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Ver. C Sarah BEEF *all american top sirloin*

Discussion in 'Sarah' started by Dan, Jun 13, 2007.

  1. Dan

    Dan Well-Known Member

    Well here are some teasers that I am hearing from Kaminari Oyaji which he heard from Srider about Ver. C Sarah

    - Serpent Cannon and Dragon Cannon launch higher
    - FL K gives advantage on hit (apparently it didn't)
    - FC 6K+GK can launch for a combo now
    - 9K will avoid certain mid risers and combos for it are more consistent
    - P+K sabaki window actives earlier
    - K+G is full circular now (= WIN)
    - 6K+GK causes side turned situation with good advantage)


    There was more but I can't remember them. Either way, our favorite blonde jumpsuit wearing chick seems to have gone up a level. I especially want to know more about DC and SC combos possible.

    The Sabaki upgrade was a huge thing for me, the window was way to late for me to find good use of it, hopefully the earlier window will help it more.

    Also K+G full circular is a god send, why this move was half I don't know, but now Sarah has safer answer to evades as well as a full circular entry to FL and a Side Turned machine gun/crumple kick set up.
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
  3. Chanchai

    Chanchai Well-Known Member

    Dang, this is going to make Sarah pretty scary again /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Sarah matches are gonna fly. Someone will die... fast!

    -Chanchai
     
  4. Stl_Tim

    Stl_Tim Well-Known Member

    First and foremost thanks to srider for translating and dan for posting up first. I was getting lazy due to daily life priorities. Here are the rest of the known changes. Can I get a who-ha thanks sega for the upgrade?

    -PP8P is special high.
    -Kick cancel can be evaded.
    -Advantage on PK hit.
    -2KK combos on normal hit.
    -9K combo is now more consistent.
    -33K and 2P+KK, and 8K+G float is higher, means better combo potential/dmg.
    -P+K sabaki active frames begins earlier.
    -K+G is full circular
    -6K+GK sideturns opponent and gives good advantage
    -2_6K+G_K float is higher, you can now combo from it
    -Flamingo K now gives advantage on hit
    -Flamingo 4P+K+G evasive ability weakened, does not avoid throws or full circular now.

    <u>Translation:</u>Srider

    <u>Source:</u> http://www.geocities.jp/murderbyrock/game/virtua/neta.html

    Peace^-^

    It was 9k+g that was done against a mid rising attack and it allowed the opportunity of the mid rising to whiff. I dunno the recovery after that for your 9k+g whiff as well? Who recovers first and gets the first hit etc. or can you continue the 9k+g string and will it hit randomly? Have to test this out to see. Plus it might be body dependent on laying postion. Other note worthy moves I have seen in this situation are 66+k in respect to backturned mid kick followup assuming they follow you. Flamingo 2_8p+k, 33k relaunch etc.
     
  5. tyquaius

    tyquaius Well-Known Member

    wow, nice changes.

    the FL evade is unfortunate. but the rest of the changes are not bad at all.
     
  6. k4polo

    k4polo Well-Known Member

    nice dude.
     
  7. Combolammas

    Combolammas Sheep

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-K+G is full circular</div></div>
    Praise the lord. I haven't used it almost at all since it's only half-circular.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-6K+GK sideturns opponent and gives good advantage</div></div>
    Fair, Sarah was really lacking on a sideturner which would leave her at normal stance for usual sideturn mix-ups
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-Flamingo 4P+K+G evasive ability weakened, does not avoid throws or full circular now.
    </div></div>WOOT! It currently avoids throws and full-circulars?? Have to use it more while I still can /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Thanks for the news!
     
  8. SweepTheLeg

    SweepTheLeg Well-Known Member

    When does Ver. C go live in Japan's arcades? I know there was testing already -- when is the actual release date?
     
  9. M_Santaka

    M_Santaka Member

    Is it true about FC 6K+G K (Without the K maybe?) true? OMG, that's gonna hurt when I block lows or whif highs.

    6K+GK causes side turned situation with good advantage <--- Does this guarantee a side turned nitaku condition? Does Sarah have other side turned nitaku condition? K+G doesn't seem to guarantee a throw, or did I press it too slow?

    Either way, the C version is awesome. Will people with PS3s can upgrade?

    Newb questions, sorry. :p
     
  10. Combolammas

    Combolammas Sheep

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body"> Will people with PS3s can upgrade? </div></div>
    That's what I, too, want to know. Things are going to suck right from the beginning if Ver.C isn't coming out on PS3.

    I'm positively hopeful, though. Since it's possible to upgrade games and it's one of the "revolutionary" things about PS3 games I'm sure it's coming out at some point.
     
  11. SweepTheLeg

    SweepTheLeg Well-Known Member

    I bet we'll have to wait for a VF5:Evo with those two new characters in '08 before we see Ver. C changes. /forums/images/%%GRAEMLIN_URL%%/frown.gif

    But I've barely scratched the surface of VF5 vanilla anyway, so no big worry. At any rate, glad to hear Sarah got a major upgrade. :>
     
  12. Dan

    Dan Well-Known Member

    Sarah FINAL confirmation on changes in Ver. C

    Flamingo /forums/images/%%GRAEMLIN_URL%%/k.gif is now +8 on normal hit and +11 on counter hit

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif causes a side turned situation on combo hit instead of knock down. +5 on normal hit, +8 on counter hit

    Flamingo /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif can now be beat by an immediate circular or throw

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif will now combo naturally on normal hit even when delayed

    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is now full circular but not full circular class (ie it is reversable)

    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will now consistently combo on any hit

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif light weight characters can no longer struggle out of the follow up light down attack.

    I think there are other things like /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif being special high on last hit but this seams about it. The biggest changes imo are of course Flamingo /forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, giving Sarah once again a powerful low risk tool from Flamingo and a full circular entry (and potential big damage opportunity) into Flamingo.

    Great stuff!
     
  13. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Yeah good stuff but is this after the second kick? The current frames are somewhat weird.
     
  14. Dan

    Dan Well-Known Member

    Yes they are, I think that the blackbooks data WAS correct when it first came out because I guess Sega only gave interbrain data on the first kick and forgot that the move is two kicks in one.

    Since this comes from Arcadia magazine I hope that this is accurate in that it counts the second kick and not the first.
     
  15. Dan

    Dan Well-Known Member

    Update:
    Sarah can now use 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(on hit)/forums/images/%%GRAEMLIN_URL%%/k.gif(on hit)/forums/images/%%GRAEMLIN_URL%%/k.gif in combos in ver. C.

    <object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/tMt1bCnYVEw"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/tMt1bCnYVEw" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

    Fast forward to 2:16
     
  16. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Wataaaaaahh!!! /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  17. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Why can't you use that hit combo in ver.a and b? Is it because it doesn't work against airborne opponents?
     
  18. Dan

    Dan Well-Known Member

    Yes, Myke, I've tried numerous times including last night to get it to work on any airborne or crumpled opponent to no avail. This is the first time I have ever seen it hit an opponent in a combo so I assume it must be a Ver. C exclusive.

    Manjimaru: Yes, Wah Tah! is correct.
     
  19. danny13

    danny13 Well-Known Member

    It connected because of wall. It will work in version a/b in the same senario.
     
  20. Dan

    Dan Well-Known Member

    Really? I tried several times the last time I played to get it to come out to no avail. I've also never seen it used in old ver. A/B vids. Hmmm strange i'll have to check again.
     

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