Hey guys ! (and nice to see Steady here as well

) ..
I main Sarah in VF5FS and I've grown quite fond of how she transitioned.
I'll give you guys a bit of an overview..
Let's see..
- Input changes:
forward slide 66P+K
step (from flamigo) 1P+K
moonsault 9P+K
switchstep 8P+K
The rest of her inputs are more or less identical. and of course she has holds and a low throw now
- She has 3 sitdown stuns that are only achieved on counter hit (unfortunately):
6G+K (if set up right guarantees burst .. best sit down she has IMO)
P+K (pushes the opponent a bit far but in MOST cases .. not all... guarantees a 6G+K launcher)
(flamingo) 4K (pushes the opponent pretty far.. good for resetting the situation .. but that's it .. )
- her (flamingo) 4K does not have the jump property that it has in VF5FS. this makes Sarah extremely vulnerable to attacks when transitioning into flamingo on block as she cannot crush lows and the (flamingo)P+K parry is too risky (and not as effective as in VF) I'm unhappy with this.
- her 9K does not allow air juggle like it does in VF5FS on normal hit .. however it seems that the 3 height system is indeed implemented. after an initial stun (or on counter hit basically) the move allows a juggle and at threshold it allows an even better one.. so I guess this is fair. (in move details the hit effects go from white to yellow to red indicating 3 heights).
- There was a spelling mistake with her win pose "better run home to momma now' .. momma was spelled MONMMA... just thought id point this out as well.
- Sarahs just frames are still just frames but they are holdable in between .. I found that annoying as there's not much of a point sometimes to go for the JF... BUT .. they DO seem easier to pull off than VF ..particularly the Flamingo 3H+K into H+P throw and forward slide 2KK into H+P throw..
- her burst 236P+K is a new move (actually an old VF animation)
- She seemed weak at first, but once I started implementing her sitdown stuns and found out how to maximize her air juggles. her damage output isn't that bad actually. also her hold damage is pretty good.
Speaking of dealing max damage,
I found that her best average height juggle is 3PK,(FL)P,6KK (unlike VF 3PK deals more damage than 1H+KK)
and I found that her optimal damage from a 1K launcher after Burst can be done by 3PK,(FL)P,4K(bounce),6KK
If you guys can come up with more damage from juggles later on that would be awesome
- One thing to note is that If you were near a wall I don't recommend going for 3PK air juggle starters as they would cause a wall slam. Instead, I recommend going for 1H+KK and continuing the combo normally. 1H+KK does not cause wall slam and allows longer juggle follow ups before wall slam
- another thing worth noting is that unlike in VF5FS. her step stance (done here by pressing 1P+K)is a lot more useful in DOA5 mainly because of how different the stun system is... you're always at a decent advantage when transitioning into flamingo on hit. This also makes her (step) PP Launcher fas more viable as she does not have a MID P option from flamingo.
- Sarah's disgusting mind game 50/50 vs quick stands by using her forward slide 2K or K or 4K or 2KK is just as deadly with the difference of being able to be held in DOA of course so be careful... but this also allows for great hold baiting as you can delay your inputs on forward slide. its worth mentioning that her Forward slide 2K is also a circular move ( basically anti sidestep) this is great for screwing with people.
- she still has all her her normal hit knockdowns (3H+K, (FL)2H+K, (BT) 2K .. etc)
- Her 4H+K on a standing opponent causes a Flop stun allowing 1H+KK, (FL)7K for good guaranteed damage.
on a JUGGLED opponent it causes a re-bounce guaranteeing 6KK
- her (FL) P2KKK just frame causes a faint stun guaranteeing (FL)1KK,(FL)P,6KK ... (this is more damage than (FL)1KK, (FL)6KK)
- one big difference is that her (FL) K pushes the opponent back in her air juggles and doesnt allow air juggle followups, unlike in VF. This makes a lot of her Max damage VF juggles not work. But then again, all her damage property is different in this game so its no big deal. You just need to adapt to the new air juggle combo chains possible.
For example, in VF I would do 1KK, (FL) K , 7K for heavy weights from a 1 K launcher ... but in DOA5 it doesn't work. you need to need to use her punches if you wish to extend her juggles like the examples I posted earlier.
- All her transitions into flamingo on block put Sarah at +2-+4 (which is great) with the exception of 1H+KK which puts her at 0 frames (still better than in VF as it put her at -2)
- also you can no longer combo from her 7K like you could in the earlier builds ..
Hmm what else...
I'd be more than happy to answer any questions you guys have
Oh yeah .. one more thing ..
Sarah's C2 ..
she can change her panties

press A for black lace
press X for zebra
press Y for white
and press A+Y for pink n black stripes
gotta love TN for that
