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VF5 Sarah Thread

Discussion in 'Sarah' started by noodalls, Aug 1, 2006.

  1. Dan

    Dan Well-Known Member

    Stagger hit 6K+G???

    I think you guys are talking about 66K+G, that move has alot of range and first part staggers on any hit. The second part is unsafe but you can fake to cancel into FL also being that it is a MID FULL CIRCULAR KNOCKDOWN move you have a lot of threat power against your opponent.

    I think I'm going to take back my original opinion on Serpent Cannon being crap.

    While -12 on block for first hit sucks, it's still better than the DC's knee counter able status. The move is still basically a 16 frame mid launcher with a hit confirmable capacity. The damage off it is alot better from what I can see so yeah definately still use it.

    Also 8K is alot more useful in this game! I don't know if it still jumps low as well as it does in EVO but with advantage on guard and hit it gives Sarah another mid level entry to Flamingo.
     
  2. Mista_tee

    Mista_tee Well-Known Member

    6G+K does stagger. Not always but it does. Like say when you crush a low or it's on CH I think. But it has happen when I've hit it.
     
  3. Dan

    Dan Well-Known Member

    Hmmm weird, if it staggers it should list it on the movelist here on VFDC (straight from black book).

    I don't know, if anything I'd use 6K+G,K on TR or at major advantage. If they evade or block the first kick the follow up moves so damn far and evades so much they usually get hit while retaliating.

    If you were going to beat 2P I'd say use 8K+G (knock down, combo potential, plus it's faster and safer) or 8K (FL entry, advantage on anything, continue flow chart rape).
     
  4. Mista_tee

    Mista_tee Well-Known Member

    Okay I took another look at 6G+K. It only staggers when they are crouched. So the only use I can think of is to use it on a whiffed low punch. And then you have a good mix up with the stagger. I know that 8K+G is a better crush, but it seams to me that the old combo, 1G+K,k, 8K, doesn't work. I don't know. I don't get much time to play this game.

    One more question. Is anyone having problems with her bounce combo off of FL Ch 3K? I've done it some times, but tonight I couldn't land it once. Is there a special trick to landing it?
    everytime?
     
  5. Stl_Tim

    Stl_Tim Well-Known Member

    Canceling from flamingo is the key. It takes a little bit to get used to how long you hold g down to get out of flamingo after ch 3k. Once you have that time down try to minimize it and follow through with the combo. If that isn't working try delaying a second after canceling out of flamingo.
     
  6. Mista_tee

    Mista_tee Well-Known Member

    Well I tried cancelling as fast as possible but it didn't seem to work tonight. I just watched some Edomaru vids so I'll try to use that as a reference for speed. Thanks!
     
  7. ice-9

    ice-9 Well-Known Member

    Agree on your comments about Serpent Kick being better than most give it credit for (it was too godly in Evo) -- but I think Dragon Cannon is only -15 on block, not -17. Sarah's DC is in-line with other characters' knee-equivalent launchers in terms of speed, recovery, and potential damage.

    I don't know why people keep complaining about SC and DC, they're awesome moves especially considering Sarah's speed!
     
  8. Dan

    Dan Well-Known Member

    -15 still kind of sucks cause Akira can standing palm you and Pai can K you into something nasty. Sarah being light and taking more damage than others doesn't make the prospect any better.

    I guess it's going from EVO to FT to VF5, seeing continual nerfing of these 2 moves is kind of over the top.
     
  9. ice-9

    ice-9 Well-Known Member

    The other way to look at it is that for a character who has a 10 frame punch, fast elbow with decent canned options, and a good stance, having a launcher that can take 1/3 to 1/2 damage on normal hit is pretty good. At the very least, the launcher should should recover at -15, the same as Jacky's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, Jeffry's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, etc.

    The truth is those two moves were too good in previous VF4s, and IMO was finally made fair in VF5. If Sarah is to improve in Version C, my bet is that AM2 will keep these two moves unchanged and that it'll be in her other moves where she will be upgraded.
     
  10. Mista_tee

    Mista_tee Well-Known Member

    Yeah I agree. She seems fair to me now. Not that she was too over powering, it was just too easy to use them to make a good come back. I found it a little stupid that in times of trouble FL stance would be used less in the previous VF's. But now it's like they want you to really open your mind to the options that she has been given.
    the only thing I can think of right now that she could use is a FL stance entry from the 4P,K combo series. Something like 4P,K,G. Cause right those moves seem kida pointless.
     
  11. Dan

    Dan Well-Known Member

    Imo, all of her mid kick circular cancels should be used alot. Those strings that use it have insane threat power, especially if your opponent is knowledgable.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif
    step /forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif

    Other good canidates seem to be
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif ~/forums/images/%%GRAEMLIN_URL%%/g.gif (special high threat)
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif , /forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif (Not as good as circular kick but safe knockdown move)
    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif ~ /forums/images/%%GRAEMLIN_URL%%/g.gif (I don't know the threat so much of this as people should be able to low jab you out)
     
  12. ice-9

    ice-9 Well-Known Member

    Sarah's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a ridiculously good move, especially for a character with a 10 frame punch, fast mids, decent circular attacks, and high damage launchers.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is...
    - Medium/long distance
    - Relatively fast executing at 20 frames
    - Safe on block at -9 frames
    - High damage potential; combo on normal hit with /forums/images/%%GRAEMLIN_URL%%/p.gif > /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif in parallel stance and /forums/images/%%GRAEMLIN_URL%%/p.gif > /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif in eight stance
    - Can be canceled into Flamingo for added guessing games

    In fact, Sarah's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif stats are exactly the same as those of Jacky's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif!
     
  13. Dan

    Dan Well-Known Member

    It's a great move but the difference between her's and Jacky's is the range, she has a shorter range.

    The Flamingo cancel makes up for it though.

    It's also reassuring to see that it can be used in bounce combos just like Jacky's. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  14. ice-9

    ice-9 Well-Known Member

    It's only slightly shorter. /forums/images/%%GRAEMLIN_URL%%/wink.gif
     

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