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Sarah moves and strategy by Me(past tekken player)

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

  1. k4polo

    k4polo Well-Known Member

    Ok first a little intro on myslef. I played VF2 on saturn back in 1996 but never played it seriously since I was so young. I became tekken player and i started in 2001 with TTT. I played tekken for 6 years until like january. I would consider myself a veteran at tekken as my friends ask that i should try tourney but I dont have the time..

    I saw VF5 and i started with VF4 evo in January and got into VF after there after. I just got my ps3 like 4 weeks ago so only had vf5 for 4 weeks.
    Also note i will make some mistakes since i playe dtekken so long. Forgive me. I was messing around in training and found this stuff. Alright Here I go. Wish me luck :).If I make any mistakes tell me please as i am relatively new to her but have alot of fighting game experience though. I tend to play alot of characters in tekken as i play mokujin there alot so i plan to be decent with everyone but sarah and pai my main characters.


    First of all, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.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%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, and an ending of your choosing. I usually do PPPK or do whatever you like. Doesnt work on heavyweights though. This is wall combo that you do when you have distance to the wall. do that whole combo and do PPPK in training(under default position with out moing the character) and you see what I mean. Sarah carries the opponent very far and it works wonders on lightweights. So if you got the distance to do the combo and you hit /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, and there aren't heavy weight(also a wall), Its good to give it a try. On counter hit it does better obviously.


    On counter hit
    /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,
    46 damage on blaze
    From what I see this combo is guarantee on counter hit.
    Also 6 P+K has a little more range then sarah standing punch but it is slower.


    Another move
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif great distance move
    does 50 damage on CH, with el blaze at least. Quite impressive damage IMO for these two kicks.
    This move is pretty good. From what I see, it guaranteed on normal and counter hit. While it is a little slow it has decent range and the move jumps evading most low attacks. I call it the low move killer. If you expect a low attack go for the move. I usually do it from a distance as to secure my safety. Also you can try the move when the opponent wakes up. 8 K+G works well for anti low punch.

    Also the last kick of the combo can be delayed if the first hit is block. So from what I see I think you can do a mix up of delaying the kick, or simply throwing after 6K+G is delayed.


    Next move the famous
    /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 One of my favorites
    does 48 damage on CH with el blaze at least
    If I am right this move can get really nasty. The second kick can be delayed if the first kick is blocked. This delay of move seems like it can mix up with a throw as well. Also you can cancel to flamingo by pressing guard.
    so when you first kick is block you can
    1. delay the second kick
    2. throw
    3.switch to flamingo stance by pressing guard after combo.

    sleepy XD
    another move
    /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%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif or /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    combo is guarantee on counter hit. the back punch is a little slow but it still can be use. Little slow moves can be very effective actually since the move is slow and throws the opponent timing off. I've experience this in tekken many times.
    The thing i like about this move is that the first set of kicks hit MID. So if you whiff the back punch you can have a chance at hitting the mid kick with a CH and continuing the combo. or maybe mix up with throw.

    Last move for today.
    Old VF4 evo move.
    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif
    This move is good to go into flamingo with. From what I see the hit is guaranteed on normal and on counter hit. after flaming theres alot of options I perhaps do that a later time. Punch from FL is good for starters.

    Also /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, is fast move sarah. It guarantee to the kick afterwards.

    Well I do more later, I am just scratching the surface though. Also I am going to EVo this year(first time ever) most likely so if you want to add me to aim or msn and meet there or something. I be happy to play ya.
     
  2. k4polo

    k4polo Well-Known Member

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

    oh yea forgot two things.
    /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

    that combo is guarantee on normal and counter and has alot of range.

    also forgot that
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif

    delaying the second key guarantees a down attack. But not delaying it doesn't guarantee one :(.
     
  3. Manjimaru

    Manjimaru Grumpy old man

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

    Thats not it if you take a look at Sarahs movelist. Its /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%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    The first K makes sarah kick twice, and the second K input has to be inputed after those 2 kicks have hit. The second K input is a 'just frame' of sorts. Ground kick is also NOT guaranteed unless you hit them against a wall. And lastly, I favor /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif as ender instead of /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif myself.

    ps. Its cool to have people write stuff here though. So keep going /forums/images/%%GRAEMLIN_URL%%/smile.gif (even if its not particularly accurate..)

    pps. f+K+G,K doesnt guarantee down attack as such as the knockdown can be teched. Be careful talking about guaranteed downattacks as there are very few outside throws that really are guaranteed. You can test this better by setting the free training computer to do some sort of fall recovery.
     
  4. Combolammas

    Combolammas Sheep

    Your story is kinda the same as mine as I played Tekken for years, tried a bit of Evo and though I didn't particularly like it I really like VF5.

    BTW Sarahs jab is 10f
    df+P,K comes out in 12 but the FLA transition sucks unless it hits, so only use for punishing.
    f+P+K,P,K also comes out in 12 and it's only really good on CH.

    Those small frame differences really do make a difference.

    BTW2 I kinda hate it how Sarah doesn't have a canned solution to low punches when at disadvantage and normal stance since all of her jump attacks TJ frames start too late. Oh well, small thing really.

    EDIT: I'll have to state this somewhere since I haven't seen anyone else say it out loud yet:

    FLA K,K+G
    If the first K (2 kicks) is guarded, the canned K+G interrupts pretty much anything the opponent might try to interrupt you with AND it actually gives juggles this time around unlike EVO. Good shit once in a while.
     
  5. Manjimaru

    Manjimaru Grumpy old man

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

    Actually her normal stance jab is 10 frames.

    As for anti-low punch, it depends how much she is in disadvantage. Apparently u+K+G works as anti-lowpunch up to -4. Ie. Set cpu to block and counter with d+P: u+K+G(blocked, -4), u+K+G will win over low punch attempt.

    In bigger disadvantage not many other characters get antilowpunch moves either. Have to use bit more advanced tricks, like
    d+P (blocked, opp tries to low punch counter) - b,b - d/f,d/f+K for low float. (Actually I havent been using these yet, I just figured them out when you asked hehe. Im going to add them to my arsenal now /forums/images/%%GRAEMLIN_URL%%/laugh.gif )
     
  6. Combolammas

    Combolammas Sheep

    Whoops, yeah 10 frames it is. Don't know what I was thinking. I was pretty tired.

    I've had some time to figure out pretty nice anti-low punch strats and baits. You know my competition so it ain't that hard, really.

    I know u+K+G evasion frames, it's just that after most moves where I could use something for the task I'm at least -5.
    f+K+G can be a real stagger rape if the opponent likes LP after Sarah connects with a move that leaves +frames, hehe.

    Also, backdash DC is one of my mains, of course, depending on distance and situation. I kind of like backdash b+K over it, though, since staggered opponent with Sarah in FLA can have better pay off (df+K crumble, b+K float and Gatling Kick are basic. Can even go to step just for the hell of it) and it's more of a mindfuck.

    OM P is good from +1 to +4 towards opponents back to beat both jabs and LP's with a possibility of stagger.

    Last but not least there's a lot of strings with special highs to stop any kind of retaliation attempts and usually get nice pay-off on MC.

    So much options. I'm just being jealous of characters with good LP inashis / reversals to just handle the anticipated LP's with one move although in the end it really doesn't matter at all. Like I said: just a small thing really.

    I want better competition...
     
  7. Manjimaru

    Manjimaru Grumpy old man

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

    On the other hand, good competition wouldnt be low punching you if you were at -4 or worse. Theyd be elbowing you. /forums/images/%%GRAEMLIN_URL%%/smile.gif

    At -5 and -6 just learn to fuzzy guard (and punish whiffed throw attempts). The complicated options happen after you have mastered that /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Yeah, nowadays Sarah has an option for everything basically, tricky part is choosing the right one per situation ^^

    ps. Prrractise! And give me some challenge in the next meet ^^
     
  8. k4polo

    k4polo Well-Known Member

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

    well that was fast. I didnt expect much of a reply really. Thx. I am unsure of the guarantee stuff on normal hit though. This is purely from training. I am essentially doing this for others and myself since I have a very poor memory. I sometimes forget a move for some weird reason. Any how my take on sarah. I am too lazy to add today. I am tired from work :(.
     
  9. k4polo

    k4polo Well-Known Member

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

    Also note i am not good on numbers and frame though.I alays sucked at that sort of thing. All I really knpow is slight advantage big advantage, Slow or fast recovery. I need to learn the number system for frames though.
     
  10. k4polo

    k4polo Well-Known Member

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

    guess i add a bit b4 i go to sleep.

    Also i tend to use sarah from a distance. OR rather keep my distance rather than my other main character(pai) where i straight charge.

    Backdashing U K+G can be very effective since where it covers alot of range.

    Backdashing D K+G is a move I use since if it is blocked from far away then you cant be punished in most instances. I do like how she ducks very low in this move yet has great range.

    And FL, kick seems to counter LP a well.(hmm this is what they call a special high that beats out LP, I just learn this now. I don't think Tekken had this sort of move.)

    Ahh tommorrow I guess I learn how to fuzzy guard :).
     
  11. Combolammas

    Combolammas Sheep

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

    True. Sadly enough it's happening anyway. My playing is going to get stagnant again unless I get more varied competition.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    ps. Prrractise! And give me some challenge in the next meet ^^ </div></div>Not too shabby in the last meet, was it? We have to get some games going before the trip to Sweden for sure.
     
  12. k4polo

    k4polo Well-Known Member

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

    Back dash and /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif can be quite useful from a good distance because it is relatively safe from a distance. Some moves can still get ya though. Also from a distance the leg part of her obviously ducks high and most mid attacks whch is quite useful. Kinda like the bokutai stance of pai. On hit I think the opponent has the advantage on normal hit but from a good distance he wont be able to do too much.

    Also after the move on counter hit you can obviously follow up with /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif and for some characters /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif

    Obviously, like jacky, back dash and /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif is a common tactic used by both the siblings. Sarah can follow up with
    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif. On heavy weight I think you can only do one kick though since they weight more.

    On counter hit
    /forums/images/%%GRAEMLIN_URL%%/f_.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /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

    One of favorite combos, the distance of the kick tend to hit ppl in counter hit. Great distance move. Also the punch after it like a regular standard punch as if they guard the first kick and get punched by second punch then its a guarantee throw

    The first Kick you can hold forward and do it, or hold back or neutral just make sure hold it or you do another move. I typically do the F+K by accident. This combo here is one of my favorites combos as it seems to counter hit alot because of its distance and has decent speed for being so long ranged. Try it out from a good distance as i said above.

    TYPICALLY most ppl including myself hold forward during the first kick. The killer of this move is to beat mid attacks from a safe distance /forums/images/%%GRAEMLIN_URL%%/smile.gif and get a nice combo.

    I found this combo pretty useful I though at first glance it was worth less with a high kick? This combo is from early post of sarah in the dojo. The reason why this combo is good is because of the distance of the high kick. It has alot of range.

    Maybe add a back dash if ya want and if block you, you have a punch coming which isn't bad. OF course you don't have to do it. The pure distance of the kick can cause a counter attack pretty often if used right. Obviously a low attack beats it but from a good distance you perhaps be safe from some low attacks.Seems to look safe from a distance and if the first hit is blocked. Also the punch after it is nice.

    I am looking into K+G now while it its slow it turns them around so it can get ugly if that move hits.

    I also edited my first post a bit.
     
  13. k4polo

    k4polo Well-Known Member

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

    hmm i actually getting some views XD. I didn't expect this much. I expected a little bit maybe around 70-80 :p.

    Anyhow two more things.

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif. One of my favorite moves.
    Is a great move to go into flamingo. While its a little slow its best to use it from a distance. Up close you get interrupted badly. From a distance you are much safer. This moves has a long range and is good on counter hit which is below.

    Also /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif(counterhit), /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif

    Is a guarantee combo if it is counter so essentially you can even see if it counter hit and continually. IF its counter hit go for this combo. If its not counter hit then do whatever ya want. What I am saying is that you can see if its counter hit or now from what I am seeing. At least I can tell. Please use from a distance tho as you be interrupted if you try up close. Great long distance combo plus flamingo setup.


    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif,
    Also this move isn't talked about much but. Its good to go into flamingo with. From what I am seeing the combo is guarantee on normal hit and counter hit and DF kick has good distance. You have to DELAY the kicks in order for it to be a combo. Practice this in training. .Also the move(second kicks) can be delay so you can tell if you hit the opponent or not or if its blocked.

    I may be wrong with this move but from what I see its guarantee.
    You can detect if you hit the person with move or if the move is a counter attack and continual the second kicks if necesarily. Or if its blocked you can not continue. Of course when you don't continue you are still in FL stance so do whatever . Sweep DF kick or whatever. Next post I post my most effective way of FL stance I guess.
     
  14. Dan

    Dan Well-Known Member

    Sarah spacing tools

    As far as spacing with Sarah goes you need to way your options on weither you want to go for something safe with little reward or something big with high risk. A lot of what I use GoatCheeseBlues taught me so here's my take.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif -
    This move has suprising range, you can use it at the begining of the match to stuff alot of nonsense your opponent might try to send at you. On MC it will launch and you can safely use the ender for a little extra damage, you can do the same thing on crouch stagger though I don't recommend it as it's better to use the crouch stagger advantage. Thanks to VF5's revised system you can use this move without guaranteed retaliation even if blocked though you will be in a strong disadvantage afterwards. Not to mention it's range makes it a lot safe over all, the inclusion of the last kick also makes it difficult to deal with even if evaded!

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif -
    Honestly I think this is the best spacing tool to utilize if you can. This is because the move has high reward and low risk. While slow, it is a mid kick entry into FL that leaves you and major advantage. As said, if blocked you can use FL K to stuff pretty much anything your opponent does including low P. On hit you get an even better mix up between 270 catch throw and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif from FL. If you catch them crouching, omg you can follow up with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for a combo. You will need to becareful if this move is evaded though as you are very vunerable from FL.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif-
    Honestly this move is better than you guys think. First off the first hit is safe and this is further supported by the stupidly easy hit confirmation of the second hit on normal, MC, and crouch stagger. The move has quite of bit of range to mess around with and jumping frames in the animation for anti low uses. Furthermore even when evaded, you can use the last kick as a ditch effort to run away from your opponent (it often causes your opponents retaliation to go off axis) adding to the safeness of this move.

    /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-
    Evil move, it has suprising range for a high kick and comes out really fast too. If you manage to hit on the first hit you have two options: Finish with the knock down mid circular for a wake up game or Cancel into FL for post stagger mix up. I tend to use the FL mix up of /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif and 270 catch throw. However if you want to be safe you can use FL /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.

    High Risk options (unsafe specialty)

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif-
    This move is basically Sarah's counter part to Jacky's Heel Drop. The difference is that Sarah's does not require stance specific enders and can be canceled into flamingo. The draw back to this I believe is that Sarah's has less range overall though and last time I checked less damage though I need to check on this. This move still has a lot of range for what it's worth and it has a knack for catching open hit boxes. It's technically safe on block though once again you will be at major disadvantage. None the less the move will net a follow up no matter what hit it is, normal, mC, MC, or crouching. It's great for people trying to dash in with a move or just when people whiff and dashing move. Becareful that if you hit this move at max range you will not be able to combo and you must use a heavy down attack instead. Also, you can screw with people's minds by using the FL cancel, I like to FL cancel then throw /forums/images/%%GRAEMLIN_URL%%/smile.gif

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif- (aka the Unsafe special)
    lol lol, this move actually isn't that bad for what it's worth. It leaves you at the same disadvantage as the above on block, however this move is faster by 3 frames and is easier to use as far as whiff punishment is concerned. It does a good job at knocking down and giving you good position and it is also the best punisher for breaking Akira's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw. It's running version is even better. Not something to use all the time but it's not worthless.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif-
    This is more well known as the launcher of choice when at advantage or wake up or what not. You have to becareful though as far as spacing is concerned. For one thing the last kick has less range than the first, and there is nothing more depressing than hit confirming the first kick to see the last kick whiff. It makes an excellent tool in delay options against fuzzy guarding though, try to get a feel for it's range when applying it. The advantage to this move is being a floater and the ablity to give you consistent combos irregardless of the hit (normal, MC, crouching) due to it's two hits, oh and being hit confirmable obviously.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif- (god tier unsafe)
    When your opponent whiffs big time, don't hesistate to take advantage of his mistake. Dragon Cannon him in the face. While this move has seen some big drops since EVO days, it's still Sarah's damage maker as far as statistics go. And while it's range isn't the same as well, it still longer than most character's big launchers range. If you are going to space and punish with this move make sure you understand normal/mC hit combos. Also keep in mind, if this move is blocked, your pretty much fucked but at the least try to use throw escape guard to keep your opponent for doing anything extra.
     
  15. k4polo

    k4polo Well-Known Member

    Re: Sarah spacing tools

    Hmm I got bored today. I do this to alot of fighting games as I am a fighting game obsessed freak. I do this sort of things for tekken as well as I can do this sort of thing for pai and I probably will. I love fighting games to death. Learning something new excites me. Maybe I am over excited. Ahh well.

    Well I did some /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif training as of today. This move parry(I think the call it a sabaki). This move can be come very useful in the fact that she sabakis high and mid attacks and jumps evading low attacks. SO she can handle most sorts of attacks doing this move. (On a side note THis is one of the rare move I seen that can handle high,mid and low attacks which is very rare indeed and I played alot of fighting games.) Of course you can counter hit b4 it activates tho. Since the sabaki occurs later. The mid attack after it helps as well as it sabkis and has a mid attack coming right afterwards.

    I suggest using it after you knock the opponent down to overcome their attacks.(And yes it can beat both wake up kicks, It's just the mid kick doesn't sabaki but the mid hit overcomes it. Also using it from a safe distance is good plus it goes into flamingo. It's a great distance move as slowness of the sabaki can be somewhat negated by the distance and you can handle most of all attacks from the game given you have good timing. (Also its not incredibly slow just a little slow. ) If done right this can be a very safe move to use.

    NEW info.

    If /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is a counter hit and you did the move from a good distance then P, K is guaranteed, Yet another reason to use the sabaki from a good distance.
     
  16. M_Santaka

    M_Santaka Member

    Re: Sarah spacing tools

    I prefer 8K+G since it's fast, safe, circular and it floats on counter. You can get a 3pk 8k on mid weight characters.

    4k is a great flamingo opener since it's a +4 on block. If the opponent 2Ps, your Fl K is fast enough to stop him because of the +4.

    Any one here know a good wall splat move? The only move that I can found is 33K but very close to the wall. After that it's an easy 4KG (bounce) P 2KK

    And I agree with Dan. 66K+GK is evil. Especially on newbs.
     
  17. k4polo

    k4polo Well-Known Member

    Re: Sarah spacing tools

    8K+G is good too but 6K+G is better on normal it and against crouch opponents as 8 K+G doesn't launch to well on normal hit and crouch opponents.
     
  18. k4polo

    k4polo Well-Known Member

    Re: Sarah spacing tools

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/g.gif is a great way to cancel to flamingo. The guard requires sometime as you do at the beginning frames. Typically you do it when far away or when opponent laying on ground as you need time to do it. up. ITs one of sarahs fastest way of entering flamingo. I like this move because is quickly gets you in flamingo and you can do whatever ya want after but the executing speed of it can be very tricky to opponent because most other times she enter flamingo the opponent is aware because of slow speed of other moves entering flamingo. The key to this move is fast execution at least for me so do the move after fast as possible after canceling to flamingo. Ideally you can go for the DF kick after flamingo or throw or whatever.
     
  19. Combolammas

    Combolammas Sheep

    Re: Sarah spacing tools

    I've begun to like f,f+K more lately. Great range and knockdown.

    If your opponent likes to do standing backdash at beginning of rounds start straigh out with f,f+K and you'll catch them. It also beats out people trying to hit you out of it since the hit-frames last so long.

    And also, you can knock people over low walls with it. Worth trying once in a while. Have to be careful about evades though.
     
  20. k4polo

    k4polo Well-Known Member

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

    Hmm what I learn today.
    /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif

    Seems to be a guarantee combo in counter hit and you can delay the second kick and sorta "check" if it was counter hit . You can see the counter hit and delay the kick if it counter. The time the opponent recovers from /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif very slow so as the second kick can be delay and still be guarantee. . Could be useful as /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif is a very fast low move of sarah.



    ehh i got bored so i did the learn some of the step stance. This stance could be useful. I dont know. I just put up what I learn from it.The quickest way to get to step stance is too do a move that cancel directly into it like .

    /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
    /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
    /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

    IT quicker to enter step using those commands as opposed to regular flamingo. Step is a bit of a weird stance as it delays you somewhat. I suggest using step faraway in flamingo or use one of commands above if you use it that is. I am trying to maybe find a use for it. Another good use for it is when you ar ein flamingo stance and the opponent is on the ground.

    From step /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    is not a guarantee combo and the last kick is very unsafe. But the last kick can be delayed alot or rather you can delay the move much later than you think. and you can follow up with /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif afterwards. Also on crouching opponents the whole string is guaranteed.

    From step /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif
    guarantee combo on normal hit and guarantee combo on counter hit. The kick is very fast from step stance. The combo is safe. (Also I believe you have frame advantages after these kicks hit. At least it looks like it so you can do whatever after that.) You can do the third kick if you like and delay and mix it up with a throw. Also the second kick is full circular so a side step wont help the opponent.

    The second kick of the combo is also a special high attack and will also beat low punches as well even though being a high attack and its full circular as mentioned above. Since it is special high it adds to the safety of the move.

    Also got bored and find out that you can also delay the second kick as well. And if the second kick is delayed and is counter hit then the third kick is guarantee and you can follow up.
    So in the end the second and third kick can be delayed.

    From step, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+ /forums/images/%%GRAEMLIN_URL%%/g.gif
    Good move to do during step. Its the kick of the PP down kick combo. Circular and on guarantee a down attack on counter hit. On normal hit it forces the opponent to crouching state which could be quite advantages.


    I don't know if thats useful but meh its useful to know at least.
     

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