Sarah Bryant Dojo
Step 1 Strategy
By "Step 1 Strategy," this guide is meant to be a first step
for beginning Sarah players. I assume the other documents in Sarah's Dojo
have been read, and that the reader is of some competency in the game.
Thus this guide is ideal not for pure beginners but for players who have
some experience in the game but are just starting out with Sarah.
There are two mindsets to playing Sarah: in normal stance and in Flamingo
(FL) stance. This guide will be organized to reflect that.
Normal
Sarah's game outside of her FL stance is primarily a poking one. She
has the fastest punches, a good elbow and great follow ups, a number of
middle range kick attacks, and excellent damage potential.
The two main purposes of Sarah's punch is to 1) interrupt and 2) get
guaranteed counter. Because Sarah's punch is so fast, it is easier for
her to stop an opponent's attack with her punch. When this happens, this
is your opportunity to force a throw/attack guessing game.
Several powerful moves, like Akira's shoulder ram (D,f+P+K), for instance,
is throw counterable and only punch counterable for characters with fast
punches like Sarah. Against good players who know how to defend against
throws well, and considering how Sarah's throws aren't that damaging to
begin with, it is usually a good idea to go for the guaranteed P,P,u+P
instead. This way, you are insured 30 points damage every time you block
the shoulder ram, and you still have the advantage if the punches connect.
Her elbow and its follow ups are a vital tool for her poking game, and
they are her primary means for close-distance combat. You should get into
the habit of watching to see whether the elbow hits the opponent before
committing to the knee. If the opponent doesn't defend well, you may choose
to use the elbow chop instead and to press on the offensive. If the elbow
is blocked, you can use the opportunity to introduce a knee/throw guessing
game. If you choose to knee, you may have to delay it a little in order
to bait the opponent to try and retaliate. After being interrupted by
the knee a few times, the opponent will learn his or her lesson--that
is the time to throw the opponent. Because the range of throws have been
significantly extended in VF4, this is a powerful tactic for Sarah.
Sarah's two primary middle distance poking tools are her d+K,K and her
d+P+K,K. For both, the second kick can be delayed, and you should take
advantage of this when the first kick is blocked and the opponent tries
to counter attack. When you are on the offensive, you should think of
using the d+K,K. It is faster and has great reach. When on the defensive,
but remember, at middle distance, the d+P+K,K is a good choice. As opponents
try to close in on you, the d+P+K,K has a good chance of connecting for
a damaging float combo.
The one attack that you want to always keep in the back of your mind
is the Dragon Cannon (d/b+K). Any time the opponent attempts a very slow
recovering attack this is whiffed or blocked (examples: any flipkick,
Akira's bodycheck, etc.) use the d/b+K as a counter tool to get extremely
high damage.
Flamingo Stance
To summarize, these are the moves that will get you into FL stance and
when to use which:
d/f+P,K - This is the fastest way of getting into FL, but Sarah loses
the advantage if the spinning kick is blocked (she of course retains the
advantage on hit). However, both chop and spin kick hit high, so don't
use it against opponents who like to crouch. This move is best used in
counter situations; after you block a slow recovering attack and the d/f+P
is guaranteed, this is the best choice if you want to go into FL.
b+K - The Switch Kick doesn't have very good priority, but it has good
reach and will stagger crouching opponents. It's execution isn't all that
fast, but it is one move while the d/f+P,K is two.
P+K - Sarah's sabaki. Use when opponents are attacking you and you want
to go on the offensive. While the sabaki window is small, it sabakis many
attacks: high and middle punches, high middle elbows, high kicks, and
sidekicks. She loses advantage if the move is blocked, but it will stagger
crouchign opponents.
b+P+K - Sarah's ideal middle range method of getting into FL. The b+P+K
will also stagger crouching opponents and, along with her b+K, recovers
well and gives Sarah the advantage even when blocked.
While in FL stance, the moves that will keep you in FL stance are her:
d+K+G; u or d+P+K; K,K,K; f+K, d/f+K; u/f+P, and P+K.
In FL stance, Sarah actually has a move for every situation:
P - A quick attack to interrupt an opponent. When you interrupt, go for
the attack/throw guessing game.
u/f+P - Switch ring positions.
d/f+P,K - To quickly close distance and remain in FL.
u or d+P+K - Will dodge straight attacks and half circular attacks, if
Sarah dodges the correct direction.
K+G, f+P+G - If opponent tries to grab you. f+K+G combo will also work
well here.
K - Set up guessing game.
Throws - Against standing opponents in middle range.
d+K, P+G - Against standing opponents in short range.
d/f+K - Against crouching opponents.
u+K - If you immediately flipkick after getting into FL stance, the flipkick
will interrupt anything the opponent attempts to counter you with. You
could even resort to a rudimentary guessing game of getting into FL stance
and flipkicking or throwing.
P+K - Low punch sabaki. Aside from the flipkick, Sarah really has no
way of stopping/punishing a quick low punch. Enter the Fake sabaki.
The one flowchart that I want to expound upon are her kicks. First, if
you must, you should always go for the K,K,K instead of the K,K,K+G variant.
The K+G is not worth the risk.
The first two kicks in (FL) K,K,K is fantastic in setting up guessing
games.
Typically, after the first kick, you are in close range to the opponent.
You could either 1) continue with the second kick, which is ideal against
opponents attempting to counter attack you, 2) d/f+K to hit crouching
opponents, or 3) d+K, P+G standing opponents. Opponents may attempt to
dodge after the first kick, but it is difficult to dodge if you continue
on with the second kick. If opponents are able to dodge reliably, then
instead of the d+K, P+G just go for the FL throw (270f preferably) instead.
The second kick is slightly different, but has the same concepts and
is actually simpler. 1) Finish the last kick to hit crouching opponents
and opponents attempting to counter attack, and 2) FL throw against standing
and dodging opponents. If you are in close distance and you feel more
comfortable with the d+K, P+G, go for that instead of the throw.
Sarah's moves from FL are really good. She has something for everything,
and her kick flowcharts are difficult to stop.
Conclusion
While Sarah's FL is great, the reality is that you will spend most of
your time in normal stance, unless the opponent is highly defensive. To
have a fundamentally sound Sarah, you need to have a firm grasp of her
poking game in her normal stance. An opponent with good offense will prevent
you from using FL much, and you need to know how to attack and defend
in normal stance. To master Sarah, however, you would definitely need
to have a solid understanding of how Sarah can get into FL, how she can
stay in FL, the moves available in FL and what they are for, and how to
inflict damage in FL.
ice-9's Sarah Bryant Dojo
ice-9; published January 03, 2002; last updated January
17, 2002
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