Its not that simple...
Turtles are looking for 2 things ...
- whiff punishes
- negative frames from your moves to hit back
Pro turtlers tend to hold up-back in order to walk back and block while being able to avoid highs and mids .. but they are still vulnerable to lows.
You being a Sarah player do have a few tools to close the gap from a good distance.
- 2H+K is a great tool. it opens up the opponent for stun.
- 3KK .. and 3KKH to enter flamingo.. but I would just test things out with 3K since it only puts you at -5
- 66K is also great ... and if you get a far wall slam from it .. do another 66K to slam them back into the wall.
- you also have your forward slide stance (66P+K) or any of the variants leading to it ... like 6KP6 or 6P+KP6 .. etc. when opponents see you running towards them they may attempt a punch to punish you ... thats when u press 4 and get them with her sabaki backward slide. and if you can read it correctly you can get them with the faint stun as well by pressing P+K .. that guarantees your 3P+K launcher
- 4K is safe as hell .. and great to get into flamingo with massive frame advantage for frame traps
another thing you can do is Run into Throw .. scares the shit out of some people ..
or ... run into sidestep, chances are a turtle will just want to spit out a poke of their for counter hit ..
now all this is very nice for most the cast. But there are some characters that are far too strong from a distance. Lisa comes to mind. with Lisa u need to be aware of her flow. Lisa is slow but alot of her moves put her at very minor disadvantage, which tempts the lisa player to attack from disadvantage sometimes... for characters like Lisa, Ayane, Brad .... stick to your mids .. and avoid doing too many highs because these characters have good crushes ...
Also, go for your fast mids .. 6P and 6K are your best friends ...
dont try to trow them too much, unless you get a strike cancel throw with sarah .. those are always yummy and i find them less risky.
beware of lisa and brads offensive holds ...
characters with parries like Leifang, Bayman, Gen Fu, Eliot will want to use their mid parry whenever they can ... keep your eye out for them and punish with a throw for high counter damage when you get the chance or a high or low stun starter .. or better yet go straight to launch ... you can do a mid as well if you have enough experience in hitting a hold/parry in its recovery frames.
another thing to be aware of is that these parry happy players would usually attempt their parries when a string ends them at a disadvantage. (hitomi's love that anti punch parry)
now if you see a player that just loves to press a button after you hit them ... use your plus frame moves ... 4K , P+K , P , 2P (on hit) .. 6P+K3PK (causing GB)
6P+K3PKH is another great way to enter flamingo since the 2nd hit is a mid P .. it also starts stun .. so if they try to crouch ... that thing will stuff them .. if not .. you're in flamingo and you can play with them .. or just press 4P+K n you recreate the space .. to bait them to press something ..
It really depends on alot of things but I hope this gives your some ideas