VF4 Ultimate Combo Guide... a Challenge

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

  1. CreeD

    CreeD Well-Known Member

    Senbons don't change the damage in combos... once you press punch, the game doesn't know you're gonna press K,G afterwards so it won't make a difference in damage.
    The few cases where I use senbons (kage's swipes in TFT combos) is just because the K,G motion afterwards moves the character forward a hair.

    Iaigeri kick used to apply to only jacky and akira in VF2... to nobody in VF2... and jacky only in VF4. I don't list jacky's iai combos because they're more for showing off or fucking around from what I can tell.
    Then again you can argue that's true of some of the other combo starters... but iai just sets up a situation similar to the DF+P uppercut.

    As for buggy stuff that I've found in VF4... not really. There's the low to the ground damage effect which might or might not be on purpose, but otherwise nothing that allows you to start/add to unusual combos.
     
  2. mindelixir

    mindelixir Well-Known Member

    I don't mean change the damage, I mean they recover faster so you can get more hits..... or maybe they don't anymore. That's what I was asking...... As for other unusual combo starters, just about everyone's hopkick is pretty funny.... Jeff can get around 80 damage from a hopkick combo, which just doesn't seem right or intended.
     
  3. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    another for Jacky
    turn toward attack [P]+[K] on counter [6_][K][P][2][K]
    it does 90 points of damage, i belive /versus/images/icons/laugh.gif
     
  4. Hayai_JiJi

    Hayai_JiJi Well-Known Member

    Adding two for Shun

    CS works on HW
    [2][3][6]+[P]->[K][K][P] for 65

    Post SE on HW
    [2][3][6]+[P]->[4][6]+[P][P][P]->[2]+[K] for 51
     
  5. mindelixir

    mindelixir Well-Known Member

    Sarah vs. Pai
    MC 99 pts
    [1]+[K] or [6]+[K]
    [4][4]+[P],[K],[1]+[K]

    101 pts
    [6]+[K] can be used to start as well, but timing is more difficult
    [1]+[K],[4][4]+[P],[K],[6]+[P],[K]
     
  6. Robyrt

    Robyrt Well-Known Member

    Wow, I can't believe somebody hadn't posted Sarah's [1][K] -> [4][4][P][K] -> [1][K] yet. Works on everyone up to Jacky, and the last hit can be delayed to do around 50% damage (IIRC this requires zero effort with Jacky, just buffer them all in).
     
  7. mindelixir

    mindelixir Well-Known Member

    This thread describes how to preform how to perform various commands and techniques..... Right?
     
  8. DRE

    DRE Well-Known Member

    Read the first post. It explains everything.
     
  9. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    2 for Kage

    (In jumonji stance) p+k+g (mid k reversal) f,f (dash in) -> f,f+k -> k+g -> k+g -> f+k -> f+k 143 damage. (A wall behind your opponent will help with the distance)

    I got that one from gamefaqs, so credit the people there, in fact, i'm not to sure about it at all!

    another one.
    [6]+[K]+[G] [P] [6]+[K]+[G] [3]+[K](ground attack)
    Anyone (though timing is strict against Akira+)
    closed stance.
    72 on normal hit, 84 on counter.
    i'm surprised no-one has found this yet actually, oh well...
     
  10. uk-guy

    uk-guy Well-Known Member

    First 'combo' looks like alot of 'combos' on Gamefaqs, prob TR/QRable.

    Best Jumonji combo I can think of is:

    After [JM] [P]+[K]+[G] mid-kick reversal
    [G] - [4]+[P][K] (Kick causes wall stagger) - [3]+[P] - [3][3][6]+[K] -
    [7]+[K]+[G] something like 153/5 points, although I reckon good struggling after the wall stagger could avoid the [3]+[P], in which case just take out the [3]+[P] and do the [3][3][6]+K followed by the [7]+[K]+[G] for max damage or [8]+[P] for safety. That should get you a guaranteed 140-/+ type damage.

    Your other combo has been mentioned before. You could also try these variants (some may be stance depandant so work it out):

    [6]+[K]+[G] - [2]+[P] - [6]+[K]+[G] - [6][2][3]+[P]
    [6]+[K]+[G] - [P] - [6]+[K]+[G] - [7]+[K]+[G]
    [6]+[K]+[G] - [P] - [3][3][6]+[K]
     
  11. CreeD

    CreeD Well-Known Member

    Thanks for the updates.
    I think ukguy covered the first gamefaqs combo pretty well. I can't even see what the author was trying to go for.
    For the second one, it's been added as the most damage you can get without a wall in closed stance, works up to lion. 113 points total.

    In open stance, [6][K][G] -> [2][P] -> [6_][P] -> [6][2][3][P] is good for 103.
    If your opponent is a slightly heavier midweight, you get more damage out of the old horse uf+K+G -> d+P -> f,d,df+P.
    For HW my best combo seems to be uf+K+G, u+P?

    Nice wall combo guy.
     
  12. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    seriously, the guy called "POKESEPIROTH" who wrote that combo makes the most insane crazy things for Kage(though they tend to be for show). he has gotten one for 158 damage!
     
  13. uk-guy

    uk-guy Well-Known Member

    I've got a combo that does about 220% (i.e. Full Bar)




    You just have to have an opponenet who doesn't TR/QR or struggle on the get-up...
     
  14. uk-guy

    uk-guy Well-Known Member

    Creed you know about the Lion only df+P combo don't you?

    Lion Only Open Stance
    [3]+P - [1]+P - [6][2][3]+[P][K]

    Does good damage on a normal hit and of course that lovely bit more on MC /versus/images/icons/grin.gif

    Course if you moose it up you get raped. Ah the beauty of Risk/Reward /versus/images/icons/confused.gif

    Do it after the [JM] Kick reversal for the best non-wall damage combo I think.
     
  15. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    I have a few b+P combos for Jacky. None are as reliable as the listed b+P, b+K+G, u+P but maybe I just need more practice.
    I tested against Jeffry, Aoi, Lau and Akira (all TR enabled)

    b+P, b+P b+P, (hold D)K+K, d/f+K (down attack) worked for 100 against Jeffry and Aoi. The soccer kick didn't register on the combo meter thingy, but neither does it for the guide's combo so I'll remain content with my arithmatic (87+13) until corrected. You have to hold d/b for the kicks (lest you get the toe kick) and if you time it right/get lucky both will hit and you have time for the down attack. I only got the first of the two kicks to hit lau and akira, but i noticed something and came up with

    b+P, b+P b+P, u+P (stomp) for 92. I didn't test for anyone but lau & akira and while this one is more reliable than the one above, it isn't creed's 88pt cinch...range on both this and the one above seem to be important & i most reliably got both to work out of open stance, but it didn't seem required.

    b+P, f+K, u+P (stomp) worked for 88 against all but still not as reliably as the guide's.
    In general the range and timing restrictions on these backfist combos seem draconian enough at this point to keep them out of my matches but once again, maybe I just need more practice...I talk too much...sorry.
     
  16. Llanfair

    Llanfair Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    I tested against Jeffry, Aoi, Lau and Akira (all TR enabled)
    ...b+P, f+K, u+P (stomp)...b+P, b+P b+P, u+P (stomp)...

    [/ QUOTE ]

    I'm not so sure that you've got TR enabled. The one combo you listed is backfist into a knee. There's no slam in this, so it's techrollable. Same goes for the 3 backfists into pounce - the first backfist will flop them, but the next two shouldn't guarantee a pounce.

    Now, I'm not booting up the PS2 to check these, but this is my suspicion. I think you'd better double check that TR setting. /versus/images/icons/smile.gif

    cheers,
     
  17. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    TR(towards) was enabled. As I stated in my post, I couldn't get these combos to work reliably as range and timing were strict (beyond more strict than the guide's 88 pointer). The three backfists to stomp worked when the first backfist landed at basically maximum range (open stance, front feet about 2ft apart maybe?) and the other two landed on the head mid-crumble...if you look back at my post you'll see I state I "noticed something", well what I noticed was that Lau (dummy du jour) wasn't dutifully rolling after the third backfist but was just laying there ready for my stomp...I retried and stomped for a 92 which registered.
    By all means, boot up the machine (I never turn mine off) they all take a couple (or ten) tries, but they all work...creed's works every time though, so, what the hey.
     
  18. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    yeah, but once the first attack hits, you can't get out of these. it's unlikely you'll get htese situations though. very unlikely! [2][3][6][K](fully charge on MC )sorta thing, of course, they are just for show though. where is the combo i mentioned though, i didn't see it.
     
  19. MrWhite

    MrWhite Well-Known Member

    QCF+[K] usually only works on a TR opp. as oki. But you can get a fairly regular fully charged QCF+[K] as a "deer in the healights" maneuver after a [6][P]+[G]. That hitting will enable a slew of 100+ damage combos.
     
  20. BMF

    BMF Well-Known Member

    sanjuro are you sure you set recovery to away/toward screen? The b+P~f+K~pounce combo IS techrollable, and I did test it out just to make sure. Like Llanfair said, there's no slam hits in it. The reason why b+P~b+K+G~pounce works is because b+K+G slams the opponent to the ground.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice