One thing Sarah definitely lacks is her lack of guaranteed damage, but sky-high frame advantage and an awesome Sabaki makes up for more than enough of it. Since SE has been removed from sitdown stuns, I always try reaching the Critical Threshold with 




. It's unholdable (downside is you can sidestep it, IIRC), but it's at least something that helps Sarah with the stun game.
 
Oh, and I wonder why nobody posted this as their post-CB juggle. It's probably her most damaging juggle, too.




, 


, 





.
 
If it's a stage with floor danger zones though, just go with the regular one-guess launchers with her double-ground-bounce juggle.

, 




, 

, 




, 





 OR end it with 


