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Sarah moves and strategy by Me(past tekken player)

Discussion in 'Sarah' started by k4polo, Jun 14, 2007.

  1. tyquaius

    tyquaius Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    i find that 44kk is a nice spacing tool with a cancel on the second hit for flamingo, small Disadvantage on block by first and second hit. ( -4,-5 respectively) doing 44k recovers back turned so usually i dont like doing the first kick by itself.
     
  2. k4polo

    k4polo Well-Known Member

  3. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    updated some info. I thought it was rather interesting what i just found.
     
  4. GoatCheeseBlues

    GoatCheeseBlues Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    Hey k4polo. This is a great thread! I'm really impressed at how quickly you are learning the character. I'll have to say that everything you've found is dead on.

    Heres a few quick things:

    f+p+k, p, k is Sarah's main punisher and is all guaranteed at +13. Even at +14 I'd use this over elbow. Also, I've found that b+k, k is guaranteed at +15. (it may even be guaranteed at +14 but I never tested it) It does more damage than f+p+k, p, k and leaves you at +2 for further mix ups.

    b+p,k~k,k+g or b+k is all guaranteed on ANY hit. You just have to make sure that you get the special timed kick in there. b+k most likely leads to a ground attack while k+g has decent oki, and can cause a wall slam if you are lined up right. Its hard to hit b+p outside of people sidestepping into it, but if you get people to block the first b+p, k part of it, you have a ton of options which I can probably get into later.

    uf+k+g will actually beat low punch at -5, even at super close range. I really like this move and its followup's, and I find it to beat lows more consistently that the other moves. You have to be careful with this move though. A quick high move will knock you out of the air giving your opponent a free juggle.

    I found that p, p, d+k will cause wall slam if the wall is to the side. I'm sure its stance specific, but I don't know which. You want her low kick to swing towards the wall. I think f, f+k will also wall splat. I'm not 100% sure on that one though.

    flamingo step is really strong against people that like to fuzzy guard against flamingo. From what I've seen, it really confuses them. I also think its pretty good at okizemie.

    I think no ones mentioned p, b+k or f+p+k, df+p. These moves are pretty good pokes. p, b+k is no where near the staggerific glory days of evo, but its still a useful move. Try using it once in a while, any move thats high punch -> mid move is pretty good.

    Also, Sarah's back turned is pretty decent. Back turned k is super fast, and d+k, or db+k is a simple mid/low mixup where both moves are stupidly evasive.
     
  5. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    As said earlier I mention I do a flamingo break down.


    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif
    Useful move. Pushes the opponent away on block(Could be advantageous). This move is good to sidestep and hit the opponent. On normal and counter hit you are given the frame advantage.(Especially on counter hit. You can also press guard to cancel the kick and this can be and effective sidestep to flamingo. Also the cancel to sidestep is much faster than the original move. Can be very effective when opponent on ground

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    Useful move. This move pushes the opponent back. It evades low attacks(low punches) and can be quite useful in a wall. On wall, you can do this move(opponent goes to wall stagger) then do
    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif from flamingo and combo there after.

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/k.gif
    Quick move.
    Probably one of sarah best move in flamingo in that these two kicks are special high and hit low punches as well. Of course with special high there are a few low moves that can beat it but for the most part you are relative safe using this move. Safest move to use during flamingo. These kicks can also cover sidestepping opponents if used properly with delay.

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    Move is safe on block. Evades low attacks. It also cripples them to the ground on counter hit. (I think this is called nitaku?). On counter hit you can follow up with /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif.

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif

    The famous move of Sarah as it cripples them on counter hit. This move is good to use because of the reward of crippling and continue to do a combo. My suggestion is not to use this move up close as the weakness of this move is that it constantly gets interrupted if you try up close.

    Like alot of moves i mentioned. this move does really well from a good distance and you can catch ppl on CH more frequently farther away as you cant be interrupted as easily. Also from a distance it can overcome a punch or a down punch in most situations.

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif
    Good low move in flamingo. Can be a fuzzy guard stopper as its a delayed low attack. Does very good damage for being a low attack
    Also this move works on normal hit and does really good damage on normal hit for a low move.

    From flamingo stance
    /forums/images/%%GRAEMLIN_URL%%/p.gif
    Punch from from flamingo is one of sarah's fastest moves as expected. Since this is fastest move then its is quite useful. You can also do /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif as that is guaranteed on normal and counter hit. Also you can do the infamous P from flamingo and do a throw if the Punch is counter hit as everyone knows.

    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif
    Sweep. Kinda slow. But it covers sidestepping opponents and has alot of range.

    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif
    kinda quick move.
    As mention earlier good move to use since it puts you in flamingo and the two hits are guaranteed on normal and counter hit.

    /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif
    relatively fast move.
    Good move that can add confusion to the opponent. You can hold up or down after move to sidestep. The key to this is that if your kick hits then you can go to their side and have the advantage from there. On the side you can do whatever you want.



    Last suggest is to use most of this move from a good distance as most of this moves can be interrupted by a /forums/images/%%GRAEMLIN_URL%%/p.gif or a /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif. A glaring weakness from flamingo is that it can be interrupted or in my case i get interrupted b4 i can do anything. But from a distance that isn't the case.

    UP close stick to quick moves from flamingo. or escaping via /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif.( I am offense mainlu tho i usually dont escape XD)

    Also updated a little more info on some things like P+K and back kick from earlier post.
     
  6. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Sarah moves and strategy by Me(past tekken pla

    This thread is sttarting have nice starting info.

    I recommend /forums/images/%%GRAEMLIN_URL%%/g.gif(out of flamingo),/forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif which does more damage and also works on all characters.

    ps. Personally I dont like (FL) /forums/images/%%GRAEMLIN_URL%%/u.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif or (FL) /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif that much because they seem to be really slow and not able to evade much.
     
  7. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    yea that move is slow(Down P+K) that I admit but can stilluse especially when opponents on floor. Smae with the sidestep..and I forgot to include that you can continue with Down K,K. its essentially the same cripple(nitaku?) as the Down K+G on CH so I know that would work. I am wondering why I forgot to pu tit. Maybe my job getting to me and i getting lazy :p. Good find though Manji.
     
  8. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Sarah moves and strategy by Me(past tekken pla

    I actually retract this statement, because Lammas showed me yesterday you can evade stuff with it when you are a LOT in disadvantage. After iirc blocked (FL) K K+G (-9) the followup (FL) u+P+K evaded my punch. The evade window is apparently really early in it, and if you do the move too early you wont evade anything.
    I dont remember for sure if it was (FL) K K+G or just (FL) KK and I cant test at the moment, but anyway Sarah was in heavy disadvantage and it evaded my punch..
     
  9. Dan

    Dan Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    Manjimaru: Me and Goatcheese also noticed this (well... really goatcheese first). It even shows this application wwaaayy back in VF4EVO.

    You can evade AKira's double plam on block FL /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif with the /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif

    There is a weakness in this strategy. If you try and wait and react too much, they can throw you. If you didn't input anything (in order to react or see an attack) you will get 0 framed I believe. If you did input the evade attack you will most definately throw clash.

    Another tactic that I have seen Yosuke use vs. this technique is to slighlt delay and launcher such as high angle kick to MC you out of the evading frames. More of a technical way of getting but it still works.

    Spam it but bewary of people who begin to understand it's nature.
     
  10. Yupa

    Yupa Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    Just remember that the flamingo sweep has a standing recovery. (You stay in flamingo stance.) I usually try to multi-throw escape when it's blocked. (Especially against opponents in the know.) I'll give the flamingo evades some more attention now... nice thread.
     
  11. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    As I said most of time. If the sweep is blocked from a long distance you be at ok for most part as you might recover in time.

    well in flamingo, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif , and handle evading to some degree.

    From flamingo
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif kick works wonder as it seems that she jumps then tracks from what I am seeing.(back kick preferable better as it pushes back)

    And there /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif from flamingo as well for sidestep.
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif from flamingo has considerable long reach as well.


    Also you can go for the flamingo throw as well for sidesteppers.

    Also you can try delay moves as well which works wonders like for example i state that kick from flamingo is the safest move to do . you can delay the do the flamingo standard /forums/images/%%GRAEMLIN_URL%%/k.gif to handle sidestepping. I am sure there are plenty of other ways as well.
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Sarah moves and strategy by Me(past tekken pla

    (FL) b+K is a cool tool because it beats both delayed (it hits mid) and instant low punch(jumps over low punch) after most of her flamingostarters. Only problem is that opponent is pushed far away so its difficult to capitalize on your advantage if it hits.

    After it hits it might be possible to even try (FL) f+K+G for a rare occasion /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  13. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    ahh true it does pushes too far away. I saw that same thing as well tho XD. IT at least can give you space though. Its still a good move and back kick pushes back on normal hit as well which could be useful as sarah seem to have more options from far distance.
    Up close flamingo can get very sticky for her.
     
  14. Stl_Tim

    Stl_Tim Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    Try setting this up where it hits the wall then go after fla3k crumple. I have seen some pretty nasty wall combos off of this setup in vids.
     
  15. Dan

    Dan Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    Yes, Brian showed me that FL /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is extremely strong by the wall. The move will wall slam and set up for a nasty combo. And by the wall you don't need to worry about your opponent being pushed to far. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  16. Combolammas

    Combolammas Sheep

    Not that it's a big deal but if you've got a thing going on with b+P strings:
    the b+K ender if hit on standing opponent (or CH on standing or crouching) gives the same juggles as PPd+K~K CH.
    f+P+K,df+P,K is universal but you can also try stance specific stuff like df+P,K, f+P+K,K
    Nice damage for delayable mid that's only -12 but still not too useful.

    Fl evade kick is easily screwed up by doing a straight out launcer or a string (the first hit or 2 get evaded, rest will hit). Still, it's a good thing to know the evade kick properties in case your opponent is either being predictable with punishing attempts or if you want to try for a side turn mix-up with G-cancel.

    I've got some other decenly good stuff going on too, but until I get it integrated in my own play and test it out throughly I'm not going to say a thing since I might be just BSing.

    PS. Step K+G is sexy if you ever get to use it /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  17. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif from flamingo can handle both wake up kicks. It can jump low rising wake kicks and can over come the mid rising kick with the right timing.
    Also this moves seems to be pretty safe as it pushes the opponent on hit and block. And as I said earlier, useful at walls.

    Also on flamingo /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (CH)

    Its important to distinguish when to do this combo
    1.) /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif
    vs doing this combo.
    2.) /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif,( /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif (buffer)) /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif

    combo 2 in this vid
    http://stage6.divx.com/user/nori438/video/1044226/2006-11-25_SARAHvsLEI-FEI
    Good vid by the way and i posted it on my early topic but it comes to use there to post it again. Good uuse of what they call wakeup/okizeme traps traps in vid. For newsbie it means goo moves to do when opponent is waking/rising up from ground.

    If combo two is too hard then do the simpler.
    /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif
    also this combo does only 2 less damage than combo number 2. Number 2 combo seems to me very advantageous tho.

    I dont know all the situations but you cant do combo number 1 in certain situations. Combo number 2 works in all situations.

    An example is doing /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. /forums/images/%%GRAEMLIN_URL%%/g.gif and then doing /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif .Combo number 1 will never work in this situation from what i am seeing as the opponent is too low. Best to do combo two.

    But /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif then /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif(CH) then combo two works

    Of course there is more situations two use one over the other combo. Its important to know which to do. But in general if u can get them in hit state b4 the flamingo /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif then you can do combo 2.
     
  18. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Sarah moves and strategy by Me(past tekken pla

    Yeah, (FL) b+K is a great wallstagger move, and if they dont struggle out of it then (FL) df+K will give the stun. And if they seem like they can struggle, go for (FL) d+K~P+G.
     
  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Sarah moves and strategy by Me(past tekken pla

    You have me confused here..

    EDIT: Ah, I think you dont realize the importance of stance. I recommend you search vf glossary for "open" and "closed" stance. b+K+G~G will change stance and b+K will not etc.

    However, I am having difficulty connecting df+P,K after (FL) df+K. What character were you practising against?

    PS. counterhit (FL) df+K - P - P - d+K,K will do 2 points more than the combo however so basically its preferable. the d+p - b+K combo is however very flashy imo. You can also use PPd+K instead of PPK as ender, it will hit more easily.
     
  20. k4polo

    k4polo Well-Known Member

    Re: Sarah moves and strategy by Me(past tekken pla

    ha yea can see the confusion haha. Heck I am a little confused XD. But i think its kind of understandable.

    also didnt know "counterhit (FL) df+K - P - P - d+K,K" existed. Thx. I never tried that before.

    Also I am not perfect at all. I am trying to learn here as well. Since I came from tekken, the thing I lack of this game is knowledge as i been playing tekken for so many years and recently came to VF. I honestly expect alot of errors on my part as i lack knowledge. But heck I do my best.

    Also you are illustrating my point to this topic as to learn more about her. Thx for the info. I am glad for correction as I learn from them :).
     

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