Sarah Bryant Dojo

Select Moves Analysis

This guide is not meant to be a substitute to a complete movelist, but the important things you need to know about sarah will be covered here. If you are looking for a complete movelist, you can find several in the Links section. The asterisks indicate how useful or how often you will be using the relevant move; five asterisks are best, one asterisk is worst. The number before the asterisk rating is the damage points the move inflicts.

Standing Single Punch :: P :: High :: 10 :: ***

Sarah's punch's speed execution is the fastest in the game, and it is an important tool to interrupt an opponent's attack and gain initiative. If you only want a single punch and don't want something else to come out by accident (e.g., P, K or P, P), press the G after P. So the command will be P, G, or popularly denoted as P(G). However, because Sarah's punching strings are so good, you should mainly use the single punch if you are looking to throw quickly.

Punch Kick :: P, K :: High, High :: 10, 20 :: *
Double Punch, Kick :: P, P, K :: High, High, High :: 10, 10, 20 :: *

Use the Punch Kick if you want quick damage, but even then a straightforward P, P, P would be better (the P,K gives a better advantage if it connects than the P,P,P, however). The Double Punch, Kick should only be used in combos, but even then, Triple Punch, Knee would almost always be a better option.

Punch, Sidekick :: P, d+K :: High, Middle :: 10, 19 :: ***

A good move to use to mix up and catch a crouching opponent by surprise. On normal hit, however, Sarah is at best neutral with the opponent. Normally, it may be better to simply go for a P(G) -> elbow instead of the punch, sidekick.

Triple Punch, Knee :: P, P, P, K :: High, High, High, Middle :: 10, 10, 10, 24 :: *
Triple Punch, Jump Kick :: P, P, P, u+K :: High, High, High, Middle :: 10, 10, 10, 24 :: *
Triple Punch, Flipkick :: P, P, P, u/b+K :: High, High, High, Middle :: 10, 10, 10, 28 :: **

These strings, executed in their entirety, should be used in combos only. The flipkick version should be favored above the others only by virtue of its taking more damage. The flipkick itself, however, takes longer to execute than the knee or the jump kick (the jump kick executing the fastest, but also recovering the worst). So if you want to risk the entire string in normal gameplay, the knee or jump kick version may be better to catch crouching opponents. Not recommended, however.

Triple Punch :: P, P, P or u+P :: High, High, High :: 10, 10, 10 :: ***

The last punch animates differently depending on whether the command is P or u+P. The u+P version has slightly longer reach, and in VF3, had better recovery than the normal P. Given a choice, you should go for the u+P when you can instead of the normal P. You can still do the canned jump kick or flipkick after the u+P, but you can do the knee ender with the normal P only. If you intend to use the punches as a flow chart tool, you may want to consider going for only two punches (P,P). The reason is that Sarah loses much of her advantage with all three punches and is actually throw counterable. As long as her double punches don't whiff, she's perfectly safe.

Low Punch :: d+P :: Special Low :: 9 :: ****

The low punch is always useful as a way to set up your offense and as a defensive tool. The low punch can be blocked crouching or standing, however. If you hit the opponent with a low punch, you can safely go for another low punch. If the low punch is blocked, however, Sarah is at a very slight disadvantage. You may see the low punch abbreviated as LP.

Elbow Chop :: f+P, d/f+P :: Middle, High :: 12, 12 :: ****

Sarah's elbow is by itself already a great move. It is a quick middle hit that will stagger crouching opponents. If the elbow connects, the chop is guaranteed. You should get into the habit of watching to see if the elbow hits--if it does, you can safely go for the chop. Sarah is at an advantage after the chop so it is an opportunity to press the attack.

Elbow Knee :: f+P, K :: Middle, Middle :: 12, 25 :: ****

Instead of the chop, you may opt for a knee instead. Aside it's being a middle hit, the knee is also good in that it always knocks down if the elbow connects, and staggers crouching opponents if the elbow is blocked. On major counter, will float the opponent for a combo. To trick the opponent, you could choose to delay the knee (the chop can also be delayed from the elbow). In fact, you can even force an attack/throw guessing game from the elbow. If the elbow successfully hits, the knee is also guaranteed to connect.

Chop Kick :: d/f+P, K :: High, High :: 12, 20 :: ***

A very fast move, Sarah goes into her Flamingo stance after the chop kick. If the opponent blocks the chop, however, he or she can duck under the kick, so use the move in caution.

Moonsault :: u/f+P :: Movement :: 0 :: ***

Sarah flips high over the opponent to land quite a distance opposite of her initial position. A great move when your back is to the ring, and the Moonsault can be used in okizeme/uramawari or simply as a way to surprise the opponent and get the opportunity to counter an opponent in the back. However, Sarah is at a disadvantage after the Moonsault, so if the distancing is not right, the opponent can easily punish Sarah. Ideally, you want to Moonsault about two or three dashes away from the opponent to land about two or three dashes behind the opponent. d+K,K or f,f+K are good moves to use after a successful Moonsault to punish the opponent.

Kick, Punch :: K, P :: High, High :: 25, 8 :: ***

Standing kicks in general have been improved in VF4 with more priority, and the K,P is a good move to use from time to time to change the pace of your offense. If the K,P connects, the opponent will float for a combo.

Double Kicks :: K, K :: High, High :: 25, 15 :: *

The Kick, Punch is better.

Punt Kick, Sidekick :: d+K, K :: Middle, Middle :: 20, 20 :: ****

Sarah's best middle range poking tool, if the punt kick knocks down, the sidekick is guaranteed. The sidekick will always knock down and can be delayed. Use the sidekick to keep opponents from punishing a blocked punt kick, but the punt kick itself is only throw counterable. The sidekick, however, is both punch and throw countertable. The punt kick, sidekick can be used in float combos.

Knee, Rising Knee :: f+K, d/f+K :: Middle, Middle :: 30, 35 :: **

You should aim to primarily use the knee, and to reserve the rising knee for when the knee whiffs or is blocked to surprise opponents. The knee should be used to float opponents for combos, but even then, frankly, Sarah's d/b+K is a better choice.

Dashing Knee :: f,f+K :: Middle :: 30 :: ***

The dashing knee's recovery time has been vastly improved to the point where Sarah can now use it in her offense. The dashing knee is only throw counterable, not punch counterable. It is decently quick, has good range, and will always knock down.

Mirage Kicks :: d/f+K, K, K :: Middle, Middle, Middle :: 10, 14, 20 :: *
Illusion Kicks, Punt Kick :: d/f+K, K, f+K :: Middle, Middle, Middle :: 10, 14, 21 :: *
Illusion Kicks, Low Kick :: d/f+K, K, b+K :: Middle, Middle, Middle :: 10, 10, 21 :: **

While beginners may find these moves to be quite good, I would caution against their overuse. One nice property of the move is that if the first kick connects, the second kick is guaranteed. However, the third kick in the Mirage will rarely combo unless you are in very close range to the opponent (the likelihood is much increased against heavyweights), but it if it connects, it will always knock down. If you go for this move, it's probably best to force the opponent to guess the punt kick (great reach, knocks down, hits middle, but is slow) or the low kick (faster, always knocks down), but both can actually be fuzzy guarded. You would have to significantly delay the punt kick or the low kick to get around such defense.

Full Spin Dive, Moonsault :: u or u/f+K, P :: Middle, Movement :: 25, 0 :: ****

The Full Spin Dive (or FSD), is one of Sarah's key moves against reversal characters as it isn't reversible. It can also combo on a hit. Best of all, the FSD, Moonsault is a key ring position move for Sarah: if you can execute the FSD (i.e. it doesn't get interrupted) and go for the Moonsault, the Moonsault will always come out regardless of whether or not the FSD connects or not, making the FSD a relatively difficult move to punish. Use the u+K command for close distance and the u/f+K for extended reach.

Dragon Cannon :: d/b+K :: Middle :: 30 :: ****

Sarah's most reliable float starter, the Dragon Cannon (DC)'s main weakness is that it is relatively short range and that it is highly counterable if blocked. Thus you should reserve this move mainly for DC-guaranteed situations or in situations, but this move has the highest damage potential for Sarah.

Flipkick :: u/b+K :: Middle :: 38 :: **

Sarah's flipkick has been significantly toned down in VF4. It executes much more slowly than it did before, takes less damage, and is still quite counterable if blocked. Don't use this move in combos; it's useful only as a wild card that could surprise the opponent.

Switch Kick :: b+K :: Middle :: 15 :: ***

After the Switch Kick, Sarah goes into her Flamingo stance. While the Switch Kick is not very fast, it has good range and will stagger crouching opponents. It is non-counterable, so this is a safe way to get into Flamingo after you have convinced the opponent not to attack so much. Be aware that if you are in a crouching position and attempt a Switch Kick right away, what you will get is Sarah's D,b+K,K move. To compensate for this, after a crouch, buffer in a forward dash (f,f) before executing the b+K.

Rising Double Knees :: D,f+K, K :: Middle, Middle :: 30, 19 :: **

This is the move to use when you want to counter low sweeps. Given the right distance, if the first knee connects the second descending knee will also connect. Sarah is very counterable if this move is blocked, so reserve it only for those situations.

Rising Knee, Knee :: D,f+K, (Pause) K :: Middle, Middle :: 30, 28 :: ***

Time the knee input just as Sarah is about to land from the first rising knee. This move is different from the above in that instead of an obviously canned descending knee, Sarah does what looks like a normal knee after the rising knee. The knee is guaranteed if the rising knee hits as major counter, so you may choose to use this move for more damage instead. If the rising knee gets blocked, it is a good idea to automatically go for this version instead of the above as the opponent will definitely also guard the second of the rising knees. If the opponent is slow to counter you, you may be able to pull off the knee and interrupt the opponent. You are highly counterable if the opponent blocks your knee, but you'd be in the same position if the opponent blocked the rising double knees anyway. Dodging and immediately rising knee from a crouch dash is also a good alternative to her dodge attack (u or d, P+K+G).

Double Low Kicks :: D+K, K :: 12, 10 :: **

The second low kick sweeps opponents. May be used to poke, but you should be throwing instead if the opponent is not crouching. Of course, staggerable and low throw counterable if blocked.

Hydro Slide Kick :: P+K :: Middle :: 20 :: ***

Sarah enters the Flamingo stance after the Hydro Slide Kick. The Hydro Slide Kick sabakis high and middle punches, high kicks, high and middle elbows, and sidekicks, but unfortunately, the sabaki window of the move is actually quite narrow. To get the Hydro Slide Kick to sabaki on a consistent basis, you have to time the execution of the move just as the opponent's attack is about to connect. This is the move to use when opponents are constantly attacking and you want to go into stance, but be aware of the timing restrictions. It will also stagger crouching opponents. Hydro Kick is non-counterable, and so quite safe to use, but it leaves Sarah at a disadvantage if blocked.

Double Rising Kick :: b+P+K :: Middle, Middle :: 10, 10 :: ****

While the Double Rising Kick is not a sabaki, it is a quick, middle attack that also puts Sarah in Flamingo stance after. It will also knock down crouching opponents. While it doesn't give Sarah as much advantage as her b+K would, it is better than the P+K and does leave Sarah at a slight advantage even if blocked. It is not as quick as her d/f+P,K, but it is quicker than her b+K. Overall, this is the ideal way to get into stance if you want to do it quickly and safely.

Toe Kick, Punt Kick :: d+P+K, K :: Middle, Middle :: 15, 20 :: ****

A reliable float starter for Sarah, if the toe kick connects, the punt kick will as well. The punt kick can be delayed, a property which should be taken advantage of from time to time when opponents block the toe kick. The punt kick, if blocked, is only throw counterable, but the effectiveness of the move as a whole is limited by the toe kick's relatively slow execution.

Spin Kick :: K+G :: Middle :: 30 :: **

Will always knock down when hit; use against doding opponents.

Crash Tornado :: While Rising, K+G :: High :: 30 :: ***

Sarah's new move is chargeable, takes two DPs, and will inflict 42 points damage and hit middle at maximum. Sarah ducks low while charging, so this move can be used against high attacks, some middle attacks, and high rising kicks. Even when opponents guard against the Crash Tornado, they will block stagger for a chance to throw/attack.

Running Knee :: While Running, K+G :: Middle :: 30 :: *

You can use this once in a blue moon to surprise the opponent.

Tornado Kick :: u/f+K+G :: High :: *

Despite it hitting high, it will work against low rising attacks.

Round Kick :: u+K+G :: Middle :: 25 :: ****

The Round Kick is Sarah's best way to beat low punches, and the recovery of the move is excellent. It will always knock down on hit and will even float for a combo. Great to use against low rising attacks.

Step Round Kick :: f+K+G :: Middle :: 25 :: **

A slower but longer distance version of the Round Kick.

Spin Edge Kick :: b+K+G :: Middle :: 21 :: ****

On contact, opponents will flop on the ground and a pounce after is guaranteed for very good damage. It also has great priority and will beat many close range attacks.

Spin Heel Sword :: u/b+K+G :: Middle :: 30 :: ***

The Spin Heel Sword has better range than the Spin Edge Kick and has better damage potential (it is a better combo starter), but it has slower execution. In normal gameplay, I would recommend using the Spin Edge Kick in your flow charts.

Side Hook Kick :: d/b+K+G :: Middle :: 22 :: *

Takes a Shun DP.

Shin Slicer :: d+K+G :: Low :: 20 :: ***

Probably Sarah's best low attack, the Shin Slicer will cause a FKD on major counter for a possible combo. If blocked, however, Sarah is staggerable and low throw counterable, and on normal hit, Sarah is neutral at best and most likely at a disadvantage. To minimize her risk of getting punished, use this move at the furthest range possible.

Low Sweep :: d/f+K+G :: Low :: 20 :: **

Slow and with short reach, but it will hit dodging opponents and will always knock down.

Flamingo Punch :: (FL) P :: High :: 8 :: ****

FL stands for Flamingo. The FL punch is a great way to interrupt an opponent's attack. Note that Sarah's regular punch strings (e.g. P,P,P,K or P,P,P,u/b+K, etc.) can be continued from this punch.

Flamingo Chop :: (FL) d/f+P :: High :: 10 :: **

Another quick attack that can be used to interrupt an opponent's attack; often used in conjunction with the canned spin kick (FL d/f+P,K) so Sarah can go back to FL stance.

Flamingo Moonsault :: (FL) u/b+P :: Movement :: 0 :: ***

Like the regular moonsault, except the FL moonsault will leave you in FL stance.

Flamingo Triple Kicks :: (FL) K, K, K :: High, High, Middle :: 12, 10, 17 :: ***
Flamingo Kicks, Cannon :: (FL) K, K, K+G :: High, High, Middle :: 12, 10, 17 :: *

Sarah's (FL) kicks are mainly used to set up the opponent as a flow chart starter. While the kicks hit high, they have good priority and are reasonably fast. If the opponent blocks the triple kicks, Sarah is throw but not punch counterable, but the she is highly counterable if the cannon is blocked. The upside of using the cannon version is that the opponent will float for a combo on major counter; however, the move's poor recovery and close range doesn't make it a very good move. If the opponent blocks the second kick, the opponent will have to block the third kick. If the first or second kick is blocked, Sarah is perfectly safe; in fact, Sarah retains the advantage even if the first kick is blocked. Sarah remains in FL after her third kick.

Flamingo Kicks, Low Kick :: (FL) K, K, d+K :: High, High, Low :: 12, 10, 13 :: **

Sarah has the option of finishing with a canned low kick, but this low kick unfortunately is not a hit throw. So while it is a good mix up and that it is a canned follow up, I actually prefer stopping the string at the second kick and going for the hit throw instead.

Flamingo Sidekick :: (FL) d/f+K :: Middle :: 17 :: ***

Sarah's fastest middle attack from stance is, ironically, not that fast relative to her other moves. Still, the (FL) sidekick is necessary to keep opponents honest and will stagger crouching opponents. However, Sarah loses her advantage if the FL sidekick hits normally. Sarah remains in FL after the sidekick.

Flamingo Guard Crush :: (FL) f+K :: High :: 25 :: ***

A slightly slower but more damaging and higher priority version of the (FL) sidekick. Sarah remains in FL after the f+K. The good thing about the Guard Crush is that it will stagger opponents to allow Sarah to press the attack/throw guessing game. On MC, the opponent will turn around and the FL f+K+G is a good follow up for great damage.

Flaming Flipkick :: (FL) u+K :: Middle :: 30 :: ***

Her flipkick of old, the Flamingo version is vastly superior over her normal kickflip in its fast execution. The (FL) flipkick is vital as a combo ender and as a damaging interrupt attack from stance.

Flamingo Low Kick Hit Throw :: (FL) d+K, P+G :: Low, Hit Throw :: 15, 25 :: ****

As a hit throw, if the low kick connects, the throw is guaranteed. Time the P+G just as the low kick hits. If you are serious about Sarah, it is absolutely imperative that you are able to execute this move with regularity as it is one of her quickest and fastest ways of punishing standing opponents, and a vital component of her flow charts. The combined damage, 40 points, is very good for a low attack.

Flamingo Dodging Roundhouse :: (FL) u or d+P+K :: Middle :: 23 :: ***

Sarah dodges very well, perhaps as much as an MC dodge, but the time to attack is slow. Still, Sarah seems fairly safe after the roundhouse, and she remains in FL stance after. One cautionary note is that sometimes, usually because the opponent also dodges, Sarah's back may end up facing the opponent or at an off axis. Be prepared to punch, moonsault (u/f+P), or backflip (b) out of danger.

Flamingo Fake :: (FL) P+K :: Sabaki :: 0 :: ****

Perhaps not a sabaki as much as an inashi, the Fake, according to the Black Book, sabakis low punches. When successful, the opponent will stumble backwards, allowing Sarah a guaranteed combo opportunity for extremely good damage. There are reports that the Fake will also sabaki elbows, but I have not confirmed it yet.

Heel Sword, Neck Cutter :: (FL) K+G, f+P+G :: Middle, Hit Throw :: 20, 40 :: *

As a hit throw, you should always attempt the entire sequence. The problem with this hit throw is that the heel sword executes very slowly, and so is really only useful when the opponent is attempting to escape a throw (without guard canceling or dodging) or attempting to throw Sarah. One good thing about the slow execution is that it is very easy to time the throw, and can be done by sight.

Heel Sword Slash :: (FL) f+K+G :: Middle :: 20 :: ***

The damage potential from the Heel Sword Slash makes up for its so-so speed in execution. Save this for crouching, brain-frozen opponents, but be warned that Sarah is quite counterable if blocked. It is also guaranteed after a successful Fake sabaki.

Flamingo Sweep :: (FL) d+K+G :: Low :: 20 :: **

Use to hit dodging opponents. Sarah bends low enough to avoid some middle attacks, but the overall execution time of the move is a little slow. It will always knock down on hit, but Sarah is staggerable and low throw counterable when the sweep is blocked.

Flamingo Backflip :: (FL) b :: Movement :: 0 :: ****

Sarah backflips safely away. The recovery is quite good, but an opponent anticipating a flip can dash forward to punish. However, a good move in getting Sarah out of trouble.

Flamingo Dash :: (FL) f :: Movement :: 0 :: ***

Sarah's (FL) dash is surprisingly quick, and she recovers almost instantaneously after a dash. Use against a machi opponent or to just close distance.

Dodge Attack :: u or d, P+K+G :: Middle :: 25 :: ***

Sarah's dodge attack (DA) is fairly fast, has good priority, and hits middle, but she is punch and throw counterable if blocked. Therefore, to be used when you're fairly sure it will hit. If the opponent blocks it close to a wall, the DA will cause the opponent to bounce against the wall. An alternative to the DA to consider is to dodge, crouch dash into the rising knees instead.

Stomp :: d/f+K :: Ground Attack :: 13 :: ***

You can use this whenever the opponent doesn't QR/TR.

Pounce :: u+P :: Ground Attack :: 25 :: ***

Use in guaranteed situations.

Front Suplex :: P+G :: High Throw :: 50 :: ***

A good P+G throw with great damage and fast execution, but Sarah is at a disadvantage if the throw is escaped. Still, because Sarah's throws are limited in terms of damage, you actually want to use this from time to time.

Lightning Knee Smash :: b+P+G :: High Throw :: 43 :: ***

A good one direction command throw and you can attempt a stomp afterwards for very good damage, or a pounce if you know your opponent to be lazy.. If the b+P+G is escaped, Sarah is perfectly safe. The b+P+G is also a wall throw and will take off a good 70 points damage.

Rolling Face Crash :: u/f+P+G :: Catch Throw :: 45 :: ****

Sarah's catch throw has been much improved, and she can now easily throw opponents standing linearly from her (in VF3, her catch throw was mainly for dodging opponents). The execution time seems to be faster, and you can often catch opponents unaware. It is non-escapable, so her catch throw is especially good against opponents who attempt reversal or dodge throw escapes. However, Sarah's catch throw will no longer reliably connect after an elbow stagger.

Fallen Angel :: f,d/b+P+G :: High Throw :: 45 :: *****

With the guaranteed stomp afterwards, the total damage for this throw is 58 points, which is Sarah's most damaging throw. Can also be used to change ring position.

Leg Hold Takedown :: b,f+P+G :: High Throw :: 55 :: ****

Sarah's other damaging throw, this throw is also good for ringing someone out behind you. However, Sarah is at a severe disadvantage if escaped, and if you don't struggle, the opponent can side throw you.

Neck Breaker Drop :: f,f+P+G :: High Throw :: 40 :: **

Sarah's normal P+G throw might actually be preferable over this. However, this is a good throw because of the built in dash command and if it is imperative to switch positions with the opponent. Even when escaped, Sarah will switch positions.

Back Drop :: P+G :: High Back Throw :: 50 :: ***

Sarah's only back throw, but a d/b+K combo in the back may be a better choice. You can attempt a stomp after.

Shell Break Elbow :: P+G :: High Side Throw :: 40 :: **

Sarah's only side throw, but because side throws can be escaped, you may choose to go for a d/b+K combo instead.

Low Back Drop :: P+K+G :: Low Back Throw :: 60 :: ****

A no-brainer, when the guaranteed opportunity is presented you should go for it. Stomp after for even better damage.

Flamingo Leg Hook :: (FL) P+G :: Catch Throw :: 40 :: **

When possible, you should definitely go for Sarah's 270f throw. However, even if you have trouble executing her 270f throw, Sarah's d+K hit throw is a better choice to inflict damage.

Flamingo Kick Tornado :: (FL) u,b,d,f or d,b,u,f+P+G :: Catch Throw :: 60 :: ****

The execution time of this catch throw is the same as the (FL) P+G, so when you can, you should always go for this throw. However, this 270f throw might be difficult to pull off in that the back command required will normally cause Sarah to flip backwards. To get around this, use an attack (which you should be doing anyway, to get around the catch throw's slow execution) to buffer the commands. For example, when you b+K to go into FL you should be inputting the 270f motion such that by the time the b+K animation is finished, you are inputting P+G for the throw.

Turn Away Punch :: b,b+P :: High :: 14 :: **

Sarah actually has a decent back-to-the-opponent game (i.e. "blindfighting"), and the b,b+P is her quickest way to get her back exposed.

Double Spin Turn Kicks :: D,b+K, K :: High, High :: 15, 15 :: **

Sarah's D,b+K,K, while they hit high, or very quick and have good priority. The first kick will leave Sarah's back to the opponent, the second will turn her around.

Turn Toward Punch :: P :: High :: 10 :: **

A quick attack to interrupt an opponent.

Turn Toward Dragon Kick :: f+K :: High :: 25 :: **

A high attack with not much reach, but quick and with good priority.

Turn Toward Rising Kick :: d/f+K :: Middle :: 25 :: ***

While its execution is not technically fast, this move is very difficult if not impossible to interrupt. It has good reach, hits middle, and will always knock down. On counter, and if in eight (open) stance, Sarah can comb with a turn toward low sweep (d+K).

Turn Toward Low Sweep :: d+K :: Low :: 20 :: ***

A very quick low sweep, Sarah isn't counterable if blocked! Can be used to duck under high rising attacks.

ice-9's Sarah Bryant Dojo

ice-9; published January 03, 2002; last updated January 17, 2002

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