Sarah's booty bump is + on block, but should only be used during step back transition. The kick GB is a better version despite the pushback it has.
For Sarah you want to enable certain amount of frame traps and land hits on CH since she doesn't have natural NH stun openers. 2H+K doesn't count since she gets nothing guaranteed after it, but it can condition the opponent to block more (or attack) in this case. A blocking opponent can also be a good thing for you because it leaves themselves open for i7-i12 throws (which you can't break these throws in DOA). If you do 6P and if it lands on block, you "stop". 6P in itself is disadvantage despite being safe, it's no longer your turn. -5 for you is +5 for the opponent. Same with Flamingo attacks that leave her negative. If you land these attacks your best bet is to perform the backflip backstep from Flamingo due to having invulnerability when it's active. Which is why it's better to use attacks that lead to Flamingo that is plus.
A strong way to start an offense could be these. You should get use to these commands on first gauge:
>
> (still leaves you plus if they are still blocking to continue offense and puts you at Flamingo. If they are attacking within that isn't an i11, they'll get hit on CH and 3PK also tracks if they sidestep. Disadvantage is that these are highs but a pressured opponent may not duck either way). - If they try to duck, you enable P > 6P to catch them on NH for a free stun.
>
>
> (If 2P lands on CH, 6P may whiff on range depending on character).
>
> (you tap H after P to prevent from coming out, bypass for a free cancel, leaves you plus on block. If they hit a button in between they'll get launched).
> (this is a slower approach so be careful on this one, but if they choose to continue blocking because they expected something else, you are plus again).
> /6T (if you know your opponent is blocking far too much and not attacking, you get a free forward throw. If they decide to attack again, then return in CH).
The reason why you see so many jabs is because it's the fastest move in her arsenal that leaves her plus, fastest recovery, combo extenders etc etc. People can't exactly react to jabs. They expect them or predict that a jab is coming but never on reaction. Her jab is the number one go-to move in this game because it puts them at -1 and forces people to block and guess more.
--------------------
I don't play this character, but I can already see the approach just by hitting training mode with her. Execution doesn't seem too difficult either.
For Sarah you want to enable certain amount of frame traps and land hits on CH since she doesn't have natural NH stun openers. 2H+K doesn't count since she gets nothing guaranteed after it, but it can condition the opponent to block more (or attack) in this case. A blocking opponent can also be a good thing for you because it leaves themselves open for i7-i12 throws (which you can't break these throws in DOA). If you do 6P and if it lands on block, you "stop". 6P in itself is disadvantage despite being safe, it's no longer your turn. -5 for you is +5 for the opponent. Same with Flamingo attacks that leave her negative. If you land these attacks your best bet is to perform the backflip backstep from Flamingo due to having invulnerability when it's active. Which is why it's better to use attacks that lead to Flamingo that is plus.
A strong way to start an offense could be these. You should get use to these commands on first gauge:
>
> (still leaves you plus if they are still blocking to continue offense and puts you at Flamingo. If they are attacking within that isn't an i11, they'll get hit on CH and 3PK also tracks if they sidestep. Disadvantage is that these are highs but a pressured opponent may not duck either way). - If they try to duck, you enable P > 6P to catch them on NH for a free stun.
>
>
> (If 2P lands on CH, 6P may whiff on range depending on character).
>
> (you tap H after P to prevent from coming out, bypass for a free cancel, leaves you plus on block. If they hit a button in between they'll get launched).
> (this is a slower approach so be careful on this one, but if they choose to continue blocking because they expected something else, you are plus again).
> /6T (if you know your opponent is blocking far too much and not attacking, you get a free forward throw. If they decide to attack again, then return in CH).
The reason why you see so many jabs is because it's the fastest move in her arsenal that leaves her plus, fastest recovery, combo extenders etc etc. People can't exactly react to jabs. They expect them or predict that a jab is coming but never on reaction. Her jab is the number one go-to move in this game because it puts them at -1 and forces people to block and guess more.
--------------------
I don't play this character, but I can already see the approach just by hitting training mode with her. Execution doesn't seem too difficult either.
Last edited: