If we're talking about character patches .. then the following should be fixed for
Sarah:
1- this threshold skip glitch needs to go:
The main reason for this is that her 3P+K is her only MID P launcher from neutral and all the other launchers she has are MID K... Losing the ability to launch makes her lose the ability to mix-up as well as the fact that if a launch was attempted after it would NOT be at threshold height since the threshold meter is RESET.
2- Fix Sarah's LOW strike defense during FLAMINGO stance as it is in VF5FS:
- Sarah's (FL) P+K sabaki should stop both LOW P's AND LOW K's as it is in VF5FS. Example here :
- Sarah's (FL) 4K should be a LOW CRUSH as it is in VF5FS.
As it is now Sarah has NO low strike defense even though she has frame advantage on block in many cases making the stance transitions useless unlike the 50/50 to beat out lows in VF5F.
The lack of LOW K defense also forces her to go back to Neutral to avoid getting hit with a LOW K wakeup, this is extremely frustrating as she cannot keep her pressure the way she does in VF5FS.
3- the timing for 66P+K should be ALOT looser .. As it is now it's far too tight and the input keeps conflicting with her 6P+K .. This is especially apparent when you attempt to do 66P+K in the middle of a Mix-up or after you score a knockdown ... the two moves should not conflict... it completely ruins her offensive momentum ... especially when you wanna go for her FORWARD SLIDE 50/50 pressure vs a tech-roll and all you get is a standing 6P+K in place.
4- Recovery to her Moonsault Stance 9P+K should be reduced slightly, it serves no damn purpose in this game as it does in VF5FS as her momentum is completely frozen for a few frames after it ... I have no idea why they added so much damn recovery for an evasive move which is meant to be used to get out of trouble as in VF5FS.
5- Sarah's Kick portion of her 4PK hits twice and is lightning fast ... those 2 hits of the K should be a NATURAL COMBO! having both kicks holdable the way it is now makes it completely useless and the follow up just frame K after it even more useless ... what the hell is the point of the whole Mixup between the high tracking H+K and the non-tracking mid ground bounce 4K after the just frame if you can stop the damn Mixup before it even happens ?!?!
6- Finally, Sarah's (FL) KKKK (high, high, mid, mid launch string from flamingo) ... the LAST K should have a recovery similar to her neutral 1H+K or her (FL)1K as its basicly the SAME damn LAUNCHER and it gives her a juggle that she should be able to follow up from .. as it is now ... that string is no where near as useful as it is in VF5FS and her follow up from it is far too limited to a stupid 2 hitter which doesn't even connect sometimes...
To all the people who wanna say "This is not VF5FS this is DOA5"... SHOVE IT ... she does NOT work how she is supposed to, and Pai and Akira transitioned far better than her as their general flow still feels a lot closer to their VF5FS selves..
These are hardly even buffs, these are just necessary things she needs in order to function as she was intended to function in this game ... which is similar to her VF5FS self. As she is now, she is far too clunky and does not flow well.