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    Sarah by JCulbert

    Version: 1.2 | Updated: | Search Guide | Bookmark Guide

    Virtua Fighter 3 (Arcade)
    Version 1.2
    By John Culbert (tigeraid@geocities.com)
    This FAQ and all my others can be accessed at the following sites:
    http://www.geocities.com/SiliconValley/Heights/1910 (my page)
    Version Updates:
    -just fixed some mistakes and typos. Sorry, no Vs. section. I've pretty much
     given up on Sarah now, so there will be no more updates... (so that I can
     focus on my other VF3 FAQs, Taka, Akira and Kage).
    IIRC, the game premiered last November or December, so this may be a tad late
    for the rest of you. The Sarah FAQ by Chia Wildy <caliburn@cyberway.com.sg> I
    thought was awful weak, so here's a COMPLETE Sarah FAQ. :)
    I've liked Sarah since VF1; she has a tendancy, unfortunately, to be played
    by scrubs, but she can also be played by good players with finesse and style.
    Her style relies heavily on float combos and hitting with the Mid-level
    Elbows and Knees. So, what's so good about Sarah? Well, here's my rundown:
    1. FAST, FAST, FAST :)
    2. has good balance of defense and offense
    3. AWESOME comboability and damage WITHIN the combos
    4. GREAT range on most attacks
    5. FAST Pounce
    6. decieving use of setup and flip attacks
    7. Throws that she has are DAMN cool
    8. looks hot in both her outfits :) (and NO I'm not hung up on videogame 
       chicks, I like human women!)
    1. overall low damage potential w/out combos
    2. moves that DO good damage have slow recovery and must be placed carefully
    3. STILL not a wide variety of Throws (IMHO)
    4. Throws difficult to use on a regular basis (can only be placed in a few
       key places)
    5. overall LOW Throw damages :(
                   .----------Guard (block)
                   | .--------Punch
                   | |
                   | | .------Kick
                   | | |
                   | | | .----Evade (sometimes refered to as Dodge)
       u/b u u/f   | | | |
          \|/      | O O O
        b--o--f    O
       d/b d d/f
    HCT= Half Circle Toward (roll the joystick from B to D to F)
    HCB= Half Circle Back (roll the joystick from F to D to B)
     , = commands made one after the other
     + = enter commands simultaniously
     N = Neutral (return joystick to center)
     f = Forward (tap joystick forward)
     b = Back (tap joystick back)
     d = Down (tap joystick down)
     u = Up (tap joystick up)
     F = HOLD Forward
     B = HOLD Back
     D = HOLD Down
     U = HOLD Up
     MC= Major Counter
    Note: so, for those who don't understand the directional stuff, directions
          capitalized mean to HOLD in that direction. For example, when doing
          Sarah's Punt Kick (d+K), it means to tap down on the joystick and hit 
          kick at the same time. On the other hand, Sarah's Low Kick is done D+K, 
          meaning that she must first crouch for a moment (HOLD down) then tap K.
    *Attack Levels*
    This is were the specific attack hits on an opponent's body. 
    H- High level (can be ducked or blocked while standing)
    M- Mid level (CANNOT be ducked and MUST be blocked high; cannot be blocked
    L- Low level (CANNOT be blocked high, must be blocked low)
    D- Downed (cannot be blocked at all, hits fallen opponent)
    n/a- does not hit opponent
    In VF3, there are many different ways in which to Throw your opponent; 
    remember that Throws are totally unblockable... Another change to VF Throws
    is that, like Tekken, they now have a missed animation where your fighter
    grabs at the air. This means that if you go for a Standing P+G Throw, and the 
    enemy ducks, you will not get the punch you did in VF2; instead, you'll grab
    at the air and give the enemy an opportunity to counter.
    -Types of Throws-
    HT- High Throw (only grabs standing opponents)
    LT- Low Throw (only grabs crouching opponents or a sitting Shun Di)
    ST- Side Throw (grabs opponents at a sideways angle in relation to your 
        character's front)
    BT- Back Throw (grabs opponents with backs facing your character)
    GT- Ground Throw (grabs fallen opponent only)
    WT- Wall Throw (animates Throw differently depending on position near wall)
    CT- Catch Throw (has execution time and recovery)
    Low Throws have instant execution, CAN be broken out of, and have an obvious 
    missed animation with the fighter reaching downward slightly. 
    A Side Throw has instant execution and CANNOT be broken out of. 
    Back Throws are instant like regular frontal Throws and cannot be broken 
    Ground Throws are attacks that grab the enemy off the ground, but have a 
    noticable execution time, allowing fast foes to avoid them. They also have a 
    slower recovery animation, meaning the enemy can also counter with a rising 
    attack; note that the Ground Throws cannot be broken, however. 
    Wall Throws are basically regular Throws that have been modified with 
    different animations if you or your opponent are near the wall. A cool 
    example is with Jeffry's Exchange Throw (d/b+P+G); in normal circumstances, 
    he'll just grab your arm, whip you around and leave your back exposed. 
    However, if Jeffry's back is to the wall, Jeffry will whip you INTO the wall, 
    drag your face along it, then knee you (ouch!) The only difference between 
    Wall Throws and regular Throws is that they are inescapable.
    Catch Throws are a special type of grab; they are inescapable, and usually
    lead to big damage multi-Throws, but also have a noticable execution time,
    allowing the enemy to counter quickly if they see it coming, and also have a
    slower recovery so the enemy can counter if it misses. These Catch Throws 
    only grab high and therefore can be ducked easy, so it is best to bait the
    enemy into blocking high and then snag them (see tactics later on).
    Note on Regular Throws: "regular" refers to a Throw that grabs high and is
    escapable. Generally a character has three or four regular Throws, one being
    P+G, which is escaped with the same motion. Other Throws can also be 
    considered regular Throws, as long as they don't fall into ANY OF THE ABOVE
    CATEGORIES OTHER THAN HIGH THROW. For example, a Low Throw, or a Side Throw,
    is not considered "regular". 
    *Throw Escapes*
    Unlike VF2, most Throws in this game can now be escaped. The general rule is
    that any REGULAR or LOW Throw can be escaped. Now, as far as I know there is
    a common way to break out of all Throws if you anticipate them, and I will
    explain this later on in the Tactics section.
    To escape from a throw, tap the motion the moment the opponent begins to 
    throw you (around 10 frames in).
    Some characters in VF3 have the ability to grab the enemy's oncoming attack
    and counter it. Only certain attacks can be reversed however. Each move in
    the moves list that can be reversed will be designated with "R" followed by
    one or a combination of the following indicators:
    L-  must be reversed low         
    M-  must be reversed high
    H-  must be reversed high
    P-  must be reversed with a Punch reversal
    K-  must be reversed with a Kick reversal
    Kn- must be reversed with a Knee reversal
    KF- must be reversed with a Kickflip reversal
    C-  must be reversed with a Crescent reversal
    none- cannot be reversed
    *Floating and the Art of the Counterhit*
    Floating is the term used when the enemy is knocked up in the air and stays 
    there long enough to be juggled. A lot of moves will "float" the opponent, 
    but not all the time. It depends on where you hit them, where they are, which 
    character they hit (lighter characters like Pai float better) and wether or 
    not they're on the ground. Note that opponents float the easiest when you hit 
    them with a move DURING the animations of their own move (MC). 
    Three things happen when you connect an attack as a major counter:
    1) The attack is given a 50% damage (maybe a little less now?) point bonus!
    2) The attack can have the potential to float the enemy high enough for a 
       good juggle
    3) As well, the attack can sometimes become more stunning (i.e. the opponent
       will lay on the ground longer) allowing you to get in a good Pounce.
    NOTE: there is also a "minor counter", which is done by attacking the enemy 
          during their RECOVERY frames--you are awarded a smaller damage bonus, 
          and it will also sometimes knock down/float (though usually less than 
          the MC). Also note that you can recieve a minor counter bonus with
          Throws (eg. duck a high attack & Throw), but it does considerably LESS 
          than a minor counter otherwise.
    In VF3 your character can stand in two stances, closed stance and open 
    stance. Consider the diagram below as a bird's eye view, the Xs being the 
    character's feet position.
                 Player 1    Player 2             Player 1     Player 2
                   X         X                     X                 X
                         X         X                     X     X
                     Closed Stance                      Open Stance
    Think of the bottom of those diagrams as facing you, the player. Notice that 
    the legs closest to you in open stance are close together, but the opposite
    legs are extremely far apart. Thus, the open stance does not allow the 
    opponents to get very close together. But, in closed stance, one leg of
    player one is forward (in the diagram, the right) and their opponent's right
    leg is forward. This allows the opponents to get closer in to each other.
    This is one of the things that occur with different stances. Other things
    happen as well, such as moves hitting different attack levels and attacks 
    coming out different or having more range.
    *Guard Cancelling*
    To pull back a punch or a kick, tap guard during its initial animations (as
    it is coming out). This is very good for faking out the opponent, and its
    recovery is instant. After it you can do a number of moves; for example, the
    opponent will attempt to block your incoming punch, but you can quickly pull
    it back and immediately Throw if they are close enough. Guard cancelling is
    also a big part of some combos; after floating the opponent, you could juggle
    with maybe two punches. But, if you G-cancel those punches, you can get
    more punches in. As well, this allows for quick punch juggling then going
    into a follow-up attack.
    These are attacks on fallen enemies. Sarah has three possible Pounces: 
    d/f+K, u+P, and d,U+P. These will be explained further on.
    You can dash by tapping f,f and you can also dash backward with b,b. To RUN
    forward, tap f,F. 
    Alternately, you can now tap f+E (or F+E) or b+E to dash (or run) as well. 
    Surprisingly, the only way to cancel your dash in VF3, is to cancel the f+E
    or b+E; you cannot G-cancel the f,f or b,b! See tactics for more info.
    To Evade, or dodge, press the E button. This will cause Sarah to slip off to
    the side of the opponent AWAY FROM YOU, THE PLAYER (i.e. "dodging in"). To
    "dodge out", or toward you the player, tap d+E. Dodging avoids a lot of 
    attacks that are not circular... The following is from Andrew Ryan Chang's
    VF3 Beginner's FAQ (dodge=evade):
    "Attacks can be classed into four categories: linear, backside-to-frontside 
     circular, frontside-to-backside circular, and circular. It is nearly 
     impossible to dodge the last. The first can usually be dodged in either 
     direction. Dodging an attack that comes across the opponent's backside 
     requires dodging towards their frontside, and vice-versa. Combo attacks and 
     G button taps will align a player with a person who has just sidestepped."
    A good example of a circular attack is Pai/Lau's Crescent Kick, meaning that
    if you try to evade this, you're screwed. :) See tactics for more info...
    *Rising Moves*
    These are attacks or technqiques done while recovering from a knockdown. 
    These are listed (as many as I know) in the general moves section. See 
    tactics for more info.
    -Step Forward: F
    -Step Back: B
    -Crouch Step: D/F or D/B
    -Dash Forward: f, F or F+E
    -Dash Back : b, B or B+E
    -Run Forward: f, F
    -Jump: d,U or d,U/B, or d,U/F
    -Evade In: E
    -Evade Out: d+E
    -Roll Forward: F (when knocked down; can perform other recovery attacks after)
    -Roll Back: B (when knocked down; can perform other recovery attacks after)
    -Roll to Side: G (when knocked down; can perform other recovery moves after)
    -Kip Up: E
    -Rising Heel Kick: K
    -Rising Sweep: D+K
    (NOTE: any more rising attacks, please! I would also appreciate frames and
           damage where applicable too...)
    Note: frame intervals of each move are listed in the Moves analysis. Also,
          additional notes are included in analysis.
    -damage points in squiggly brackets ( { } ) for Throws indicate changed 
     damage when the Throw is done to Taka-Arashi.
    -a tilde ( ~ ) indicates the damage points vary depending on distance of the
     enemy away when the move is started
    -an * between reversal types indicates how each hit is reversed; for example,
     with Sarah's Punch-Kick combo, the Reversals are designated HP*H,K--meaning
     that the first hit is reversed with a High Punch Reversal, and the second is
     reversed with a High Kick Reversal. If it is a multiple attack but has only
     one reversal type, then assume that all hits can be reversed with the same
     type. If the reversal type is followed by a number in parenthesis, this is
     the number of hits that are reversed with this reversal; for example, for
     Sarah's Triple Punch-Kickflip, the first three Punches can be reversed with
     a High Punch Reversal, but the last hit must be reversed with a Kickflip
     Reversal; therefore, it is designated R-HP(3)*KF.
       MOVES NAME:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Punch:                    P        | H      |      10      | R-HP
    -Low Punch:               d+P       | L      |      11      | R-LP
    -Low Punch:               D+P       | L      |      9       | R-LP
    -Kick:                     K        | H      |      25      | R-HK
    -Low Kick:                D+K       | L      |      15      | R-LK
    -Side Kick:              d/f+K      | M      |      10      | R-MK
    TURN-AWAY ATTACKS: (done while facing opponent)
       MOVES NAME:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Turn-Away Backfist:      b,b+P     | H      |     14       | R-HP
    -Turn-Away Hop Kick:      b,b+K     | H      |     25       | R-HK
    -Turn-Away Spin Kick:     D,b+K     | H      |     20       | R-HK
    -TA Spin Kick-Spin Kick:  D,b+K,K   | HH     |    20+20     | R-HK
    TURN-TOWARD ATTACKS: (done w/back facing opponent)
       MOVES NAME:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Turn-Toward Low Punch:   d+P       | L      |     14       | R-LP
    -Turn-Toward Sweep:       d+K       | L      |     20       | R-LK
    -Turn-Toward Sweep:       D+K       | L      |     36       | R-LK
    -Turn-Toward Punch:        P        | H      |     10       | R-HP
    -Turn-Toward Kick:         K        | H      |     36       | R-HK
    -Turn-Toward Mule Kick:   d/f+K     | H      |     25       | R-HK
    -Turn-Toward Hop Kick:    f+K       | H      |     36       | R-HK
       MOVES NAME:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Punch-Kick:               P,K      | HH     |   10+20      | R-HP*HK
    -Punch-Side Kick:          P,d+K    | HM     |   10+19      | R-HP*MK
    -Double Punch:             P,P      | HH     |   10+10      | R-HP
    -Triple Punch:             P,P,b+P  | HHH    |  10+10+10    | R-HP
    -Triple Punch:             P,P,P    | HHH    |  10+10+10    | R-HP
    -Triple Punch-Kickflip:   P,P,B+P,K | HHHM   |  10+10+10+35 | R-HP(3)*KF
    -Triple Punch-Kickflip:    P,P,P,K  | HHHM   |  10+10+10+35 | R-HP(3)*KF
    -Double Punch-High Kick:   P,P,K    | HHH    |   10+10+30   | R-HP(2)*HK
    -Triple Punch-Rising Knee: P,P,P,K  | HHHM   |  10+10+10+35 | R-HP(3)*none
    -Triple Punch-Jump Kick:  P,P,P,u+K | HHHM   |  10+10+10+30 | R-HP(3)*none
    -Double Punch-Straight:    P,P,u+P  | HHH    |   10+10+10   | R-HP
    -D.P.-Straight-Jump Kick: P,P,U+P,K | HHHM   |  10+10+10+30 | R-HP(3)*none
    -Chop:                     d/f+P    | H      |      12      | R-HP
    -Dodging Punch:             P+E     | H      |      14      | R-HP
    -Double Kick:               K,K     | HH     |     25+10    | R-HK
    -Kick-Punch:                K,P     | HH     |     25+8     | R-HK*HP
    -Double Quick Kick:         b+K     | HH     |     10+20    | R-HK
    -Double Low Kick:           D+K,K   | LL     |     15+19    | R-LK
    -Modified Low Kick:         d+K+E   | L      |      10      | R-LK
    -Shin Slicer:               d+K+G   | L      |      25      | R-LK
    -Lunging Sweep:            d/f+K+G  | L      |      20      | R-LK
    -Elbow:                      f+P    | M      |      12      | R-MP
    -Elbow-Overhead Edge Kick: f+P,b+K  | MM     |     12+25    | R-MP*HK
    -Elbow-Chop:              f+P,d/f+P | MH     |     12+12    | R-MP*HP
    -Elbow-Knee Strike:         F+P,K   | MM     |     12+25    | R-MP*Kn
    -Toe Kick:                   d+P+K  | M      |      13      | R-HK
    -Toe Kick-Punt Kick:       d+P+K,K  | MM     |     13+26    | R-HK
    -Punt Kick:                  d+K    | M      |      24      | R-HK
    -Punt Kick-Side Kick:       d+K,K   | MM     |     24+23    | R-HK*MK
    -Dragon Cannon:             d/b+K   | M      |      25      | R-HK
    -Illusion Kick:           d/f+K,K   | MH     |     10+14    | R-MK*HK
    -Illusion-Low Kick:     d/f+K,K,b+K | MHL    |    10+14+21  | R-MK*HK*LK
    -Illusion-Punt Kick:    d/f+K,K,f+K | MHM    |    10+14+21  | R-MK*HK*MK
    -Mirage Kick:             d/f+K,K,K | MHH    |    10+14+20  | R-MK*HK*HK
    -Rising Knee:               D,f+K   | M      |      35      | R-none
    -Rising Knee-Knee Strike:  D,F+K,K  | MM     |     35+22    | R-none*Kn
    -Rising Knee-Knee Drop:    D,f+K,K  | MM     |     35+28    | R-none
    -Knee Strike:               f+K     | M      |      30      | R-Kn
    -Knee Strike-Rising Knee: f+K,d/f+K | MM     |     30+45    | R-Kn*none
    -Lunging Knee:              f,f+K   | M      |      30      | R-Kn
    -Full Spin Dive:             u+K    | M      |      25      | R-none
    -Full Spin Dive-Moonsault: u+K,u+P  | M-n/a  |      25      | R-none
    -Kickflip:                   u/b+K  | M      |      50      | R-KF   
    -Dodging Side Kick:        d/f+K+E  | M      |      19      | R-MK
    -Crescent Kick:              K+G    | M      |     20~35    | R-HC
    -Side Hook Kick:           d/b+K+G  | M      |      22      | R-HK
    -Forward Hop-Spin Kick:      f+K+G  | M      |      25      | R-MK
    -Overhead Edge Kick:         b+K+G  | M      |      30      | R-HK
    -Hopping Spin Kick:          u+K+G  | M      |      25      | R-MK
    -Heel Sword:               u/b+K+G  | M      |      30      | R-HK
    -Dodging Kick:                K+E   | H      |      25      | R-HK
    -Tornado Kick:             u/f+K+G  | H      |     20~50    | R-HC
    -Running Knee:          running+K+G | M      |     20~70    | R-none
    -Backflip:                  d,u/b   | n/a    |      n/a     | n/a
    -Back Moonsault:            u/b+P   | n/a    |      n/a     | n/a
    -Front Moonsault:           u/f+P   | n/a    |      n/a     | n/a
       MOVES LIST:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -High Jumping Knee:        d,U+P    | D      |     40       |    
    -Low Jumping Knee:          u+P     | D      |     30       |    
    -Soccer Kick:              d/f+K    | D      |     15       |
       MOVES LIST:           MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Belly Suplex:             P+G      | HT     |    50{60}    |    
    -Clothesline Takedown:   f,f+P+G    | HT     |     40       |
    -Triple Knee Bash:        b+P+G     | HT     |  8+5+10+20   |
    -Scissor Grab Takedown:   b,f+P+G   | HT     |     60       |
    -Back Drop:                P+G      | BT     |     70       |
    -Back Drop:               P+K+G     | LBT    |     60       |
    -Over-the-Knee Elbow Drop: P+G      | ST     |     40       |
    -Neck Breaker:            u/f+P+G   | CT     |     70       |
    -Quadruple Knee Bash:      b+P+G    | WT     |10+20+10+10+10|
    Note on Frame Rates:        
    There are three numbers of frames; the first is how many frames the move 
    takes to execute, the second is the number of frames the move takes when
    hitting the enemy, and the last is the number of frames in recovery. More
    specifically, the executing frames indicate the time from when you finish
    the motion for the move, and when the move begins. The second indicates how
    long the move takes to hit ONCE IT HAS STARTED HITTING (for example, Sarah's
    normal standing P has a small amount of hit frames, whereas her Triple Knee
    Bash (b+P+G) takes considerably longer hit time). The recovery indicates how 
    long it takes her to get to her normal stance after the hit frames are 
    Frame Legend:
    /  : separates miss and hit recovery times if they vary
    () : different recovery time when the attack is blocked, or when a ground 
         throw misses (grabbing animation)
    {} : indicate different frame rates for Throws done against Taka
    (Sarah quickly throws a jab at face level)
    Just your basic punch, it should not be overlooked, because its recovery and
    speed are quite good. An ideal single move to use up close because if blocked
    you can defend against an attempted counter, and if it connects, you can 
    follow into a K for a PK or P-Side Kick combo. You can also use the Triple 
    Punch and any of its various finishings, but this is more risky. The Jab is 
    also great for interrupting the opponent's move up close...
    *Low Punch*
    (Sarah crouches and throws a punch to the knee area)
    Despite its boring appearance and weak damage, it is a very important move to
    master the timing of. This is because if you initiate it from standing (D+P),
    Sarah will go into her crouch FASTER than a normal crouch (it has less 
    frames of animation). So, this attack is ideal for avoiding up close high 
    attacks and Throws. This is great mixed in up close, because if you pester 
    them long enough with it, they may want to crouch themselves to block--from 
    here, quickly switch to a mid-level attack! NOTE: Sarah has two different Low
    Punches; when she presses Punch from a crouch (D,P), she throws the same low
    Jab, but it comes out six frames faster (alternately, it does less damage)
    (Sarah brings her foot up in a high side kick to the enemy's head)
    This comes out fairly fast, and if blocked you can be countered usually.
    However, it's big disadvantage is that it hits high, so if it is seen coming 
    it can be ducked, and you're at your opponent's mercy. It is best used only 
    in places where it is certain it will connect, or as the 2nd hit of the PK 
    combo. The High Kick is also easily reversed by a fast opponent, however one
    good thing about it is that if blocked, you can quickly chain into a PUNCH to
    reduce the recovery time... (see Kick-Punch for more info).
    *Low Kick*
    (Sarah throws a low slipping kick from a crouch)
    IMO one of the best ways to duck under high attacks, and follow through with
    the Double Low Kick. Note that if blocked you can be LOW Thrown...
    *Side Kick*
    (Sarah twists her body to the side and throws a mid-level kick)
    Not as important a move to her as others, except when chained into the 
    Illusion Kick or Mirage Kick; it is one of the weaker Side Kicks, NEVER 
    knocks down, and will only stagger a crouching opponent. Its advantage is 
    that it's also one of the fastest executing Side Kicks, so it can be used for 
    surprise tactics. See Illusion/Mirage Kick and tactics for more info...
    *Turning Attacks*
    I won't get into all the frame rates and such, but these moves are still
    important to consider...
    The Turnaway Backfist recovers quite fast and will interrupt some moves,
    causing a stagger (or was that on a minor counter?). Still, if it DOES
    stagger, you can turn back around with a Sweep or something else if you wish.
    The Turn Away Hop Kick goes good damage and comes out fairly fast; the
    distadvantage is that it hits high, so you will get it in rarely--when you do
    it should be as a MC (best on dashing in enemies), and then the second Hop
    Kick (b,b+K,K) will connect for MAJOR damage on most fighters.
    Other than that, I don't use the turning attacks much, but check out 
    S. Hyun Yim's <Esak+@cmu.edu> Sarah FAQ for VF2, which has more info on these
    (Sarah throws a quick jab followed by a high side kick to the head)
    Still an important attack, though not as much as in VF2. This is a good
    follow-up to her Elbow Stagger, however the big problem with it in VF3 is
    that it never knocks down :(.
    Because of the speed of the initial punch, this is also an excellent move as
    a minor counter if you block a move that you normally cannot counter. BTW, to
    increase the range of the PK ever-so-slightly, hold forward as you do it 
    (this is especially effective when the enemy has been staggered from the 
    Elbow; thanks to Joji Suzuki for this one.)
    There are also useful setup possibilities for this move--see Tactics for more
    *Punch-Side Kick*
    (Sarah throws a quick jab followed by a mid-level side kick)
    Basically you just want to mix this up in your offensive game, especially if
    you think they'll try to duck the PK combo. This however, almost never knocks
    down... Also note that the recovery on the Side Kick is faster than usual,
    and it also staggers well. See tactics and combos for more info...
    *Double Punch*
    (Sarah throws two quick, alternating punches)
    *Triple Punch*
    (Sarah throws 3 punches in quick succession)
    *Triple Punch-Kickflip*
    (Sarah throws 3 punches followed by a backflip, hitting with her foot)
    *Double Punch-High Kick*
    (Sarah throws 3 punches followed by a high straight kick)
    *Triple Punch-Rising Knee*
    (Sarah throws 3 punches followed by a Rising Knee)
    *Triple Punch-Jump Kick*
    (Sarah throws 3 punches then hops upward with a straight kick)
    The Double Punch is of course not very damaging, but can be chained into 
    various different finishes, or G-cancelled if the enemy ducks or blocks. The
    Triple Punch, and its variants have their uses: The first Triple Punch, 
    P,P,b+P has faster execution time than its counterpart, so it is IMO much
    better as a whole. The second Triple Punch (and more common) is P,P,P; this
    comes out a frame slower than P,P,b+P, but also has a longer hit animation
    (2 frames vs. 1), so it will basically "stick out" longer.
    The Double Punch-High Kick is another way to go after the P,P. All three hits
    are high and the recovery on the last Kick is slow; in addition, unless the
    Double Punch connects as a MC, the Kick is also blockable! So why use it? IMO
    you should NOT use it often, the only real advantage is that the kick has
    GOOD range and is useful for surprising rushing high opponents. As well, the
    Kick knocks down and allows a Low Pounce.
    Now, the Triple Punch-xxx combos. After the Triple Punch (either one), Sarah 
    can perform a Kickflip, Rising Knee or Jump Kick. The Kickflip is a good 
    finisher even if they block it; it is blockable unless the Punches hit as a 
    MC, OR the last of the three punches connects. Also note though that the
    Kickflip does much less damage than its single counterpart, but altogether 
    this combo does good damage and sometimes allows a Low Pounce. The Rising 
    Knee is a powerful combo finisher, but it also VERY dangerous if missed or 
    blocked; use it only on two occasions--against REALLY stupid opponents, or 
    as a juggle. The former means that if the enemy ducks the Triple Punch, but 
    is so slow that you can nail them with the mid-level Rising Knee (a good 
    fighter will hit you before the Knee comes out). As far as juggling, this 
    connects rather solidly after a Knee Strike MC. The Rising Knee finish is 
    blockable unless the Punches were a MC; it does, however, guarentee a Pounce. 
    The final combo is P,P,P,u+K--I really don't know why this is here, I hardly 
    ever use it. Its hang-time is less than the Rising Knee or Kickflip so a 
    Pounce is easier, but you are still vulnerable and it isn't that much faster.
    *Double Punch-Straight*
    (Sarah throws two quick jabs then a straight punch)
    *Double Punch-Straight-Jump Kick*
    (Sarah throws two quick jabs then a straight punch followed by a hopping
     straight kick)
    The Double Punch-Straight is a variation of the Triple Punch that recovers
    and executes faster--however, you can only perform the Jump Kick afterward,
    not the Rising Knee or the Kickflip. Use in moderation.
    (Sarah steps forward and swings her open hand across the enemy's upper body)
    This comes out and recovers pretty fast, but cannot be chained into any other
    attack and its range is usually short. Not much else on this... (additions?)
    *Dodging Punch*
    (Sarah sidesteps and throws a punch)
    Haven't used it; you can probably chain into a normal punch combo?
    *Double Kick*
    (Sarah throws two kicks to the side of the enemy's head)
    IMO not as useful as Jacky's K,K. This is good as a juggle in certain special
    cases, but other than that it's not too useful. Guarentees a Low Pounce, 
    (Sarah throws a quick-recovering high Kick, followed by a punch to the face)
    If it hits as a MC to a high attack, the Kick will float the opponent and the
    Punch keeps them in the air for further juggling (see combos). IMO not as 
    useful, as you can MC a high attack with more powerful, easier attacks. Use
    this primarily if you think that they'll block the standing Kick.
    *Double Quick Kick*
    (Sarah kicks the enemy high in the head, then quickly bends her knee and 
     kicks again)
    IMO not very useful, it guarentees a Low Pounce, but isn't all that damaging
    (I'm pretty sure the damage points I put in the Moves List are correct) and
    hits High, and recovers slow enough to counter. Use rarely.
    *Double Low Kick*
    (Sarah kicks low at the enemy's feet, then follows through with her other
    Like Lion's, this is overused by VF3 Sarah players. If blocked or missed she
    can be Low Thrown, or otherwise countered if the enemy is fast; a fast enemy
    can also reverse it. This will knock down only on MC, and you can usually 
    Low Pounce if it does. The damage is OK with the Pounce, and IMO you should 
    only use this to counter high attacks (and there are other options, however).
    See tactics for more info...
    *Modified Low Kick*
    Don't know yet. More later...
    *Shin Slicer*
    (Sarah crouches low and throws a side-facing low kick)
    A notoriously dangerous move for Sarah and Jacky, it only knocks down on MC,
    and wether it hits OR misses OR is blocked, Sarah can be Low Thrown! If it
    connects on a MC, a Low Pounce is usually guarenteed, but the Double Low 
    Kicks recover slightly faster and do more damage anyways, so use them 
    *Lunging Sweep*
    (Sarah steps forward low and performs a sweeping low kick)
    An awesome-looking move, it is slow in recovery and execution, so only use it
    to MC a high attack. You can usually get in a Low Pounce too.
    (Sarah steps forward with an elbow thrust to the mid-section)
    *Elbow-Overhead Edge Kick*
    (Sarah follows her Elbow with a half-spinning overhead kick)
    (Sarah follows her Elbow with sideways chop)
    *Elbow-Knee Strike*
    (Sarah follows her Elbow with a hopping knee)
    Sarah's Elbow techniques are the core of her up-close strategy. The Elbow
    comes out very fast and recovers very fast, so that even if it is blocked,
    you can often surprise the enemy with a Throw. If the Elbow connects on a
    crouching opponent, they will stagger to a standing position, allowing you to
    connect with further attacks. The Elbow-Overhead Edge Kick is a COOL looking
    combination, but the recovery is worse than the Elbow-Knee Strike and it also
    cannot float, so IMO use rarely. The Chop follow-up to the Elbow, like the 
    Chop itself, is IMO useless; if the Elbow staggers the Chop will of course
    connect, but what's the point when you can also connect with a Stagger combo,
    Knee Strike or the Overhead Edge Kick? Silliness. The Elbow-Knee Strike, as 
    anyone knows, is probably Sarah's best attack; it comes out VERY fast and if 
    the Elbow connects, the Knee ALWAYS hits and knocks down--a Pounce is 
    guarenteed. The Knee also has floating ability; and, it is easier to float 
    after than her regular f+K because it recovers a frame faster. In addition, 
    the Knee can also be delayed after the Elbow, so if the Elbow misses or is 
    blocked, instead of a Throw, try the delay, and you may MC them with the Knee 
    and can juggle for good damage. BTW, probably the best follow-up to the Elbow 
    Stagger is the Knee Strike, because if the enemy is staggered they will float 
    EXTRA high with the Knee. See Tactics and Combos for more info.
    *Toe Kick*
    (Sarah kicks straight forward with her toe)
    *Toe Kick-Punt Kick*
    (Sarah follows her Toe Kick with a Punt Kick)
    Overall not as useful as the Punt Kick techniques, the only real advantage is
    that you can usually juggle after the Toe Kick-Punt Kick; however, I tend to
    use the Punt Kick combos instead. (See below).
    *Punt Kick*
    (Sarah brings her foot up straight to hit with its sole)
    *Punt Kick-Side Kick*
    (Sarah follows her Punt Kick with a fast Side Kick)
    Quite a fast move and has great range; a Pounce will always connect when the
    Side Kick knocks down. This is also a good juggle, and IMO the best move in 
    Sarah's arsenal from mid-range, outside of punch distance. BTW, if the Punt 
    Kick is blocked, the opponent will frequently go for a Throw--because of the 
    nature of the Punt Kick's recovery, you can usually interrupt their Throw
    attempt with a Double Low Kick or another fast move...
    *Dragon Cannon*
    (Sarah steps low forward then shoots her foot straight into the air)
    IMO one of her best new moves, it floats the enemy high enough to connect
    with a juggle 90% of the time--against the lighter fighters, you don't even
    need a MC to connect with one or two punches! Right at the BEGINNING of its
    execution this will duck under high attacks and MC, so IMO it is best used in
    this case. Also note that it hits mid, but a lot of opponents will look at it
    and think it hits high, so use this against your foe when they crouch. Also,
    if it is blocked, it keeps the enemy in block stun a fair time, so try for a
    Throw just for the helluv it...
    *Illusion Kick*
    (Sarah throws a side kick followed by a high snapping side kick)
    *Illusion-Low Kick*
    (Sarah follows her Illusion Kick with a Low Kick)
    *Illusion-Punt Kick*
    (Sarah follows her Illusion Kick with a Punt Kick)
    *Mirage Kick*
    (Sarah performs a side kick followed by two high snapping side kicks)
    Although some may disagree, I think these are some of Sarah's best moves. The 
    Illusion Kick by itself does not knock down, and the second kick can be 
    ducked unless the first kick was a MC. However, it can be chained into other
    kicks--if the opponent has blocked the Illusion Kick you can switch to a Low
    Kick, likewise if the enemy manages to duck it, OR the first kick doesn't hit
    as a MC, you can switch to a Punt Kick to snag 'em (not sure yet wether you
    can follow this with juggles like you can otherwise...) Finally, if the kicks
    connect as a Major Counter or the first two kicks hit a standing opponent, 
    you can press kick again for the full Mirage Kick combination, which also
    guarentees a Low Pounce, for a total of 74 pts. of damage or more! Basically,
    you want to use these combinations as reactionary moves, because of their
    execution speed--do NOT use them offensively if the enemy knows how to block
    fast, because in all cases the recovery is pretty bad. See tactics for more
    *Rising Knee*
    (Sarah crouches low, then leaps into the air, hitting with her knee)
    *Rising Knee-Knee Strike*
    (Sarah follows her Rising Knee with a regular Knee Strike)
    *Rising Knee-Knee Drop*
    (Sarah falls from her Rising Knee and drops her knee on the enemy's head)
    These are all good counters if you manage to duck a slow-recovering attack,
    and you can SOMETIMES juggle after the Rising Knee, but usually not because
    of its slow recovery. If a MC, the follow-up Knee Strike will connect and you
    can ALWAYS Pounce in either case. The Knee Drop ALWAYS connects. IMO not to 
    be used too often. NOTE: one good thing about the Rising Knee is that it 
    cannot be reversed...
    *Knee Strike*
    (Sarah hops forward with a knee strike)
    *Knee Strike-Rising Knee*
    (Sarah follows her Knee Strike with a Rising Knee)
    An important move, but still has to be used carefully. Its execution and
    especially recovery are not that great, but if the Knee Strike connects on a
    MC it will float GREAT for a juggle. Use in moderation, mostly against 
    persistent crouchers--usually this is better tacked on the end of an Elbow.
    Wether this connects as a counter of some kind or not, you should go for a
    fast juggle on light opponents, and only go for a juggle on heavies if it is
    a MC. See Combos and Tactics for more info.
    *Lunging Knee*
    (Sarah leaps forward with a knee)
    A good move, but not amazing. It has GREAT range and will hit crouchers 
    fairly fast, and also guarentees a Low Pounce. It comes out faster than a
    regular knee, but it doesn't float enough to juggle and the recovery isn't 
    too good. This is a good follow-up to a stagger that leaves the enemy a short
    distance away, and other than that it's not too useful. Can be used as a
    juggle too.
    *Full Spin Dive*
    (Sarah performs a forward flip and kicks downward)
    *Full Spin Dive-Moonsault*
    BTW, this can also be done with u/f. This does good damage and you can 
    usually Low Pounce (I tend to go for the Soccer Kick instead). Don't use this
    too often, because it comes out fairly fast, but recovers slowly and you can
    be hit out of it by a lot of fast moves. It will take out low attacks if you
    do it EARLY.
    (Sarah performs a backflip, kicking the enemy on her way up)
    Still a great move, it has LIGHTNING fast execution, making it a great
    reactionary move, especially against opponents dashing in. Usually guarentees
    a Low Pounce on MC and does BIG damage; also useful as a juggle. This will
    hit crouching opponents, but doesn't doo much damage if the enemy was crouch
    blocking. Best used in retaliation or to surprise a crouching opponent.
    *Dodging Side Kick*
    (sarah evades and throws a Side Kick?)
    Don't know yet, haven't used it. More later...
    *Crescent Kick*
    (Sarah spins on her axis with a powerful roundhouse kick)
    Variable damage depending on distance, and usually guarentees a Low Pounce.
    Because of its circular path it is a good move to snag evading opponents if
    they're close enough; also, unlike the other fighters, Sarah's Crescent Kick
    hits MID-LEVEL. It also comes out fast, so it's a good move against 
    persistent crouching opponents; if it is blocked, Sarah also recovers quite
    fast, so you can punish foolish enemies who try to counter it.
    *Side Hook Kick*
    (Sarah brings her foot up turned to the side and back down again)
    This has good start-up and decent recovery, and will also float all but the
    heaviest opponents as a MC. A good juggle is the Punt Kick-Side Kick... This
    is fairly fast, but the Side Hook Kick CAN be interrupted, for instance with
    a FAST Side Kick.
    *Forward Hop Spin Kick*
    (Sarah hops forward and spins with a terrific kick)
    Don't know much on this move yet--looks cool anyways. More later...
    *Overhead Edge Kick*
    (Sarah spins and brings her foot down in an arc over the enemy's head)
    Haven't experimented with this move much, but it sure looks damn cool. It has
    fast execution, making it a good move against crouchers, and guarentees a
    Soccer Kick (d/f+K) on knockdown. Don't know yet how it does on MC... More
    *Hopping Spin Kick*
    (Sarah hops into the air and spins with a terrific kick)
    Not overly useful, it will hit opponents out of low moves if done early 
    enough. If blocked its recovery is fairly good, so try for a Throw...
    *Heel Sword*
    Don't know yet, haven't tried it. More later...
    *Tornado Kick*
    (Sarah hops forward in spin with a devastating kick)
    A GREAT looking move that remains pretty much useless. It will hop over low
    attacks, but it has slow execution and the enemy can frequently recover in
    time to counter anyway. When it does hit, it guarentees a Low Pounce.
    *Running Knee*
    (Sarah dashes forward and plows into the enemy with a knee)
    Not overly useful, but comes out quite fast and guarentees a Pounce. Mainly
    use on persistent crouchers...
    (Sarah performs a backflip--duh! :)
    Kinda slow and often you can be hit out of it. Use rarely, as a backwards 
    dash is all-around better.
    *Backward Moonsault*
    (Sarah leaps high into the air, flips around and lands on her feet)
    *Forward Moonsault*
    (Sarah leaps high into the air, flips around and lands on her feet)
    A cool new move, I find myself using this often; it can be interrupted at
    close range and if hit with a non-knockdown move, Sarah will stop with her
    back TURNED to the opponent, so NEVER use it within the enemy's attack range.
    From that distance, it can be useful if the enemy comes charging in, and if
    timed right you will land right behind them; if they didn't suspect it and 
    you landed close to them, The Double Low Kick or the Mirage Kick are good 
    follow-ups. If you landed a distance away, run in and try for the Running 
    Knee. You can probably be hit in the middle of the Moonsault with a Kickflip, 
    but it won't happen often unless the enemy anticipates it.
    *High Jumping Knee*
    (Sarah leaps HIGH into the air and drops on her fallen foe with a knee)
    *Low Jumping Knee*
    (Sarah leaps into the air and drops on her fallen foe with a knee)
    *Soccer Kick*
    (Sarah swings her foot in a kick to the fallen enemy)
    One of Sarah's greatest assets is that her Pounce is one of the fastest in
    the game, and this is accentuated by the fact that many of her moves allow a
    Pounce. The High Pounce you will not get in frequently, except in certain 
    rare cases, (eg. MC Rising Knee). The Low Pounce, on the other hand, is a 
    VERY important move for adding that good amount of extra damage to an attack. 
    You can connect a Low Pounce after the following attacks:
    1. Standing Kick (K)
    2. Punch-Kick (P,K)-on knockdown
    3. Triple Punch-Kickflip (P,P,P,b+K)
    4. Triple-Punch-Rising Knee (P,P,P,K or P,P,B+P,K)
    5. Triple Punch-Jump Kick (P,P,P,u+K or P,P,U+P,K)
    6. Double Kick (K,K)
    7. Double Quick Kick (D+K,K)-on knockdown
    8. Shin Slicer (d+K+G)-on knockdown
    9. Lunging Sweep (d/f+K+G)
    10. Elbow-Overhead Edge Kick (f+P,b+K)
    11. Elbow-Knee Strike (F+P,K)
    12. Toe Kick-Punt Kick (d+P+K,K)
    13. Dragon Cannon (d/b+K)
    14. Mirage Kick (d/f+K,K,K)
    15. Rising Knee (D,f+K)
    16. Rising Knee-Knee Strike (D,F+K,K)
    17. Knee Strike (f+K)
    18. Lunging Knee (f,f+K)
    19. Kickflip (u/b+K)
    20. Running Knee (running+K+G)
    In addition, the majority of float combos allow for Pounces as well (see 
    combos). So as you can see, the Low Pounce is a very important move that
    allows you to get in a quick 30 pts. of extra damage.
    And when in doubt, use the d/f+K Soccer Kick (within range). This is after
    any quick knockdown that you think the enemy may rise from in time to avoid
    the Low Pounce (especially fast recovering fighters like Pai).
    *Belly Suplex*
    (Sarah grabs the enemy around the torso from the front, lifts them overhead
     and drops them to the ground)
    Unfortunately, this move does little damage, can be easily escaped, and you
    can never Pounce; it does surprisingly have its uses however. The first is
    simply for variety of Throws, to ensure that the enemy doesn't break out of
    them--mix this up with her other Throws. This is also good because you can
    take priority over most complex motion Throws and Throw them first; it will
    also allow you to break out of the enemy's P+G if you did this within 10
    frames of the start of their Throw. Another advantage to this Throw is that
    it always changes position with your opponent, so if you're back is to the
    edge of the ring, you can quickly surprise them and throw them out for a RO.
    Also note that you can use this Throw from a crouch, unlike any of her other
    Throws, so if you duck under a high attack, the simplest thing you can do is
    P+G (I personally prefer a Rising Knee+Pounce in this case, however).
    NOTE: this does 10 pts. extra damage to Taka-Arashi. This is cool because you
          can see Sarah really making a big effort just to pick the guy up! :)
    *Clothesline Takedown*
    (Sarah leaps forward and wraps her arm around the enemy's neck from the side,
     dropping them to the ground)
    It has its ups and downs. First, the downs: it is weak, even weaker than her
    normal P+G. It also doesn't allow a Pounce because Sarah is left on the 
    ground afterwards. And to top it off, if the opponent breaks out of this, you
    land on your back and you're open to a fast Pounce. However, it's not all 
    that bad--although she can no longer use her AWESOME Elbow-stagger/
    Clothesline offensive trap from VF2 (dammit!), it still retains its awesome 
    range, and it can be buffered out of a block. So, this Throw is ideal after 
    blocking an attack from a short distance (eg. standing Kick), where a fast 
    counter will miss (eg. Elbow) and a long-ranged attack would be too slow (eg. 
    Lunging Knee). As a rule this is a very safe counter to missed or blocked 
    long-ranged attacks--DO NOT FORGET THIS! 
    As S.Hyun Yim says: "When in doubt, Clothesline!" ;)
    *Triple Knee Bash*
    (Sarah wraps her arms around the enemy's neck and brings her knee into their
     mid-section three times)
    A TOTALLY brutal Throw, IMO it should do a LOT more damage than it does. It
    just looks SO painful, especially the way the opponent falls when it's 
    over :). However, it is sadly quite weak, weaker even than her normal P+G,
    and only 3 pts. more damage than the Clothesline! A Low Pounce will usually
    connect after this, BTW.
    *Scissor Leg Takedown*
    (Sarah hops up and wraps her legs around the enemy's head, and slams it into
     the ground)
    A seriously cool move that is VERY difficult to break out of because of its
    fast execution, and it also does VERY good damage. Should be your most used
    Throw, but remember that you cannot Pounce after it. This is also a decent
    move after blocking an attack, BTW, but you have to be a lot closer than with
    the Clothesline...
    *Back Drop*
    (Sarah grabs the enemy around the waist from behind, hoists them up and slams
     them backward into the ground)
    She also has a Low Back Throw called a Back Drop, which I haven't used yet;
    I'll just assume for now that it's the same. The Back Drop you will not get
    in often, unless the enemy is really slow--in which case, you can often Back
    Throw right out of a Moonsault behind the enemy. Of course, you cannot 
    Pounce :(.
    *Over-the-Knee Elbow Drop*
    (Sarah trips the enemy and drapes them across her knee, then drops her elbow
     into their throat)
    a brutal move that for once ACTUALLY allows a Pounce! You can only, 
    unfortunately, connect with a Soccer Kick (d/f+K) but, hey, it's better than
    nothing... Use this if you manage to evade and stay close to the enemy.
    *Neck Breaker*
    (Sarah sprints to the side and hops up, wrapping her arm around the enemy's
     neck; she then spins around and drops them into the ground)
    Kind of a reverse bulldog, this move is a Catch Throw, meaning that it cannot
    be escaped, but also has execution time and also recovery. The neat thing 
    about it is that she sidesteps as she lunges forward, so it can avoid some 
    linear attacks (maybe it's good against high rushes?); also note that if the 
    enemy anticipates they can hit you during the sprint, and if it misses (it 
    CAN be ducked) you can also be countered. If you miss and are left close to 
    the enemy you can often go for a Throw anyways, especially if you end up 
    beside them. This is best used as a surprise if you think they'll fall for 
    it, or to counter missed attacks from a distance, OR immediately after you
    hit them with a long-ranged attack that doesn't knock down (not guarenteed of
    course--they can still duck). Note however that you cannot Pounce afterward,
    but it IS her most powerful Throw. See tactics for more info.
    *Quadruple Knee Bash*     
    (Sarah grabs the enemy with their back to the wall and knees them four times
     in the mid-section)
    Now THIS does the damage the Knees should do :). This looks as brutal as the
    normal version, but you'll only get it in if the enemy's back is to the wall.
    Offensive Rush Tactics/Setups:
    Unfortunately, Sarah loses her best offensive tactic from VF2, the Elbow/
    Clothesline (see S. Hyun Yim's <Esak+@cmu.edu> VF2 Sarah FAQ for more info,
    it's kinda irrelivent in this FAQ). However, because of Sarah's speed, she
    can still trick the opponent into getting hit. The best way to do this is to
    force the enemy to crouch, or in some way hit the crouching opponent. The 
    Elbow is still a very important tool in this case, along with the G-cancel.
    Throw various Punch combos at the enemy (but don't throw in the kicks!) and
    even a couple of Chops (d/f+P)--if they block high persistantly, you can than
    quickly switch to a low attack (best the Double Low Kick or if the enemy is
    slow, d/f+K+G--however, the safest is a single Low Punch), or even better,
    G-cancel and Throw (the Clothesline being the best choice because of its 
    range, however if you are closer, any Throw will do besides the Catch Throw). 
    Now, if the enemy ducks your Punches, then you can really pour it on; if the
    enemy is really slow, you can hit them with the P,P,P,b+K, but this will
    rarely happen; a good canned combo in this case would be the Punch-Sidekick.
    HOWEVER, the best thing to do with Sarah if the enemy begins ducking your
    Punches is to G-Cancel them, then quickly throw a mid-level move. The ideal
    choice here is the Elbow (f+P), which will stagger the enemy and allow the
    Knee Strike follow-up (and possible juggle), or another stagger-combo. If the
    enemy isn't too fast, or they are out of range of the Elbow, good moves to
    use are the Illusion Kicks or the Punt Kick-Side Kick combo. In addition, if
    the enemy is fast to move after the G-cancelled Punch, a Dragon Cannon can
    sometimes catch them by surprise and float for juggle combo.
    The above strategy is the core of Sarah's offensive technique; unfortunately,
    she has little in the way of low attacks, meaning she can have difficulty if
    the enemy blocks high persistantly--the G-cancel -> Throw is really the only
    thing she has here, other than evading to surprise them (see Evading and
    Defensive Rush Tactics:
    Sarah plays well on defense, though not as good as offensive. The MC is very
    important here, as it is MUCH better for Sarah to hit the enemy out of their
    attack, than to block or duck it, then counter. If the enemy comes in with
    high rushes persistantly, a Rising Knee+Pounce is a GREAT counter, as well as
    an Illusion Kick chain from a crouch. If the come in with persistant low
    attacks, the Toe Kick-Punt Kick or Punt Kick-Side Kick are ideal counters.
    If the enemy is mixing it up, try to find a pattern in their combos (esp. vs.
    guys like Jacky with their HHMM combos and such--counter appropriately when
    blocked with the Clothesline). Also note that if you manage to block one of
    the enemy's slower moves, you can counter with a combo of some sort, be it
    a Knee Strike -> Float Combo, or IMO the best being a Mirage Kick+Pounce...
    And of course, against faster recovering attacks, a PK is ALWAYS good 
    (remember to hold forward when doing it to slightly increase the range!)
    A NOTE ON THE CROUCH DASH: Crouch dashing is not such a critical part of
    gameplay for Sarah, whereas it is imperetive to good Akira play, and is also
    a good maneuver for Wolf and Jeffry. Still, it does have its uses for Sarah;
    to perform the Crouch Dash, tap d/f,D/F from a crouching position--you will
    move from a crouch and do a VERY small sort of hop forward. Basically what
    this does is allow you to crouch underneath a high attack and counter it,
    even from a distance. Good follow-ups after Crouch Dashing a high attack are
    the Rising Knee+Pounce, or a Mirage Kick+Pounce.
    Throw Setups:
    Not too many for Sarah. For one, the aformentioned G-cancel -> Throw after a
    blocked Punch rush. Other ideal places: if the enemy blocks your Elbow, try
    quickly for a Throw--this also works if the enemy is staggered from a crouch
    with the Elbow. Another surprising Throw setup, ESPECIALLY against the CPU,
    is after they block your full Mirage Kick; hell, if they're fast enough 
    you're gonna get countered anyways, so why not go for it? :)
    The Catch Throw (u/f+P+G), surprisingly, is almost always guarenteed after
    connecting with a Rising Heel Kick (that doesn't knock down, of course).
    Escaping Throws:
    According to R.G.V.A posts and CreeD's Throwing FAQs, in order to escape from
    Throws you must input the FIRST and LAST motion of the joystick+P+G. For
    example, to escape Wolf's Twirl `n' Hurl (b, d/b, d, d/f, f+P+G), quickly tap
    b,f+P+G within the escape time (10 frames). To escape from P+G Throws (with
    no joystick motion), you hit P+G. When there is only ONE joystick motion, you
    break out of the Throw with the SAME motion. For example, to break out of
    Kage's Ten-Foot Toss (b+P+G), you must tap b+P+G. Finally, this single 
    joystick escape is also true for DUEL motion Throws. For example, to break
    out of Jacky's Trip-Hammer (f,b+P+G), quickly tap b+P+G.
    It is because of this technique that you MUST vary your Throws with Sarah; if 
    the enemy knows any of the motions for your Throws, they can and will break
    out--that is, unless you use a different Throw than they're expecting... MIX
    IT UP!
    Long-Range Fighting:
    Sarah's kicks have good range, so this isn't a bad place for her. Frequently
    it is a good idea to let the enemy come to you from this distance, and 
    counter with your long-distance kicks, especially the Toe Kick or Punt Kick
    combinations. And against human opponents, mix it up with the Moonsault.
    Evading and Dashing:
    A very important defensive technique for Sarah--if you see or anticipate a
    linear move (eg. Side Kick), quickly Evade and counter. Once you are at the
    enemy's side, the Side Throw+Pounce does good damage, but you are not always
    in range, and you can usually do good damage; the Punt Kick-Side Kick is a
    good move here, or the Dragon Cannon+Float combo (if possible). 
    NOTE: you cannot Evade every move; first of all, circular moves like Pai/
    Lau's Crescent Kick will catch you, and multiple rush attacks as well (eg.
    P,P,P), so there is a bit of anticipation required...
    See Steve Quinlan's <quinlan@ug.cs.dal.ca> Akira Evasion FAQ for MUCH more
    info on evasion (it's for Akira, but most of the techniques apply to other
    NOTE ON CROUCH DASHING WITH EVADING: It is actually possible to cancel your
    Evade with a Crouch Dash--to do this, quickly perform the Crouch Dash motion
    as Sarah begins to Dodge; this is useful for getting close to the enemy after
    Eing, and also allows you to avoid High Level circular moves.
    Dealing With Evasion:
    When you anticipate the enemy dodging, the best move available is your K+G
    Crescent, which will hit them if they're within range. Other than that, it is
    actually sometimes a good idea to E yourself, best in the opposite direction.
    To right yourself and return to facing them as fast as possible, hit G.
    Rising From Knockdowns:
    Sarah is one of the faster characters, so recovering from the ground is a
    good thing for her (unlike other fighters, like Taka!) First of all, if the 
    enemy isn't anticipating it AND/OR they leave themselves open, the best move 
    to use is the rising Heel Kick, because if it connects you can immediately 
    follow with her Neck Breaker for major damage (even if the Rising Heel Kick 
    is blocked, you can still connect with this if they're really slow). 
    Other than that, use the Rising Sweep if the enemy whiffs a high attack near
    you, or you otherwise think that they will fall for it. Mix up the Rolls,
    backward, forward and especially to the side to possibly confuse. ONLY KIP UP
    VS. LAU! If you Kip up (tap E), Lau's Pounce will frequently miss and leave
    him right in front of you!
    this enough!
    There are 3 basic types of combos in Sarah's arsenal: Canned combos (combos
    done as one actual move, eg. P,P,P,K), Float or juggle Combos (done after
    knocking the enemy into the air with a Floating move, eg. Knee Strike), and
    Stagger Combos (after staggering a crouching opponent with an Elbow or Side
    Now, the Canned combos are pretty much explained in the moves analysis; 
    Canned combos in a lot of cases tend to have some of their hits blockable--
    for instance, in Sarah's Triple Punch-Rising Knee combo, the Rising Knee is
    ALWAYS blockable unless there was a MC or the last punch in the Triple Punch
    connected first. So basically with these combos you want to stick with 
    hitting a Floated opponent. Other Canned Combos, like the Elbow-Knee Strike
    and Punt Kick-Side Kick will always have their second hits guarenteed if the
    first connects, so these are safer to use.
    As for Float Combos, they allow Sarah to damage the enemy as much as 
    possible. The following moves give Sarah the opportunity for a Float combo:
    1. Knee Strike (f+K)
    2. Rising Knee (D,f+K)
    3. Dragon Cannon (d/b+K)
    4. Toe Kick-Punt kick (d+P+K,K)
    5. Kick-Punch (K,P)
    6. Elbow-Knee Strike (f+P,K)
    7. Side Hook Kick (d/b+K+G)
    Let's look at each individually:
    Knee Strike: The all-purpose floater, you can ALWAYS tack on a fast juggle 
    against all but the heaviest fighters (which you will need a MC for). 
    Unfortunately, places to actually use the Knee are limited--the best juggle 
    after this is a Kickflip (u/b+K).
    Rising Knee: Usually the recovery is too great on the Rising Knee, but 
    against the lightest of opponents on a MC, a juggle will usually connect. 
    Note however, that IMO it is better to just chain into a Knee Strike+Low 
    Pounce or just a High Pounce instead.
    Dragon Cannon: IMO her best floating move, it knocks the enemy sky-high and 
    you can ALWAYS follow it with a juggle except on heavy opponents--on a MC, it
    will allow juggles on ANY fighter. A good counter to slow recovering attacks,
    after Eing, or to duck under anticipated slow high attacks. The best juggle
    here IMO is the Triple Punch-Rising Knee.
    Toe Kick-Punt Kick: the Punt Kick doesn't float all that much, usually only
    on a MC. When this Canned combo does connect on a MC, you can usually juggle
    with something fast, like a Kickflip.
    Kick-Punch: you won't get this in often, but when the Kick connects, the 
    Punch will keep them in the air for a quick juggle. Best juggle here IMO is a 
    Punt Kick-Side Kick.
    Elbow-Knee Strike: a GREAT floating move, obviously because you will connect
    with the Elbow frequently. The Knee Strike also recovers a frame faster than
    the Regular Knee Strike, so floats are even easier, especially on a MC. Best
    juggle is a Kickflip or Triple Punch-Rising Knee.
    Side Hook Kick: if a MC it will float slightly, allowing a fast juggle. The
    only for sure move that will connect is a Punt Kick-Side Kick.
    Here is a list of the known Float Combos Sarah can perform. Note: if a {P}
    follows the combo, it means a Low Pounce usually connects. If a {K} follows,
    then the d/f+K Soccer Kick will only connect. If neither appears after a 
    combo, it means that the Pounce or Soccer Kick will USUALLY not connect.
    ALSO NOTE: as far as I know, all of the f+K float combos will also work 
    starting with the Elbow-Knee (f+P,K) or Dragon Cannon (d/b+K), so to save 
    space I have not put in any combos starting with d/b+K or f+P,K--just 
    substitute them in to begin combos 1-11.
    1.  f+K, u/b+K
    2.  f+K, d/b+K, f,f+K (Light opponents only) {P}
    3.  f+K, P,P,P,K (Light opponents only, or as a MC) {P}
    4.  f+K, P,P,P,b+K (Light opponents only, or as a MC) {P}
    5.  f+K, b+K+G {K}
    6.  f+K, f+P,K {P}
    7.  f+K, d+K,K {P}
    8.  f+K, d+P+K,K {P}
    9.  f+K, f+P,K, u/b+K (Light opponents ONLY, ONLY as a MC-must be done FAST!)
    10. f+K, f+K {P}
    11. f+K, D+P,f+K (easiest against wall--Low Punch into Rising Knee) {P}
    12. d+P+K,K, P,P,P,K (as a MC) {P}
    13. d+P+K,K, f+K, u/b+K (as a MC)
    14. d+P+K,K, d+K,K {P}
    15. K,P, d+K,K (as a MC) {P}
    16. K,P, f+P,K {P}
    17. K,P, u/b+K
    18. d/b+K+G, u/b+K (as a MC)
    19. d/b+K+G, d+K,K (as a MC) {P}
    NOTE: there are more, of course--I have not even delved into G-cancelled 
          Punches as juggles, which allow MUCH more possibilities. However these
          are the staple combos; additions?
    Stagger Combos: Whenever an Elbow or Side Kick hits a crouching opponent,
    they will stagger and allow you to hit them further. NOTE: the normal d/f+K
    Side Kick has too slow a recovery to usually follow with a stagger combo; so,
    if you hit a crouching opponent with it, just chain into the Illusion Kick.
    HOWEVER, the Side Kick in the Punch-Side Kick combo has much faster recovery,
    allowing a stagger combo. The following combos will work if the Elbow 
    staggers an oppponent: 
    (NOTE: to save space, these will all work for the Punch-Side Kick too)
    1. f+P (stagger),K, juggle (Knee will float better here for juggle)
    2. f+P (stagger), d/f+K,K,K {P}
    3. f+P (stagger), d+K,K {P}
    4. f+P (stagger), Throw
    5. f+P (stagger),b+K {K}
    6. f+P (stagger), d+P+K,K {P}
    7. f+P (stagger), u/b+K
    8. f+P (stagger), D+K,K
    9. f+P (stagger), P,P,P,b+K
    Thanks to Jason "Deal with it!" Jamieson (cka@efni.com) using Kage, James
    using Aoi, David w/Wolf, "Mustache Man" w/Sarah, Jamie w/Shun Di and that 
    dude with beard who works at Happy Man (using Taka) for giving me what 
    little human competition I had! Also thanks to Sega and AM2 for ANOTHER great
    VF installment (I still say they don't beat out Street Fighter though!). Also
    thanks to the following FAQ writers/contributors:
    -Sitson Lee <eflower@engsoc.carleton.ca> for translating AM2's tactics
    -CreeD <meshe@clinic.net> for his awesome Throwing FAQ
    -Dodee (Steve Hamilton) <steveh@ime.net -=or=- dodee@vfhome.com> for his
     thorough VF3 moves list and co-maintaining the Home of Virtua Fighter
    -S. Hyun Yim <Esak+@cmu.edu> for his awesome VF2 Sarah FAQ
    -Lars for his awesome HOME OF VIRTUA FIGHTER; GREAT site! Let's get it back
     up! (http://www.vfhome.com)
    This and many other FAQs can be found at my homepage: 
    Feel free to e-mail comments, suggestions and ESPECIALLY corrections 
    to: tigeraid@geocities.com
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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