So I'm not sure if anyone's explicitly broken down your options for getting into flamingo in final showdown and what your options from any given entry are on block/hit; I'm sure this is probably going to be old news for the Sarah vets but the new players may find it useful and if nothing else it'll get things down in one place. For this first part I'm going to just discuss attacks into flamingo; I'm not as skilled at using the feints/cancels and it's harder to discuss options since the frame advantage isn't really "advantage.: So: Attacks with entries to flamingo and block advantage/hit advantage: ppp8k -6/0/+4 BT k+g: -2/+3/+6 3pk +2/+5/+8 6p4k -3/+3/+6 p+k +2/+4/+8 4p+k +4/+8/+10 4k +4/+6/+10* 8k +2/+6/+10 1k+gk -2/+5/+9 k+gk: +3/+4/+10 *4k requires some special discussion; as it has multiple active frames, if you can connect late in the animation at the tip of the move you can add up to +2 advantage. At even a slight distance you can easily be at +5 or better on block. This is is very, very exploitable, as you will see below. Generally, you want to know what your options are on a given advantage situation. +4 or better is where Sarah is pretty definitely in control of the situation; +5 is even better. +8 is a very bad situation for the opponent, unsurprisingly. Options basically build on one another: if it's a good idea at +1, it's still good at +3, especially as your opponent has more to worry about. -2 or less: Sarah is pretty screwed. Typically, I prefer not to use entries with this level of disadvantage. Your major options are: FL 4p+k+g escape: Recommended until they start to punish: FL 8k: Flipkick to hopefully overpower a slow punish. Prayer FL p+k: For the reflexive low puncher. It's a guess, but safer than 8k FL 4k: A very slow option at 20 frames, but half circular, crushes 2p. If your opponent freezes up when presented with flamingo or goes to 2p or step, this isn't a bad play, much better at higher advantage however. -1 to 0: Typically this shouldn't happen either. However, since Sarah's FL P and FL K are 11 frames, you should generally be able to beat most 12 frame attacks here. Difficulty here is 2p, which will eat both options alive. Typically you want to mix between escaping and tossing out a FL P or FL K here, I think. Options are as above, plus FL P: Leads into a very nasty high-low-throw mixup if you can reliably hit the 2kkk followup. Goes to normal stance. FL P does not give advantage on block (-1) but you can buffer in a 33p to keep up pressure/catch steps on one side. FL K: Back to flamingo with a +4 on block, +5 on hit, and a ridiculous +12 on CH. Or a followup into the string and mid/low mixup. I like to toss this out at any advantage, honestly, but here it's arguably your best option. +1 to +3: Your strongest options are not yet safely available. However, 3p opens up at +1 and at +2 or better 8k should beat almost any mid or low retaliation (in particular 2p). The only real new option here is 3p: 3p: As the standard 3p chop from normal, with same followups. The chop is half-circular (opposite of FL 4k and 1K) so you have a quasi-safe mixup against steps. On hit, K combos and back into flamingo at +5 (read: fucked-land for the opponent); on block, P is a mid followup which gives some pressure to mix with throw and also gives the opponent the urge to stand and take the K followup back into Flamingo. I am probably too predictable with the K and I suspect I get ducked and pay for that more than I should, so mix this guy up. It's still a fabulous option at +1 or better and is good damage, good advantage. +4: Now we are in good shape. +4 opens up the FL 6k mid knee attack, which will stop 2p cold: FL 6K: This is a 16 frame knee attack that hits mid. The followup is a delayable full circular that's -13 on block (ow); the knee itself is -5/-2, so safe if not spectacular. However, the threat of the full circular followup makes a throw an attractive option. Alternatively, buffer in at 1K+G to beat fuzzy and get back to flamingo. +5 to +6: We now enter the promised land of Flamingo, where the terrifying power of the stance is truly manifested. Seriously. At +5, you can force an (almost) true nitaku for mid/low and scary damage. Unfortunately, both FL 3k and FL 2k are linear, but the threat of them then opens up FL 4k, FL k+g, and of course 3p. Both options are sadly at -7 on block, so you're in a true nitaku after that; plan accordingly. That having been said, your new tools of destruction are: FL 3K: Mid kick, crumples on any hit. Standard combo after that for ease is 3p+k, FL k, FL 8k for around 70 aggregate damage (you may have to omit the FL K on heavier characters). There are better combos but this is go-to. FL 2K. The low kick into p+g hit throw. Learn, live, love. Stylish lows into 52 damage are hard to come by. +7 or better: Like +5, but your other options just get safer. +7: FL k+g: A full circular high with a k followup that launches. Pretty sure this combos on counter, may? combo on normal but need to confirm. In any case, if you're catching a step, you can launch for a good 70-90 damage. This makes the mixup from +5 viable again. Of course, the mixup then makes this more safe to use at +5 or better... FL 6k+g: The launcher variation from FL; if they're dumb and press a button they go for a ride. If they block they get you at -15, so I prefer to use FL 3k/ FL 2k, honestly. But it is usable at this advantage. Has a bit of evasion so it *might* be safe against p at less advantage, unsure. +8: FL 4k is now safe against 12 frame attacks. Enjoy. There are odder options from FL (3k+g, 2k+g, and Step), but in general if you're playing an aggressive Sarah you can typically fall back on these options. Your primary main objective is to get in at +4 or better (preferably +5), where you have the strong mixup options of FL K or 3p, FL k+g, and either FL 6k (at +4) or the FL 3k and FL 2k mixup at +5 or better. If you can get in at better than +5 that is icing on the cake, honestly. Next post: how to get in at +4 or better. Next post: how to do that.