------------------------------------------------------------------------- Sarah Guide ------------------------------------------------------------------------- Compiled by S. Hyun Yim (Esak+@cmu.edu) Initial ver. March 25, 1995 With contributions from Last mod. April 11, 1995 Chia Jin Ngee(mcblab47@leonis.nus.sg) Juri Munkki (jmunkki@beta.hut.fi) (I mentioned when I was quoting their paragraphs directly. But even when I didn't mention their name, their contributions were still indirectly used for MANY parts of this writing.) ------------------------------------------------------------------------- "All goals apart from the means are illusions." -Bruce Lee ------------------------------------------------------------------------- Hello, welcome to the wonderful world of VFing. Due to a popular demand, this is a little puny Sarah guide I put together. First of all, I am by no means a Sarah expert. But it seems to me that most master level players migrate to either Akira, Lau, Jeffery, or Kage etc. But she became more versatile and many of her moves improved in VF2, and it makes her a very good choice for the beginners, since most of her moves are very easy to do and concentrating on basic will get you very far. So although I don't consider myself no more than an intermediate level player, I decided to put this guide to help beginning VF players to learn one of my favorite female fighting characters. If you see an error, false informations, or you have anything to add, don't hesistate to voice it. I want to learn as well :) THE REASONS TO PLAY SARAH 1. She is pretty easy to learn. 2. She is very fast. 3. Her improved speed makes her combos deadly. 4. Her clothesline is difficult to avoid. 5. Her pounces are long-ranged and extremely fast. 6. She is taller and heavier than Lion, Pai, and Shun. THE REASONS NOT TO PLAY SARAH 1. She got only one "special move" that hits a standing defender, and it's slow and not very powerful. You need to resort to turning attack for effective low attack. 2. She got only two kinds of throws to use against a standing defender, and they are not very powerful. 3. In general, her basic strikes and pounces don't do much damage. 4. She is lighter than everybody except Lion, Pai and Shun. ---------------------------------------------------------------------------- Moves (And the strategy to use them) Guide ---------------------------------------------------------------------------- Snap Kick-Side kick (down+k,k) -------------------- Now this move is faster and easier to do than the equivalent in VF1. This is very fast and has a very long range. But the recovery time is not that great. Use this move to: 1. Attack crouching defender 2. As a retaliation move The speed of this move makes it an excellent retaliatory move after blocking or dodging an attack. Use this move to retaliate: 1. A side kick. But Not do not use this move against the side kicks of the following: (Contributed by CHIA Jin Ngee) Akira, Kage, Shun, Lion, Pai and Lau. 2. Akira's single or double palm 3. Kickflips (Yes, snap kick-side kick have a deceptive range and will hit Pai or Lau after their kickflip if you time it right. You have to move forward to nail high kickflippers. (Sarah, Jacky and Kage) 4. Sarah's snap kick-side kick 5. About any move that has slow recovery. 3. To float Use this move after you knock the opponent to juggle. It connects very well since this is fast and is a mid-level move. Especially after the normal knee (for+K). In order for this to work, the knee must connect after a slow recovery high move. High Front Snap Kick (down+k) ----------------------------- This move is important since it comes out as fast as snap+sidekick (of course) And moreover, this move has a shorter recovery time than snap+sidekick. Therfore it is a safer move to use than snap+sidekick. A very good opening move if you feel aggressive. It can catch Jacky's low backfist if executed fast enough. Axe Kick (b/d+k+d) ------------------ Another good midlevel kick with a good recovery time. Use this like sidekick and front snap kick. It has a better recovery time than either move. Even Akira's dashing elbow will not hit you. Again a very good opening move. Triple Side kick (d/f,k,k,k) ---------------------------- Another move that improved a lot in VF2. Now the third kick connects well against anybody except for Pai. (Sometimes Kage escapes the third kick, though.) Chia Jin Ngee said you can connect all three kicks against anybody if you are close enough, but I still have never connected the 3rd kick against Pai... :( Use this move to: 1. Attack the crouching opponent But beware this move doesn't come out as fast as snap-kick, side-kick combo or knee. A master player or CPU can see your side kick coming and block. It has a longer reach than the initial snap kick, however. 2. As a retaliation Now, use this move when you need to retaliate from a crouching position. This situation happens when you block a low attack or duck under a high attack. Yeah, there were times when Sarah threw you after ducking under your high kick. Now she triple kicks and pounces you instead. You can use this move as retaliation against slow attacks. Also you can use it to retaliate after missed kickflip. Move forward a little and nail them when they are still upside down. Also, the second and third kick is a high kick, which means the opponent, if he blocks the first kick, can duck under the next kick and trash you. Worse yet, you are still susceptible to a quick retaliation or a long ranged throw even if your opponent does not duck under your kick. But don't worry about this too much unless you are playing against the later CPU opponents or a real good human opponent. Many beginning players tend to forget about the third kick and let their defense button go. They will learn about this quickly, though. In summary, it's a powerful move but it's not advisable to use it too much. Knee and Lunging Knee (f+k or f,f+k) -------------------------- Now these were the most used move of Sarah in VF1, because her triple kick was not very effective and snap kick-side kick combo was slower and harder to pull off. Normal knee has a less air hang time. Lunging knee has longer range. It's primary advantage in VF1 was its speed and deceptively long range. Its main drawback was that it left Sarah vulnerable in the air if blocked. And all these points are still true in VF2. Use these to: 1. Attack the crouching opponent. Its fast and long range makes it deadly against crouching opponents. In VF1, Sarah's agressive pattern was summarized as: 1. If you stand and block, she clothelines you. 2. If you duck and block, she knees you. Of course, it's not always simple as that. But the same approach still can be used in VF2, althogh Sarah's arsenal is now more flexible. 2. Attack a vulnerable opponent Now, this term can include "retaliation." But let's think about keeping pressure on your opponent. If your opponent gets up without a rising attack, he is still vulnerable for a moment while trying to get up. Be aggressive, attack! I can do it all the time against CPU Jeffery I wait for a fraction of second and see if he gets up with a rising attack. If he doesn't, dash forward and send him back to ground. Same after his missed pounce. And make sure you follow some moves to juggle the opponent in the air after a knee lifts your opponent high. If you are having trouble with that, then your problem probably is that you are not following the knee with other moves fast enough. Immediately begin inputting the moves after the knee connects. Rising Knee (DOWN, f+k) ----------------------- This is an alternate way to retaliate after ducking a high kick, or blocking a sweep. Don't overuse this since its midair hang time is big. And sometimes your opponent can actually duck and block your rising knee(!). It, actually does not hit crouching defenders. (Like Akira's single palm.) The obvious advantage of this move is that it lifts your opponent high, and it has an extremly long range. And remember to meta-combo this move with a low attack, so you can do: down+p,f+k b/d+k,f+k down+d+k,f+k The first move is very good combo stoppers, and the latter two works well against aggressive players who try to nail you with a midlevel attack. Elbow, Knee combo (FORWARD+p,k) ------------------------------- I did not like this move too much in VF1. It was her equivalent move to Jacky's elbow+spinning heel kick combo, but with less power, less range, and far greater risk if blocked. But now this move is improved in VF2, as well. It now has a very short recovery time, that nothing slower than a quick punch can be used to retaliate against this move. Use this to: 1. To retaliate after the moves that have relatively quick recovery time. 2. To retaliate sweeps. Kickflip (u/b+k) ---------------- Now one of the more spectacular moves with good damage. But it leaves you vulnerable if missed. But again, don't worry too much about retaliation while you are in a learning phase. Use it to: 1. Beat someone dumb enough to long-jump. Do it before they can kick you. For a maximum damage, move right under them and do kickflip. It does an unlikely damage when you are right beneath your opponent. 2. To retaliate a move with slow recovery, whether you block it high or low. (Especially effective against the moves that leaves you hanging in the air like knee.) 3. To surprise. Like many of Sarah's moves, it has a deceptively long range, and very fast to come out. 4. To float after knee. 5. To attack the people who can reverse sidekick. (Akira, Wolf, Pai) 6. Just to look cool. 7. Stop chargers. 8. Stop cheesy Akiras who dashing-elbow all day. Low jumping spin kick (up+k or u/f+k) ------------------------------------- Use this move to set up an ambush or counter a sweeping opponent. You will jump over the sweep and knock down the defenseless opponent. A good move to use against the people who get up with a sweep. Quoting Juri Munkki: up/for+K is more important. It puts you much closer to the opponent, so it has better range. Use this move against opponents who like to sweep when they rise. In essence I agree that this move is the best counter to sweeps. You can also use it to advance slightly. The recovery time from this move isn't all that bad, although you can get thrown. If you get the distance right, the opponent will try to throw/punish you, but you can pull off a kickflip. This kick, combined with well timed kickflips can get you very far against the computer and many human opponents. Clothesline and Suplex (f,f,p and f+d) ------------------------------------- Clothesline is one of the longest-ranged throw in the game, but also one of the weakest. It seems to me the damage of Sarah's clotheline has been tonned down in VF2 (as if the damage was any great in VF1) But this is one move you MUST learn to use. Suplex does more damage but is breakable. Use these to: 1. Attack standing defenders. 2. Finish off demoralized human opponents After you use your retaliatory arsenals to trash aggressive opponents, they will turn defensive, or simply stand there not knowing what to do. No better time to run in and slam. 3. Beat CPU opponents. Move away, and when they close in, slam them from maximum throw range. Mix up two throws. Against later CPU opponents, clothesline is a safer bet since it has a longer range and is unbreakable. If your opponent escape your suplex: Immediately hold down and push kick. This will do a back-turning sweep that has a very good range. (Or punch if they begin to block this.) Also, quoting Juri Munkki: The clothesline is also good for reversing a potentially tight situation, because it reverses positions with the opponent. The suplex on the other hand changes the axis of the battle and can be used to advantage for that. Crouching side kick (down,d+k) ------------------------------ About the only special move that will hit a standing character. Slow, not so effective but has a deceptively long range. It will knock those who charge in with combos. Using it as a part of combo or combination with a middle level kicks often catch human opponents. Jeff and Wolf can throw you if they block this kick. Tornado Kick (f/u+k+d) ---------------------- One of her fancy moves. It does a ton of damage but since this is a jumping attack and hits high, you will have trouble hitting anybody with this except the early CPU characters. One good thing about this move is that its recovery is shorter than it seems. And if your opponent ducks, it puts you in an angle to your opponent. So it can be used to set up an ambush, although fast characters can knock you out of your jump easily. Quoting Chia Jin Ngee: This move seems to hit opponents who have just risen with a missed rising kick. It must be timed and distance very well. Very difficult to do and plenty of guesswork. Turning Sweep (d+k, when you have your back toward your opponent.) ------------------------------------------------------------------ Now, this is a real sweep Sarah has, and in many respect it is better than many other character's sweeps. It's quick and has a long reach. However, you can only use it when you face your back toward your opponent. When are those situations? 1. When your opponent escapes your suplex. 2. Sometimes, when your opponent's pounce misses. 3. Third, and most importantly, when you turn away using a turn away move. So there, using turn away moves open new freedom of attack for Sarah players. These moves are: b,b+k; b,b+p; DOWN,b+k; DOWN,b+k,d What you do with the last one is you begin a spinning heel kick, then pull back this kick with defense. You end up turning away without doing any attack. Use these moves to turn away, and turn back with your arsenal of high (p) middle (k) low (down+k) attacks. Quoting Chia Jin Ngee: The double low punch hit faster and it is good against opponents who figured you out. The sweep can be defended well if the opponent crouches, the double low punch hits them as they are just crouching. Back off after or elbow-knee. The sweep actually knock opponents up a little. A kickflip can still connect if you are fast enough. This doesn't work against any of the big two (Jeff and Wolf). Spinning Heel Kick (DOWN, back+k (k)) ------------------------------------- You can use single Spinning Heel kick to turn around. (please refer to the previous section) Also remember you can meta-combo this move with low sidekick, low kick and low punch. Quoting CHIA Jin Ngee: This move has amazing recovery. This move doesn't knock down standing opponents recovering from their moves but can actually set up up for a quick toe kick-side kick after. It is the second fastest way to turn around after the punch if one kick is executed. Against high attackers, this move actually floats them high. The toe kick-side kick can be delivered if they are knocked high enough. Punch and Round House (p,k) --------------------------- Easy, safe way to retaliate most attacks. This combo may not look as fancy as her other moves, but it's an invaluable arsenal since: 1. a single punch is faster than anything, and can stop many attacks in midway. 2. If the punch connects, the kick that follows it will almost always connect. (unless the first punch knocks down the opponent.) Punch and Side Kick (p,down+k) ------------------------------ The kick is also a sure hit if the punch connects. Since this move hits high and middle, use this against the opponents who like to duck under your punches. Also, the side kick often staggers the opponent. If so, nail him her with elbow/knee combo or other fast combos. Two Punches and High Side Kick (p,p,k) -------------------------------------- Use this move like p,k combo. Use this move to beat CPU jeffrey. (Don't use p,k combo against him!) This move has the longest reach. Three Punches and Knee (p,p,p,k) -------------------------------- This was a combo, like Lau's p,p,p,k combo, that _never_ hit anybody during the days of VF1 (save those human players who never heard of defense button.) But now this combo connects a lot better in VF2. Still not a terribly good combo to use, but it's the combo to use when you float your opponent. It does more damage than any of her 3 punch combos. Three Punches and Kickflip (p,p,p,u/b+k) ---------------------------------------- This is a lot better three punch combo than the previous one. It seems to me if you connect the third punch, the kickflip is a sure hit. Three Punches and Short Rising Kick (p,p,p,u+k) ----------------------------------------------- Similar to 3 punches and kickflip combo. It gives you more time to pounce after the combo since its air hang time is smaller than the previous combo. It also pushes your opponent farther if it connects. Knee, Rising Knee (f+k,f/d+k) ----------------------------- This was, IMO, the most useless combo in VF1. The second knee never hit anybody whether or not the first knee connects. But now this combo deserves a closer look. I have used this combo to float CPU Pai, and I actually nailed CPU Jacky once with the second knee after the first knee missed. This move probably has a good potential to be used as a floater and ambush device. Roundhouse and Punch (k,p) -------------------------- Quoting CHIA Jin Ngee: Against anyone after a heavy high move, the kick floats them and punch keeps them in the air. A knee followed by kickflip or toe kick-side kick are good follow-ups. Though slower than the P, K but use this when the chance comes. Please note that this is a real combo. MISC ---- Quoting Juri Munkki: The crescent (D+K) and double kick (back+K) are also mostly useful only for showing off, although the crescent probably has some potential that I haven't quite tapped yet. (It seems very good against certain types of approaching attacks and is faster than Pai's sweep.) I don't use the downward swipe (down/for+P) or head-fake punch (down/back+P) unless I'm just feeling adventurous. An elbow is usually better than the dodge+punch, even though you can't start a long combo with an elbow. The elbow also does more damage than the downward backfist, so it's better there as well. Remember that you can use the ground kick (down/for+K) while the opponent is still in the air. This is often all you need to get a KO from a tight situation, so don't forget to learn this technique. (Besides, it looks mean) How you play really depends on who you are playing against. Sometimes you can just defend a lot and retaliate, sometimes you have to fake attacks and sometimes you just have to be really aggressive. All these playing styles can be used with Sarah. Finally, if you know how to play Sarah, you also play a good Jacky, but it doesn't seem to work the other way around. (Sarah doesn't have all those spinning combos.) My first (accidental) game with Jacky got me six consecutive victories against our best player's Jacky. --------------------------------------------------------------------------- TACTICS GUIDE --------------------------------------------------------------------------- AMBUSH ------ Your opponent will try their darnest to find an opening in your lightening fast wave of attacks. Sarah's speed allows you to feint an opening by doing some moves that seems to leave you vulnerable. Your opponent will let their defense button go, to try to attack thinking they have an opening, but only to walk into your ambush. Some common moves to set up an ambush: Low jumping kick Tornado kick (risky) 3 punches single high kick Turning attacks (b,b,k or b,b,p) elbow low kick single spinning heel kick (DOWN, back+k) Just run into the throw range without throwing. Some common moves to complete ambush: Kickflip delayed knee combo after elbow punch,kick combo MIXING UP KICKS --------------- Some good mix-up combinations to use. (Not to be confused with real combos.) down+k+d,f/d+k,k,k Low side kick followed by triple kick. (low-middle) k,down+k,k High roundhouse followed by snap+sidekick (high-middle) b/d+k+d,down+k+d Axe kick followed by low side kick (middle-low) down+k+d,b+k Low side kick followed by spinning heel kick (low-high) DOWN,b+k,down+k Spinning heel kick followed by turn around sweep. (high-low) down+k+d,f+k Low side kick followed by rising knee (low-high) back+k,b/d+k+d Double kick followed by axe kick (high-middle) (All the low side kicks can be replaced with simple low kick or low punch) --------------------------------------------------------------------------- Human Guide --------------------------------------------------------------------------- Well, this is a brief guide to fight humans. Sarah ----- Now, you know what moves leave her vulnerable what don't. Use this to your advantage. Retaliate with quick strikes after her moves. Try using kickflip to nail those who try to move in for throw. Don't duck. Stand and fight. Lion ---- Now, if your Lion opponent is a low-attack crazy Lion, he should be pretty easy to beat. Use knees, kickflips, triple kicks, snap kicks, etc to stop his low attacks cold. If he plays a good positional strategy for quick throws, he can be a problem. In that case, stick with throws and the moves that have quick recoveries. If you use sidekicks too much, he _will_ wipe the floor with your face. Make sure to punish him hard when his pounces miss. Lau --- Okay, he got fast strikes, but you have your range advantage. Many of your moves cover large distances quickly. Try to play from a distance, out of his punching range. This will encourage him to come after you with combos. If he doesn't, clotheline him. Make sure to punish him hard after his combos. And, be careful. His floating combos are way too devastating. Jacky ----- Meet your sibling with less intelligence, dorkier voice, and a hell of a lot more power. Concentrating on blocking. Hit and run approach is not genearlly recommended since his long range retaliations can often get you. Rather, stand and block, duck and block, and retaliate with your faster moves or throw. Beat his smashing hook with your faster strikes. Quoting Chia Jin Ngee: Try not to retaliate after defending against his low backfist. Back off! See what he does. He may elbow-heel kick, elbow, delayed sweep, throw (a tell-tale single punch or beat knuckle), punch and side kick, back off or worse, kickflip. If he does any of the above, you have to work harder. Jacky's low backfist cannot be counter-attacked. A mechanical Jacky (one who fights mainly with backfists) is a bane to Sarahs. You have no option but to use stop attacks against him. A low punch after his low backfist or catching his low backfist with the side hook kick (heel axe) if you have the reflexes is the best. Quoting Juri Munkki: Clotheslines work well against many advanced Jacky players, because they often get overly defensive after a few rounds against a good Sarah player Shun ---- Well, it seems that he is not that powerful chracter after all. Don't get bewildered by his weird moves and just learn which moves hit low and which hit middle. Then you will be all set. Good Shun players are harder to find nowadays. Just don't let him drink too much. Akira ----- Play from a distance. Don't let him nail you with his throws. If he surprise- exchanges you, RUN! Stay away, and encourage him to come after you with dashing palms and side kicks. Use knees and kickflips if he begins countering your moves. Use clothelines. Mix up kicks. And, please, watch out for his dashing elbow. (Urk, I hate this move) Even if you block, there really is no effective way to retaliate. Try to make him miss entirely with his elbow if you can. Quoting Chia Jin Ngee: If the Akira is a surprise exchanger and inserts the double palm after, there is really no escape. Use faster recovering attacks to prevent this from happening. Those who body check, dashing elbow and side kick after the SE are just not good enough. Those who can pull the double palm after are *VERY* good. Use the elbow-knee or kickflip against multi-dashing elbow Akiras. It is true that Akira's dashing elbow cannot be counter-attacked effectively. What I am referring to is Akira players who tend to follow-up their dashing elbows with other moves or even another dashing elbow. You must be able to read the game they are playing. Sarah's elbow in particular can interrrupt another follow-up attack after the dashing elbow. If Akira defends after the dashing elbow, then Sarah's elbow will not hit or is effectively reversed. In this case, kickflip. To effectively do the kickflip, you have to take the risk of backing off after the dashing elbow. This is so because a low punching opponent at close range will stop a kickflip. The kickflip can even be stopped even though the punch does not seem to reach you. Be sure to execute the kickflip as the failed reversal's high or low punch is retracting. Remember, judge your distances well. Wolf and Jeffrey ---------------- I am Wolf. I am Jeff. We are here to pump you... (Oops, a wrong show.) Anyways, again, stay away from these guys. Use front snap kick and axe kick to stop their approach for throw if you have to. Make them come after you with strikes. And retaliate. Their slow speed make them a sucker for Sarah's retaliatory arsenal. Pai --- Now, just like Lau, keep a distance. Her downward swipe, sweep trap at close range can put you in a nasty situation. Her fast punches are very annoying as well, and can stop your attacks in mid track. Move back, and nail her punches with the moves with higher priority such as kickflip, rising kick, and front snap kick. Retaliate her kickflip combos with snap+sidekick. Retaliate her sweep with kickflip, axekick, and elbow-knee combo. Remember she is the lightest chracter in the whole game. FLOAT! Quoting Chia Jin Ngee: Try not to fall into a pattern of punching, kicking, elbowing or shadow kicking. She is indeed the only character with the most undiscovered potential. Meet one who knows her reversals and your in deep trouble. Besides, she is the only one who can negate Akira's dashing elbow (mid reversal against elbows back/down+P). Kage ---- A good Kage can be a pain on the neck. Watch out for his kickflips. Nail him hard after his missed long range dashing attacks. Or you can do a rising kick if he begins a dashing attack (the moves with f,f motion) or a rolling attack. (The moves with half circle joystick motions.) His back kick (down+k+d) is one nasty move to deal with, but you can retaliate easily if it is blocked. Same about his low kicks. --------------------------------------------------------------------------- CPU GUIDE --------------------------------------------------------------------------- (Conributed by Juri Munkki) Lau/Sarah/Shun: (normal & expert) Start with a tornado kick and a pounce (short pounce more reliable) Lau: (expert) Elbow+Knee+defend will push Lau back until RO. Pai: (normal) Start with axe kick of flipkick and pounce twice. Pai: (expert) Elbow+Knee+defend will push Pai back until RO. Lion: (normal) Back away and throw Lion: (expert) Elbow, knee, low defense is pretty safe and you can use a retaliatory move after Lion sweeps. This might be something that Lion learns to counter after a while, but it's important to know that the normal elbow+knee+defense (or throw) is a bad idea, because Lion tends to return with a low attack when you attack at medium level whereas the other CPU characters mostly return with a medium attack. Jeffry: (normal) P,P,P,... or P,P,K, repeat Jeffry: (expert) P,P,P,flipkick works pretty well. P,P,P,... might work, but often doesn't. Kage: (normal & expert) Elbow+Knee+defend will either hit or push Kage back until RO. Jacky: (normal & expert) Elbow+Knee+defend works, but less reliable than Kage Wolf: (normal & expert) Start with axe kick Elbow+Knee+defend mixed with Elbow+Knee+Suplex. Difficulty is in deciding right mix of defense and throws. P,P,P,flipkick Akira: (normal & expert) Axe kick is a good fairly safe start, until Akira starts to do counters. Elbow+Knee+suplex Dural: (normal & expert) long distance jump forward with a kick, when Dural is within a few meters of you. Hold back and start tapping K before you reach the apex. Dural will jump kick and miss, because you roll back. Do what you wish while Dural is still in the air and you have landed. Throws also work, even in expert mode --------------------------------------------------------------------------- Some notes about Sarah's Fighting Style --------------------------------------------------------------------------- Sarah's fighting style is stated to be Jeet Kune Do, translated as the Way of Intercepting Fist, founded by Bruce Lee himself. Bruce Lee's primary martial art training background comes from Wing Chun, a Southern Chinese art that's regarded as one of the most effective fighting styles existing today. He couldn't continue his training in Wing Chun because the senior students in his school forced him to leave after he became good enough to beat everybody in the school. He, later in the USA, studied many other styles and founded Jeet Kune Do concept. The core of his JKD concept was: learn from many style, pick up what is useful. This concept deviates from the traditional approach to learn martial art, where you were supposed to learn all the techniques and cocepts in one art to perfection. Just look at Akira, for example. The art I study now, Tang Soo Do, has some moves similar to what Akira uses, such as palm, double palm, etc. But it will take eons of time before I can use those moves like Akira does. His arsenal is not flexible, but he mastered his move to perfection and use them with deadly effectiveness. In contrast, JKD concept suggests to learn from many styles and pick what works for you. This explains Sarah/Jacky's versatility and their rich and flexible arsenal. It also explains why their styles are not identical. (Unlike Ken and Ryu in CE) JKD as a style, as taught now by Bruce Lee's students, is a mix of Wing Chun/Jun Fan Kung Fu, Korean kicking styles, Thai boxing, Philippino Escrima fighting, and western styles like boxing, savate and wrestling. Sarah's style seems to be motly a mixture of Korean kicking styles and Thai boxing. (Bruce Lee learned Tang Soo Do and Taekwondo from Chuck Norris and Jhoon Rhee, respectively.) Her arsenal of kicks shows Korean style influence, and her elbow/knee combos show Thai boxing influence, although some moves don't look too authentic. But there is something called artistic license, I guess. --------------------------------------------------------------------------- Philosophy Guide (tao of VF) --------------------------------------------------------------------------- 1. We included CPU guide for when you have bad days. But in other cases, treat your CPU chracter like a human character. Don't be obssessed about exploiting their patterns. By treating your CPU opponent like a human opponent, playing the game on one player will be far, far more enjoyable. And I actually find myself doing better against CPU when I forget that they are CPU characters with built in patterns. (Since VF2 CPU learns anyway.) 2. Stay calm. When you begin to lose you lose your coolness and begin to throw unwise attacks, defend too much, etc. This is exactly what happens during real martial art sparrings. One must stay cool or never be able to reverse the momentum of the fight. 3. Be adventurous. Experiment. You won't learn anything new if you don't try anything new--such as trying a difficult move against someone beside CPU Lau. 4. Enjoy the fight. Don't be obssessed about winning. Don't get mad when you get beaten by other human opponent. THE REASONS WHY SARAH BRYANT IS A COOLER FEMALE CHARACTER. 1. She is not small (5ft 9 according to the FAQ, although she actually looks taller to me.), thus more realistic than all those small "cutey" female fighting chracters. 2. She has a mature voice, not those annoying "cutey" voices. (Her voice is more mature than Chun Li or Linn Kurosawa who are supposed to be older.) 3. She doesn't laugh like a twit like Pai, Chun Li, Yuri S. etc, etc. She laughs with an attitude. 4. She has an attitude. 5. She should be a college senior, making her one of the most educated fighting character ever. (Was Guile an officer who graduated from a military school?) ---------------------------------------------------------------------------- Thanks to: God Sega for their technical innovation, I can respect them as an engineer, an artist, and a student of martial art. CHIA Jin Ngee for his FAQ and contribution Juri Munkki for his contribution People of rec.games.video.arcade No Thanks to: Capcom for their utter lack of technical innovation for being such a big company. CMU arcade owners for their idiocy of changing the machine from 3 out of 5 to 2 out of 3 and killing the competition.