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Sarah VF4 memorandum ...

Discussion in 'Sarah' started by Shadowdean, Jul 16, 2002.

  1. Shadowdean

    Shadowdean Well-Known Member

    Awesome information...going to test it out tonight at the arcade...give me more ammo before I come up to nyc to do a little wrecking :)
     
  2. nycat

    nycat Well-Known Member

    <font color="cc0099"> (deep bow to Sensei) /// I will practice these cogent shared strats. I feel like a blind gambler /versus/images/icons/shocked.gif /versus/images/icons/crazy.gif with flailing sword against accomplished Sarah players most days. </font color>
     
  3. ReCharredSigh

    ReCharredSigh Well-Known Member

    ...good stuff, that's all i can say... good stuff.
    keep it up!
     
  4. Adio

    Adio Well-Known Member

    Thank you Piccolo.
     
  5. Sudden_Death

    Sudden_Death Well-Known Member

    thank hiro for that /versus/images/icons/smile.gif
     
  6. Sudden_Death

    Sudden_Death Well-Known Member

    just sharing some info (thanks H)

    Sarah VF4 memorandum

    In a middle distance, use b+K+G, and d+K+G.
    Although throws are guaranteed after defending b+K+G, if you keep a distance from the opponent this is not the case. This move comes very handy when fighting against heavies.
    As for d+K+G, when it hits without a counter, you should be defensive using dodge-throw-escape, etc. When it hits with a counter, you can do u+P or b+K (you need to do f,f to stand up first) so that you can go for Okizeme. In that case, when the opp tech-rolls, you do K, d/f+K, or catch throw from flamingo stance. If the opp quick-rises, you do d/f+K or catch-throw. If he does not do anything, u+K (kick flip.)
    When the opp becomes defensive, use d/fPK,b+K,and b+P+K into flamingo stance. (As long as these moves are defended, you have the advantage.)

    d/fPK The second kick is a special high which crashes low attacks. d/f+P comes out in 12 frames, i.e. as fast as P of middle weights. Even when it is defended, it is even. Also, since the kick crashes low attacks, the opp can not attack, thinking of the second kick. In that case, you may do d/f+P -> f+P. This works against the opp who knows how to deal with d/f+PK by crouching. If the opp is standing & defending, you can throw or you can make him defend d/f+PK.

    f+Pd/f+P
    This can be a good move depending on how good the opp is. The second one can be delayed as well. Making the opp pay attention to this move, you can have the mental advantage after f+P is defended. (Actually, when f+P is defended, the opp has +4.) Well, you could use f+PK but I would not recommend it since when it is defended, almost any move is guaranteed. (The only virtue of f+PK is that you can crash a low punch by this, but you can use u+K+G after f+P instead.) When f+Pd/f+P is defended, this advantage is -3. (When it hits, +0 and when it hits with a counter, +5,i.e. Knee-throw 2-Taku.) In this case, by d+P, you can stop the opp's knee, or any other combo-starting attack. Thus, the opp may do fast attacks such as elbow or d+P. Against d+P, you can do u+K+G or u+K, and possibly into combos. (Unfortunately, u+K+G can be dodged in the same direction as dodging d/f+P. Most of Sarah's moves can be dodged by dodging toward her back. Once she is in the stance, most of her moves can be dodged by dodging toward her stomach.) Against elbows, you can do dodge-throw-escape. (If the opp is trying to hit you out of dodging, then the moves he uses is most likely slow and you can do P or d+P. (except for Lau's f+K+G. In this case, stand or crouch and defend and punish him with d/b+K.)) Most of these choices work when her f+P is defended as well. Well, in this case, you have more initiative.
    u+K+G
    When defended, you have -4, and the choises you have is almost same as f+P or f+Pd/f+P. When it hits without a counter, you can not do any combo, but you can use b+K. If the opp does not do anything, b+K will hit him. If he tech-rolls, you can do K, d/f+K, or catch throw. If he quick-rises, you use d/f+K or catch throw. If he tech-rolls or quick-rises after b+K hits, then you only need d/f+K and catch throw. When it hits with a counter, the float is a little lower than that of knee. So, you can do d/f+PK -> P -> d/b+K, d/f+PK -> u+K, or d+P -> d+KK. The combos also depends on the distance. When b+K hits after u+K+G, then you can do d/f+PK -> u+K (up to middle weight in open stance. Against light weight in closed stance, you can do d+K+G instead.) Also, you can do b+K x 3 against light and mid, and b+K x 2 against heavies. (You have to press G to come out of the stance each time.)

    (holding d) f+K
    It comes handy when you dodge some high attacks by crouching. Say, when Jacky does f+PP, and you crouch under the second one, you can do this move. Lau's f+PP, Shun's d/b+KK, Wolf's HCB+PP, etc. Also, out of tech-roll as well since you will be crouching. Even when it is defended, you still have a choice of doing the delayed second knee or not.

    u+K
    It comes handy for Okizeme. Also, good against characters who have moves that dodge. Say, Akira. You know that after defending his single palm, if he does d/f+P+K, you can not do elbow or punches, right? In this case, middle kicks are the best choice but Srarh's is not so good. Then, you can do u+K.Even if he does other things such as super dashing elbow, Sarah will just fall down when it hits her. Thus, the risk is low. Even when he dodges, it will sort of track him since it is slow. Although throws are guaranteed, when it is defended, nothing is guaranteed as long as the latter part of u+K is defended. Thus, this move is very good depending on situations.

    Attacking the opp out of tech-roll or quick rising.
    Use K+G against dodge-throw-escape. Unless you are too close to the opp, even if it is defended, nothing id guaranteed. Also, when the opp becomes defensive thinking of K+G, you can use b+K. It is useful because even when defended, you have the advantage and also it works against the opp who try to attack out of tech-roll.

    Okizeme
    U+K is useful to crash the opp's rising kick, high or low. One of the easy situations is after you use down attacks. After u+P, use u+K at the fastest timing. After d/f+K, you have to wait a bit and then do u+K. (Against Akira, u+K is not necessarily useful in Okizeme since his middle rising kicks are faster so that you may not have enough time to do u+K. However, against his middle rising attack, you can do P+K which parries middle kicks. (You can also dodge toward the direction of his bent knee.)) Note that if the opp does the fastest rising middle kicks, u+K might be crashed. Also, it is not easy to do against the opp who alternates the timing every time. After P+G, you do not have enough time to do u+K but you can backdash to dodge rising kisks except for the fastest middle kicks. If you dodge the kick, do d/b+K into a combo.
    Flamingo Stance
    d/f+PK, defended or nomal hit
    b+K, b+P+K, defended ->K,d/f+K, or catch throw. K will crash any attack including d+P.
    P+K, normal hit
    K in the stance, defended

    d/f+PK, counter hit
    b+K,b+P+K, hit ->d/f+K, or catch throw.
    P+K, counter hit
    K in the stance, hit

    In other situation, when you don have much advantage (such as when d/f+K in the stance hits the opp or is defended), use b (backroll escape) or d (or u)+P+K. Note that b in the stance is the same as successful dodge. Thus, you should do throw escapes. Also, you can not avoid full circular motions. Note: after u+P+K (or d+P+K) is defended, even knees are guaranteed. But the return is big, too.

    The situation where d/f+PK is guaranteed.
    b+K, stagger (i.e. hits against a crouching opp.)
    P+K, stagger
    K in the stance, counter hit. (Well, this one is used to crash low punches, and thus often hits with a counter, if it does hit.)
    d/f+K, stagger
    u+P+K, d+P+K, hit
    f+K, defended which staggers the opp

    When b+K hits with a counter, the advantage is +10. P in the stance comes out in 10 frames and thus it is guaranteed. P -> throw is a good choice. (also, P -> d/b+K (f+K) is a good choice, too. When P hits, you have +5, i.e. Knee-throw 2-Taku situation (2-Taku is a word for two choice attack. Pronouced as Ni-Taku.)) Also, you can do PK after which you have +2, i.e. elbow-throw 2-Taku situation.

    Also, when you use P+K and stagger the op, do f+K+G -> b+K -> u+K.

    Against Shun, most of her choices from the stance is crashed by his d+K. In this case, you can only do u+K. (Well if the first move hits, then you have enough advantage to attack with d/f+K, etc.)

    If the opp is good enough to dogde toward her stomach and crouch-dash to cancel an unsuccessful dodge, then none of these choices will work. (It is rare and also, no one can do it all the time.) Then, use ud+K. If the opp tries to do anything, d+K part will hit with a counter and you have +5. It is better if you delay the second part a bit to chase the dodging opp. Also, it works when he is crouching. (You cando f+K or u+P+K (d+P+K) as well. Both are full circular motions. Well, f+K is high, and u+P+K is risky when it is defended. So there is a risk, of course. But, f+K works against the standing and defending opp. It will crash his defense and d/f+PK is guaranteed. When u+P+K hits, the same thing.)

    When defending Jeff's u+K+G, you can do u/b+K or d+P+KK.
    When defending Shun's b+K, you can do u/b+K.

    Light weight with a counter,
    d/b+K -> P -> u/b+K+G -> u+P If the opp struggles fast enough, u+P can be avoided by rolling toward her stomach. In this case, use this; d/b+K -> b,b+P -> ( turning around) K -> d/b+K

    (from behind)
    d/b -> P -> u/b+K+G -> d/f+K up to Jacky with a counter. Without a counter, up to Shun.

    d/b+K -> d/f+PK -> P -> d/b+K up to Vanessa.. Up to Jacky and Akira with a counter.

    d/b+K -> d/f+PK -> u+K up to Jacky, and in closed stance, Wolf and Jeff as well. With a counter, everyone.

    u+K -> P -> b+K -> u+K up to Akira
    u+K -> P -> d/b+K heavies
    This is for when you crash the rising kicks or d+P with u+K. If you use it in a regular situation, it depends on the distance. The farther, the easier.

    The problem with most of Sarah's combo is that she will be too far from the opp. Then, instead of f+K -> d/f+PK -> u+K, you can do f+K f+Pd/f+P -> d/b+K against middle weight. Against Akira and heavies, you can do f+K -> P -> f+PK. In this way, you can go for Okizeme. You can also do a similar thing after u+K. Except for heavies, you can do u+K -> f+Pd/f+P -> d/b+K. Against Akira, do u+K -> P -> f+PK.
     
  7. Adio

    Adio Well-Known Member

    Thank you Hiro.
     
  8. Zero-chan

    Zero-chan Well-Known Member

    Re: [VFDC CHOICE] Sarah VF4 memorandum ...

    Hello again from your friendly neighborhood Zero-chan.
    Hiro requested I move this post to the same section as the Akira information he posted, so I took action and moved it here.
    Also, looking over it again, I remembered how useful this information was for my general Sarah strategies. I decided this would be another good thread to give the ol' sticky treatment. Nice work as usual, hiro, you're an asset to the English VF scene.
     
  9. VousDew

    VousDew Member

    Thanks. Will try tonight. (You're going DOWN, Pai Napple.)
     

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