Better run home to momma now! - Sarah VF5FS Thread


Sarah combos… VF5FS Ver. A.1 (Console)#UNREAD

This has been THE INVINCIBLE SWORDSMAN saying:

Copied and pasted (obviously) from VFDC.


And here will my last Sarah combo link…

This one is special because if you click on the juggle starters, you can also click onto the movies of the actual combo so you can see what (and in some cases how) the moves are landing.

This has been THE INVINCIBLE SWORDSMAN saying:

Still training.


Nice stuff here. This has helped a lot. Does JH stand for Just Frame hit?



This has been THE INVINCIBLE SWORDSMAN saying:

For those of you having problems connecting juggles that end with P, 66+k+G. Remember that if you have Sarah’s right foot forward (RFF), she’ll connect it much more than with the left foot forward (LFF).


Howdy, I’ve been trying to level up with Sarah and was curious how people have been working Flamingo Stance into their gameplans? Usually I use 4K (+4 ~+6), P+K (+2), 2K (+2), 6P --> 4K (+3) and 4 P+K (+4) to get into Flamingo Stance (FL) with advantage on opponent’s block but my mix-up game from there has been a little restricted. Usually this is my mind set (please tell me if I’m doing something wrong as well!)

  1. If they are attack spammy, just go into FL KK and work from there for counter hits
  2. If standing blockers, go into FL 2K into (JH) P+G
  3. If crouch block happy either FL 4K for safe option or FL 3K for crumble into 2P --> WR K,K (I think 66 Damage, not sure of best combo from this crumple)
  4. if they are 2P spammers, P+K (Parry) --> 6P+K (Launcher)
  5. if uncomfortable, 4P+K+G to get out

My main two issues are with people who like to side-step since I’m not sure what are the best attacks to deal with side-steppers in FL and whether to try and incorporate here switch step to gain access to her throws since it is just so slow. Any help would be appreciated it!

Also, as a side question. I’ve started to do P then a quick tap of G into 6P --> 4K. Helps blow up 2P spammers and puts you in advantage. I guess if you hit G, it cancels any chain and therefore lets you act faster. It’s really been helping with my 2K combos. Mainly, 2K -->K,P6–>P,G,4K+G–>66K+G. Is G chain cancelling something I should further explore in terms of improving or is it just a technical thing that isn’t too useful.


Also, I have all of Sarah’s chains down and will put into a template so you can see frames and what are naturally combos soon. Life is a little hectic currently!


First combo, first video… I can’t get the opponent to launch like that up on his knees after the 4K+G for me to be able to 66K+G properly. If I input the command early nothing happens, it makes me pause to get the 4K+G clean… am I doing something wrong or is it not possible anymore?

Also alot of the combos on that japanese site in dojo don’t seem to be getting quite the same damage as reported/in the videos. For example the 1K>3PK>fK>f8K In the video it does 85, in dojo for me it only does about 73. Guess its Counter hit damage?

Been toying around with ‎4PK4K>3PK>fl6KK and 4K+G>1K+GK>fl6KK.

Accidentally found out you could add an extra hit on the end with a 9K+G. Discovered this with my naturally pad sloppy input :]

The first combo in -total- comes up to 107. It brings the latter combo up to a nice 76. Only tested in Dojo and on Pai so far.
3K+G and 9K also link with good timing providing more damage (very small amount) but it is harder to finish up a ground attack from the sweep/flip.

Testing strings that end with fl6KK and it seems like all of them give enough lift to pull this off.
Open foot 9K+GK>1K+GK>6KK>9KG for example

Well despite how COOL the 9K+G Looks you should top it off with a 1K Instead… more damage than all the other options and time to ground attack. Testing to see if it works with all footings.


1K has to be a counter hit. It lifts the higher into the air for the rest of the combo to connect should connect easily…


Huh. I’m not sure how you’re doing all this. Ending combos with FL 6KK puts them into a spin and they can tech on the ground, giving no oppurtunity for an extra hit in any way, shape or form. However, if you end them with a FL 7K/8K/9K then they’ll do that flip over and you’ll have the oppurtunity to connect an extra hit or two, but only if they don’t tech out of the flip over stun.

This has been THE INVINCIBLE SWORDSMAN saying:

But maybe you’ve found something I don’t know about so… off to the dojo.


Well yeah this is all in the Dojo :slight_smile: haha probably doesn’t work on a skilled live opponent, but against a training dummy or someone that doesn’t P+K+G to get up faster there is time to get that last extra pinch.

1K off of the 9K+GK starter is probably the hardest one to land, I’ve only been able to get it out five times and I’ve been at this all day today haha.
I can get it 100% from the 4K+G>1K+GK>fl6KK>1K.

Another weird thing is I’ve managed to get the 3KK (twice now) off at the end of the Open foot 9K+GK>1K+GK>fl6KK… Boosting up the second half to 89.

I go blank whenever I try to do ANY combo in a real match -.- its depressing.
Am I wasting my time learning these little kickers though? as you said they can tech out of it right?

Sigh I wish I had a stick, Diagonals have such an unforgiving window with this 360 controller.


Copy pasted from VFDC. Just some general tips.

When I go into FL from 4K, 8k, P+K, etc. I like to sometimes fish for evades with 6K delayed K from FL stance. If you see that they evaded, the second K is full circular. If they block it then it’s just -5 frames and you can opt not to do the second K or do it if you think they’ll press a button.

Learn how to do her P-2K K K. It leads to massive damage and keeps them on their toes when you go into flamingo. I just use a universal followup after it connects, 1KK>6KK, for all characters that weigh less than Akira. For Akira and up it’s 1KK>8K. Taka doesn’t collapse .

After a succesful hit with 4K from FL, I’ve been working on forward dash cancel while in FL and keeping pressure with either 3K, 2K-P+G, 6KK shenanigans, K shenanigans, or using 8/2P+K for that huge damage off of a CH or an evade since its full circular. I use a universal combo of 8/2P+K>6K+G>2P>3KK. Works on all characters except Taka. I just spam K on him.

n opponents wakeup I like to backdash out of their rising attack range and do 4K+G-G so I can get into flamingo. from there you can do either 4K, 3K, 4P+K+G, G, or 8/2P+K depending on the situation.

Step is really tricky. I usually use it as a hail mary from a whiffed 4K or 4K+GG.

4P, 44P, 3P, 8K+G, K, both hits of 44KK, and FL 4K are all half circular. K+G and FL K+G are full circular (just realized this, I thought they were useless). Just to keep that in mind.


Ayo, what moves of Wolf’s give Sarah trouble… I can’t beat one to save my life, whether it’s a mashy one or a good one…

Usually I’d ask for matchup knowledge in it’s appropriate thread, but nobody in posts in the Wolf thread…

This is just a general tip, but keep the combos simple but painful until you’re familiar with your character’s moveset…

Don’t look for maximum damage input combos, practice ones you are likely to land in a match… for some reason, folks always look for max damage instead of practicality…


I’m glad you quoted and put in bold what I said, because I’d like to point out what I said again!

I go blank whenever I try to do ANY combo in a real match -.- its depressing.

That’s ANY combo, not just max damage… even the simple ones listed here for Sarah are pretty rough :smiley: Don’t assume too much please. I can get the hits to start them off, but getting the inputs for the links never seems to happen… Dunno if its just how playing online is or what, so I’ve pretty much resorted to anything that will hit if I’m losing the match just for guaranteed damage


One of my Post from VFDC

One of the best ways to deal with 2P I’ve found is the following:

P -> Tap G To Clear Buffer -> 8K (or really any other attack that beats 2P)

8K is only beaten by side-step or quick high-attacks, and if they standing block you are in FL with Advantage. However, if they go for 2P you get a stagger state that you can do the following:

After 8K (opponent in stagger from Counter hit) K+G,K -> 1K+G,K -> FL 6K,K (94) or FL 8K (91)

You need to be a little crisp to keep them in the air or they can Quick Getup out of the last part of the FL 6K,K finisher. If they only crouch block instead of 2P, they can mash out of the recover but it is really hard (Combo didn’t work when stagger recover was on fastest and normal hit but if Counter Hit, no way to recover in time). My roommate tried to mash out of normal hit and was only successful 3/20 times when a human tried to mash out of it.

Tested on Wolf So I’m assuming you can do even more against other opponents. Also tested with Stagger recover at fastest.


some JP wiki combos, haven’t tested all of them to see who they work on yet…

on Jacky, 1K, KP6 FSPPK doesn’t work, soooooo:
1K, 6P+KP6 FSPPK - 78, closed
1K, KP6 FSP, P, 3KK - 76, open

on Brad:
1K, P, 4K+G HB! 4P+K FL8K - 84, both
1K, P, 4K+G HB! 3P+K, 7K - 85, closed

on Vanessa:
1K, 44K, BT PKG, 4K+G HB! 66K+G - 89, both
1K, 44P, BT PKG, 6K+G LB! dash P, 66K+G - 93, closed (105 on CH)
CH 1K, 4K+G HB! P, 6K+G LB! dash P, 66K+G - 109, closed
CH 1K, 6P+KP6 FSP, 6K+G LB! dash P, 66K+G - 109, closed
CH 1K, 4K+G HB! 4K F6K+G, 7K - 105, open


I’m having a really hard time fighting Taka players. 2P+KK and FL KKKK don’t launch him, and all the other launchers don’t give much height at all. My universal 1K+GK, FL 6KK follow-up doesn’t juggle him. What should I do after I hit with a launcher? The best guaranteed follow-up I could find is KK for 25 damage.

My best combos on Taka:
[INDENT=1]1K, 4K+G, KP, 7K - 85[/INDENT]
[INDENT=1]BT 4K, 4K+G, KP, 7K - 85[/INDENT]
[INDENT=1]BS P+K, 4K+G, KP, 7K - 80[/INDENT]
[INDENT=1]1K, 4K+G, 66K+G - 77[/INDENT]

Other than back throw, Juggle 66K+G is the only move I found that has a different animation on Taka. It does 4-5 more damage than it does on everyone else. Problem is that the full animation doesn’t go off in Taka’s normal knockdown animation, and only BS P+K and 1K seem to knock him down in ways that let me connect the full animation.

Up close Flamingo options are limited since Taka players love to 2P me out of it on sight. If Taka blocks my 4K or P+K and does 2P, I can beat it with FL 4K or FL 8K.

Maybe I’m going about it wrong. Should I spam throws more? Is FL KKKK Sarah’s only Taka-only chain?

By the way, I’ve been doing a lot of FS K+G shenanigans. It looks stupid and crazy unsafe, but it’s actually +4 on block, backturns Sarah, and pushes the opponent back ridiculously far even when crouched under. When done against a crouching/rising low attack with the right timing, both moves whiff and Sarah crosses up. If FS K+G is blocked, I usually follow it up with a sneaky BT 4K sweep. Sometimes FS K+G actually hits…and I don’t know what to do. If they don’t tech the fall, I can follow up with BT K, 3KK for 72 damage total. Maybe I can do FS K+G, BT K, 1K+GK, something? Any ideas?

Edit: Added more Taka combos. Also, FS K+G, BT K, 3P+K, 3KK for 84 damage, but it’s techable in three spots.


on lights (up to at least Vanessa)
CH KP6 FSPP 4K+G HB! 66K+G - 99 damage, both stances
CH KP6 FSPP 6K+G LB! dash P(G) 66K+G - 100 damage, closed

tested on Akira:
CH KP(G) P(G) 6K+G LB! dash P(G) 7K - 84 damage, both


If you’re at +4 for FL entries, FL 6K beats everything 12 frames or slower, and CH confirming into the followup isn’t difficult. If it’s blocked then just fuzzy. Somersault is cute but it’s horrible on block and whiff so I don’t ever seriously use that shit. FL 4K is okay but being stuck in FL midscreen at all can lead to very bad things, and at the wall I’m pretty sure it gives the opponent a free elbow on block (Or anything 14 frames or under).


Anybody got a top 10 Sarah moves?


A top 10? Well I can try to come up with a Top 10 of my faves…

Sarah’s Top Ten moves (in no real order):

4K+G - Love to dash back and use this. It’s quite fast and great whiff punisher. 4K+G, 1K+GK, FL6KK does good damage and works on Shun and lighter. 4K+G, P, 4K, FL8K works on everybody else. After getting hit with 4K+G they’ll start to hesitate when they see motion and then 4K+G~G into FL will start being free on wakeup or after a dash back for mindfuckery.
66K - Love this move. Quick and shocking. Hit people with two of these one after the other and they start to understand they shouldn’t try to fuck with you beyond 4K+G range. Near the wall, it splats and they have to shake or prepare to eat some unhealthy wall damage. It’s -6/-4 on block but the pushback pretty much means your opponent won’t be able to do much about it. It’s linear, so people will start to try to step opening them up for…
Slide 2K - After getting hit with a 66K, I go for this because most people either turtle or step. This will slide and then sweep them and it can’t be stepped and must be blocked low. If they don’t tech roll, Slide 2K, 1K+GK, FL8K combos.
4K - Sarah’s best FL entry. +4 on block, sometimes +5 (range dependent). Linear as hell.
FL3K - negative on block and pretty linear. But it stuns on hit leading to good combo damage. 4K>FL3K can’t be interrupted with 2P if done at the proper range.
Back Slide K - Love the damage a combo starting with this does.
P - I really need to jab more so I can control space in front of me. +2 on block
6PK/6PP6 Slide - 6P cuts through a number of moves and you can hit confirm into the knee (K) or the P.
2K+G - TCs and hits low. ducks under a lot of moves. It’s -6 on NH, but stuns on CH.
3PK - If you can punish a move on block that’s -13, do this move as it combos naturally and enters FL at +4.
FL4K - Hops over lows and 2p. wall splats and they better shake it or eat a 100+ damage combo. Pushes opponent back out of FL range if they block so even though it’s safe, it’s kinda a double edged sword.
3K+G - TCs and can’t be stepped. Must be blocked low. Great for tech rollers.
8K+G - TJs (I think it’s half circular. I’ll confirm later). Hops over 2P and punishes it at the same time. floats on CH.
3KK/3KK~G - 3KK is a good move just outside of K range but inside of 66K range. The 2nd K is hit confirmable. After hitting them with a couple 3KKs, 3KK~G becomes a pretty mindfuck entry into FL.

This has been THE INVINCIBLE SWORDSMAN saying:

That’s more than ten and tbh Sarah has more good moves then those. Lots of her moves are good, but situational. Like, 9K is good for overpowering wakeup K/2K. FL 62KKK/Step KKK is great if you can hit the just frame consistently.


ATTENTION ALL SARAH PLAYERS: My VF5:FS Sarah Combo Chart is available for use!


Mother of God, just a Sarah overload up in here! Though I know it all probably just looks worst/more difficult than it is. Gotta know those combos though n options though.

Good lookin out on all the info yall.