VF4 Ultimate Combo Guide... a Challenge

Discussion in 'Junky's Jungle' started by Llanfair, Sep 24, 2002.

  1. uk-guy

    uk-guy Well-Known Member

    vs Shun Open Stance MC

    [2_][3]+[P] - [4][4]+[P] - TT [P][K][G] - [7]+[K]+[G] 75pts!!!
    Also doable on Lei-Fei, Sarah and Lion, but Shun seem to consistently get the 75pts of damage. Highest [2_][3]+[P] damage combo without wall? I think so, but sadly verC only (now do you see why I love the chop so much!?)

    I WIN! /versus/images/icons/wink.gif
     
  2. Madin

    Madin Well-Known Member

    Vanessa:
    [MT] f+P+K followups
    ------------------
    >> [3]+[P],[K] > [3] + [K] (ground attack). 68 damage. works up to light-middleweights (kage).

    >> [6],[6]+[K],[2]+[K],[K]. Closed stance (MW). 67 damage up to kage. 70 damage against akira.

    db+K+G followups
    ----------------
    [MT] (open stance) >> [4],[6]+[P],[P],[P]. Damage 70. Works up to kage.
    [MT] (closed stance) >> [4],[6]+[P],[P],[P],[K]. Damage 72. works up to akira (3rd punch whiffs, this combo also works on akira in open stance).

    [MT] (Open stance) >> [6],[6]+[K],[K]. Damage 80 (HW only)
     
  3. CreeD

    CreeD Well-Known Member

    From my original post:

    >> d+P -> db+P,P,K [76 pts]
    [LW, closed stance. In open stance one punch misses, bringing damage to 72]


    Thanks for nothing asshole!
    /versus/images/icons/grin.gif /versus/images/icons/tongue.gif /versus/images/icons/laugh.gif
    The distance dependence is because the animation and stats for uf+KG change slightly a longer range (it's a little slower).
     
  4. CreeD

    CreeD Well-Known Member

    Hey, I just retested the guard break SJK, and you were right before, it's guaranteed. I can't struggle out of it no matter how hard I try. My test sucked last time because I think I forgot to buffer the SJK.

    In closed stance up to akira: Guard break, SJK, F+P, DJK works for 64 pts on akira. I'll keep fooling with it to get the best combos out this setup. Thanks again.

    Also, in experimenting with this, I decided to try out fully charged b,f+P+K (blocked) combos and I find that SJK and b,f+P seem to be unstrugglable after the fully charged DFS is blocked. In any case it's so hard to get out of that I'll list it in the faq. I also did several tests with m-shrms against myself and only got out of it once out of maybe 20 tries. So it's also going in.

    PS: for those who look at f+P+G, f+K and just can't figure out how to get it - the game is seeing f+P+G,f+K as just "f,f+K-with-a-P+G-in-the-middle"... it considers this 'good enough' for the f,f+K command. If you do it really fast the SJK comes out, if you delay a hair it won't. So to be safe, you probably should do f+P+G, f,f+K.

    The combo also works after d+P+G... again closed stance is ideal.
    Also worth noting: the float after the SJK is unusually high, even though it doesn't look like much. In VF3 it used to put the enemy over akira's head. Ditto for b,d+P+G -> f,f+K, which no longer works so well. Getting three f,f+K's vs. aoi was not unusual after that setup in VF3.

    edit
    <font color="green"> a quick check on the VFDC movelist reveals that the SJK after guard break IS canned - the execution changes to 13 frames (one frame faster than usual) and that's in addition to the nice float it gives. So the SJK was the followup sega intended. Currently I'm testing to see whether the slow m-shoulder ram (at 16 frames) is likely/guaranteed. </font color>
     
  5. CreeD

    CreeD Well-Known Member

    Lastly Creed I was MERELY suggesting some other doable combos. Sort of forgot about the max damage thing. But if you want to get into a win/lose combo battle bring it one...

    OK. I have like 150 combos. I win!
    Just kidding. The max damage bit is important, but I'm always open to hearing cool and unusual combos, especially if they happen to be damaging. This new shun one's also a very nice find. I wouldn't be utterly shocked though if a MC DF+P in evo might allow for better combos? I base this on the fact that generally it leaves the enemy closer, increasing the odds of landing a kickflip/DP. Still, kage's old DF+P is neater overall because instead of being a boring float uppercut like wolf/jeff's in VF2, it's this weird thing that gives a moderate float at long range and has different properties for normal vs MC hits. It's more fun for training mode at least.

    Anyway, keep working, I want you to show me up on at least one other character now that you've exhausted (?) kage completely.
     
  6. GLC

    GLC Well-Known Member

    Kage's tft - knee - PG - d+P+K - ub+K+G works on jeff (same damage as without PG though? I think...) - but longer distance :p
     
  7. CreeD

    CreeD Well-Known Member

    Less damage iirc?
    I'm too lazy to test, it's the same damage anyway..
    If you wanna test and confirm, that'd be cool.
     
  8. GLC

    GLC Well-Known Member

    Akira:
    * FC,f+P+K -> PG -> f,f+K,K (open stance), I did 93 pts vs. Jeffry once, instead of usual 89.. some hitting-low-to-the-ground oddity?
    * QCB+P -> dodge up -> b,f,f+P+K managed to 86 pts vs. Jeffry (yours is listed as 84 pts. combo)
     
  9. CreeD

    CreeD Well-Known Member

    Added a bunch of combos, thought I'd put in the nifty stuff I found with akira:

    f+P+G -> f,f+K followups
    ------------------------
    [closed stance is required for f+P+G -> f,f+K]
    >> P -> FC,f+P+K -> f,f+K,K [80]
    [Pai and Aoi]
    >> FC,f+P+K -> AS3 -> df+P (ground attack) [79] *
    [MW up to lion ... vs sarah and vanessa, delay shrm or AS3 a hair]
    >> P -> FC,f+P+K -> f,f+P [69] *
    [Shun Di only, dashing elbow timing must be perfect for 69 pts]
    >> F+P -> f,f+K,K [64 pts]
    [HW]

    Besides that:

    b,f+P+K (fully charged and blocked) followups
    ---------------------------------------------
    >> [Any b,f+P combo -impossible to struggle]
    >> [no-counter modified shoulder ram (FC,f+P+K) -almost impossible to struggle]
    followups:
    --->> b,f+P -> AS3 -> df+P (ground attack) [85 pts]
    [LW, closed stance]
    --->> F+P -> f,f+K,K [74 pts]
    [MW, damage varies]
    --->> f,f+K,K [70 pts]
    [HW, open stance]
    --->> AS3 -> df+P (ground attack) [67 pts]
    [HW, closed stance]
    >> [Any normal hit yoho combo - not difficult to struggle]
     
  10. GLC

    GLC Well-Known Member

    TFT, Knee, PG, d+P+K, ub+K+G - yes, same damage as without PG.
     
  11. gaishou

    gaishou Well-Known Member

    don't know if its been added for kage,

    [3][P] L[P] H[P] [6][6][G][P][K]

    or end with [6][6][G][K] both can ring out.....but both can ring you BOTH out so....beware....

    also TT P+K,K followups, [6] [2] [3] [P] after flop....
     
  12. gaishou

    gaishou Well-Known Member

    got my L [P] and H [P] mixed up for the first combo....switch order....
     
  13. CreeD

    CreeD Well-Known Member

    The ff+PKG one is cool, but P, d+PK, dragon punch does the same damage and about the same range. I'd include it in the faq except that it also is suicidal (if they aren't RO'd, kage gets to eat damage for free).

    For the second one, there are lots of good followups (crouch dash rising knee looks cool) but none as good as the back dash --> pounce.
     
  14. gaishou

    gaishou Well-Known Member

    right on, they are suicidal combos.......heh, you will get raped with the [G][P][K], but [G][K] is a 'little' safer. is it just me, or can anyone else do [1][1][6][K] with kage and get the knee? i can repeatedly do it, and i'm not mistaken [1] for [3]. maybe its still buffering in the [2_] part of [2_][6][K]. trying to figure ways out of getting multiple knees in a combo with it.....be nice to get 3 knees in a combo.....
     
  15. gaishou

    gaishou Well-Known Member

    see this is the shit that interests me about gaming. creativity.....
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    is it just me, or can anyone else do [1][1][6][K] with kage and get the knee?

    No, it's not just you. It ([1][1] or [3][3]) is a common, preferred and often mandatory way for quickly getting into a crouch - and it's called crouch dashing. Without it, it would be impossible to perform some moves in combos that required you to be crouching ([2_]).
     
  17. gaishou

    gaishou Well-Known Member

    i know its called crouch dashing, i just find it weird going backwards cd ([1][1]) then forwards, as in [6] and getting the knee for kage..... always thought the cd had to be forward for these moves. guess its just a motion buffer, hence [1] is part of [2].....
     
  18. Guest

    Guest Guest

    It doesn't matter whether you enter [1][1] or [3][3] for CD buffer - just make it a CD BUFFER, not a CD (or quarter-CD, half-CD whatever). It has been that way since VF2. But, if you're not quick enough, doing a [1][1] will actually make some moves whiff in combos, as it'll move the character a hair backwards. On the other hand, [3][3] moves them forward, and the chance of connecting is greater... there are some exceptions of course /versus/images/icons/smile.gif

    Some people, including me, prefer just one direction for CD buffer - I prefer 1P [3][3] no matter the side I'm playing on because of my stick holding technique.
     
  19. gaishou

    gaishou Well-Known Member

    i just think it looks way strange when kage cd backwards then does the knee...... /versus/images/icons/blush.gif
     
  20. Jerky

    Jerky Well-Known Member

    Yo Creedo might it be a idea to have this be a sticky thread for those looking to learn more about destroying their opponent in no time? /versus/images/icons/smirk.gif

    Edit: Ah but unless you're making a badass combo section then I would see why your just posting for input.
     

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