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

What to do after flamingo guard crush?

Discussion in 'Sarah' started by Yupa, Feb 17, 2009.

  1. Yupa

    Yupa Well-Known Member

    A few weeks ago, it hit me like a ton of bricks how to get FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif into my game. It's a slow high attack, but then I realized its also full circular. I'm more or less successful using it now against opponents who's first reaction to seeing me go to flamingo is to evade. (You know who you are.)

    Now the problem is I can't find much to do afterwards that's guaranteed or reliable... sux... I mean +8 in flamingo should be a dream scenario. Unfortunately the FL guard crush pushes your opponent too far away for anything I can think of to connect directly afterwards, even FL /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif doesn't have the range. You have to tap forward first to close the distance and you lose the advantage you just gained. I've found some joy with FL/forums/images/%%GRAEMLIN_URL%%/f.gif -> throw, but I think it's mostly because my opponents were hesitating in WTF moments as no one uses the guard crush. The throw can simply be crouched under.

    Is this just another mix-up situation for Sarah where nothing is guaranteed? /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  2. Stl_Tim

    Stl_Tim Well-Known Member

    In my experience nothing is guaranteed in this situaton. Having said that, +8 is nothing to sneer at. What you might want to consider is half wall/wall might be the only way to close the barrier and distance. On a open arena you just have to make a legit guess based on opponents habits. i.e.(stubborn style) abare to maintain their flow consistently,(statue style)tries to block everything, (ddrvfr)always steppping,(fantasy)wtf shenanigans. Hope that somewhat helps.
     
  3. Slide

    Slide Well-Known Member

    Check the FL 6K, if it hits pressure with something like FL 3K or FL 2K+G. If it guard breaks, do 3PK immediately or PK.

    very late EDIT: If you guard break them at a wall, try doing 3K to crumple. Might be able to struggle though.
     
  4. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    After me spouting bullshit at first as usual, I tested a bit.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif seems guaranteed after you hit opponent off evade. FL u+K seems possible as well, but its risky as hell and only works if you did FL f+K at pointblank range. Not worth the risk imo.

    However, next to a wall if you cause a wallstagger with FL /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, followup FL /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif -> OTG /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for 68 might work. I need a partner to test this as I dont trust CPU in these matters.
     
  5. Yupa

    Yupa Well-Known Member

    Thanks. I hadn't considered /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. <smack> I'll experiment with that. =)

    Regarding using the guard crush to push into a wall, it works great for ring outs too, as your opponent is more likely to evade when they think they have the opportunity with their back to the ring edge.
     
  6. tonyfamilia

    tonyfamilia Well-Known Member

    Hahaha, dude, I went through her move list last night and that was the first move I thought of doing after FL Guard Crush /forums/images/%%GRAEMLIN_URL%%/laugh.gif
    Another thing, since they're backturned and at -8 I would think that a dash forward from FL and 270 throw would be good pressure or even 3K+G (P+G on hit or guard) too. I didn't test if that last one would connect without the dash but that's just for opponents who would block low/high after backturned. Or how about some Step Stance pressure?

    But for opponents who would attack out of -8 BT...

    Would G(FL cancel) 33K work? Then 9P+G for those that tap G and then evade?
    Moonsault and then Dragon Cannon or dash in and throw while they're still backturned for some flashiness?
    8/2P+K for those Wolf type players that always do 2K when backturned?
    Lastly, how would K K+G work against a backturned abare genius?

    These are just thoughts from a Brad player. I don't know if any of that would actually work but I would like to know since I'm going to take the Sarah challenge this month.
    Oh and please, Tim, don't try to discourage me by giving me some scared Sarah advice or "this should work but it doesn't but I'm going to keep doing it anyway bc it should work" Sarah advice /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    I'm going to play my Sarah more like Yupa and MistaTee, no fear /forums/images/%%GRAEMLIN_URL%%/mad.gif and try to have a Slide spacing and precision game... key word here is "try".
    /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    Edit:
    What do you guys do when this move hits on CH? +17, in FL while opponent is backturned sounds pretty damn good.
     
  7. Slide

    Slide Well-Known Member

    If I were to take a guess, based on my results and experience with flamingo I'd say that canceling out of flamingo with G, takes atleast 8f itself before you can actually block something.

    So if they're at -8 with their back turned and you cancel out of flamingo it might be best to just use normal stance 3K sidekick and if they did something you'd get the blue flash.

    Dashing forward and going for gatling kicks is forever and a day if your opponent is totally frozen it'll work though it looks like she's going to kick you anyway.

    9P+G is a great whiff punisher, say you don't want to combat risers and you see them whiff the mid riser just 9P+G away.

    FL 8/2P+K(like alot of her moves you'll soon find out) has stupid issues and it sometimes doesn't avoid shit and she just gets hit with linear stuff anyway. It's been sped up in R.

    Step stance in that situation is a cool option but not one of the best ones. Because step is too slow and there's no reward in it in vanilla. Use at your own risk. Personally I've only got ONE step stance set up, and you've probably seen that one.

    If people keep acting funny in flamingo FL K K+G is pretty decent, though I don't think it floats as high as normal dragon. Though it's only -9 on guard in FL.

    I think on CH of FL 6K for the +17 the opponent is too far away. THERE you might get away with G cancelling flamingo and trying a 0f sweet pain.
     
  8. Yupa

    Yupa Well-Known Member

    No. The problem with FL/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is that it pushes Sarah's opponent too far away. Everything above sounds great, but it won't work.

    Opponent is side turned, not back turned. It takes 15 frames to guard if you want to exit flamingo with /forums/images/%%GRAEMLIN_URL%%/g.gif. You can cancel flamingo step-in with attacks, but your opponent will still recover before you can do anything to them. FL throw is a good option but sometimes it just doesn't connect here... really sux.
     
  9. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    There is also option of canceling flamingo with a /forums/images/%%GRAEMLIN_URL%%/p.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif just a /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif. Although this doesnt save you much time.
     
  10. Stl_Tim

    Stl_Tim Well-Known Member

    T-fam
    It's nice to know my ideas are bullshit, thanks. Hope I can be of more help in the future.
     
  11. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Uhm where did he say that?
     
  12. Yupa

    Yupa Well-Known Member

    <*smack!> (again) OK, I have to admit I never considered FL /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/g.gif as a defensive technique out of flamingo, but yeah, you potentially save 2-3 frames vs. just tapping /forums/images/%%GRAEMLIN_URL%%/g.gif to get out of flamingo.

    Note that /forums/images/%%GRAEMLIN_URL%%/p.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif will NOT recover faster than just tapping /forums/images/%%GRAEMLIN_URL%%/g.gif. It does not save you time. FL punch takes 25 frames total and the chop 32 frames.
     
  13. Mista_tee

    Mista_tee Well-Known Member

    Ah such a useless move. why use it, it's so slow?? but if we are on the topic best option on hit is to just use /forums/images/%%GRAEMLIN_URL%%/f_.gif break the gap and go for mix up. if you want use her /forums/images/%%GRAEMLIN_URL%%/d_.gif_/forums/images/%%GRAEMLIN_URL%%/u_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif mix up which is great because you will have pushed them at max range for this move. anything else out of FL is out of reach or too slow. Really you should stay in FL in this situation. Canceling Fl with /forums/images/%%GRAEMLIN_URL%%/g.gif or even/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/g.gif is eating up frames that you need to keep close and keep pressure.

    Oh and step is great. there are so many places you can use it successfully just this isn't one of them.
     
  14. Mista_tee

    Mista_tee Well-Known Member

    I could have sworn /forums/images/%%GRAEMLIN_URL%%/g.gif takes about 15frames from FL. I've been in many situations where /forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/g.gif was the better option. like if I am in FL and I do /forums/images/%%GRAEMLIN_URL%%/p.gif and they ss then I can SS or sometimes even throw them before the do anything. but if I did /forums/images/%%GRAEMLIN_URL%%/g.gif in that situation I have to guard.
     
  15. Yupa

    Yupa Well-Known Member

    If the punch connects, Sarah will keep the advantage, but if the punch whiffs, just tapping /forums/images/%%GRAEMLIN_URL%%/g.gif is faster.
     
  16. Slide

    Slide Well-Known Member

    Most time's using FL 6K is when you know they'll guard when they see a kick man. Having 6K actually land, is one of the worst things that can happen with the move, because then you can't do shit but make another guess. I'd much rather it guard break and get my PK or keep spiral hell.

    Staggers you keep the spiral hell going or end it with PK.

    In flamingo they crouch guard and you land FL 3K and it staggers? 3PK.

    In flamingo they stand guard and you land FL 6K and it staggers? 3PK.

    Take your links from staggers and 4K(CH) - PK guarantees, to gain flamingo respect.

    Atleast, this is imo.
     
  17. Yupa

    Yupa Well-Known Member

    Yeah, I agree. The thing is that I'm hitting people trying to evade with FL/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, that's when I've been using it. I was keying on them evading whenever they block /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. It pushes too far away to continue the combo reliably.

    I'll go back to primarily throwing frequent evaders... and maybe just save the guard crush for pushing for a ring out.
     
  18. Mista_tee

    Mista_tee Well-Known Member

    I know what it's for, I am just saying it useless. Any good player or player who knows Sarah, should see that move coming a mile a way. it's soooooooooooo slow and obviously a high. she has no other moves from Fl that even look similar to it, so where is the mix up? If your decent opponent is paying attention then there is no reason to use it other then near ring out. Plus why use it to stop evade when you have two other moves that do a better job at it and grant you better oki.

    this is a 5% move. use only 5% of the time... maybe even that's too much


    edit: but it is still fun to use once in a while.
     
  19. Slide

    Slide Well-Known Member

    It works for me(guard crush). At a high success rate against very good opponents. That's really all I can say.

    Thing about this is that none of us Sarah players will agree on a set of moves, because we all play differently and it's basically whatever is congruent to your own style of play.

    And btw I suck very badly when it comes to playing vs any Sarah there is. So it would get me too.
     
  20. tonyfamilia

    tonyfamilia Well-Known Member

    Tim, lemme ask you a question *plays open butterfly knife* WhY sO seRIOUS?! /forums/images/%%GRAEMLIN_URL%%/laugh.gif
    Ok, since u took my first post here seriously let me clear this up: no, I am not threatening to put a smile on your face with me e-knife XD No need to call the e-police or threaten to use this in e-court... unless you're E-mx /forums/images/%%GRAEMLIN_URL%%/laugh.gif get it? get it? ... ah forget it /forums/images/%%GRAEMLIN_URL%%/frown.gif

    Get a sense of humor, Tim, jeez. No need to get all sensitive about a freaking video game /forums/images/%%GRAEMLIN_URL%%/frown.gif
    Oh dear, now I've got sand in my vagina too /forums/images/%%GRAEMLIN_URL%%/frown.gif /forums/images/%%GRAEMLIN_URL%%/frown.gif
    /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    DISCLAIMER:
    The vagina reference was in no way saying that you're a pussy or that you or I actually have pussys (pussies?) XD
    IT WAS A JOKE.

    I did learn a lot from the things you showed me. It's too bad that me poking some fun at your mindset towards VF5 made you think otherwise. Oh well, thanks for the Sarah and other helpful advice, believe it or not I went into dojo and tried some of that stuff we talked about and it helped.
    Btw, Tim, care to add anything constructive to the topic?

    Back on topic:
    So it's best to have this move hit on guard? I didn't know that the stagger was good enough to guarantee anything. Is this an "online only" tactic though? I don't trust the cpu, how well does it work against good stagger recoverers? (ha, I just made up word)
     

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