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Sarah Combos

Discussion in 'Junky's Jungle' started by Adio, Oct 30, 2001.

  1. Vansen

    Vansen Well-Known Member

    Re: hit-throw requirements

    Haven't had the time to test the Hit throw mash, but I'll be doing that today.
    After reading this thread and playing a lot more I think my Sarah is coming along fine. Besides the hit throws the only other thing that gives me trouble is the what to do when my opponent is crumbling to the ground when I MC with the shin slicer (d+K+G). I know I can sweep them on the ground for extra damage, I've seen movies where guys do that double kick in to FL (b+P+K FL) then kick flip. Any one got any more ideas? However the first thing I have to learn is to recognise when I have connected a MC on them, besides the spark and hit noise what other indications are there? Also how late can I execute a move that will hit them?
     
  2. CreeD

    CreeD Well-Known Member

    Re: hit-throw requirements

    Dude, you need more indications?
    !

    Well, there's the yellow spark, the hit noise, the different animation, and some moves that don't normally knock down will after a MC (like the shin slicer). Other than that, I dunno what to say.

    If the opponent is crumbling, maybe try d+K,K or d+P+K, K? If the second one hits, that could lead to another hit afterwards, and that would make the shin slicer powerful. But probably it won't hit. You could always try a kickflip or dragon cannot, those hit low to the ground and come out a little faster.
    If all else fails, a pounce will probably be unavoidable.
     
  3. ice-9

    ice-9 Well-Known Member

    Re: hit-throw requirements

    Yup, you can mash the throw after the hit...in VF3 at least. But come on man, that's scrub stuff.
     
  4. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: hit-throw requirements

    heh, Vansen, dug yourself a bit of a hole there eh? :)

    Anyway, you just have to condition yourself to expect the possibility of the kuzure down situation. Now, only certain moves produce the k.d. on counter hit, so whenever you throw these moves out, be prepared to take advantage should you score the counter hit. The visual queue of the opponent collapsing down should be enough indication IMO. Work on the reflexes baby. You bring the chopsticks, and I'll bring the fly!

    As for mashing the hit-throw (or anything in particular), I'll agree with ice-9 in that it's not the most elegant way to go about things, but it'd be nice to know if it in fact can be done. Let us know how the testing goes!
     
  5. uk-guy

    uk-guy Well-Known Member

    Re: hit-throw requirements

    You cannot mash, timing is needed, and that's the way it should be ;)
     
  6. Vansen

    Vansen Well-Known Member

    Re: hit-throw requirements

    I have mashed until you can't mash no more.
    Thank god its doesn't allow it. However I'm getting my out my combos after a MC shin slicer. Just takes some getting used to.
     
  7. Genie47

    Genie47 Well-Known Member

    Re: hit-throw requirements

    So what combos are you getting out of the MC shin slicer?
     
  8. Nutlog

    Nutlog Well-Known Member

    Just as a side note, getting back to Sarah combos and situations and all, Sarah's little knee-big knee does still combo in certain situations without a wall. It seems like it will always connect on the opponent's back, but now only for apparently middle weights and up will it connect from the front, open stance on a MC for the little knee.
     
  9. Vansen

    Vansen Well-Known Member

    Re: hit-throw requirements

    The combos / moves that I have done after shin slicer (d+K+G) MC:
    d+K+G
    df+K+G
    b+P+K (FL) I've seen a kick flip done after this but I can't seem to get it out. Maybe it was the test version?

    Moves that I think will connect and need to try out.
    d+K K maybe the second kick will miss
    ub+K
    d+P+K K this is a long shot but I will be very happy if it does connect
     
  10. uk-guy

    uk-guy Well-Known Member

    Re: hit-throw requirements

    The combo you are refering to is :

    d+K+G - b+K(FL) - ub+K (FL)

    You have to buffer in a forward dash before the b+K otherwise you'll get Sarahs turning kick, or her bb+K if you buffer a backdash indstead. Hope that makes sense ;)
     
  11. Vansen

    Vansen Well-Known Member

    Thanks for the info.. although I almost never use this move in challenges, except for an ambush when I'm a distance away. I intensionaly miss the little knee from a distance hoping the enermy will run in to hit me and score a MC with the Rising knee, which has great floating potential.
     
  12. Adio

    Adio Well-Known Member

    That's exactly how I use it, works every time. I didn't know b+P+K was possible from MC Shin Slicer. I just stick to MC d+K+G, df+K+G, df+K (Soccer Kick pounce) which gets decent damage. But I hardly ever use the SS.
     
  13. tragic

    tragic Well-Known Member

    Hi. A standard combo that I've started to use is (sorry if it's already been posted):

    float (f+k, d/b+k...), P, b+K FL u+K.

    Works on everyone reguardless of weight / MC etc. I've noticed that sometimes the standard d/f+P,K FL u+K doesn't work every time. Give that one a try.

    In some cases, I've hit float, P, b+K FL P,P,P,b+K without wall. Prolly MC on light/medium weight chars.

    float, P, b+K FL f+K+G... I dunno why this works... it's hilarious... and can be techrolled... still funny.

    Also, u/b+K+G, d+P, FC,d/f+K,K or u/b+K+G, d+P, CD or f,f, u/b+K (the second one only works once in a while... but it's so stylish!). Oh, and u/b+K+G, d+P, f+P,K works once in a while. A few times I've connected u/b+K+G, d+P, f,f,b+P (cancel the crouch, then b+P to get a standard P instead of f+P elbow)... but I didn't try anything else... kinda hard... As far as the previously mentioned u/b+K, I seem to have no trouble getting the stand P after... but not much connects after that... or I just sux.

    My favorite combos at the moment are:

    float, b,b+P, TT P, b,b+P, TT d+K and u/b+K+G, b,b+P, TT d+K. In some cases, both combos are untechable (I've hit the sweep before they even got near the ground). All for show tho, obviously not the best options from either float. Oh... and after a float, try b,b+P, d/f+K (Mule Kick). This has connected for me approximately once out of about 5 tries, mid screen, on Lion.

    Hrm... what else. Oh... K,P (MC I think... right?), b+K FL u+K works pretty good, as well as the variation into P,P,P,b+K after the b+K... especially near corner.

    On a non-combo note, I've started to use her BT u/f+K+G a bit more. Nets a lot of distance and comes out pretty quick... plus, she yells, and it's always cool to do backturned moves. Another favorite of mine is b,b+P,G TA, u/b+K (Kickflip). It's all for show. Works better for me if I press G in there... or else I end up getting b,b+P TT K. Same thing from TA u/f+K... G cancel right after so you don't get a Moonsault on accident (yeah... doing stylish backturned moves while diving out of the ring on accident looks hella good... ... ... lol)... Go into Kickflip, or u/f+K+G, u+K+G, b,b (backdash towards opponent). Multiple backdashes is even cooler! Float, b,b+P, p, b,b+P, b,b (towards opponent), buffer in another b,b, u/f+K+G (going away from opponent), TT d+K, b,b+P, b,b (again, dash backwards toward the opponent), u or u/f+K,G, u/b+K. Yeah, I know it's all silly... but it's so cool! =P

    Sorry if none of this is informative. Only been playing VF4 for a week lol!

    ben
     
  14. tragic

    tragic Well-Known Member

    Hey, anyone know of any good followups from a BT u/f+K (going away from opponent). I know Mule Kick (d/f+K), and TT K work... but there has to be something more interesting than that. Perhaps G cancel the stance, b+K FL u+K? Dunno... lemme know if anyone has something.

    ben
     
  15. Adio

    Adio Well-Known Member

    Cheers Tragic. That's some really informative ideas. Yes, I did miss out the float (f+k, d/b+k...), P, b+K FL u+K but the rest is great.

    The problem is I'm broke right now so I'll have to wait till next month to play again. Still, good stuff. Welcome to the board.
     
  16. SummAh

    SummAh Well-Known Member

    Dun be fooled by his newbie status
    lotsa VF old farts coming outta the woodwork :)

    With regards to being broke
    same here dude :(
     
  17. Electro_Jacky

    Electro_Jacky Well-Known Member

    PSN:
    electrolex
    XBL:
    electro lex
    ahhhh that's why I haven't seen you at casino lately, I thought it was because you didn't like me : )
     
  18. Adio

    Adio Well-Known Member

    I don't. But I'm also broke.
     
  19. Vansen

    Vansen Well-Known Member

    Thanks for the new ideas. Float, P then b+K FL has openend up a whole new are for me to exploit.

    I have plenly of nice follow ups. I'll post them soon when I know how effective they really are.
     
  20. Vansen

    Vansen Well-Known Member

    Got some new combo's for those all Sarah players out there.. not that there is many..

    db+K - df+P K(FL) - P - b+K(FL) - u+K
    I only got this to work only against light weights and started the combo point blank. They can QR or TR out of the kick flip.

    db+K - df+P K(FL) - P - u+K
    Looks cool and the P can be added to sault away from a rising opponent.

    d+K+G MC (crumble) - b+K(FL) - d+K - u+K
    Againt the kick flip can be avoided if they TR

    u+K - b+K(FL) - u+K
    Works well against rising sweeps.

    Thats all i can remember for now
     

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