She's so hard to process in the moment. Her CB also feels like it's 10f, I have never been able to hold it so a majority of fights against her are like "*is counter hit for deep stun* *tries to hold stun extenders but fails* *gets CB'd despite hold attempt* *3-0'd*"
It has deceptively long range, and she's able to pop it out after some hit that really look like light stuns with heavy pushback. So you think "Oh, I'm way out of ra--- oh. Fuck."
Generally, just assume you're always about to be DB'd.
Fighting Sarah, your objective is not to try holding everything, or simply guess with hold. You hold what is most likely going to be done by Sarah and it's player as you play them.
You're also not supposed to challenge the character's frame advantage when she puts it on block. Sarah has traditional frame traps but none of them actually open you up without her trying to throw you. Thus your correct response.
When you show the player you know how to block well, they have to throw you. Something people don't seem to think about. This alongside recognize strike patterns are what allow a good defense to break neutral poke attempts.
Try sidestepping a lot at close range. I'm also not that familiar with her frame stuff, but as long as she's not in her flamingo stance, I can't think of anything dangerous that she can use against this since her throw damage is also not the best. Other than that, she's pretty limited in the spacing game, so that's where you can play her out.