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Sarah Throw Oki

Discussion in 'Sarah' started by Cozby, Apr 7, 2013.

  1. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    [4][6][P]+[G] and [6][4][P][+][G] give an untechable knockdown so you can do some interesting stuff. If you do a backdash and cancel into [9][K] as fast as possible, it'll beat immediate rising attacks for both throws.



    It hits so meaty, that it allows you to do some really strange combos. This setup loses to anything that's not an immediate rising attack. You don't have time to see if your opponent is going to do an immediate rising attack, so you have to be sure it works before you throw it out; the reward is definitely there.

    Theres other setups off of this throw that'll beat other options.

    I might as well mention [P]+[G]. If the opponent tech rolls, you can forward dash into [4][P]+[K], [P][+][K] or [4][K].

    This setup is good because the attacks will come out so meaty that it forces your opponent to have to block and deal with flamingo mix-up. If they try literally anything, they'll be staggered for a free FL [3][K] combo.

    Time [4][P]+[K] so that the 1st kick whiffs and the 2nd kick connects. [P]+[K] gives the most damage if it hits. If they don't tech, you have more than enough time to adjust accordingly.
     
  2. shinryu_returns

    shinryu_returns Well-Known Member

    this is a pretty awesome bit of tech; between this and the wall setup in the other thread she's got a surprising amount of options off her throw game.

    tangentially related to the meaty attack concept: have been playing with some moves that give options off missed techs (66k+g nets 1kk fl 8k for a lot of characters if there's no tech, for example). have you played with options to keep the pressure on after those moves are teched? i would think FS 2kk seems like a great option, but i wonder if maybe following with 4p+k or 4k might basically option select into damage or advantage regardless of what the opponent does.
     
  3. shinryu_returns

    shinryu_returns Well-Known Member

    did some additional testing last night after her other throws to see what i could find out:

    4p+g has a decent followup situation: dash up after the throw and see if they tech. if they don't, a light down attack should work for 63 damage total. if they do tech, 4p+k should almost certainly catch their un-evadable state for damage or advantage. you can also land a hard down attack if they fail to tech, but you lose the pressure option if they do since you can't get the dash in.

    6p+g and 66p+g are interesting. the knockdowns aren't techable, so you have much the same situation as with 64 or 46p+g. you can't instantly 9k to kill rising attacks, but you have plenty of time to read their wakeup. 66p+g probably gives the better situation, as you can backdash to the whiff range of the mid kick; low kick might still catch you, however.

    also: if you ever read a low rising kick, any of p+k, 4p+k or 8k should stuff it and get a counterhit stagger as well. this guarantees FL k+gk or FL 6k+g into 90+ damage.
     
  4. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Im not sure 100% what you mean, but [1][K][+][G][K] is a good move for missed techs. [2][P] > [3][K][K] or just [3][K][K] are other alternatives.

    Interestingly, as Beast had mentioned in another thread, FL [2][K][+][G] gives a knockdown and is only -16 on block, meaning its safe from 17f launchers. Most moves of that nature are either -18 or worse on block.

    Sarah recovers so fast from FL [2][K][+][G] on hit, dashing into 4K becomes an option select, where itll OTG if the opponent doesnt tech, or itll hit meaty if they do. I think [4][P][+][K] might work too but Ive never tried it.
     
  5. shinryu_returns

    shinryu_returns Well-Known Member

    did some work with this last night, going to post in the combo thread since it's more germane there. briefly, you pretty much wait for tech and either 1k+gk FL 8k if they don't tech or 4p+k if they do off 66k+g, (edit: sorry, not FL 2k+g, do what you said) or FS 2k. 3k+g is a bit more complicated...
     

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