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Sarah's punishment chart

Discussion in 'Sarah' started by Dan, Sep 7, 2007.

  1. Dan

    Dan Well-Known Member

    These are the moves to use as punishment for these situations.

    -10 /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (30 dmg)
    alternatively, you may use all three jabs, 2 jabs to mix up, one jab to mix up, or /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif to mix up

    -12 /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (30 dmg + Flamingo Entry at +6)*
    See end for details on punishing with throws.


    -13 /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(41 dmg+knockdown)



    -15 /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, various combos (approx. 39 dmg+launch)
    You must hold forward or this will not launch on minor counter. This does not work on crouching opponents (like after a blocked low) so use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif instead.

    -16 /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, various combos* (approx. 26 dmg+launch)
    *In certain situations versus a blocked sweep or at max distance of the block the second kick will whiff, be VERY CAREFUL. If you face such a situation versus a blocked sweep, try instead punishing with /forums/images/%%GRAEMLIN_URL%%/d_.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 (49 dmg+knockdown).Judge the stance and know the character to maximize your damage off the launch.

    -17 /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, various combos (approx, 27 dmg+launch)
    Judge the stance and know the character to maximize damage. A free Dragon Smash Cannon is hard to come by in VF5 so when you get the rare opportunity, make it worth it.

    *Throws are guaranteed to connect from this level of disadvantage and up, so long as the opponent is standing. Here is the throw damage from best to worst.

    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif / /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - (60 dmg)

    This throw gives you knockdown but your opponent can recover and wake up kick very fast, too fast for Sarah to move away. You can beat the wake kicks easily with /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif but only if the opponent does them immediately. This creates an interesting wake up guessing game for Sarah and her opponent. If you can physically punish moves with this throw, than do so.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (40 dmg+13 dmg light down attack)

    In ver. B light weight characters can use lightning struggle to avoid the down attack becareful, otherwise light down attack is guaranteed. Good to use vs. strong throw escape players as it must be escaped /forums/images/%%GRAEMLIN_URL%%/db.gif which is an unusual direction for a throw. Remember that after a light down attack your opponent can wake up kick very quickly in retaliation.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (50 dmg)

    While technically inferior dmg wise to the other two throws, this throw gives you excellent wake up position, switches places, and has decent ring out potential. It is also easier to preform on the fly than her best throw. After the throw you have plenty of time to set up many wake up games such as jump over, OM, charge attack, or beating the wake up kick.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (30 dmg+13 dmg light down attack)

    This move is like a weaker version of her /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and the wake up situation remains the same. In general it is only better than the next down because it does slightly more damage. Use when opponents are breaking /forums/images/%%GRAEMLIN_URL%%/f.gif and /forums/images/%%GRAEMLIN_URL%%/db.gif successfully.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (40 dmg)

    This move is like a weaker version of her /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif however the wake up situation not nearly as good. You can only use quick and drastic wake up games after this throw. Use when you want damage and positioning and your opponent is still breaking /forums/images/%%GRAEMLIN_URL%%/f.gif and /forums/images/%%GRAEMLIN_URL%%/db.gif successfully.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (40 dmg)

    This is sarah's worst possible throw and probably the worst throw in the game. Sarah ends up in the down position weither it works or is escaped. When escaped, Sarah and you look like an idiot. Also Sarah rings herself out easily with this throw because of how far she moves forward with her opponent.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [optional /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif] (25 dmg + 13 dmg light down attack or +4 sideturned situation.)

    I personally think this throw is garbage and I would rather have 63 dmg Sweet pain, 60+13dmg Wall throw, and 55 dmg /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif than this nonsense. Basically she either slams them down for a free light down attack which altogether does pathetic damage or she jumps around them (for even more pathetic damage) and gets a slight side turned advantage. My advice? Ver. C will come in 2 months, wait for then and you'll get two far more useful ways to get a sideturned situation than this garbage.

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (30 dmg + head towards, stomach down fall)

    This throw only does 30 dmg but that is where it is deceptive. If your opponent does not techroll, you are guaranteed a heavy down attack for 25 dmg for a total of 55 dmg. If your opponent techrolls do the side, you can time any mid kick (/forums/images/%%GRAEMLIN_URL%%/b.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%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, etc.) to hit your opponent for a backturned hit while they are techrolling. This can lead into all sorts of damaging situations. If your opponent tech rolls in place he cannot evade and you can successfully force him to either eat or block a Flamingo entry (such as /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/b.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, cancels, etc.). It's more feasible in use outside of guaranteed situations but it's by no means a bad choice.

    Hope this helps people.
     
  2. Combolammas

    Combolammas Sheep

    f+P+K,P,K combos on mC but for it to be mC you need one negative extra frame so it becomes usable when opponent is at -13 or greater. Same thing for F+K,P (-15).

    So
    - 10-11: P,K (best guaranteed damage)
    - 12: df+P,K + flamingo mix-up at +6 (good) or throw
    - 13-14: f+P+K,P,K
    - 15: F+K,P

    Opponent crouched at - 14-15: f+P,K or f+P,b+K

    Also, if your opponent is going for wake-up kicks after f,b+P+G try backdash to b+K+G > combo.

    Neutral throw is really good for mix-ups as mentioned.
    Another nice option versus side tech is to OM P as soon as possible (have to guess their tech direction though) and you'll get a backstagger. I haven't played with it enough (been lazy) to tell the best options afterwards though.

    Although you can't check their landing direction, you can check their overall tech during the short OM secuence and not hit P if they tech wrong way / in place / not at all.

    Umm, I can't confirm this, but I kinda think one of my b+P+G's was actually teched before LDA. Well, even if it was f,b+P+G is better anyway (although it looks boring...).

    Not really punishing but 10 frame jab seems to hit folks out of CD at -6 (I'be been told so and it seems to work fine on Akira SgPm-De > fuzzy) so you can try that against fuzzyguard at -6.

    Good idea to list the punishers in a separate topic. Easy-to-access info on basic things is always a good thing.
     
  3. Dan

    Dan Well-Known Member

    Thanks, the post has been updated with your points and a throw I missed (and for good reason).
     
  4. Yupa

    Yupa Well-Known Member

    Nice summary Dan. Good starting point for maximizing damage in each situation. Thanks.
     
  5. Yupa

    Yupa Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body"> 270F+P+G (60 dmg)

    This throw gives you knockdown but your opponent can recover and wake up kick very fast, too fast for Sarah to move away. You can beat the wake kicks easily with uf+K but only if the opponent does them immediately. This creates an interesting wake up guessing game for Sarah and her opponent. If you can physically punish moves with this throw, than do so.</div></div>

    This intrigued me, so I decided to do some investigating in the dojo. If you hold back away from the thrown opponent, Sarah will inch away in time to avoid everyone's low rising attack, and back away in time to avoid everyone's mid rising attack accept for Wolf, Jeff and Akira. In truth, Wolf and Jeff are the only ones you cannot back away from, because you can f*** with Akira. =) Because Akira's in place rising attacks are linear, you can evade to Sarah's backside to dodge either of his rising attacks. But my choice would be to use Sarah's P+K. It will sabaki thru the mid rising attack and even better will stagger Akira if he tries a low rising attack. Wolf and Jeff are the only ones to worry about after this throw.
     
  6. Dan

    Dan Well-Known Member

    Yeah but I prefer the guessing game with /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, that move is so good and it's really easy to beat wake up kick with it. I'll make sure to add ARM side to the throw with big notes on Akira and Wolf/Jeff.
     
  7. Yupa

    Yupa Well-Known Member

    Sweet Pain Shinanigans vs. Wolf

    As posted above, Sarah is vulnerable to mid rising attacks from Akira, Wolf & Jeff, after her Sweet Pain throw (270F+P+G). I did some more testing in the dojo:

    Even with the quickest rising speed, you can interrupt both the mid and low rising attack with /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif full spin heel kick. (Unsafe Dan is correct here.) A trick to do the quickest possible full spin heel kick is to hold /forums/images/%%GRAEMLIN_URL%%/uf_.gif after the throw, and repeatedly tap /forums/images/%%GRAEMLIN_URL%%/k.gif. Sarah will do /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif as soon as she recovers from the throw, but your opponent will hear you tapping away at /forums/images/%%GRAEMLIN_URL%%/k.gif, so I don't recommend this method unless you're online or fighting the CPU.

    A couple of standard combos which work on everyone after a MC /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif are:
    MC /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (63 pts) and
    MC /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/g.gif) > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (62 pts)

    But the fun begins vs. Wolf doing a low rising attack. You can bounce him (rather easily) if he doesn't quick rise after the /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif !

    MC /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (to bounce) > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (72 pts)
    MC /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (to bounce) > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/g.gif) > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (73 pts)

    If Wolf quick rises after the /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, the /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif whiffs, but its fun to get a bounce combo on the big guy.
     

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