Arcadia Issue 52 - Sarah Bryant
Use her refined leg techniques to deeply confuse your opponent.
Increase the number of moves from flamingo
Amongst her changed moves, as you'd guess the basic attacks of
and to throw if used well form a powerful nitaku.
Also, a move that is easy to take the initiative with is her
. The third hit is a fully circular special high, and
on normal hit a elbow throw is an effective mixup. The fourth hit
gives guard advantage even on block, so pressure from flamingo.
It's a convenient move that you can keep on attacking with until
the opponent avoids it with a crouch guard.
The main juggle move that she has is her dragon smash cannon
(), which can be countered with elbow class attacks on
guard. Also, the refloating during air combos has been removed, so
you should use combos when the drangon smash cannon
connects. The serpent cannon (+) is now throw
counterable if the first hit is guarded. Combos connect fairly much
as per previously.
Increase the number of attack options from flamingo
You want to add the reverse high kick (flamingo +) to your
attack option for when advantaged in flamingo. The first hit is a
full circular high attack, and is particularly strong against
sabaki attacks. It can beat out middle weight class punches when
used from the normal flamingo advantage (+4). Also, the properties
on hit are pretty much the same as the combo reverse high kick (see
About the Change Moves
Choice A's spin edge kick (+) is at medium range a easy
to use defensive action. The cresent heel can quickly change to
flamingo stance by guard cancelling, so you should use it as a main
The B choice spinning scare crow (+) is easy to use a sweep
after guard getting guarded, where as the fully circular mid
hitting spin kick is easy to pressure with okizemi after a hit.
- The dragon smash cannon's launch is essentially the same as in
the last game. But you have to reassess combos.
- The cresent heel is an important move, as it can switch quickly
into flamingo with guard cancelling.
- If you focus on okizemi, then the spin kick is recommended.
Details on the combo reverse kick - if the second hit counter hits,
it combos into the third hit. The fourth hit will combo from the
third, even if it is delayed to the maximum. Also, the fourth hit,
if it counters or better will combo into a cut-in chop (flamingo
) or a back knuckle (flamingo +).