Orange Book - Sarah Combo Maniacs

Text - H.L.
Translation - Noodalls

dfdfK
1. FP dfdffK+GK
2. fK dbK+GK FlamingouK
3. FKP FP fPK
4. FKP dKK
5. FKP fKP
6. FKPdbK+GK
7. P dKK

The basic combos from dfdfK are 4 for closed stance, and 5 for open stnce. This is possible up to Kage on normal hit, and up to Akira on counter hit. On the relatively lighter characters, 1-3 will connect on counter hit. Combo 6 will land on Shun to Akira on normal hit in open stance. Against akira do the dbK+GK as fast as possible, whereas on others it requires proper timing. On heavy weights, regardless of hit property combo 7 will connect, or in closed stance on normal hit the P can be swapped for a bP and it will still work.

dP+KK or fPK (second hit counter hit)
8. dbK+GK FlamingouK
9. dbdbK+GK PdK (one frame shortened)
10. FP FP dKK
11. dP dKK
12. bbP BTK
13. bK PdK
14. dKK
15. dP dbK+GK

For the combos from dP+KK, against lightweights combo 8 will connect in closed stance, combo 10 will work in open. For middle weights, 12 in closed stance and 13 in open stance. With this combo starter, there are many character specific combos. Against kage and brad in closed stance, combo 9 is guaranteed, against goh in closed stance and Shun in open stance go for 11. Combo 9 will connect against wolf in either stance, whereas you should use 12 and 14 against Jeffrey depending on his foot stance. The combos from the fPK (second hit counter) are fairly much the same as the dP+KK combos. Depending on the hit conditions, the float height might vary, but while considering foot stance, try out the combos.

FlamingofK+G
16. dbK+G dfPK
17. dbK+GK FlamingouK

A combo started by a smash attack, 17 is the basic combo, but on relatively light characters where you are in closed stance after the move hits, 16 will connect.

bP+K
18. FlamingodfPK FlamingouK
19. FlamingoPPPuK
20. FlamingoP dKK
21. FlamingoPPPuK (second hit doesn't connect)
22. FlamingoP dbK+GK
23. Flamingo fP+KK

If the first hit of the bP+K hits a crouching opponent you can go into a combo. First, against Aoi, Pai and Sarah, if after the first hit you are in closed stance you can go for 18, if open stance 19. For vanessa to Kage, combo 18 works. For Lei Fei, Shun and Lion, in closed stance only a FlamingodbK or so will connect, whereas in open stance 21 for Lei, 20 for Shun and 22 for Lion. For Lau and Jeffrey, go for 18 in closed stance. In open stance 22 will connect, but you must delay the dbK+GK by one frame. On the remaing Jacky, Akira and Wolf, use 23 in closed stance and 21 in open stance.

dK+G (medium counter hit or larger)
24. dbK+GK FlamingouK
25. dbK+GK
26. uP
27. bP+K

When the Leg crumple stun from the dK+G occurs, 24 will connect in closed stance on all but the heavy weights, and 25 will connect in open stance against the same characters. 26 works against the big characters, and if you want to focus on ukemizeme go for 27.

FKP (first hit is minor counter or greater)
28. dfdffK+GK
29. P dKK
30. dKK

FKP on minor counter, where your foot stance is closed is closed after the second hit leads into combo 30, whereas 29 is guaranteed in open stance. Also, if the first hit is a counter hit, 28 works in most case, but against only heavy weights in closed stance go for combo 29.

StepKKK (3rd hit is counter hit) or FlamingodfK (counter hit)
31. FlamingoG dbK+GK FlamingoP dfdfK
32. FlamingoG dbK+GK FlamingoPPK
33. FlamingoG dbK+GK FlamingodfPK
34. FlamingoG dbK+GK FlamingoPK
35. FlamingoP FP dKK
36. FlamingoP dKK

When foot or vital point crumple occurs, you can generally go for the same combos. 31 works on lightweights with vital point crumple. For combos 32-34, divide them by weight classes. Be carfeful though because you can only land 35 on Pai when she is in open stance. Also, 35 and 36 are combos where you don't cancel the flamingo stance. Combo 36 hits on heavyweights, whereas 35 should work on the rest.


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