Lulu
Well-Known Member
Disclaimer.
So I came back and optimized the guide to factor in Stagger Escaping.... There is "No Escape".... lol Unfortunately I didn't add any combos. lol.
Introduction
Despite what the title says Sarah's Forward Slide and her Backward Slide are more than just Shenanigans. You can craft a very intricate strategy around it using these two stances exclusively and that includes Critical Burst set ups and Juggles. It also has an interesting set of Counter Offensive options. And without Further a do:
Getting Started
You can enter Forward Slide raw using . You can not enter the Backward Slide without going through the forward Slide First under any circumstances and you can only Backward Slide by cancelling the Forward Slide... in other words you can not Forward Slide and attack/block/sidestep/hold/etc. and then attempt to Backward Slide right after doing any of those, you always enter The Backward Slide by cancelling the Forward Slide so the input for the Backward Slide looks like this :
The Forward Slide Cancel from a String.
You can cancel 5 of Sarah's attack Strings into a Forward Slide by pressing at the right time, there are no single attacks that you can Forward Slide from.
Here they are.... with some Frame Data of course : [on Block /Hit/Counter Hit (Critical Stun)]
As you can see, only the 1st String, the Jab String, will give you positive frames on block, its also the only string where Forward Slide Cancelling gives you more advantage, Forward Slide Cancelling all the other strings actual gives you less advantage than if you had simply just let the string end, you can lose up to -1~-8 advantage on those strings because of Forward Slide Cancelling, use them only if the Jab String gets countered.
Another thing you'l notice is they all end with Punches.... you can not Forward Slide from a kick because apparently its hard to slide on one Foot... Haha.
Oh.... almost forgot, in the 2nd, 3rd and 5th String you will not get the Forward Slide at all by holding down for the entire string... you must press then release it while you do the string then press again to get the Forward Slide Cancel.
This one is new.... notice how the Forward Slide command is instead of ..... that means you can dial it in like the rest of the string, surprisingly this does not work for the Backward Slide..... that one always requires you to actually be in a Forward Slide state first before it will register the input.
Okay.... moving on....
The Forward Slide.
Here's what you can do from the Forward Slide Stance:
Also, listen carefully, you have to to input your attacks while Forward Sliding..... if you hear the distinct sound of Sarah's boot clomping the floor, that means you completed the slide and any inputs registered after that sound will not be part of the Sliding Stance..... you also don't hear the sound when you cancel into Backward Slide..... makes you wonder how she does it.
The Backward Slide.
Now Sarah's Backward Slide by its self has some interesting properties. Its actually a punch parry. It only parries High and Mid Punches... and the amount of advantage you get varies depending on a variety factors that are currently beyond my comprehension, but as far as I can tell, Against a Sarah vs. Sarah mirror match, the minimum advantage I was able to get was +8 and the maximum was a whopping +20 .... to be more specific, when I Parry Sarah's i11 mid Elbow I get +8~+19 advantage.... but when I parry her i10 high jab I get +10~+20.... I tested it with the Flash Piston Punch. And it seems like the sooner you cancel into Backward Slide, the more advantage you will get.... but the Later you cancel into Backward Slide, the less Advantage you will get BUT you also get Counter and High Counter Bonus for Parrying in the later frames. I'm gonna have so much fun testing this parry.
Anyway.... moving along... you perform the Backward Slide by cancelling the Forward Slide. In other words: during FS.
Don't feel obligated to attack out of the Backward Slide, even if you successfully parry a punch. its perfectly fine to just use it as a fake out or spacing tool. you can also use it to gather information on your opponent's tendencies in the heat of battle.
When Sarah Forward Slide and Backward Slide, She can and will be beaten by the Infamous Low Punch, how fitting is it that Sarah is weak to VF tactics. And when she Backward Slides, she are essentially vulnerable to kicks of any kind.... Ironic isn't... you beat the master Kicker by Kicking Back.
Conclusion.
If you spot any mistakes, inaccurate details or would like to contribute these tactics with some Media, then please let me Know, I'l make corrections and updates as soon as I can.
If you found this helpful then feel free to check out the Sarah's hidden Step Cancel and Some of her hidden Kick Cancels into Flamingo.
Happy Sliding Yall !!!
So I came back and optimized the guide to factor in Stagger Escaping.... There is "No Escape".... lol Unfortunately I didn't add any combos. lol.
Introduction
Despite what the title says Sarah's Forward Slide and her Backward Slide are more than just Shenanigans. You can craft a very intricate strategy around it using these two stances exclusively and that includes Critical Burst set ups and Juggles. It also has an interesting set of Counter Offensive options. And without Further a do:
Getting Started
You can enter Forward Slide raw using . You can not enter the Backward Slide without going through the forward Slide First under any circumstances and you can only Backward Slide by cancelling the Forward Slide... in other words you can not Forward Slide and attack/block/sidestep/hold/etc. and then attempt to Backward Slide right after doing any of those, you always enter The Backward Slide by cancelling the Forward Slide so the input for the Backward Slide looks like this :
The Forward Slide Cancel from a String.
You can cancel 5 of Sarah's attack Strings into a Forward Slide by pressing at the right time, there are no single attacks that you can Forward Slide from.
Here they are.... with some Frame Data of course : [on Block /Hit/Counter Hit (Critical Stun)]
1.* The Flash Piston Punch
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (+2/+2/+28)
Recovery Difference: +10
Properties & Nuances:
2.Recovery Difference: +10
Properties & Nuances:
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-5/-2/+7)
Recovery Difference: -1
Properties & Nuances:
3.The Wind KnuckleRecovery Difference: -1
Properties & Nuances:
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-12/+7/+7)
Recovery Difference: -6
Properties & Nuances:
4.Recovery Difference: -6
Properties & Nuances:
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-4/+22/+22)
Recovery Difference: -1
Properties & Nuances: The High Kick will actually Float the Opponent if it Connects on Counter Hit or in a Critical Stun.
5.Recovery Difference: -1
Properties & Nuances: The High Kick will actually Float the Opponent if it Connects on Counter Hit or in a Critical Stun.
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-7/+25/+25)
Recovery Difference: -4
Properties & Nuances: This move will only Float if you use it at Critical Level 2 or higher.... and it will only Float if you use both Attacks.
Recovery Difference: -4
Properties & Nuances: This move will only Float if you use it at Critical Level 2 or higher.... and it will only Float if you use both Attacks.
As you can see, only the 1st String, the Jab String, will give you positive frames on block, its also the only string where Forward Slide Cancelling gives you more advantage, Forward Slide Cancelling all the other strings actual gives you less advantage than if you had simply just let the string end, you can lose up to -1~-8 advantage on those strings because of Forward Slide Cancelling, use them only if the Jab String gets countered.
Another thing you'l notice is they all end with Punches.... you can not Forward Slide from a kick because apparently its hard to slide on one Foot... Haha.
Oh.... almost forgot, in the 2nd, 3rd and 5th String you will not get the Forward Slide at all by holding down for the entire string... you must press then release it while you do the string then press again to get the Forward Slide Cancel.
This one is new.... notice how the Forward Slide command is instead of ..... that means you can dial it in like the rest of the string, surprisingly this does not work for the Backward Slide..... that one always requires you to actually be in a Forward Slide state first before it will register the input.
Okay.... moving on....
The Forward Slide.
Here's what you can do from the Forward Slide Stance:
1.
Its important to note that I don't actually know if those move's start up frames are accurate because I don't know if they factor in the duration from the Forward Slide as well. I'l try to test it somehow but I can't make any promises it will be successful.Startup: i12
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-1/+4/+31)
Properties & Nuances: Yep... thats the same one two punch over and over and over again and Sarah is Forward Slide Cancelling between every two punches, the first punch is actually a jab and it hits high, the 2nd punch comes 14 Frames afterwards and hits mid... you can do this string forever as it only initiates a stun on counter hit, on normal hit you can just keep going until you get tired.... and you should, if you stop Forward Sliding then you're going to lose your safety on block and your advantage on hit because you are exactly -5 Frames Slower Without the Forward Slide.... so Keep Sliding and Keep Punching if you do happen to catch a counter Hit then your Advantage is +31, it will be less if you slide again after scoring the Counter Hit.
2. Neck Chopper(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-1/+4/+31)
Properties & Nuances: Yep... thats the same one two punch over and over and over again and Sarah is Forward Slide Cancelling between every two punches, the first punch is actually a jab and it hits high, the 2nd punch comes 14 Frames afterwards and hits mid... you can do this string forever as it only initiates a stun on counter hit, on normal hit you can just keep going until you get tired.... and you should, if you stop Forward Sliding then you're going to lose your safety on block and your advantage on hit because you are exactly -5 Frames Slower Without the Forward Slide.... so Keep Sliding and Keep Punching if you do happen to catch a counter Hit then your Advantage is +31, it will be less if you slide again after scoring the Counter Hit.
Startup: i16
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-3/+24/+24)
Properties & Nuances: This is a nice hard Back Knuckle thats hits High. As you can see it's nice and safe on block and gives you a Face Stun on Hit. Awesome move.
3. Altro Stilleto(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-3/+24/+24)
Properties & Nuances: This is a nice hard Back Knuckle thats hits High. As you can see it's nice and safe on block and gives you a Face Stun on Hit. Awesome move.
Startup: i23
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-6/+16/+16)
Properties & Nuances: This mid kick is all kinds of awesome, its very slow at on Start Up but its actually completely safe on block because it pushes the opponent back 2 Meters (Sarah's Has a reach of 1.5 Meters) and it gives you a crumple stun on Hit. You can use this from a Raw Forward Slide at a distance, its much better than Stiletto for spacing.... Actually the Power Blow, :[p+k]: Sharp Stilleto does the same thing but it cause a knock down on hit and its slower.
4. Serpent's Tail(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-6/+16/+16)
Properties & Nuances: This mid kick is all kinds of awesome, its very slow at on Start Up but its actually completely safe on block because it pushes the opponent back 2 Meters (Sarah's Has a reach of 1.5 Meters) and it gives you a crumple stun on Hit. You can use this from a Raw Forward Slide at a distance, its much better than Stiletto for spacing.... Actually the Power Blow, :[p+k]: Sharp Stilleto does the same thing but it cause a knock down on hit and its slower.
Startup: i21
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-18/KD)/KD)
Properties & Nuances: This low sweep also happens to be a slow sweep as it turns out (it does have tracking).... its also very unsafe and can be punished by Strikes..... Don't use this kick more than 3 times in a row, or you will regret it. As it turns out, its also a stance specific sweep, if the opponent techs the knock down immediately then the stance will affect the amount of advantage you get. Its +2 if in Open Stance (if your sweep hits them from the front) and +8 if in Closed Stance (if your sweep hits them from behind).... perhaps you can use that some how, she does have a 7 Frame Throw after all and it goes active on the 8th frame..... its just an idea.
5. Serpent's Bite(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-18/KD)/KD)
Properties & Nuances: This low sweep also happens to be a slow sweep as it turns out (it does have tracking).... its also very unsafe and can be punished by Strikes..... Don't use this kick more than 3 times in a row, or you will regret it. As it turns out, its also a stance specific sweep, if the opponent techs the knock down immediately then the stance will affect the amount of advantage you get. Its +2 if in Open Stance (if your sweep hits them from the front) and +8 if in Closed Stance (if your sweep hits them from behind).... perhaps you can use that some how, she does have a 7 Frame Throw after all and it goes active on the 8th frame..... its just an idea.
Startup: i37~i38
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (Doesn't Even Matter/It really doesn't/+15SDS)
Properties & Nuances: Use this Mid Kick when ever you get chance, its slow on start up and its just absolutely fantastic whenever it connects, it only sucks if you miss or it gets held. As you can tell by the command, its a strike that allows Sarah to perform a throw on hit, except for Sarah it also works even if the opponent blocks it . You need to time it properly though, you won't get the throw if you press before the kick actually connects, so practice this move, you'l be glad you did. And in case you were wondering, its actually safe at -2 on block and forces the opponent into a non-critical crouch stun at +3 on hit.... in case you were wondering, this kick is identical to Sarah's Mellow Heel Kick, and has all the same properties, meaning it will grant her a Sit Down Stun on Counter Hit. You can still get the throw on Counter Hit.
6. Wild Cat(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (Doesn't Even Matter/It really doesn't/+15SDS)
Properties & Nuances: Use this Mid Kick when ever you get chance, its slow on start up and its just absolutely fantastic whenever it connects, it only sucks if you miss or it gets held. As you can tell by the command, its a strike that allows Sarah to perform a throw on hit, except for Sarah it also works even if the opponent blocks it . You need to time it properly though, you won't get the throw if you press before the kick actually connects, so practice this move, you'l be glad you did. And in case you were wondering, its actually safe at -2 on block and forces the opponent into a non-critical crouch stun at +3 on hit.... in case you were wondering, this kick is identical to Sarah's Mellow Heel Kick, and has all the same properties, meaning it will grant her a Sit Down Stun on Counter Hit. You can still get the throw on Counter Hit.
Startup: i26
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (+6 /KB/KB)
Properties & Nuances: Its very slow at on start up and since Sarah is so so stall and her ass is higher than usual the Butt Slam is classified as a High Kick.... it Guard Breaks on block (obviously) and leaves Sarah BT with a +6 Advantage... no Guarantees. It causes a 3~5 Meter knock back on hit depending on if the opponent decides to tech or keep rolling, it will trigger Dangerzones/Wall Splat within 3.0 Linear Meters. Just like other body attacks it has no animation when held and instead grants the opponent a side step hold and its unsafe at -13.... she also screams "YAHOO!!!" Every time she does it . Feel free to annoy as many people with that as you can.
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (+6 /KB/KB)
Properties & Nuances: Its very slow at on start up and since Sarah is so so stall and her ass is higher than usual the Butt Slam is classified as a High Kick.... it Guard Breaks on block (obviously) and leaves Sarah BT with a +6 Advantage... no Guarantees. It causes a 3~5 Meter knock back on hit depending on if the opponent decides to tech or keep rolling, it will trigger Dangerzones/Wall Splat within 3.0 Linear Meters. Just like other body attacks it has no animation when held and instead grants the opponent a side step hold and its unsafe at -13.... she also screams "YAHOO!!!" Every time she does it . Feel free to annoy as many people with that as you can.
Also, listen carefully, you have to to input your attacks while Forward Sliding..... if you hear the distinct sound of Sarah's boot clomping the floor, that means you completed the slide and any inputs registered after that sound will not be part of the Sliding Stance..... you also don't hear the sound when you cancel into Backward Slide..... makes you wonder how she does it.
The Backward Slide.
Now Sarah's Backward Slide by its self has some interesting properties. Its actually a punch parry. It only parries High and Mid Punches... and the amount of advantage you get varies depending on a variety factors that are currently beyond my comprehension, but as far as I can tell, Against a Sarah vs. Sarah mirror match, the minimum advantage I was able to get was +8 and the maximum was a whopping +20 .... to be more specific, when I Parry Sarah's i11 mid Elbow I get +8~+19 advantage.... but when I parry her i10 high jab I get +10~+20.... I tested it with the Flash Piston Punch. And it seems like the sooner you cancel into Backward Slide, the more advantage you will get.... but the Later you cancel into Backward Slide, the less Advantage you will get BUT you also get Counter and High Counter Bonus for Parrying in the later frames. I'm gonna have so much fun testing this parry.
Anyway.... moving along... you perform the Backward Slide by cancelling the Forward Slide. In other words: during FS.
1. Snap Back Knuckle
So.... unlike The Forward Slide, you can still get Backward Slide Attacks to come out even after you hear the sound of her boots clomping the floor for a short duration. so you can move at whatever pace you feel comfortable... familiarise yourself with the differences and try not to get confused between the two.Startup: i15
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-2/+28/+28)
Properties & Nuances: This High Back hand is nice and safe. On hit it grants her an awesome Face Stun that lets you connect all kinds of slower moves, like a Critical Burst.... assuming you could actually somehow bring an opponent to Critical Threshold using this attack.
2. Spinning Elbow(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-2/+28/+28)
Properties & Nuances: This High Back hand is nice and safe. On hit it grants her an awesome Face Stun that lets you connect all kinds of slower moves, like a Critical Burst.... assuming you could actually somehow bring an opponent to Critical Threshold using this attack.
Startup: i21
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-5/Faint Stun/Faint Stun)
Properties & Nuances: This High Elbow is Sarah's hardest elbow.... and its weird, sometimes you can follow the Faint Stun with a jab and sometimes you can't.... I don't know why yet. .
3. High Angle Knee(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-5/Faint Stun/Faint Stun)
Properties & Nuances: This High Elbow is Sarah's hardest elbow.... and its weird, sometimes you can follow the Faint Stun with a jab and sometimes you can't.... I don't know why yet. .
Startup: i18
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-7/+15)/+15)
Properties & Nuances: This is Sarah's mid knee and it grants her a Gut Lift Stun. As you can see, its semi-safe so be ready to break i5 Frame Throws, and Beware of "The Grappling Four".
4.(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-7/+15)/+15)
Properties & Nuances: This is Sarah's mid knee and it grants her a Gut Lift Stun. As you can see, its semi-safe so be ready to break i5 Frame Throws, and Beware of "The Grappling Four".
Startup: i21
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-15/+2/+2)
Properties & Nuances: This very slow Low Kick (does not track) grants a Trip Stun on hit. as you can see it does not guarantee anything and if your opponent sees it coming, you'l regret you ever tried it, use with caution.
5. Middle Spin Slicer(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (-15/+2/+2)
Properties & Nuances: This very slow Low Kick (does not track) grants a Trip Stun on hit. as you can see it does not guarantee anything and if your opponent sees it coming, you'l regret you ever tried it, use with caution.
Startup: i21
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (+17 GB/KB/KB)
Properties & Nuances: This mid tracking kick is slow... but thats okay, if opponent are slow to react then this shouldn't be a problem, you just need to watch out for Holds. This Hard kick will break an opponents guard and cause them to step back 1.8 Meters and grants an Advantage of +17.... On hit you get a 3.5~5.5 Meter Knock back depending on if they tech or keep rolling, it will trigger Dangerzones/Wall Splat within 3.5 Linear Meters.... Personally, I like the Wild Cat Guard Break from her Forward Slide alil more.
(Dis)Advantage On Block /Hit/Counter Hit (Critical Stun): (+17 GB/KB/KB)
Properties & Nuances: This mid tracking kick is slow... but thats okay, if opponent are slow to react then this shouldn't be a problem, you just need to watch out for Holds. This Hard kick will break an opponents guard and cause them to step back 1.8 Meters and grants an Advantage of +17.... On hit you get a 3.5~5.5 Meter Knock back depending on if they tech or keep rolling, it will trigger Dangerzones/Wall Splat within 3.5 Linear Meters.... Personally, I like the Wild Cat Guard Break from her Forward Slide alil more.
Don't feel obligated to attack out of the Backward Slide, even if you successfully parry a punch. its perfectly fine to just use it as a fake out or spacing tool. you can also use it to gather information on your opponent's tendencies in the heat of battle.
When Sarah Forward Slide and Backward Slide, She can and will be beaten by the Infamous Low Punch, how fitting is it that Sarah is weak to VF tactics. And when she Backward Slides, she are essentially vulnerable to kicks of any kind.... Ironic isn't... you beat the master Kicker by Kicking Back.
Conclusion.
If you spot any mistakes, inaccurate details or would like to contribute these tactics with some Media, then please let me Know, I'l make corrections and updates as soon as I can.
If you found this helpful then feel free to check out the Sarah's hidden Step Cancel and Some of her hidden Kick Cancels into Flamingo.
Happy Sliding Yall !!!
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