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Flamingo & Step Stance: Breakdown/Strategy

Discussion in 'Sarah' started by Dan, Mar 26, 2007.

  1. Dan

    Dan Well-Known Member

    Hi Sarah players,

    Let's talk about VF5 Sarah's newer and more fleshed out Flamingo stance as well as her relatively new (and imo limited) Step stance.

    Flamingo (hereby refered to as FL) ENTRIES
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    Cancels*
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel
    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel

    Step ENTRIES
    Note: You can always go into Step from the FL stance by inputing /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif however certain moves are in the command list, and I assume can get into the Step stance faster than usual.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to STEP
    /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%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to STEP
    /forums/images/%%GRAEMLIN_URL%%/k.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif ~ /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to STEP
    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to STEP
    STEP /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to STEP

    For those new to VF, Flamingo is Sarah's primary stance. It's the one where she is one leg sort of a like a Tae Kwon Do stance. You can cancel FL to block by pressing /forums/images/%%GRAEMLIN_URL%%/g.gif at any time, tho I believe there is start up for the cancel so you can't always block out everything.

    You can alternatively command back flip out of FL by inputing /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif This command evasion is very good, in some cases is feels like Sarah's hit box almost dissappears as you will notice alot of moves that look like they would hit Sarah don't. If you are at disadvantage in FL and expect some big attack this is a good bet. You can also buff Throw Escapes during the animation so as to protect against people dashing after you and throwing you.

    Another options is use Sarah's Evade Move Cancel. Otherwise from FL /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif cancel. This evade move will cancel with /forums/images/%%GRAEMLIN_URL%%/g.gif and leave you in Flamingo, effectively giving her a sidestep from FL. While I haven't explored the major uses of this tactic, I have seen many vids where the evade cancel and move itself dodge alot different attacks. Try it out and see where you can apply it. Particularlly if your opponent is using very linear attacks to deal with FL.

    Yet another tactic though not used for defensive purposes is Sarah's command flip from FL /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif . I think this is useful for when you knock somebody down and you are left in FL. Alot of people like to not TR vs. FL (smart choice) and like to rising attack back as you are vunerable in FL. The command flip jumps over him and makes him throw his rising kick in the other direction as well as potentially give you a BT crumple via /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif For that situation it is a very useful move. However don't throw it all over the place. It's very easy to punish if you use it wrong, and in some cases.... you might ended up getting RO'd or even worse.... ROing yourself! /forums/images/%%GRAEMLIN_URL%%/blush.gif

    Break down of each move from FL

    FL /forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif

    WARNING: The VFDC frame data for FL /forums/images/%%GRAEMLIN_URL%%/k.gif is incorrect this move does not give you +18 frames on MC or for that matter much of a signicant advantage, do not use it like EVO FL /forums/images/%%GRAEMLIN_URL%%/k.gif

    This move must be evaded to the foreground.

    This move is a standard way to stop people's retaliation attacks when you enter FL stance at advantage. Many FL entries will leave Sarah at enough advantage even on block to stuff people with this move. The special high property of first kick gives you a useful tool. There is no guaranteed follow up for this move (even the canned ones) on MC, so use at your own risk. It's useful but not very strong.

    Advice: of the enders I would honestly use the low kick, high kick and now and then for a surpise the launching kick. Regular mid kick kind of sucks.

    FL /forums/images/%%GRAEMLIN_URL%%/p.gif

    Fastest move in her command list, coming in at a blazing 9 this move leads into her jab strings. It has weaker properties than her regular jab but that's okay you can still work it in with throws.

    Often this move will save your ass as you can interrupt people from blocked FL entries or FL moves with it's lightning speed. Don't spam it from block or you'll get killed.

    Against crouch and wait opponents try /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for a nice crouch stagger.

    FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    Sarah's other high punch, this move must be evaded to the background which is where it's most useful in Sarah's game. On hit by itself it gives better advantage than her jab but not by much. It combos naturally on hit but only on fastest input on normal hit. Combo'd it gives enough advantage to stuff low punches with FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif which isn't a bad flow chart.

    FL /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    Hey, not a bad move at all. This move ALSO will beat low punch like the FL /forums/images/%%GRAEMLIN_URL%%/k.gif but it beats it by having jumping properties. This move must be evaded to the foreground. It's mid also so you can nail people you crouch and wait. It will launch on stagger hit so another plus, and it gives decent advantage on hit and great advantage on MC.

    The only big minus is the move pushes people far away on hit making it very hard to pressure afterwards. This also helps in that if this kick is blocked sarah isn't screwed and you can usually backflip/evade attack cancel/ and maybe even guard out.

    This move is 20 frames so don't use it if your opponent likes to attack back with jabs or the what not.

    FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    Ahhh the mid of choice if you can set it up. This is sort of slow at 17 frames but the advantage is it causes a gut crumple on MC that leads to a nice damage combo. This and the machine gun catch throw is Sarah's primary damage makers from FL.

    You need to be at least +5 to beat a low punch and slow jabs, +6 for medium jabs and +7 for all jabs period. This move is so important I will outline common moves that leave you in position for a combo set up.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit or crouch stagger)
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit)
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (on hit)
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit)
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (crouch stagger and MC only)
    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (MC only, or last hit connects)
    FL /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit)
    FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (on guard, hit, or MC)
    FL /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit)

    In addition delay tactics such as interrupting with FL /forums/images/%%GRAEMLIN_URL%%/k.gif or FL /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or any FL cancel entry can reap a MC FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    This move will also crouch stagger, you can usually follow up with /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, or /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif depending on the distance.

    FL /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (on hit) /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif-

    This is Sarah's low hit throw. It's extremely useful because it is very fast and hard to see coming and provides instant damage and good position when you hit.

    You must enter the throw command on the hit frame of the move, ie if you look at the frame data, that 1 frame on the hit column thereby making the move a JF, and a very worth while JF. If you are close and fast enough you can follow it up with a light down attack.

    This move can be evaded both ways so becareful and if blocked you are at significant disadvantage. Take immediate defensive actions.

    FL /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif -

    This is a low punch sabaki that actives in one frame and lasts for a good 20 frames or so. It leaves your opponent open for 30-50 frames depending on the time that it succeeds. In both cases you can land FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif or simply /forums/images/%%GRAEMLIN_URL%%/g.gif cancel FL into Dragon Cannon (/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif) and nail some massive damage on your opponent.

    Use it solely for yomi purposes especially on habitually low punchers. It also works as sort of a fake out to Guard/Evade heavy freaks.

    FL /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif-

    This is Sarah's sweep from FL. It's fairly fast, will knock down from any hit and obviously it hit's low. It is full circular.

    This move will actually go under many highs and even mids. It is a powerful option vs. blocking and evading. It will also put you in an excellent wake up position.

    If your sweep gets blocked, you can opt to do a last ditch evade attack /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to avoid his immediate retaliation.

    FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif > /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif on hit or guard

    This is Sarah's powerful hit/guard throw from FL. This move is very slow but it hits mid and weither your opponent guards or is hit, you can still land the hit throw for nice damage.

    This move is better in VF5 cause on MC it does not launch meaning you get like 70 dmg when you land the whole thing on MC.

    basically
    Guarded > 40 dmg
    Hit > 60 dmg
    MC > 70 dmg

    It's very very good vs. fuzzy guard and people who freak out and simply just hold block. It's also cool looking and embarrasing to your opponent. You have 4 frames to input the hit throw in this move.

    FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif-

    This is Sarah's Guard Break from FL. It is high and I believe half circular. It's a little slow but if you are looking for more ways to break guard, here you go. I don't know exactly what's guaranteed but I would go for /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, or mix up into STEP stance. If your opponent is good at struggling I highly suggest you use the 270 catch throw.


    FL /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif -

    This is Sarah's somersault kick from FL. It's her fastest mid, as with any move like it, knocks down on any hit, does good damage, and is SUPER unsafe. In my opinion it's use should be limited to two things.

    #1 In combos
    #2 As a last ditch effort to interrupt a counter attack, especially one that goes under her jab.
    #3 As a last ditch effort to interrupt a throw, Sarah's somersault will not clash.

    FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif -

    This is Sarah's slam kick from FL. The most obvious use for this move is a follow up to a successful /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif low punch sabaki. It's not always the best option though as I pointed out /forums/images/%%GRAEMLIN_URL%%/g.gif canceling the FL into a Dragon Cannon is also guaranteed. You can sort of use this move for wake up or possibly catching a backdash.... but I wouldn't suggest it. Too slow and too obvious imo.

    Follow ups for this move are the same as Sarah's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif

    FL /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif -

    This is a very interesting move indeed. It's a low kick that moves Sarah slight foward from FL and leave her in FL after finishing. It's frame stats are insane. It will give you a full nitaku (+8) situation on hit. On MC it will crumple for a combo. And on guard it is -4 making it safe (wtf). As with the sweep, use the evade attack or other options to foil a counter attack on block.

    on MC trying following up with:
    /forums/images/%%GRAEMLIN_URL%%/g.gif (cancel) > /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    FL /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (or /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif)-

    This is Sarah's high full circular from FL. It is basically the same as her last two kicks from /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif string. It's biggest use is obviously for evading and beating reversals/sabaki. Very useful tool against Lion, Akira, Aoi in particular. The last kick is special high and is advantage on block. If it hits you get enough advantage to press FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/270 catch throw mix up.

    The up and down commands are very strange indeed. I don't know where the application could be put too, but you could use it vs. people who try to crouch and wait to counter hit you.


    FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif>/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(on hit)/forums/images/%%GRAEMLIN_URL%%/k.gif(on hit)/forums/images/%%GRAEMLIN_URL%%/k.gif -

    Ohhh and the fun begins. The first hit is a high jab that's 12 frames, making it a bit of a hard choice compared to FL /forums/images/%%GRAEMLIN_URL%%/p.gif. The first ender choice is a mid kick that is very reminiscent of EVO /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. It might be worth the use but FL /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif kind of makes it obsolete. You'll only be seeing it in combos I'm afraid. HOWEVER, the low kick combo after wards is interesting enough.

    First off, the low kick series ender will combo off the jab if the jab MC's. It requires a JF input twice in a row to get the full thing to come out. If you mess up at any point you end up in a disadvantaged situation, which sucks. However if you pull it off you get 30-40 dmg from a fast hard to see low as well as +4 into FL again.

    Lemme put aside my input on the low kick series as it's obviously the hardest thing to do with Sarah and it's obviously the FLASHIEST thing to do.

    #1 No, it is not necessary to use this to win with Sarah, so if you can't do it, don't sweat it.
    #2 Should you use it? If you can, hell yes. It's extremely confusing, demoralizing, and hard to react to for your opponent. If you play an FL intensive Sarah (which means trying to keep them in FL shinanigans for as long you can) this series can really shine.
    #3 No you can't use it in combos unfortunately, fuck you Sega as we all know that would make Sarah really cool which is only reserved for Akira and Jacky.
    #4 Here is the best tip towards getting it to come off: it is a complete rythm. It's really hard to think about it in a match because of that however I suggest going to training mode and just blowing some time on it if you really want to master it. Remember you need to input the next kick when the one before it hits. So the rythm will always be the same.

    When you get really good at it, you can do stupid bullshit like:
    FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(hit)/forums/images/%%GRAEMLIN_URL%%/k.gif(hit)/forums/images/%%GRAEMLIN_URL%%/k.gif>FL /forums/images/%%GRAEMLIN_URL%%/k.gif (vs low punch)>FL/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(hit)/forums/images/%%GRAEMLIN_URL%%/k.gif(hit)/forums/images/%%GRAEMLIN_URL%%/k.gif> etc etc bullshit

    Alot of work and skill involved, but guaranteed to be flashy, stupid, and really annoying and demoralizing.

    FL /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (/forums/images/%%GRAEMLIN_URL%%/g.gif to cancel back to FL) -

    This is Sarah's evade attack from FL that has the ability to dodge moves even after a block FL sweep. If it hits you get a side turned situation and a ton of advantage (though imo, EVO guaranteed /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif was better...) which you can then press nitaku /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/270 catch throw. The evasion frames of this move are very early so sometimes it is too your advantage to wait a bit before using this move to beat a counter attack.

    This move has the ability to beat a rising attack. This depends largely on the position of the downed opponent, stance, and your timing. If successful in MCing a rising attack it is possible to land a guaranted /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.


    STEP was added to Sarah's arsenal in Virtua Fighter 4 Final Tuned. It was basically a sub stance from her main Flamingo Stance. In Virtua Fighter 5 some new moves were added but it still plays the role of the sub stance.

    It's hard to really say where STEP is necessary or useful because it requires you to cancel out of FL which can potential ruin whatever advantage you held in FL. In my opinion I think STEP is another conditioning tool at your disposal after you have literally exhausted your options from FL.

    In particular, STEP has one major strength and that is it can punish an opponent who crouche guards and waits very ruthlessly.

    STEP move breakdown coming soon!
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Flamingo & Step Stance: Breakdown/Strategy

    Not bad. You're missing /forums/images/%%GRAEMLIN_URL%%/u.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif and backturned /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif from flamingo entries to be exact. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  3. ice-9

    ice-9 Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Great article dan, thanks! My contribution: after low punch sabaki, Sarah actually has enough time to exit FL and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif! Excellent damage for the right guess.

    BTW there's no "+" graphic so there's no use in putting : : around it.
     
  4. Dan

    Dan Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Hey Ice 9, thanks for the contribution!

    I'm going to stream line the article more tonight and I will definately add that very useful information.

    I will also add further options from FL and finally STEP stance.

    Also breakdown of getting into FL, and the usefulness of moves that get you into FL.
     
  5. leblackdragon

    leblackdragon New Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Impressive work. I'm really looking forward to your Step stance guide.
     
  6. Aoimaster

    Aoimaster Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    I find it hard for me to get into FL and not get juggled or lp out of it. So far my main ways of getting into FL is her B K+G cancel, followed by K+G D. I also like to throw in D K+G cancel into that mix as well. Lei fei isnt the only one that can dance.
     
  7. Mista_tee

    Mista_tee Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Be careful with how many highs you use in FL. Try to mix it up a bit more. k,3k,4k,1k,2k~G+P, should help you a lot and give you more chances to use Fl safely.

    The best moves to enter FL are;
    4+k and4+PK. they put you at plus2 on block. That should reduce any chance of them interrupting most of your moves.
    Also her 66K+G,K,G is a really strong tool since the second hit is a mid. It's great for mix-up.

    P+K is also good for crushing high Punch and kick. Just don't throw it out there randomly.

    And 4+K+G,G is best used for wake-up. Hope that helps.
     
  8. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Good advice here, you need to use moves that give her advantage entering flamingo. When you have enough advantage, her basic (FL) K will interrupt low punch as well as all non-sabakis because it hits special high. Best moves to enter flamingo are indeed b+P+K and b+K. On any kind of b+P+K hit opponent cannot crouch under her throws and nobody can interrupt (FL) d/f+K other than sabaki moves. b+P+K also gives +4 on block meaning nobody can interrupt her (FL) K other than sabaki moves.
    Also her d/f+P,K is good if you get it to hit, such as during recovery or whiffed opponent's moves, because on normal hit only the 10frame punchers can interrupt her (FL) d/f+K and on counter hit not even them. Normal stance P+K is nice as it can sabaki several moves and enters flamingo at +4 too in those cases. P+K is also +2 on block. If I get elbow stagger I normally continue to flamingo with f+P,b+K too. Its not as foolproof as b+P+K but easy to use after elbow and on normal hit only the 10frame punchers can interrupt her (FL) K. Also remember that her flamingo punch is 9 frikkin' frames.. Normally it should be aunt Sarah to do the interrupting, not the other way around /forums/images/%%GRAEMLIN_URL%%/smile.gif Trick is to enter Flamingo with frame advantage.
     
  9. Makatiel

    Makatiel Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    I wish they would make it possible to get into STEP without FL. That would make it a lot more useful.
     
  10. Mista_tee

    Mista_tee Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Yeah it might, but no where near as satisfying. For example, lets say you enter FL with 66k+G,k,G and you land a stagger on the first hit. You could safely enter STEP, then use a move like 2k,kk.

    I just don't think many of her step moves are useful. 2k,kk, P+K, k~G, and obviously P are the only moves I think are worth using. Maybe 2K+G on counter hit. But I don't know what you can combo after that. Never tested it. I rather just use a safer poke with 2k,kk and remain in FL at +4frames.

    /forums/images/%%GRAEMLIN_URL%%/blush.gif I just rambled on a bit there.
     
  11. GoatCheeseBlues

    GoatCheeseBlues Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Hey Dan!!
    Great Post!! You covered up pretty much all you'd need to know about flamingo.

    I think the most important skill to learn with flamingo is using the moves that initiate flamingo at the right time. Moves like df+p, k and b+k are great attacks, but you can't just spam them all the time. I think the flamingo starting moves are the most dangerous and punishable part of using flamingo.

    You have to be smart and watch what your opponents doing. If they like to sidestep a lot, I'd avoid using b+k or b+p+k as much as I normally would. I might delay them once in a while, but I'd rather use throws or sweeps or the half circular df+p.

    Hmm my breaks at work are over, so i'll finish this post later.
     
  12. Aoimaster

    Aoimaster Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Thats right on the money. Plus thats why I can only really end up using moves that can cancel into FL. Those two other options are way too predictable although they might be more safe.
     
  13. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    One use I found for the FL evade kick cancel:

    (FL) u/d+p+k(g)

    Since the move evades followed by a circular mid kick, the opponent will block high once they begin to recognize it. Do the evade, guard cancel, follow with a FL throw. Since they are blocking high in anticipation of the kick, they will get thrown instead. You can even do the d+k hit throw if you like.
     
  14. Aoimaster

    Aoimaster Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    Thank you for the tip, but I think Im going to move to using vanessa as my back up than fl queen.
     
  15. Dan

    Dan Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    STL Tim (since I can't remember how to spell his user name worth my life) has noted that canceled FL evade attack can dodge all sorts of random things including wake up kicks. We all have to try that more now guys.

    I'm still gathering stuff for FL/STEP but I've come at a peak without the aid of a PS3 (which I don't have) so I hope PS3 owners can fill and also possibly correct things. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  16. Stl_Tim

    Stl_Tim Well-Known Member

    Unsafe_Dan-
    When I get some freetime this weekend I will test out all the positions a mid rising attacker can do from knockdown vs. Flamingo 8_2P+K and Flamingo 8_2P+KG-Cancel. I'm gonna go out on a limb and say some should be very clean on body positions and others might be more of a percise timing issue. I'll post up when completed.

    Peace^-^
     
  17. Stl_Tim

    Stl_Tim Well-Known Member

    After experimenting with vs rising attacks with flamingo I have found that most have a very specific timing. The timing is the same as trying to relaunch the opponent. Either you can get the Flam 2_8P+K and go for a guess after hit or take the risk of relaunching instead of using flamingo. I myself would rather take the relaunch chance than a small hit with a guessing game. However, there is still some vs rising situations that give you a bigger window of chance to get Flam 2_8P+K. These bigger windows are the ones that are already evadeable to one side from the start, so no big suprise there. The choice is up to you. I recommend looking at your vs characters rising attacks and you will see where the window is bigger and where the timing is tight.

    <u>Good way to start your Flam2_8P+K training might be:</u>
    P+G,dash in 4K and wait and watch for the rising.
    <u>For situations that seem too hard try:</u>
    33K for relaunch. This will take some practice since it's a very small window, but imho worth the training if you find the timing. Perhaps you just want to block instead. Did you know some laying postions from a mid rising attacker net you +15 for a delay roll/back roll or +6 for a stationery one on block? Hope that helps out a little for you guys. Please post up more and discuss, thanks.

    Goodluck with your training everyone.
    Peace^_^
     
  18. WhiteAngel50000

    WhiteAngel50000 Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    I never used the step stance before.
     
  19. kaiyouske

    kaiyouske Active Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    I really don't see a purpose to the step other than the confuse your opponents and to pull it off so that people can go "Zomg wtf did he/she just do???"

    Seems like novelty to me....
     
  20. Dan

    Dan Well-Known Member

    Re: Flamingo & Step Stance: Breakdown/Strategy

    In the overall sense you are probably right, however there are some things from STEP that are useful like a 14 frame mid kick starting string that has an ender that crumples. You also get a really good circular kick and the low kick JF combo.

    Still kind of flash and surprise.
     

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