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#212998 - 2008-06-29 12:41 VF5:R Sarah Updates
Slide Offline
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I'm definitely convinced now, Sarah is putting pain in new spots she couldn't before. The other videos in the thread, it looked like the players were trying out the old combos, that had improved hitboxes and animation, but this newer stuff is crucial.

KaminariOyaji, if you're reading this, you better start getting that JF 3 hitter now, cause look at the threat off of that speedy low now, and if you can do that move, you can land it ALOT.

And looks like the Serpent confirm, might become tougher to do? In the first video, the first hit connected but the 2nd one got blocked when that Sarah waited a lil bit too long, gotta be quick. Atleast it doesn't whiff now, shoooot though, the first hit might be actually safe again like evo(that's a hope. but if the 2 hit window is really large, you can fake it).

EDIT: ok let's see, the bitchslap in normal stance is good shit. the JF 3 hitter in flamingo is good shit. The knee in flamingo is good shit(sup Lucky). The double slap in Step stance is good shit. The hitboxes are good shit.


Edited by Plague (2008-06-29 21:40)
Edit Reason: Created new R Sarah thread from R Movie thread

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#213008 - 2008-06-29 13:14 Re: VF5:R Sarah Updates [Re: Slide]
Manjimaru Offline
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 Originally Posted By: Slide

KaminariOyaji, if you're reading this, you better start getting that JF 3 hitter now, cause look at the threat off of that speedy low now, and if you can do that move, you can land it ALOT.


I noticed it as well. My thoughts about the new Sarah went from 'maybe good' to 'potentially unbalanced' in a flash. 70 damage outta normal hit low speaks for itself. Also, 74 damage outta step pnch-bitchslap thing.
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#213009 - 2008-06-29 13:26 Re: VF5:R Sarah Updates [Re: Manjimaru]
Slide Offline
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 Originally Posted By: Manjimaru
 Originally Posted By: Slide

KaminariOyaji, if you're reading this, you better start getting that JF 3 hitter now, cause look at the threat off of that speedy low now, and if you can do that move, you can land it ALOT.


I noticed it as well. My thoughts about the new Sarah went from 'maybe good' to 'potentially unbalanced' in a flash. 70 damage outta normal hit low speaks for itself. Also, 74 damage outta step pnch-bitchslap thing.


Potentially unbalanced?

You're crazy, the risk far justifies the means. Sarah is not safe, this time around the reward is catching up to the risk.

It's looking like she's possibly back to where she has threats your opponent would be smart to respect.

She was underpowered, and alot of people on this forum didn't even know why, just by looking at the earlier posts in this thread alone.

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#213010 - 2008-06-29 13:31 Re: VF5:R Sarah Updates [Re: Slide]
Manjimaru Offline
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What risk? That it can be interrupted with a punch after a flamingostarter? Thats more likely to lead into other deadly guessing games imo..

Hey I agree with Sarah being weak in 5 but I dont know where the 'unsafety' that I keep hearing about comes from. Personally I think she is just as safe or unsafe as other characters but simply doesnt get the damage that others get out of her stuff.


Edited by Manjimaru (2008-06-29 13:31)
Edit Reason: Sarahs gender
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#213011 - 2008-06-29 13:39 Re: VF5:R Sarah Updates [Re: Slide]
_Denkai_ Offline
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The Back KK string for jacky seems decent..but his 3kP2kk is pretty useless hopefully you can shuffle before the last K if not I wouldn't recommend using this move much. Jacky currently only has 3kpk last kick high..everyone ducks this move anyway waiting for the high kick its really no point to go low when the opponent will usually go low anyway not to mention its prob crazy disadvantage. Also the new low Jacky has will have some use but from the video its obviously disadvantage on hit much like Jeffery ducking low (only slower) Perhaps on counter this move crumbles??


Edited by Switchnationer (2008-06-29 13:42)
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#213013 - 2008-06-29 13:41 Re: VF5:R Sarah Updates [Re: Manjimaru]
Slide Offline
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 Originally Posted By: Manjimaru
What risk? That it can be interrupted with a punch after a flamingostarter? Thats more likely to lead into other deadly guessing games imo..

Hey I agree with Sarah being weak in 5 but I dont know where the 'unsafety' that I keep hearing about comes from. Personally I think she is just as safe or unsafe as other characters but simply doesnt get the damage that others get out of her stuff.


Of course it's a deadly guessing game, how about the opponent just evades the 3 hitter set up, and launches Sarah? Remember, where's catch throw in flamingo stance? That's right, it's in Step stance now.

Unsafety? You basically just proved it in your post anyway.
And now the damage balances the risk.

Everything in VF is a risk, because everything can be avoided and/or delt with somehow. But when the reward does not equal to the risk involved, then that skews the safety. You gotta outguess your opponent 3 to 1? Do I need to list tons of mid moves that every other character has, that is NOT PK or throw punishable, that leads to guarantee upwards of 70pts of damage? Further more, some of those moves are slippery, and thus go under, over, or dodge typical retaliations even on their disadvantages, thus softening their own disadvantages making their overall safety improved in comparison. Plus those actual moves hit like they were supposed to, or even better(magic range), and don't randomly whiff even when initial parts hit. And this also goes without saying that Sarah lacked punches that knocked down(unless you count 6PK), and was basically counter and sabaki bait just as bad as Jacky(which I hope they helped his properties out too).

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#213014 - 2008-06-29 13:48 Re: VF5:R Sarah Updates [Re: Slide]
Manjimaru Offline
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I dont think we are disagreeing on anything, but look at it from different viewpoints. I said Sarah lacks damage but is not unsafer than other characters. You say opponent can evade the 3-hitter. How exactly is having launcher evaded and getting punished a weakness exclusive to Sarah? It just sounds like your looking at this game through Sarah-tinted sunglasses so to speak.

ps. You can punish every evadeattack with that selfsame 3-hitter if you time it right. Of course its not very practical. Similarly any character can evade nearly any launcher in the game in not-guaranteed situation. I dont see why you have to bring that into this.

pps. O well Ive always been pretty lone with my views of Sarah so I dont wanna continue this further.
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#213016 - 2008-06-29 14:00 Re: VF5:R Sarah Updates [Re: Manjimaru]
Slide Offline
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 Originally Posted By: Manjimaru
I dont think we are disagreeing on anything, but look at it from different viewpoints. I said Sarah lacks damage but is not unsafer than other characters. You say opponent can evade the 3-hitter. How exactly is having launcher evaded and getting punished a weakness exclusive to Sarah? It just sounds like your looking at this game through Sarah-tinted sunglasses so to speak.

ps. You can punish every evadeattack with that selfsame 3-hitter if you time it right. Of course its not very practical. Similarly any character can evade nearly any launcher in the game in not-guaranteed situation. I dont see why you have to bring that into this.


I brought that up because I'm saying that saftey is not just in frames. It's in properties, hit levels, and predictability too.

Take Akira for example, P+KP, and P+K3P(?) one hits high(and i think is double handed too?) and knocks down, but also gives advantage, the other is mid and is safe. Jacky doesn't even have anything like this, you'd think oh Jacky is safe man, cause alot of his stuff isn't punishable, but it IS because alot of his mids the 2nd part you just crouch, it doesnt even matter how safe or unsafe the next hit is, because you can just crouch it.

Take Sarah for example, most of her moves ended in a kick, or a kick is coming next in the string, you dont even have to know if the shit is high or mid, because you can just sabaki it with the same sabaki.

Now ALSO add that, if you would have guarded Sarah's string or Jacky's string, instead of sabaki'ing them outright or just crouching, they'd also be PK or 6P punishable too, and that aint even the case for most of the cast. This isn't even adding into effect the moves I was talking about, that go UNDER these already unsafe moves.

Safety is not just in frames, it's in properties, hit levels, and move hitting types. Predictability is just as unsafe as something being at -17 or 18(which happens alot for Jacky and Sarah as an example, anyway. and when I say alot, I mean in commonly landed and needed moves).

It's not Sarah tinted sunglasses, it's observations and experience in the choices presented in given situations and how safe/unsafe a strong choice is.

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#213017 - 2008-06-29 14:04 Re: VF5:R Sarah Updates [Re: Slide]
Jeneric Offline
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Registered: 2005-02-24
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 Quote:
"(unless you count 6PK)"


LOL

That's a pretty big "unless" there, fella.
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#213019 - 2008-06-29 14:06 Re: VF5:R Sarah Updates [Re: Jeneric]
Slide Offline
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 Originally Posted By: Jeneric
 Quote:
"(unless you count 6PK)"


LOL

That's a pretty big "unless" there, fella.


Well considering that a TON of moves go UNDER it, because of wierd hitboxes, then yeah. Oh yeah, and alot of those moves tend to be those moves that are safe(not PK punishable), that lead to 60-70pts+ in damage, using 6P on your own advantage too might I add.


Edited by Slide (2008-06-29 14:07)

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