VF3 / Sarah [ print friendly ] [ command view ] Famitsu Translations : SARAH
All information copyrighted by SEGA AM2 and
Weekly Famitsu Special Edit (Jan 97)
Translation by Sitson Lee (eflower@engsoc.carleton.ca)
Shuntaro Eguchi
Sarah concepts
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PG/PKG
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P -> P (uncounterable)
P -> PP -> elbow
P -> elbow
P -> throw
P -> d/b+K (MC) -> float combo
P -> E -> d/b+K (MC) -> float combo (for unstable opponents)
Elbow
======
elbow stagger -> Knee
" " -> throw
" " -> D+K/d+KE (MC) -> throw
d+KE follow ups
===============
d+KE (MC) -> PKG interrupt -> P followups
d+KE -> d+KE (MC)
d+KE -> throw
d+KE -> E -> your choice of followups
d+KE -> meta comboed into f+K(K) high knee.
puntkick followups
==================
If the puntkick is blocked, assume your stable opponent will try to
throw you.. ha.. he's wrong... interrupt city!
-Triple kick variants!
-Throw him/her first! (I mean just jam in the PGs! it's a trick I've got a
lot of people with by baiting them to throw me, but I get them
first! How? Well your opponent has to dash in, and during that period
your throw will execute before they buffer their's)
-Crouchdash to avoid being thrown and interrupt when you see missthrow
animation.
Notes
=====
Sarah's b,f+PG can be dodged.. 8) And after she can be back thrown!
The above is wrong, refer to corrections.txt
Heel sword connect combo as for Jacky's HS
=========================
HS -> d+PK(K)
HS -> d+KG
HS -> kickflip
-Sarah's Catch throw is best used after a highrising connection.
Air Combos
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Knee ->kickflip (no brainer)
Knee -> b/d+K -> f,f+K (light weights / level terrain)
d+PK,K -> PPPK
D,f+KK -> kickflip (no brainer)
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