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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
==============

PG/PKG
======
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
==========

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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