1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

VF5 Sarah Thread

Discussion in 'Sarah' started by noodalls, Aug 1, 2006.

  1. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - VF5 Combo List Sarah Tougeki Tamashii 3
    Author - ?A
    Source -Myke
    Translation - Noodalls

    1. [3][3][K] [6_][K][P] [P][P][P][7]or[4][K]
    2. [3][3][K] [6_][K][P] [P][P][P][K]
    3. [3][3][K] [6_][K][P] [6_][K][K]
    4. [3][3][K] [6_][K][P] [6][P][K]
    5. [6_][K][P] [6][P]+[K][3][P][K]
    6. [2][P]+[K][K] [3][P][K] Flamingo [6][P]+[K][K]
    7. [2][P]+[K][K] [3][P][K] Flamingo [7]or[4][K]
    8. [2][P]+[K][K] [P] [P][P][P][K]
    9. [2][P]+[K][K] [6_][K][K]
    10. Counter hit [8][K]+[G] [2][K][K]
    11. Counter hit [8][K]+[G] [3][P][K] Flamingo [6][P]+[K][K]
    12. Counter hit [8][K]+[G] [3][P][K] Flamingo [7]or[4][K]
    13. Counter hit [8][K]+[G] [3][P][K] Flamingo [P][4][K]
    14. [4][K]+[G] [2][P] [6][P][K]
    15. [4][K]+[G] [2][P] [2][K][K]
    16. [4][K]+[G] [6_][K][K]
    17. Any side crumple [4][K]+[G] [P] [4][K]+[G] [7][K]
    18. Any side crumple [4][K]+[G] [P] [4][K]+[G] [6][P][K]

    In this iteration, Sarah can generally launch the opponent very high and hit some guaranteed damage. You can't overlook the easy useage of closed stance [6_][K][K] and new move [6][P]+[K][3][P][K].
    The [3][3][K] is a move that launches the highest and guarantees some good combo damage. Combo 1 and 2 are for light weights on counter hit, combos 3 and 4 will work on middle weights down on counter hit.
    Because the [6_][K][P] will work on minor counter and above, you should go for it on whiffs or in guaranteed situations. Combo 5 will work on middle weights and below, and connect irrespective of foot stance so it's valuable.
    [2][P]+[K][P] launches heavy weight characters quite low. Combo 9 does the best damage on heavy weights in closed stance.
    [8][K]+[G] only allows combos on counter hit. You can go for [6_][K][P] combos but at distance it's not guaranteed. [3][P][K] combos are recommended.
    Judgement of [4][K]+[G] combos is difficult. When close and [2][P] connects, combo 15 in open stance and combo 16 in closed stance will connect. From a distance, in open stance 16 and in closed stance go directly to [2][K][K].
    OM [K] will launch the opponent higher on stomach side, so be careful of foot stance. Combo 19 and 20 will work on middle weights and below and are gauaranteed on stomach side evade. Judging it during a match is difficult, but if you can you look to get more than 40% damage.
    Finally, it was left off the list, but against low floating characters normally you'll get a [P][P][P][K] in closed stance and a [P][P][P][7]or[4][K] or [P] [2][K][K] in open stance.
     
  2. Dan

    Dan Well-Known Member

    Does anyone know if [2][P]+[K][K] is still throw counterable on block (1st hit)? I assume dragon cannon is still elbow counterable, or at least I saw it in a vid on that hk.vf.tv site.

    And oh I am so happy I found this thread and found serpent cannon combos that are so much easier and do way more damage. /versus/images/graemlins/grin.gif

    PS: Sorry if I am reviving this thing too far.
     
  3. Pai_Garu

    Pai_Garu Well-Known Member

    I think the first hit is still throwable on block, but I doubt anyone will throw you unless they know for sure you won't do the second hit. On a second thought, maybe slower throw speed means it's not throwable anymore...?
     
  4. Dan

    Dan Well-Known Member

    Well aren't throws like 0 frames if they are guaranteed? Wonder how that would work if you delayed the last kick of the launcher string.......


    Arrggg, 0 frame throws make my head hurt... /versus/images/graemlins/shocked.gif
     
  5. DeathCom

    DeathCom Well-Known Member

    I imagine it would work simply as a normal throw attempt. Since it wouldn't be guaranteed because you could do the second kick. Perhaps once the window for the second kick expires, it would then switch to a guaranteed situation / 0 frame throw.

    -DeathCom
     
  6. Dan

    Dan Well-Known Member

    Well I guess that would make sense, it be a little hair racking for the guy trying to punish you.

    Oh, like to shout out and say hell yes to [K][P] launching on Minor Counter again. I <3 move soo much. /versus/images/graemlins/lol.gif
     
  7. Gebudiah

    Gebudiah Member

    Here is Sarah Bryant's command list for VF5

    Strike Attacks

    Straight Lead:
    [P]

    Jab Straight:
    [P][P]

    Flash Piston Punch A:
    [P][P][P]

    Flash Piston Punch B:
    [P][P][4][P]

    Flash Piston Punch C:
    [P][P][8][P]

    Serpent Tail:
    [P][P][2][K]

    Serpent Bite:
    [P][P][2][K][K]

    Combo Rising Knee:
    [P][P][P][K]

    Combo Somersault Kick:
    [P][P][4] or [8][P][K]

    Combo Somersault Kick:
    [P][P][P][7] or [4][K]

    Combo Scarecrow:
    [P][P][P][8][K]

    Combo Backspin Kick:
    [P][P][K]

    Combo Reverse High Kick:
    [P][P][K][K]

    Punch High Kick:
    [P][K]

    Punch Knee Kick:
    [P][4][K]

    Rising Elbow:
    [6][P]

    Elbow Side Chop:
    [6][P][P]

    Double Joint Butt:
    [6][P][K]

    Elbow Hook Kick:
    [6][P][4][K] (To Flamingo; [P]+[K]+[G] to Step)

    Back Knuckle:
    [4][P]

    Serpent Rage:
    [4][P][K]

    Serpent Frenzy:
    [4][P][K] (guard or hit) [K]

    Serpent Claw:
    [4][P][K] (guard or hit) [K][4][K]

    Tail Sweep:
    [4][P][K] (guard or hit) [K][K]+[G]

    Serpent Claw:
    [4][P][K][4][K]

    Tali Sweep:
    [4][P][K][K]+[G]

    Back Knuckle Turn:
    [4][4][P] (turns around)

    Squat Straight:
    [2][P]

    Snap Side Chop:
    [3][P]

    Setup Combination:
    [3][P][K] (To Flamingo; [P]+[K]+[G] to Step)

    Vertical Hook Kick:
    [K]

    High Kick Straight:
    [K][P]

    Doubles Last Kick:
    [K][K]

    Knee Kick:
    [6][K]

    Dash Knee:
    [6][6][K]

    Switch Kick:
    [4][K] (To Flamingo)

    Sharp Sword:
    [4][4][K] (turns around)

    Sharp Sword Combo:
    [4][4][K][K]

    Quick Knee:
    [4][6][K]

    Jackknife Kick:
    [2][K]

    Jackknife Middle Kick:
    [2][K][K]

    Low Kick:
    [2_] or [1][K]

    Counter Spin Kick:
    [2_][4][K] (turns around)

    Double Spin Kick:
    [2_][4][K][K]

    Middle Kick:
    [3][K]

    Mirage Kick:
    [3][K][K] (To Flamingo)

    Dragon Smash Cannon:
    [3][3][K]

    Feather Scarecrow:
    [8][K] (To Flamingo)

    Somersault Kick:
    [7][K] or [K]+[G]

    Full Spin Heel Kick:
    [9][K]

    Heel Kick Moonsault:
    [9][K][P]+[K]+[G]

    Hide Side Kick:
    [P]+[K] (sabaki)

    Breeze Shot:
    [6][P]+[K]

    Wind Knuckle:
    [6][P]+[K][P]

    Storm Combination:
    [6][P]+[K][P][K]

    Rising Upper:
    [6][P]+[K][3][P]

    Blizzard Kick:
    [6][P]+[K][3][P][K] (G-cancel to Flamingo)

    Double Rise Kick:
    [4][P]+[K] (To Flamingo)

    Serpent Toe Kick:
    [2][P]+[K]

    Serpent Smash Cannon:
    [2][P]+[K][K]

    Spinning Scarecrow:
    [K]+[G] (to Flamingo;[P]+[K]+[G] to Step)

    Crush Tornado:
    (rising from crouch) [K]+[G] (can be charged)

    Heel Slash:
    [6][K]+[G]

    Shadow Slash:
    [6][K]+[G][K]

    Spear Kick:
    [6][6][K]+[G]

    Spear Kick Combo:
    [6][6][K]+[G][K] (G-cancel to Flamingo)

    Crescent Heel:
    [4][K]+[G] (G-cancel to Flamingo)

    Leg Slicer:
    [2][K]+[G]

    Rising Knee:
    [2_][6][K]+[G]

    Rising Knee Double:
    [2_][6][K]+[G][K]

    Rising Knee Combo:
    [2_][6][K]+[G] (delay) [K]

    Round Kick:
    [8][K]+[G]

    Low Spin Kick:
    [3][K]+[G]

    Valkyrie Low:
    [1][K]+[G]

    Valkyrie Sword:
    [1][K]+[G][K] (To Flamingo; [P]+[K]+[G] to Step)

    Valkyrie Flight:
    [9][K]+[G]

    Valkyrie Jab:
    [9][K]+[G][P]

    Valkyrie Straight:
    [9][K]+[G][P][P]

    Valkyrie Strike:
    [9][K]+[G][P][P][K]

    Sword Slash:
    [9][K]+[G][K]

    Sword Slash Combo:
    [9][K]+[G][K][K] (G-cancel to Flamingo)

    Moonsault:
    [9][P]+[K]+[G]

    Side Step Kick:
    (in Defensive Move) [P]+[K]

    Side Step Slash:
    (in Offensive Move) [P]

    Side Step Knee:
    (in Offensive Move) [K]

    Running Knee:
    (while running) [6_][K]

    Flamingo Stance Attacks

    Cut-in Punch: [P]

    Cut-in Chop: [3][P]

    Rapid Kick: [K] (To Flamingo)

    Side Kick Combination: [K][K] (To Flamingo)

    High Kick Shift Combination: [K][6][K] (To Flamingo)

    Low Cut Combination: [K][2][K] (To Flamingo)

    Cannon Combination: [K][K]+[G] (To Flamingo)

    Guard Crush Sword: [6][K] (To Flamingo)

    Valkyrie Lancer: [4][K] (To Flamingo)

    Crush Sword: [2][K] (To Flamingo)

    Hand Hold Neck Cut: [2][K] (hit) [P]+[G]

    Cut-in Middle: [3][K]

    Switch Low: [1][K] (To Flamingo)

    Somersault Kick: [7] or [8][K]

    Fake: [P]+[K] (To Flamingo; sabaki LP)

    Back Knuckle: [6][P]+[K]

    Back Knuckle Side Kick: [6][P]+[K][K]

    Back Knuckle Low Kick: [6][P]+[K][2][K]

    Edge Kick Combo Double: [6][P]+[K][2][K](hit) [K]

    Edge Kick Combo Triple: [6][P]+[K][2][K][K](hit) [K] (To Flamingo)

    Side Neck Cut Sword: [2] or [8][P]+[K]

    Backspin Kick: [K]+[G]

    Mirage Step: [K]+[G][2] or [8]

    Reverse High Kick: [K]+[G][K] (To Flamingo)

    Heel Sword Slash: [6][K]+[G]

    Low Spin Kick: [2][K]+[G] (To Flamingo)

    Heel Sword: [3][K]+[G]

    Neck Cut Slash: [3][K]+[G](guard or hit) [P]+[G]

    Leg Hold Throw: [P]+[G]

    Gatling Kick Beat: [8][4][2][6] or [2][4][8][6][P]+[G]

    Step-in Menace: [6] (To Flamingo)

    Back Roll Escape: [4][P]+[K]+[G]

    Moonsault: [9][P]+[K]+[G]

    Turn Knuckle: (back to opponent) [P]

    Turn Kick: (back to opponent) [K]

    Turn Low Spin Kick: (back to opponent) [2][K]

    Step Attacks

    Step~Cross Straight: [P]

    Cross Straight-Hook Kick: [P][K] (To Flamingo;[P]+[K]+[G] to Step)

    Step~Toe Kick: [K]

    Toe Kick~Backspin Kick: [K][K]

    Toe Kick Combination: [K][K][K]

    Step~Low Kick: [2][K] (continues with Flamingo's [6][P]+[K][2][K] series)

    Step~Fake: [P]+[K] (To Flamingo; sabaki LP)

    Step~Round Spin Kick: [K]+[G]

    Tornado Spin Kick: [K]+[G][K]

    Step~Serpent Tail: [2][K]+[G]

    Serpent Bite: [2][K]+[G][K]

    Throws

    Valkyrie Rage:
    [P]+[G]

    Requiem:
    [6][P]+[G]

    Requiem~Mirage Step Kick:
    [6][P]+[G][2] or [8]

    Neckbreaker Drop:
    [6][6][P]+[G]

    Fallen Angel Throw:
    [6][1][P]+[G]

    Mermaid Phalanx:
    [4][P]+[G]

    Leg Hold Throw:
    [4][6][P]+[G]

    Sweet Pain:
    [2][4][8][6] or [8][4][2][6][P]+[G]

    Front Suplex:
    [6][4][P]+[G]

    Rolling Face Crush:
    [9][P]+[G]

    Lightning Knee Smash:
    (opponent's back to wall) [4][P]+[G]

    Shell Break Elbow:
    (side of opponent) [P]+[G]

    Back Drop:
    (behind opponent) [P]+[G]

    ****Souces for this info:

    ---VFBBS
    ---Virtua Fighter 5 Command Book form Arcadia #75
    ---www.virtuafighter.jp

    I absolutely LOVE Sarah Bryant. She can fight and move into her Flamingo stance with such grace. She is definitely my number one character to use. Well enjoy!.
     
  8. Dan

    Dan Well-Known Member

    I heard from other threads that she is low tier, /forums/images/%%GRAEMLIN_URL%%/frown.gif while I don't understand why (she seems to do good damage stil) can anyone care to explain from their point of view?
     
  9. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    From what I've heard it boils down to her lack of guaranteed damage as compared to the other characters. Sarah will have to work harder to achieve victory, but victory is still possible.

    The new knee looks pretty good though, I can't wait to see the frame info on it. In the videos I've seen it comes out fast, and recovers fast. It should be a useful alternative to the Serpent Cannon or Dragon Cannon, less damage but less risk.
     
  10. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    Doh, looks like the new 6K knee is even slower (just a little bit) than the Dragon Cannon. Guess they added it as a noob move. /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  11. Dan

    Dan Well-Known Member

    #)*#&(!

    Well at least it apparently beats clashes, so if you yomi a throw you can beat it out with the knee.
     
  12. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    Ah yeah, I hadn't considered that. 6/forums/images/%%GRAEMLIN_URL%%/k.gif knee out of disadvantage to beat clash, and maybe delay attack too, if your opponent's like me and delays the attack by standing around like a dumbass. If your opponent delays their attack by backdashing first, the knee looks like it might whiff.

    Guess we'll have to wait and see.
     
  13. Dan

    Dan Well-Known Member

    Alright, 100+ matches later, let me come up with some thoughts on some more moves.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - this move is some hopping mid kick, it's slow as hell in the begining. But the follow up kick evades alot of retaliations and is a mid knockdown attack. Probably too slow to be really usable when the level of play gets up but still very nice.

    /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 - long reaching very fast High kick that staggers on any hit and leads to a canned follow up that is a full circular mid that knocks down on any hit! WOW, no wonder the japanese use it so much. Not to mention it G cancels into FL at any part!! Crazy good.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - not bad at all, especially considering that I clashed alot eariler in the day. GoatCheeseBlues showed me some nice combos of this thing. Merits the use just for the anti-clash.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - I think this move warrants use imo. I was using it like crazy today. While I did get caught after a while, it didn't make the move nontheless very versitile. 17 frames, long reach, mid, knock down. And now at -9 it is safe in VF5. The mix up afterwards is very strong for your opponent but if you great technical defense I can see this move being very useful. If anything, whiff punishes perfectly.

    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Man this thing is abusable. Of course on norm hit you are at disadvantage, but this move is sooo hard to see coming most of the time. Add in the ability to cancel into a mid kick, you have a very good match ender as well as a way to scare your opponent out of his defense. Keep in mind is still -4 on normal hit, so be prepared to deal with your opponents retailation. I found evading or backdashing afterwards worked very well. Also if your opponents chokes/delays, low jab them out.

    Flamingo madness- all FL moves here

    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - this move is REALLY good if you are up in your opponents face with FL. It's a low kick that gives you a nitaku advantage on normal hit, and crumples on counter hit for a combo. And it's SAFE ON BLOCK!?!!? Becareful though, it does have short range and can be evaded.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - this move is very strange. I tried it out as a mix up even though I thought it wouldn't be so useful at 20 frames. I actually ended up beating out some low punches with it, or perhaps the opponent was crouching. It's half circular mid, a little more safer than cut-in middle, and gives you great advantage on any hit. Seems worth the use if you have alot of advantage in FL.

    /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/d.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 - These are still real good. Regular kick (no follow up) from FL is very solid, at 0 on block and being a special high, it's a good bet. If you hit, you have instant intiative and stay in FL. If it CH's you get INSANE options. I literally was doing K, CH, K lol. I guess options need to be explored for the new +18 adv of CH. The enders are still relatively nice, K2K is a great way to finish a match in FL stance. The new K6K gives you a great tool to people who block way too much as it leaves at advanatage on block after wards. The mid enders from it seem to be the same. Technically they are now safe on block though I seem to get hit even when I G cancel. Maybe I'm not pressing it fast enough?

    /forums/images/%%GRAEMLIN_URL%%/k.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - wow mix up madness. Full circular high, 16 frames. Gives you advantage on hit and counter hit. The built in side step afterwards is real nice. If people thought old flamingo was annoying, the new flamingo is gonna make their head spin. There is a special high follow up that's gives you advantage on any hit, on CH you can PK them.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif - still works off the low punch sabaki. It seems you need a different combo for this move now though. The EVO combo no longer works. Anybody know what works off this now? /forums/images/%%GRAEMLIN_URL%%/frown.gif


    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif[+]/forums/images/%%GRAEMLIN_URL%%/g.gif (/forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif) - wow not bad, you get a follow up attack after the regular one. The sidesteping version put you in a side turned situations with some nice advantage. If they attack back you can crumple them with most mid kicks, and if you throw them it's hard from them to retaliate out of ST situations. Not a bad throw to use now and then, outside of the regular stuff.

    Otherwise, throw game remains the same as usual. Sweet pain and wall throw nerfed though. /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  14. ice-9

    ice-9 Well-Known Member

    How about /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif? It seems to be much improved in VF5 -- similar to Jacky's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif in terms of reach and damage potential, and Sarah can cancel the move too for a throw guessing game.
     
  15. Dan

    Dan Well-Known Member

    Hmm yeah I commented on that move earlier. It seems like a great spacing tool, but I get this feeling that her range is less than Jacky's slam kick.

    I was playing 3 different Jackys that day lol, and they all seemed to whiff punish me alot more with that move than I could them.Perhaps I'll just need to improve my usage of the move and look for more situatiosn to apply it. It is a safe combo start lol.

    I haven't explored all her new FL G-cancels in matches except for the High Stagger Kick combo. Though I guess you could say this could be a very threatening way to enter FL with combo capabilty.
     
  16. Nitty

    Nitty New Member

    Hey guys, I'm a fairly decent fighting game player at least at some games, and been trying to learn Sarah in this one, so I might have a scrub question or 2 here and there, but I been playing with her lately and noticed that during a match or 2 with Venessa 4K+G bounced the opponent, but I haven't been able to recreate that again.
    I know of the bounce combos from watching Sriders videos on gamevideos but haven't been able to do it from that, plus when it happend it wasn't in that type of situation anyways. Any help would be much appreacaited, since I'm trying to learn how and when I can apply this to my regular gameplay
     
  17. Dan

    Dan Well-Known Member

    Here's what I can see.

    The slam kick will bounce if you use it in a Floater combo or if you use it to launch someone from a side crumple like OM /forums/images/%%GRAEMLIN_URL%%/k.gif . Sarah player from STL found a nice bounce combo.

    OM /forums/images/%%GRAEMLIN_URL%%/k.gif (side crumple) > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif [+] /forums/images/%%GRAEMLIN_URL%%/g.gif > /forums/images/%%GRAEMLIN_URL%%/p.gif (1 frame kill or not I don't know) > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif [+] /forums/images/%%GRAEMLIN_URL%%/g.gif > /forums/images/%%GRAEMLIN_URL%%/ub.gif/forums/images/%%GRAEMLIN_URL%%/k.gif [+] /forums/images/%%GRAEMLIN_URL%%/g.gif
     
  18. Mista_tee

    Mista_tee Well-Known Member

    Hey guys I don't post much.

    Regarding 6k I find it's a tool to punish some lows, like Lions 1k. I personally don't like it because the recovery sucks.

    I agree, I think Sarahs range for 4G+K is shorter than Jackys. When ever I'm not sure if it will reach I cancel to FL to bait out a CH 3K.


    6G+K I find to be decent. At the right range will crush lows, and is fairly safe because of follow up. Plus you can get a stagger on the first hit. That's my two cents.

    Umm question. I've been having problems with finding a staple juggle for FL 3K on CH. I assume that it depends on open or closed foot, but is there a combo that I can do regardless?
     
  19. Stl_Tim

    Stl_Tim Well-Known Member

    Eileen,Aoi,Pai,Vanessa(Counter hit only, open and closed stance)
    FLa3K(CH) - Fla(cancel out) - 2P - 4K+G - 2KK

    Everyone in closed
    Fla3K(CH) - Fla(cancel out) - 3PK - PP2K

    Other ones I am testing out atm.
    Fla3K(CH) - P - 2KK
    Fla3K(CH) - P - 6P+K3PK

    If you happen to find out what works for these when testing please add them, thanks.

    Peace^-^
     
  20. catharsis

    catharsis Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">6G+K I find to be decent. At the right range will crush lows, and is fairly safe because of follow up. Plus you can get a stagger on the first hit. That's my two cents.</div></div>

    The followup is pretty unsafe if it's blocked (whereas the actual hop kick alone is quite safe).. I think that might be a quirk of the particular animation; most of the time, mid crescents knock the opponent away a fair distance, but with 6K+G,K, Sarah steps in pretty deep. Still, I rather like it.

    Sarah feels really different now, but I sorta like it. I need to brush up on my eighty billion new ways to get into Flamingo, but I see some potential. 33k's new everything-counterability is painful, but it seems like she has some fun new tools to make up for it.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice