as Pikachu and Pichu, and her initial dash speed is 1.87, run speed is 1.672, equal to Shulk and Pac-Man. Her air speed is 1.208, matching with Mario, Little Mac, and fellow SEGA mascot Sonic. She can wall jump, but cannot wall cling or crawl, and she only has one additional aerial jump (2 jumps total).
Her moves, despite her being somewhat slow, are lightning fast - she's known for being extremely skilled and fast, capable of cutting a raindrop in half. In addition, as a visual effect, her sword strikes glow with a pink aura/afterimage representing her great spiritual power. Her horizontal knockback is greatly increased in comparison to her rapid strikes, making her not great for long combo strings, having a very "Get-off-me" style that forces approaches and allows her to decide when to engage. Her damage output is fairly weak to compensate for the good horizontal knockback, and her smashes are relatively weak. In addition, whereas Takamaru is more about utilizing his sword in a dual grip, Sakura wields her blade primarily with one hand, and sheathes her blade after each strike or combo string is finished.
Her neutral special, Ouka Hoshin, is a chaser-style projectile that travels along the ground and applies a light damage debuff of 0.8 on impact for 5 seconds, with a rather large, but slow moving hitbox. Hyakka Ryoran, her side special, goes through shields and cancels projectiles but deals minimal shield damage, and makes her whole body a hitbox continuing for multiple hits, though opponents are launched after being hit with just one. It does not leave her in freefall though, and is designed to assist with her weak movement speed. Her down special, Makiwara-giri, acts both as a counter and as a weak hitbox on the straws, which deal a slight flinching damage to assist with connecting, and it deals great vertical knockback. Her up special shouldn't be anything too crazy, and go almost straight up, though not leaving her in freefall.
Finally, Sakura has two "gimmicks", though neither define her playstyle or change up her game plan in any meaningful way:
Rising Star - Whenever the crowd chants Sakura's name, she's given a light 1.15% attack and knockback buff for twelve seconds.
Shinguji Sword Training - Perfect shielding melee attacks have increased stun similar to Sora's Counter move, allowing Sakura essentially a free tilt or shorthop aerial attack to send the opponent away. Sakura is a master of counter-striking and knocking her opponents off balance.
Sakura's victory animations also all feature her canon love interest and player character, Ichiro Ogami, celebrating her victory with her.
All in all, Sakura is a surprisingly mobile fighter (despite her middling walk and run) with a focus on keeping opponents at range and forcing them to play into her strengths by approaching carelessly. Her lackluster damage and speed is made up for with incredible knockback and an unpredictable air game, though long combo strings are a foreign concept for her. She prefers to trap players with single digit strings that force them out of range, though she also has trouble closing the distance herself, and her inability to put shield pressure makes her struggle if an opponent is good at proper shielding, though like Marth in Melee, she has a deceptively long grab range. Her attacks are lightning fast, but deal pitiful damage and rarely combo into each other, though with proper spacing with a teammate, she'd be able to ping-pong enemies between herself and her ally like they were toys.