VF3 / Sarah [ print friendly ] [ command view ] ... also, there are different ways to turtle. How good are this guy's
reflexes? is he able to block sweeps on reflex? I know that most of us out
there can't. since everyone has a sweep or a decently damaging double low
kick move, why don't you dash up and poke at him with these attacks and
force him to guess high/low? For sarah, mix up d/f+K+G, d/f+KKK, dash up
elbow knee, dash up throw, etc. try approaching with a simple PPP and see
what he does next. If he attacks, tack on the K or b+K for a damaging
rising knee or kickflip interrupt. If he simply stands there and blocks,
mix it up after the PPP by doing d/f+K+G or a throw. Also, delay baits are
good too, run up and do an elbow.. if he flinches, knee then pounce, if
not, b+P+G throw then pounce. Ditto for puntkick, sidekick. If he flinches
after puntkicks, tack on the sidekick. If not, you can condition him or
annoy him by punt kicking all day for practically free (not throw
counterable if blocked> until he reacts, and if he doesn't react mix in
double low kicks to force him to duck. Let me tell ya, nothing inspires
activity from hardcore machi fighters like double low kick (block the
elbow or sidekick retaliation>, double low kick, block, double low kick,
block. At some point he WILL have to anticipate by crouching and defending
or he will never get out of this, and he WILL have to think when he
punishes you since you will probably always block predictable retaliation
to the double low kicks.
For jacky and sarah also, abuse
double low kicks until the opponent proves he can deal with them
consistently. When they start to figure things out, switch to single low
kicks which set up a throw-or-kickflip type guessing game since you both
recover at about the same time. It's important for sarah, jacky, and akira
to convince the opponent to duck once in a while.
Sarah throw: I'd recommend b+P+G and pounce for sarah
I killed someone using only Sarah's catch throw. The catch throw rules.
Thanks to everyone for all the help. b+E, catch throw worked great.
Few people could deal with the P,d+K with follow ups from Sarah.
Oh yeah... Sarah's b+P+G, u+P isn't a combo. You just have to REALLY
wail away at the buttons to make it out in time. Then, of course, she
just walks up and ground kicks you... and you just wailed away at the
buttons for nothing. Sheesh. :>
(b+K+G hits a croucher you can followup with kickflip)
I've never done it with Jacky, but I've hit with (u/b+K+G, u/b+K) with
Sarah about a half dozen times now. Those two attacks have the same stats
as Jacky's (b+K+G, u/b+K)... <shrug>
>I've read that you can still do the backfist EVEN if
>the beatnuckle is blocked for quite sometime but never proved it until
>today. Beatnuckle is not that vulnerable, you CAN do the backfist BUT
>you must DELAY it.
Sarah can do
d/b+K,K and if the first hit is blocked, she noticably stumbles a
little but still goes through with the second part.
>I've never done it with Jacky, but I've hit with (u/b+K+G, u/b+K>
u/b+K+G?
> with
>Sarah about a half dozen times now. Those two attacks have the same stats
>as Jacky's (b+K+G, u/b+K>... <shrug>
On AM2's "official" VF3 move list, they list u+KP as a move for Sarah. When
I do this, nothing happens when I tap P. Anyone able to tell me what is
supposed to happen? And any suggestions for making it happen?
Also, they list f+P,DF+P as a move, but I seem to be able to get the same
thing just by doing f+P, df+P (i.e., I don't need to hold the down/forward
tap). Am I correct?
>Erm, yeah. Sarah's b+K+G and u/b+K+G are two very similar attacks. They
>both do 30 pts of damage, but the b+K+G comes out faster and takes longer
>to recover than the u/b+K+G. The u/b+K+G is the equivalent of Jacky's
>b+K+G.
I totally didn't know about this move .. okay. Hey, you found a use
for u/f+K besides having it be kickflip bait yet?
Maybe putting it in combos looks cool (tack on the moonsault for weird
oki options>
Trying to do Sarah's Super Heel Seed b/u+K+G can be difficult if you are
tapping the buttons and joystick too hard. She just spazzes there.
Until later it dawned upon me that she is G-cancelling the move! The G
in the K+G is cancelling the move!
So practically most moves can be G-cancelled. Though there are exceptions
(Sarah's spin kicks FC, b+K).
The most difficult moves to do are Sarah's illusion kick combos. Triple
kick is easy but illusion kick to shin slicer (not sweep) and illusion
kick to punt are difficult. The back tap (shin slicer) and down tap
(punt) must be input before the 2nd kick's motion is seen.
P,G is rather fast now. The return of punch-throw techniques without
senbons :)
A sidestepping Bryant is a deadly Bryant. The CPU, master of sidesteps
has done in lots of stuff after the sidestep. Unlike human players who
like to throw after a sidestep, the CPU prefers to combo you.
So I've adopted new strategies to do float capable moves after
sidestepping (E). This what I've found out:
E while someone executes a knee, you get great air combo ability.
For Sarah, nothing but a Cannon will send them hurtling to space. PPPK
whacks well after. Sarah's Toe Kick-Jack Knife Kick can be used.
There can be more floating abilities that the Bryants have besides their
knees.
BTW, all characters can do a sidetepping side kick. d/f+K+E. There is a
great difference in this move compared to the linear side kick. All
characters let out a grunt when doing this move.
]>>Moonsault after knockdown..
]>>---------------------------
]>>I was not able to test this for more than a week due to commitments.
]>>I thought there was potential in this as an okizeme move but now, after
]>>a little more experimentation.... It doesn't look that great after all.
]
]>>My idea was that as soon as someone begins getting up, you'd flip over
]>>and nail him from behind. It does not really work very well, here's
why.
]
]>>1. You have to time it right, else you get a pounce. And if it's a late
]>>pounce....
]
]>>2. Not everyone's going to be so accomodating (sure there's always one
]>>or two but...) - the idea is that you'll land as soon as the move comes
]>>out, and when either yuour opponent is still executing the move or in
]>>recovery, you hit him - since rising attacks can be delayed a bit more
]>>now, it's more risky.
Here's a way to always get the moonsault without worrying about getting an
unwanted pounce. Use the spin dive-moonsault built-in combo (u+K, u+P)
after a knockdown. Input u+P immediately after tapping u+K, and you'll get
the moonsault as long as the spin dive was not blocked.
This is a great way to reverse the ring for a tactical advantage (higher
or lower ground depending on how you play) or simply to avoid a ring out.
If you start the spin dive while Sarah's feet are touching her downed
opponent, the moonsault will put her out of range of any rising attack
AFAIK. You can stand still at this point and punish a missed rising
attack, or if you prefer, you can step forward or E to assume a more
aggressive posture and maybe interrupt the rising character.
u+K, u+P also works with Sarah's back to her opponent. It's a very stylish
way of running away... :> To do the moonsault alone with Sarah's back
facing her opponent, hit u/f+P (diagonally up & away from her enemy) and
she'll attempt to moonsault backwards over the opponent. She adds an extra
half twist to the animation, so that she still ends up facing her
opponents back if the range was correct.
[snip]
]I think it would work fine, if you are quite far apart, i.e. just about
]reachable by those loong range attacks (kage's flying kicks etc). And if
]your opponent so chooses to abuse them, you possibly could use the
]moonsault here, assuming the range is such that the attack you are
]trying to jump over does not hit you out of it. The moonsault
]unfortunately, is fairly easily interrupted. I think I got my wildest
]float ever when I interrupted the CPU trying to do that.
You're probably right about that... My Sarah was interrupted out of a
moonsault and was floated clearly above head level, a reletively rare
thing now in VF3.
If you're interested in winning by time out, or just looking to waste
time, you can try to get a 3-4 dash length seperation between you and your
opponent. If your opponent is the type that will run at you attempting to
throw or mid-attack depending on your defensive stance, you can moonsault
over them as they run in. This is a reletively safe way to use the
moonsault defensively.
]Again, I think it's very important to land just as your opponent is
]recovering. The recovery on the moonsault is not that fantastic.
]There is a very real danger of being interrupted by a TT attack, if your
]opponent is clued on to it.
Most characters (not Lau) only have high or low TT attacks. Crouch and
defend. If you block a TT sweep, you have an easy minor counter. If they
TT high punch or kick, throw them.
]Follow ups, I have not been too imaginative. I use a kickflip because,
]1) it's quick to come out, 2) Does pretty okay damage, 3) and is quite
]cool. A knee-kickflip combo may work as well if you've got the time, but
]I think if you've got that amount of time, you might want to do a back
]throw instead. I can't really think of any other combo that is quick and
]safe and does decent damage. Maybe a toe-kick one.. hmmm....
Yes! toe kick-punt, punt kick-side, pounce (d+P+K,K, d+K,K, u+P) My new
bread and butter Sarah combo =) Lots of damage, and it travels a long way
for potential ring outs. (BTW, I think the d+K punt kick always seems to
knock down when it hits an opponent in the back. That's not the case from
the front any more...)
If you have the advantage, always go for the interrupt and/or float. The
back throw is rather weak and anti-climactic, if you ask me. If you're
very close, try the dragon cannon, or play it safe with a kickflip. If you
are at a longer range, use the toe or punt kick combos.
] Sarah players now love b+P+G, since it gets good damage and usually a
] pounce. If they are smart, they mix it up with b,f+P+G. I think
] b,f+P+G is NOT a catch throw, so worry about it. I saw somewhere that
] it was but I believe lars mentioned to me that it's not, it is
Yes. The b,f+P+G is NOT a catch throw, and is escapable with f+P+G.
] escapable. So when you escape worry about f+P+G or b+P+G since those
] escape the big damage throws. The other throws either cannot be
] escaped or suck, so only worry about them when the sarah player starts
] using them. i.e. some will mix in P+G with the usual b,f+P+G or b+P+G
] throws.
I usually only do the n+P+G throw by accident... ;) You basically have a
50/50 chance against a good Sarah player. (b or f)
Sarah's Bulldog
^^^^^^^^^^^^^^^
This throw (u/f+P+G) is unbreakable :) but you have to be real close. If
she misses the missed throw animation is funny. She goes to the
opponent's side with tiny little hop with hands groping.
How to do Sarah's Cursed Illusion combos?
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Firstly for Mirage Kicks: d/f+K,K,K
Mirage Low: This is where it tricky. d/f+K,B+K,K
Mirage Jack Knife: d/f+K,d+K,K
The last two are really tricky in execution. I can't really get it
consistently.
>]I totally didn't know about this move .. okay. Hey, you found a use
>]for u/f+K besides having it be kickflip bait yet?
>]Maybe putting it in combos looks cool (tack on the moonsault for weird
>]oki options>
>Yeah, u+K,u+P lets you do the moonsault while an opponent is on the ground
>so that Sarah can reverse the ring in this situation. (If you just try
>u/f+P after a knockdown, you'll end up getting a pounce.)
do can you do f+K interrupt, PG, u+K, u+P? Just a weird combo thought.
Not that weird really.
>Also, u+K,u+P lets you moonsault away from someone when Sarah's back is
>facing them. If you just tap u/f+P, with Sarah's back turned, she'll
>still moonsault toward her opponent, less the moonsault's normal half
>twist.
hrm, cool tidbit. Still a damn useless move. :)
>That's about all I've found... if the spin dive gets blocked, however,
>you don't get the moonsault, so it's kind of useless in normal toe-to-toe
>combat. But I have used the moonsault by itself successfully to run away
>many times to win a round by time over. Usually I'm far away, say after a
>kickflip float that I decieded not to follow up with okizeme, so my
>opponent chooses to run at me. I moonsault over him to waste more time,
>often avoiding his lunging mid-attack or throw attempt.
heh, runrunrunrunLUNGGEEEE .. whiffff! where IS dayut bitch?!
after doing a forward jump kick (f+k+g) then juggle kick (db+k) can you
do anthing to keep the opponent in the air? so far f+p,b+k doesn't work
after the two moves because the opponent is too far away (yet still
floating pretty high). i wanna know if such a combo can work after these
two moves. any suggestions, (Yupa?) ?
: It's very similar to Sarah's other rising knee combo
: D,f+K,K(after landing) which gives a f+K type second knee without the need
: of tapping forward.
Has to hit, I think. Maybe blocked it would work, but whiff and it never
seems to come out.
>Interestingly, Sarah's b,f+P+G is favored after a blocked rising kick.
>Most Sarah players here likes it a lot.
that's because it's less likely to be escaped, more minor counter
damage, and the ground kick is guaranteed.. what more could sarah ask
for? :)
] On AM2's "official" VF3 move list, they list u+KP as a move for Sarah.
] When
] I do this, nothing happens when I tap P. Anyone able to tell me what is
] supposed to happen? And any suggestions for making it happen?
Use u+K,u+P. It's the full spin dive-moonsault combo that Sarah does in
the attract mode. You need to hit up twice, once with each button tap to
get it out, at least that's how I do it. I wrote about this combo a lot in
Oct-Nov when I first started playing VF3... dig up those old posts from
www.dejanews.com if you're interested.
] Also, they list f+P,DF+P as a move, but I seem to be able to get the
] same thing just by doing f+P, df+P (i.e., I don't need to hold the
] down/forward tap). Am I correct?
Yep. These corrections were made on Firestarter's movelist (see my sig)
Is PPEK now a true combo when the first punch hits in version D? I
thought this was fixed like Sarah's PPPKickflip, where the kickflip won't
combo unless Sarah's opponent stops blocking or crouches.
[Sarah]
] It is a very *good* habit to use n+P+G. b+P+G motion is shared with Kage
] players.
I would think that would be reason to use the b+P+G more often... [?]
] Against Kage players, habitual use of b+P+G has led to numerous
] throw-escape situations with awkward results.
Why awkward? You have plenty of time to react to either reversal, no
matter which character reversed which throw here.
] Interestingly, Sarah's b,f+P+G is favored after a blocked rising kick.
] Most Sarah players here likes it a lot.
It's the better throw. The damage comes in one large chunk, which
maximizes the minor counter bonus, and the follow up ground kick is as
guaranteed as such things can get.
(Jacky b+K+G,kickflip)
: > All you need to do is WAIT. Don't buffer the kickflip, instead,
: > intentionally let the opponent's legs flop down to the ground a little
: > bit and THEN kickflip. The timing is weird. You want to wait until
: > their legs have almost settled apparently. The legs are TOO high up
: > for a buffered kickflip to work.
] Time to reconfigure Sarah for this. I wonder which would be better,
] b/u+K+G which is faster in execution but slower recovery or b+K+G which
] is OK in execution but faster in recovery?
That's not right.
For Sarah:
u/b+K+G is 20-3-22(34 when blocked), and
b+K+G is 16-5-32
Both do 30 pts of damage, and the u/b+K+G has the exact same stats as
Jacky's b+K+G. Furthermore, I think the b+K+G has a little more range.
The equivalent combo for Sarah would be u/b+K+G, u/b+K, but now that Aoki
says the secret to getting this combo is to delay the kickflip, it might
also be possible with the b+K+G simply because it has the built in 10
frame delay...
]> Time to reconfigure Sarah for this. I wonder which would be better,
]> b/u+K+G which is faster in execution but slower recovery or b+K+G
]> which is OK in execution but faster in recovery?
]
]According to this Japanese magazine, the leg-flopping combos seem to
]work only with b/u+K+G. Tradeoff: u/b+K+G has stop animation if
]blocked, b+K+G doesn't, IIRC.
Yep, that's my understanding of the two kicks, too.
This sounds similar to Sarah's kickflip combo. I have connected her kickflip
after b+K+G, u/b+K+G, f+P b+K, and u/f+K moves. As with Jacky, delay
execution of the flipkick until just after the falling opponent's feet
reach the peak of their ascent.
Hmm... maybe this is just a character thing then... Sarah wins rounds
much faster now due to her incresed throw damage. I can win with 2-3
throws now vs. the 4-5 needed to win a round in VF2, while still getting
just about as many throw opportunities as I did in the old game. I've been
winning rounds much faster than I used to...
]> I've been beating people to the throw after Sarah's
]> elbow-knee a lot when I try to reverse a counter throw... that
]> signifies to me that the move is only PK counterable.
]
]Beating people to the throw after elbow-knee is a nice little throwback
]to VF2, isn't it...
Well Gamest says it's throw counterable... I guess my opponent's were
slow.
]anyway, Jacky and Sarah seldom throw knees in acticipation of a MC,
]most people start they moves with elbow as it is much safer and lots
]of options.
(shrug> Whenever I throw out a knee with Jacky or Sarah, I expect to MC...
>] Sarah players now love b+P+G, since it gets good damage and usually a
>] pounce. If they are smart, they mix it up with b,f+P+G. I think
>] b,f+P+G is NOT a catch throw, so worry about it. I saw somewhere that
>] it was but I believe lars mentioned to me that it's not, it is
>Yes. The b,f+P+G is NOT a catch throw, and is escapable with f+P+G.
Cool. Okay, that's #2.
>] escapable. So when you escape worry about f+P+G or b+P+G since those
>] escape the big damage throws. The other throws either cannot be
>] escaped or suck, so only worry about them when the sarah player starts
>] using them. i.e. some will mix in P+G with the usual b,f+P+G or b+P+G
>] throws.
>I usually only do the n+P+G throw by accident... ;) You basically have a
>50/50 chance against a good Sarah player. (b or f)
(nod> .. I use neutral P+G out of sheer habit when b+P+G starts
getting escaped.
You mean it starts from a high position and ends
in a low one? Because a lot of moves like jacky's axe kick do that. I
think that the axe kick or sarah's u/f+K should have the same results
if sega wanted consistency. Otherwise, again, it looks like one of
those weird intentional exceptions..
I tend to use P+G more when I'm not confident in finding the horizontals on
a joystick, (pretty common with new VF3's.) I also use the from crouching
P+G throw as a minor counter to high kicks whiffing over Sarah's
head--something that I've been doing since VF1.
When the opponent rolls up get up, sarah can kickflip.
Uhm, maybe nobody but me as figured this out but when you hear the
THWAAWwwP sound of the monsault, PPP with any character will
effectively make you zip away unless it's jeff or wolf or something,
and I find you can always hop forward too while sarah is in the air if
not. Sarah's moonsault seems really useless IMHO, much more so than a
true SE type of move. People sit there and watch and forget that their
character can easily run forward or whatever else they want.
Instead they watch how their character unnaturally turns their head to
watch :)
]> Oops, I forgot about u/f+P+G throws... I don't know which ones are
]> reversible or not...
]> Sarah has an u/f+P+G catch throw -- I doubt that it
]> can be reversed with a corresponding u/f+P+G.
]
]Catch throws are unreversable during execution. Wolf's "Catch" is, but
]not the same way. What you're really reversing is the follow-ups.
Yeah, I agree, but you can stop Sarah and Wolf's catch throw by throwing
them during their dodge/dash in animation with any of your own P+G throws.
I guess this is more like _interrupting_ the catch throw, however, sort
of like throwing Akira out of a bodycheck or DLC combo... (shrug>
(on _Jacky's_ b+K+G, kickflip combo)
> Time to reconfigure Sarah for this. I wonder which would be better,
> b/u+K+G which is faster in execution but slower recovery or b+K+G which
> is OK in execution but faster in recovery?
]>after doing a forward jump kick (f+k+g) then juggle kick (db+k) can you
Juggle kick? Heh :)
]>do anthing to keep the opponent in the air? so far f+p,b+k doesn't work
]>after the two moves because the opponent is too far away (yet still
]>floating pretty high). i wanna know if such a combo can work after
]>these two moves. any suggestions, (Yupa?) ?
]
]try f,f+K.
]also try d+K+G.
Yeah, the only other thing I can think of is d+KK, but I doubt the second
kick will connect... Too bad Sarah's sweep doesn't work like Shun's...
] Jerky low kick MC
]
] Damage = 15 Counter Damage = 22
] Counter Hit Stun = 15+12 = 27 Rigour Time = 26 frames
]
] Again 1 frame advantage for Jerky
Same for Sarah then too...
oooh, and Sarah's d+K+E works too! Yay!
Does it work for "down to up" attacks too, say Jacky or Sarah's punt kick?
]> I think that the axe kick or sarah's u/f+K should have the same results
]> if sega wanted consistency. Otherwise, again, it looks like one of
]> those weird intentional exceptions..
]
]b+K+G will hit a forward roller, I think.
Creed meant Jacky's b+K or Sarah's d/b+K+G, I think.
]The descending kick isn't as invincible as I made it out to be
I'm thinking Sarah's dragon cannon could be a lot of fun vs. an incoming
leaper... :>
]> After a b+KG, besides a kickflip, you can tag on a punt kick (f,f+K)
]> or even a shinslicer (d+KG).
]
]Yep, I read about that in a Japanese mag, but I've never gotten
]the punt kick to connect.
]
]Similarly, Sarah's supposed to be able to d+P+K, K after her u/b+K+G,
]but I've never gotten that to connect either. Any clues?
Hmm... did it mention whether or not the d+P+K,K refloats or not?
If it does, I need to get working on this one... =)
I'm pretty sure all "Sur-flOt" moves (TM> refloat to an extent..
and that move definitely qualifies. they might be too far away and
too low at that point though for anything but shin slicer or sweep.
Which would still be pretty cool.
>]Yeah, that and sarah's secret deadly dropkick of doom are the coolest
>]high jump attacks in the game :)
>Yeah, Sarah's drop kick is one of the only mid-level drop kicks in the
>game.
it also has scary priority, usually beats takeoff kicks, akira's
bodycheck, all the 'standard' anti air moves. .. it's like this
ceiling of death.
> I'm pretty sure all "Sur-flOt" moves (TM> refloat to an extent..
Which reminds me. If you guys know this one already, kindly disregard
this. For Sarah, Knee (MC), Dragon Cannon, followed by Lunging Knee
and low pounce. The lunging knee doesn't always connect, but it really
looks cool when it does. It seems to *just* touch the opponent.
Sarah's double rising knee (MC) into lunging knee and low pounce
is also nice to see. ;-)
> ]Similarly, Sarah's supposed to be able to d+P+K, K after her u/b+K+G,
> ]but I've never gotten that to connect either. Any clues?
>
> Hmm... did it mention whether or not the d+P+K,K refloats or not?
> If it does, I need to get working on this one... =)
> I've been able to land the d+K in this instance. But, I've never seen the
> second kick connect. No refloat. The fallen opponent just flops over like
> the Kick flip IIRC.
I did it once today. Sarah's u/b+K+G then d+P+K,K. It will refloat but it
is too far away to do anything. Very difficult to do, unable to do it
again.
(beating leapers coming down with landing kicks...)
...sarah can do a dragon cannon/kickflip
> : Similarly, Sarah's supposed to be able to d+P+K, K after her u/b+K+G,
> : but I've never gotten that to connect either. Any clues?
>
> I've been trying to get this for ages and have given up. Maybe d+P+K hits
> slightly higher compared to a kickflip. Going uphill might help?
Did it once going down hill on CPU pai. It hit off the bounce of her legs.
The second kick of the move will refloat but it's too far to do anything.
High pounce will connect.
> I have done some wall throws with a low wall, like Sarah's b+PG. Since I
> haven't gotten too many others to work I haven't experimented as much as
> I'd like to.
The b+P+G that you did "against a low wall" is actually a normal b+P+G.
The one against a high wall (Aoi's/Kage's/Akira's/Cave stages) has
four knees in the groin rather than three. Aoi's stage looks like
low walls, but it's actually a high one.
> I saw Hatim at Sega World hitting Lau on the bounce with
> a flipkick. When, where and how?
The feat you're descriping is possible with Sarah (after her u/b+K+G)...
Wall throw can only be done against a high wall. Wall throw requires your
back or the opponent's back very close to the wall.
Here are the moves I know.
Sarah:
b+p+g (opponent back against the wall) damage change from 43 pts to 60 pts
animation : knee the opponent 4 times against the wall.( or 5 times not
sure )
Sarah's wall throw is 4 knees vs. 3 knees in the center of the ring.
From meshe@clinic.net Sat Feb 22 14:05:35 PST 1997
Article: 146331 of rec.games.video.arcade
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From: meshe@clinic.net (CreeD)
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] Sarah's kickflip
Date: Thu, 20 Feb 1997 05:29:13 GMT
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The Shivan Emperor (tcheng@blue.weeg.uiowa.edu> blurted..:
>How do you Sarah's kickflip after the u/b+K+G? What is the specfic
>timing? Do you have to step in or buffer?
I saw yupa do it, using u/b+K+G I think.. and the secret to this combo
really does seem to be to connect the heel sword on a crouching
opponent.. that's it. You'll get more time to kickflip, and then just
buffer it in for your free damage if they were ducking. So convince
them to duck with a few PG's and PP's, if possible.
Aoki mentioned that it helps in situations where they weren't ducking
in the first place to delay your execution of the kickflip slightly to
hit the legs just as they come down.. don't buffer.
/------------------/
| sig in a box. |
/------------------/
Standard blathering.
"Standard" -Quote
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CreeD@home :)
-Meshe@clinic.net-
From yonghow@singnet.com.sg Fri Feb 28 18:14:47 EST 1997
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From: "Yonghow aka the Internet Kage" (yonghow@singnet.com.sg>
Newsgroups: rec.games.video.arcade
Subject: [VF3] Sarah's throw ?
Date: 28 Feb 1997 14:42:44 GMT
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There's this Sarah throw that I dunno how to execute. She kinda does a
crossline and then swings around the fellow and sits down on the floor,
yeah the throw during the demo run when the game machine is empty.
I know the move is Up diagonal P+G but she only seems to sidestep but
doesn't throw. Anyone ?
later...
yonghow
From tcheng@blue.weeg.uiowa.edu Fri Feb 28 18:14:58 EST 1997
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From: The Shivan Emperor (tcheng@blue.weeg.uiowa.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] Sarah's throw ?
Date: Fri, 28 Feb 1997 13:14:34 -0600
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Status: O
On 28 Feb 1997, Yonghow aka the Internet Kage wrote:
> There's this Sarah throw that I dunno how to execute. She kinda does a
> crossline and then swings around the fellow and sits down on the floor,
> yeah the throw during the demo run when the game machine is empty.
> I know the move is Up diagonal P+G but she only seems to sidestep but
> doesn't throw. Anyone ?
That would be the catch throw, one of my favorite freaking moves in the
game. The motion is u/f+P+G, and the opponent must be blocking or in
recovery (so you would minor counter them). It does a lot of damage (70
points??) and looks cool too. I try to do it at least a couple times per
set to human opponents.
The Shivan Emperor (Is very happy now that he has his Sarah Bryant resin
kit)
From yupasawa@aol.com Wed Mar 5 18:22:48 EST 1997
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From: yupasawa@aol.com (Yupasawa)
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] Sarah's throw ?
Date: 5 Mar 1997 16:05:34 GMT
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"Yonghow aka the Internet Kage" (yonghow@singnet.com.sg> wrote:
]
] There's this Sarah throw that I dunno how to execute. She kinda does a
] crossline and then swings around the fellow and sits down on the floor,
] yeah the throw during the demo run when the game machine is empty.
] I know the move is Up diagonal P+G but she only seems to sidestep but
] doesn't throw. Anyone ?
You need about one dash length distance between you and your opponent to
get this throw to work. If you're in normal throw range, it won't work at
all.
You can use it after an elbow, punch-sidekick, or high rising kick
stagger, but it's not guaranteed, and easily struggled out of IMO. I have
the most success with it at the beginning of a round.
Here are the criterion that I follow to open a round with a successful
catch throw:
1. Sarah: b+E Opponent: does a single attack that recovers high
(side/punt/heel kick, dashing elbow/palm, etc.)
2. Sarah: [d+]E Opponent: a. does a side dodge too (in either direction)
b. stands still
c. does a single attack as above
3. Sarah: f+E Opponent: does a b+E
I've also been working on countering kickflips as well as Kage's d/b+K,
f,f+K+G and f,f+P+K+G (when he recovers in front of Sarah) with a catch
throw. To counter Kage's flying attacks, use b+E,u/f+P+G, you have plenty
of time.
That's another trick that works... Try PKG,b+E,u/f+P+G against overly
defensive opponents.
Do any other Sarah players have advice on connecting her catch throw?
Regards,
Yupa
------------------------------------------------
> VF3 movelist & Gamest counter attack tables: (
> http://www.ecf.toronto.edu/~chubb/ (
------------------------------------------------
From jimnoble@ix.netcom.com Sun Mar 9 16:14:43 EST 1997
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From: jimnoble@ix.netcom.com(James Noble)
Newsgroups: rec.games.video.arcade
Subject: [VF3] - Sarah 9-hit float/combo?
Date: 9 Mar 1997 15:50:50 GMT
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Hi there,
As some of you may know, VF3 keeps track of all kinds of nifty
information which I am lucky enough to have access to. I tend to check
it once or twice a week to see whats going on on my machine. I post
the rankings in the arcade, and it has gotten many people interested.
They will play long and hard to try to raise the win percentage of
their favorite character. If anyone is curious, Pai still has the
highest win % here, hovering around 60%, followed by Taka, Aoi, and now
Akira all just above 55%.
But what startled me today was on the Max Combo chart. I was
checking because one of the Pai players bragged he had an 8-hit combo
(till now a feat only achieved by Taka), but he couldn't do it while I
was watching, so I checked the records after he lost. Nope, Pai still
maxed at 7, but what's this???? Sarah did a 9-hit?????? I was
astonished!
So now a challenge to you Sarah players (Yupa) and/or you number-
crunchers (Yupa,again): Find out what Sarah had to do to hit 9 times
and cause 99 points of damage, but not more (the game also keeps track
of most damaging combo). I don't know whether the 9-hit caused 99 pts
or not, but I do know it didn't cause more.
The strangest thing about this is we don't have anyone down here
who plays Sarah at a high level. Triple-kick, pounce or elbow-knee,
pounce is about all the skill we tend to see from Sarah, she wins
because the rest of us are too stupid to stop throwing out whiffs or
counterable big moves. I guess Yupa must have stopped in on his way to
the Allentown tournament when I wasn't there :)
thanks,
Jim Noble
From meshe@clinic.net Tue Mar 11 16:58:21 EST 1997
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From: meshe@clinic.net (CreeD)
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] - Sarah 9-hit float/combo?
Date: Tue, 11 Mar 1997 10:06:15 GMT
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> But what startled me today was on the Max Combo chart. I was
>checking because one of the Pai players bragged he had an 8-hit combo
>(till now a feat only achieved by Taka), but he couldn't do it while I
>was watching, so I checked the records after he lost. Nope, Pai still
>maxed at 7,
That's sad :_)
No, really. What was his eight hit? I'd say off hand, with a big
slope pai could do sidekick stagger, K, PG, K, PPP-sweep. Or
substitute a bigtime MC K for the sidekick stagger.
> but what's this???? Sarah did a 9-hit?????? I was
>astonished!
I can't figure out what this is. A guess is, with a nice slope,
several toe-kick, puntkick canned combos in a row, followed by PPPK.
or something very close to that. Maybe dragon cannon,
toe-kick-punt-kick x2, PPPK?
Could someone crunch the numbers to see if that tallies up to 99
points?! It seems to me that it'd be more.
Maybe someone found that a big slope allowed for some sick crap like
PPu+P, PPu+P, PPu+P ....
/------------------/
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-Meshe@clinic.net-
From charlie@swiftech.com.sg Sun Mar 16 04:12:41 EST 1997
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From: "Charlie Neo Toh Koon" (charlie@swiftech.com.sg>
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] - Sarah 9-hit float/combo?
Date: 11 Mar 1997 23:42:54 GMT
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James Noble (jimnoble@ix.netcom.com> wrote in article
(5fum8q$kg1@sjx-ixn7.ix.netcom.com>...
> But what startled me today was on the Max Combo chart. I was
> checking because one of the Pai players bragged he had an 8-hit combo
> (till now a feat only achieved by Taka), but he couldn't do it while I
What? Taka with 8 hit combo. How? Can u post the move.
> was watching, so I checked the records after he lost. Nope, Pai still
> maxed at 7, but what's this???? Sarah did a 9-hit?????? I was
> astonished!
Unbelievable !! 9 hits !! Is the first float move or final pounce
countered? Can the move count if continue to hit on bounce ?
Just a wild thought :
dragon cannon ( b/d+K ), u/b+K+G , d+P+K ,K ( on bounce ), PPPK .
...... only possible in my dream .......
ps: can tell us how to get the info from the machine so that can ask the
techs. to get from our machine. thanks
--
Charlie Neo
----------------------------------------------
^ ^
O O Don't worry be happy !!
'oo'
~o~
----------------------------------------------
From chambers@siphon.cis.ohio-state.edu Sun Mar 16 04:13:02 EST 1997
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From: chambers@siphon.cis.ohio-state.edu (christopher chambers)
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] - Sarah 9-hit float/combo?
Date: 14 Mar 1997 16:16:30 GMT
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Charlie Neo Toh Koon (charlie@swiftech.com.sg) wrote:
: > checking because one of the Pai players bragged he had an 8-hit combo
: > (till now a feat only achieved by Taka), but he couldn't do it while I
: What? Taka with 8 hit combo. How? Can u post the move.
I'm betting many more hits are possible. I have had stupid things happen,
like having Sarah do a takeoff kick over your head that misses, and turning
around with
d/f,D/F+pk, d/f,D/F+pk,p,p,p,p,p,p
I've heard that people have connected FIVE of those c-d/f+pk moves in a row
on the roof with Pai, so I think that a lot more hits should be possible
for the big man.
____
chambers@cis.ohio-state.edu
The complete lack of evidence is the surest sign that the conspiracy
is working.
From chambers@siphon.cis.ohio-state.edu Mon Mar 17 15:56:46 PST 1997
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From: chambers@siphon.cis.ohio-state.edu (christopher chambers)
Newsgroups: rec.games.video.arcade
Subject: Re: [VF3] - Sarah 9-hit float/combo?
Date: 14 Mar 1997 16:16:30 GMT
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Charlie Neo Toh Koon (charlie@swiftech.com.sg) wrote:
: > checking because one of the Pai players bragged he had an 8-hit combo
: > (till now a feat only achieved by Taka), but he couldn't do it while I
: What? Taka with 8 hit combo. How? Can u post the move.
I'm betting many more hits are possible. I have had stupid things happen,
like having Sarah do a takeoff kick over your head that misses, and turning
around with
d/f,D/F+pk, d/f,D/F+pk,p,p,p,p,p,p
I've heard that people have connected FIVE of those c-d/f+pk moves in a row
on the roof with Pai, so I think that a lot more hits should be possible
for the big man.
____
chambers@cis.ohio-state.edu
The complete lack of evidence is the surest sign that the conspiracy
is working.
|