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VF4E Sarah: Mermaid Phalanx Throw

Discussion in 'Junky's Jungle' started by Genie47, Nov 6, 2002.

  1. Genie47

    Genie47 Well-Known Member

    In case you didn't know, the motion for this throw is [4][P]+[G]. As you know this is the main throw in Sarah's repertoire that has an animation change. No more Lightning Knee Smash (LKS). However, the LKS is retained as a wall throw with the exact same command motion.

    So to understand why they wanted the animation change. I strongly suspected that they created the MP to lessen Sarah Cheapness. In VerB and C, escaping Sarah's LKS will have her opponent push themselves and Sarah away. At the ring edge, this throw offers so much unfair advantages. Escaping the throw will push you out of the ring. No harm done if there is a wall behind you. Just a little more precarious only but have an open ring, Sarah will RO you in both instances when the throw connects or is escaped.

    I was playing against the CPU hoping that it will escape the MP and wonderfully it did. The escape animation is very similar to Sarah's [P]+[G] Suplex throw. Her side will be exposed making her vulnerable. Thumbs up for the VF4E development team. But they did offer some nice incentives for the MP. The follow-up [3]+[K] seems guaranteed. However, the LKS wall throw is another matter. It seems that a [3]+[K] can be easily escaped.
     
  2. CreeD

    CreeD Well-Known Member

    That's an interesting tidbit about the b+P+G escape... I'd thought sega's goal was to avoid recycling of animation as much as possible (honestly, the four knee wall throw wasn't that original as a concept and didn't really add anything to the coolness of the throw) .

    .. now sarah needs a wall to cave in the opponent's nuts, which is bound to impress newbies. Triple knee was a pretty involved-looking throw for such a simple motion.
     
  3. Shadowdean

    Shadowdean Well-Known Member

    Bah, I like being able to make my oppononents sing soprano...
     

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