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

    Creed mentioned this regarding TRs

    "If they're turned on, your ground kick won't even come out at all, because they're no longer grounded... jacky will do another sidekick instead"

    Actually I found that you can still execute the ground hit, but maybe I'm thinking this because Kage's df+K is so slow. I know this because I generally need to crouchdash or hold DF to do sidekick back-staggers otherwise the df+K comes out.
     
  2. CreeD

    CreeD Well-Known Member

    re the ground kick-or-sidekick thing... it's particular to some combos whereby they are rolling before you have technically recovered from the last attack in your combo.

    This is a good opportunity to mention that I'd misjudged sanjuro earlier... his weird combos ending in ground kicks and pounces were in some cases true combos, but I hadn't tested thoroughly enough to see what was happening.
    Ground kick combos work for jacky if the ground kick hits the opponent while they are still airborne or at the moment of impact (at the moment of impact the ground kick will stuff any attempt to TR, and does the full 13 pts of damage.... if the ground kick hits just prior to impact, as in a knee-doublebackfist-groundkick combo... it actually registers on the combometer for 10 pts or so)

    The combos whereby jacky could pounce in a situation where the opponent could usually TR is a quirk of training mode... set the CPU to TR and also set it to do an action at level 1... and occasionally it will just lie there for a pounce. So these aren't combos vs. humans but show how training mode can sometimes mess with you.


    Incidentally, got a url to the update uk?
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    </font><blockquote><font class="small">In reply to:</font><hr />
    Creed mentioned this regarding TRs

    "If they're turned on, your ground kick won't even come out at all, because they're no longer grounded... jacky will do another sidekick instead"

    Actually I found that you can still execute the ground hit, but maybe I'm thinking this because Kage's df+K is so slow. I know this because I generally need to crouchdash or hold DF to do sidekick back-staggers otherwise the df+K comes out.

    [/ QUOTE ]

    During the initial phase of any QR/TR, the opponent is in the down state and thus you're able to execute down attacks. This is explained in the System of Instant Recovery document I wrote back in May which is available under the VF4 section on VFDC.
     
  4. DRE

    DRE Well-Known Member

    A few obscure Jacky combos I've discovered:

    vs Vanessa
    From closed stance: [6][K] (MC) -> [6_][P] -> [4][P][P] -> [3][K] (ground attack) 97 pts. I'll estimate that the [3][K] connects about 98% of the time, since it's supposed to interrupt Vanessa's TR. Very reliable even though it seems like a minor glitch.

    vs Pai, Aoi, Vanessa, and Sarah
    From closed stance: [6][K] (MC) -> [6_][P] -> [4][P] -> [6][P][K] (93 pts).
    After [4][P], you can also follow up with [6][P]+[K] -> [3][K](ground attack) for 91 pts.


    vs all weights except Wolf and Jeff
    From open stance: [6][K] (MC) -> [6_][P] -> [4][4][P] -> [P][P][6][K] (84 pts).
     
  5. CreeD

    CreeD Well-Known Member

    yeah, I think the bb+P one was in shinz' jacky combo video.

    Lots of fun and obscure ones from his flop.
    b+K+G -> P -> P -> df+K+G
    open stance vs. aoi at max range.

    Since this thread has pretty much turned into a fun combos thread, I'll toss in a few.

    Pai:
    the kage wannabe-
    f+K+G - P - f+K+G - df+P

    the andy-can't-do-it-it's-so-freaking-hard combo
    m-FC,f+P --> P --> P --> m-FC,f+P --> P --> m-FC,n+K.
    vs. pai with wall hit at around the second to last hit.

    the wtf-i-didn't-tech-roll
    b+K (wall) u+P+K (or d+P+K) ... registers for 55 pts.

    ei-ei-ei
    db+P -> P -> db+P (wall hit) -> uf+K

    random wall combo:
    b+P (mc crumple) --> d+P --> ff+P,K --> df+P (ground attack)
    vs. aoi, open stance, 81 pts.

    Sarah:
    Dragon cannon mania:
    db+K -> P -> db+K -> db+K -> db+K
    vs. aoi, wall hit for last two.

    vf2 style:
    f+K -> P -> P -> P -> P -> P -> P -> ub+K
    obviously with a wall hit ...

    ehh:
    ub+K+G -> P -> b+K -> P, d+K
    Wall hit at the final p-sidekick. A kickflip connects after b+K from anywhere.
     
  6. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    jacky:
    b+k+g, d+p, f+k hard to pull off, open stance. during recovery of LP, hold F to make it work.
    b+k+g, Fp, f+p+k, df+k. nice cool combo. open (or closed, not sure, may be both) stance, mids and unders.
     
  7. Mirage

    Mirage Well-Known Member

    Akira:
    After [3][3]+[P] or [2_][6]+[P]+[K]

    [P], [4][6]+[P], AS3, Ground Punch.

    LW, MC. ( Only test with Aoi, I can't play now-No PS2... /versus/images/icons/mad.gif if someone has time, please test it)

    The damage depends on timing of AS3, Close to 100 for [2_][6]+[P]+[K], and 100+ for [3][3]+[P]

    Not the best Damage but easier to do than those m-Shrm combo
     
  8. CreeD

    CreeD Well-Known Member

    hey mirage... thanks for the addition. Glad the thread still gets attention.

    For those of you who were wondering wtf happened to this project (it's a little late in coming) ... I'm still on it, about half the combos in this list are capped and the guide itself is up to version .99, meaning it's got like one or two things that could be fixed/added but is otherwise done. I added a list of bread and butter, stand independent combos that work for good damage against everyone, or at least up to akira.
     
  9. Goro

    Goro Well-Known Member

    Creed are you gonna publish some kind of final documnet for all these combos? Every charecters best combos in one document would be awesome. Thanks for all the hard work /versus/images/icons/laugh.gif
     
  10. CreeD

    CreeD Well-Known Member

    Sure, lemme put it up now. It's not 100% final, but it's 99%.

    Be sure to scroll to the bottom of the document to see the recently added "bread'n'butter combos" section. A lot of the max damage combos are too hard for everyday use.
     
  11. CreeD

    CreeD Well-Known Member

    Max Combos Guide, version .99 [LONG]

    ========================
    SEGA VIRTUA FIGHTER 4c
    IDEAL/STAPLE COMBOS
    by CreeD
    ========================

    DISCLAIMER
    ----------

    This guide is for private and personal use only. It can only be reproduced
    electronically / placed on a web page or site as long as it is unaltered, with
    this disclaimer and the copyright notice appearing in full. Any information
    used from this document, quoted or not, should have this author's name somewhere
    clearly as acknowledgement. Feel free to distribute between others, but this
    guide is not to be used for profitable/promotional purposes; this includes being
    used by publishers of magazines, guides, books, etc. or being incorporated into
    magazines, etc. in ANY way.



    INTRODUCTION
    ============

    This goal of this guide is to provide you with the best combos for each
    character, with "best" being defined as either:

    - 1. The combo that does the most damage in a particular situation or
    - 2. The combos that give near-maximum damage and are easy to do and hard to
    screw up.

    Comments and corrections are welcome.

    CONTENTS
    ========

    >> Section 1 << Perfect damage combos - some are very tough to do in a real match.
    >> Section 2 << Bread and Butter combos - easy, reliable damage in almost any situation.
    >> Section 3 << Credits

    NOTATION
    ========

    f,b,d,u joystick motions (forward, back, down, up); hold if capitalized
    db... diagonals (db,df,uf,ub); again, hold if capitalized
    P,K,G press punch, kick or guard buttons, respectively
    + buttons must be pressed together
    , move separator
    FC execute from crouching position
    OTB "on the bounce", opponent is hit after he bounces from the ground
    DLC Akira's df+K+G,f+P,b,f,f+P+K combo
    AS3 Akira's d+K+G,f+K,b,f+P combo
    PIT-RBC Akira's f,b+P+G -> u|d+P+K combo
    R: requirements and notes regarding respective move
    MC major counter (interrupt)
    LW combo works on or up to lightweights (LW = any female)
    MW combo works on or up to midweights (MW = males except wrestlers)
    HW combo works on or up to heavyweights (HW = wrestlers, i.e. wolf and jeff)
    * combo does more damage due to hits that are very low to the ground


    NOTES
    =====

    - I tested with the heaviest characters in their class - Vanessa, Akira, Jeffry.
    - A major counter (interrupt) is assumed for all combos, but some float combos
    don't need a counter.
    - If a combo lists a combo for MW but not LW, that means the same combo is best
    for both midweights and lightweights.
    - If there are entries for lightweights and heavyweights, but no midweights,
    assume the heavyweight combo is also what you need to use on midweights.
    - Any combo with a FC move in the middle or end requires you to do the move by
    buffering a crouch dash (which makes you get into a crouch instantly). This
    technique is called 'modifying' a move. For example, FC,f+P+K -> P -> FC,f+P+K
    -> FC,b,f+P would be described as shoulder ram, punch, modified shoulder ram,
    modified double palm. The exact commands to execute it would be D,f+P+K -> P
    -> df,DF,f+P+K -> df,DF,b,f+P

    [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

    PART1: MAX DAMAGE COMBOS

    [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

    AKIRA YUKI
    ==========

    f,f,f+P followups
    -----------------
    >> AS3 -> df+P (ground attack) [54 pts]
    [LW, open stance, normal hit]
    >> f,f -> d+P -> FC,f+P+K -> FC,b,f+P [82 pts] *
    [LW and lion, open stance. Do half a dash forward then immediately do a low punch deep
    into the opponent's crumpling body. If it hits correctly, you will hear their body hit
    the floor as the low punch connects. They will refloat slighly allowing for the rest]
    >> f,f+K,K [74 pts]
    [ALL]

    FC,f+P+K followups
    ------------------
    >> P -> FC,f+P+K -> FC,b,f+P [97 pts]
    [MW up to jacky, substitute d+K vs. akira]
    >> P -> f,f+K,K [93 pts]
    [HW, open stance]
    >> P -> AS3 -> df+P (ground attack) [89 pts]
    [HW, closed stance, delay ground punch for best damage]

    df+P+K followups
    ----------------
    >> f,f+K,K [67 pts]
    [ALL, for variety, do AS3 + ground punch]

    b,f+P followups
    ---------------
    >> P -> FC,b,f+P [67 pts]
    [ALL]
    >> P -> AS3 -> df+P [72 pts]
    [LW, closed stance]
    >> f,f+K,K [71 pts]
    [LW, max range]
    >> d+P -> FC,b,f+P [65 pts]
    [HW]

    b,f+P+K (fully charged and blocked) followups
    ---------------------------------------------
    >> [Any normal hit yoho combo - not difficult to struggle]
    >> [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]

    f,f+P followups
    ---------------
    >> AS3 -> df+P [67 pts]
    [LW, closed stance]
    >> f,f+P [54 pts]
    [HW]

    QCB+P followups
    ---------------
    >> (dodge up) -> b,f,f+P+K [86 pts]
    [ALL, f,f+K,K is more reliable for 78 pts]

    df,df+P followups
    -----------------
    >> P -> FC,f+P+K -> f,f+K,K [112 pts]
    [LW , open stance]
    >> FC,f+P+K -> AS3 -> df+P (ground punch) [109 pts]
    [LW, closed stance]
    >> P -> FC,f+P+K -> FC,f+P+K [109 pts] *
    [MW, closed stance up to Kage]
    >> F+P -> f,f+K,K [96 pts]
    [MW, allow akira to dash before doing the first jumping kick. Alternative:
    b,f+P -> FC,b,f+P in open stance up to lion]
    >> P -> AS3 -> df+P (ground attack) [94 pts]
    [HW, closed stance, delay ground punch for best damage]
    >> f,f+K,K [92 pts]
    [HW, open stance]

    PIT-RBC followups
    -------------
    >> f,f,f+P -> F+P -> FC,f+P+K -> FC,b,f+P [102 pts]
    [LW]
    >> f,f,f+P -> F+P -> DLC [84 pts]
    [MW]
    >> f,f,f+P -> FC,b,f+P [74 pts]
    [HW - unconfirmed]
    >> f,f,f+P -> df+K [69 pts]
    [HW]

    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] *
    [LW and 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]


    AOI UMENOKOUJI
    ==============

    b,df+P followups
    ----------------
    >> d+P, f+K,K [67 pt.]
    [LW, closed stance]
    >> F+K,K -> df+P (ground punch) [70 pts]
    [HW, open stance, requires perfect buffering]
    >> f+K,K [66 pts]
    [ALL]

    f,f+P+K followups
    -----------------
    >> F+P, f+K,K [70 pts] *
    [LW, works on lighter MW's, only in closed stance on some. Delay
    f+K,K as long as possible to get best damage]
    >> F+K,K -> df+P (ground attack) closed stance [66 pts]
    [MW]
    >> d+P -> FC,df+P [55 pts]
    [MW]
    >> F+P -> F+K,K, d/f+P (ground punch) closed stance [69 pts]
    [HW]
    >> f+K,K [66 pts]
    [HW, unreliable, requires a mid to long range interrupt with f,f+P+K]
    >> FC, D/F+P [44 pts]
    [HW, open stance]

    b,b+P+K followups
    -----------------
    >> K,K -> d/f+P (ground attack) [61 pts]
    [ALL, delay ground attack for best damage]

    f+K followups
    -------------
    >> F+P -> b,b+P -> K,K -> df+P
    >> F+P -> K,K -> d/f+P+G (ground throw) [79 pts]
    [MW, hold forward the whole time to ensure staying as close as
    possible. Buffer a forward dash and allow aoi to move a -hair- forward
    before executing the ground throw. This works in either stance. Remove the
    punch for heavier midweights, which brings damage to 78 pts. The CPU rolls
    out of the ground throw if you let your dash go for more than a few frames, a
    human will probably eat it reliably]
    >> P -> f+K,K [70 pts]
    [HW, the knee must hit from max range for the combo to work in either stance]
    >> F+P -> F+K,K -> d/f+P (ground attack) [69 pts]
    [HW, closed stance, a more reliable combo for heavies than the previous one]

    df+P followups
    --------------
    >> F+P -> K,K -> df+P+G (ground throw) [85 pts]
    [MW, see above f+K combos for how to do this]
    >> F+P -> F+K,K -> df+P (ground attack) [75 pts]
    [HW, closed stance]
    >> F+P -> f+K,K [76 pts] *
    [HW, open stance, the K,K, dash and ground throw trick doesn't seem to work
    on heavies, probably because they slam into the floor a few frames earlier than a
    lighter opponent would]

    f+K+G,P followups
    -----------------
    >> K,K, df+P (ground atttack) [63 pts]
    [ALL, delay the ground attack for max damage]

    b+K+G followups
    ---------------
    >> turn towards -> f+K,K
    [ALL, second kick whiffs frequently, may have stance requirements]

    Inashi reversal (b+P+K vs. circular attacks) followups
    ------------------------------------------------------
    >>vs. Crescents (e.g. jacky's K+G) -> b,b+P+K -> K,K -> df+P (ground attack) [57 pts]
    >>vs. Sweeps -> (e.g. aoi's d+K+G) -> b,f+P+K -> f+K,K [56 pts]

    Inashi reversal (yin/yang stance) followups
    -------------------------------------------
    vs. High/Mid Punches, Elbows -> f,f -> P+G (back throw) -> df+P (ground attack) [62 pts]
    vs. High/Mid Kicks -> b,b+P+K -> K,K -> df+P (ground attack) [57 pts]
    vs. Sidekicks -> b,f+P,P+G [55 pts]
    vs. Knees -> Nothing is guaranteed. Side throw possible?
    [none of the above are entirely confirmed]

    JACKY BRYANT
    ============

    f+K followups
    -------------
    >> f+P,P -> f+P+K -> df+K (ground attack) [97 pts]
    [LW, either stance, may need max range interrupt in closed]
    >> f+P,P -> db+PK,K,K -> df+K (ground attack) [95 pts]
    [MW up to lau, closed stance]
    >> K,P,K [93 pts]
    [MW up to lau, can substitute d+K at the end to be safe]
    >> b+P+K,P -> f+P+K -> df+K (ground attack) [89 pts]
    [MW]
    >> f+P,P,K [88 pts]
    [HW, closed stance. It is possible to land a miracle K,P,d+K sometimes vs. HW in closed stance. This does 89 pts if you pull it off]
    >> F+P -> f+P+K [83 pts]
    [HW, open stance]

    P+K, P followups
    ----------------
    >> F+P -> f+P+K -> df+K (ground attack) [73]
    [MW up to shun. Open stance only for Lei Fei and heavier. Vs Lei, use P+K at the end of
    the combo in closed stance]
    >> f+P+K -> df+K (ground attack) [68]
    [MW up to lau. more reliable than above in closed stance]
    >> F+P -> db+P+K,K,K -> df+K (ground attack) [71 pts]
    [Lau, open stance]
    >> F+P -> f,f+K [67 pts]
    [Akira, open stance]
    >> ub+K [69 pts]
    [Akira, closed stance]
    >> db+P+K,K,K -> df+K (ground attack) [65 pts]
    [HW, open stance]
    >> FC,DF+P [61 pts]
    [HW, closed stance]

    FC,df+P followups
    -----------------
    >> f+P,P,K [84 pts]
    [ALL, tough to struggle]
    >> f+P,P -> db+P+K,K,K -> df+K [90 pts]
    [MW up to Kage, closed stance, tough to struggle]
    >> P+K,P,K [82 pts]
    [ALL, somewhat tough to struggle]
    >> b+K+G [varies]
    [ALL, easy to struggle. See b+K+G combos below]

    b+K+G followups
    ---------------
    >> F+P -> d+K+G, K [83 pts]
    [LW (up to lei/lion, but not pai), easier in closed stance vs. lightest,
    vs. others requires max range open stance]
    >> F+P -> F+K,K [83 pts]
    [LW up to Kage, max range open stance]
    >> F+P -> b+K+G [81 pts]
    [Pai, requires max range in open stance]
    >> F+P -> f+P+K -> df+K (ground attack) [80 pts]
    [MW, easier in closed stance vs. lightest, vs. others requires max range open stance]
    for 79 pts, same conditions vs. Vanessa]
    >> F+P -> b+K -> df+K (ground attack) [80 pts]
    [LW, easier in closed stance vs. lightest, vs. others requires max range open stance]
    >> F+P -> F+P -> df+K+G [79 pts]
    [AOI, requires max range max range MC in open stance]
    >> d+P -> f+P+K -> df+K (ground attack) [78 pts]
    [LW, open stance. Alternative combos: d+P, df+K,K or db+P+K,K,K,K,d+K for 77 pts, same
    conditions up to vanessa]
    >> F+P -> ub+K [81 pts]
    [Varies... vs. Lion in either stance, close range. Vs. Aoi and Lei closed stance, close range.
    Vs. Kage closed stance, long range. Vs Jacky open stance, long range]
    >> u+P (pounce) [70 pts]
    [HW]

    b+P followups
    -------------
    >> b+K+G, u+P (pounce) [88 pts]
    [ALL]


    JEFFRY McWILD
    =============

    f+K followups
    -------------
    >> P -> P -> b,f+P+K -> u+P (pounce) [110 pts]
    [AOI,PAI]
    >> P -> b,f+P+K -> u+P (pounce) [103 pts]
    [LW]
    >> P -> K,K,P [102 pts]
    [LW]
    >> K,K,P [96 pts]
    [MW, may need open stance on some]
    >> P -> b,df+P,P [87 pts]
    [MW, closed stance]
    >> d+P -> f+K [87 pts] *
    [HW, open stance]
    >> P -> f,f+P,P [90 pts]
    [HW, closed stance] *
    >> d+P -> f,f+P,P [86 pts] *
    [HW, does 82 in closed stance]

    f+P+K followups
    ---------------
    >> b,df+P,P [66 pts]
    [ALL, for variety you can do df+P,P,df+P for 1 pt. less]

    df+P,P followups
    ----------------
    >> d+P -> f,f+P,P [71 pts]
    [LW]
    >> f,f+P [67 pts]
    [HW]

    P+K+G[stance] -> P(blocked) - f+P+G (special throw) followups
    -----------------------------------------------------------
    >> d+K+G, u+P (pounce) [71 pts]
    [ALL, the d+K+G must be done early. If done early, it causes foot crumple.
    An equally reliable followup that's easier is just u/f+K+G for 1 pt. less.
    You can also use u+K+G after the d+K+G crumple for variety]

    df,df+P followups
    -----------------
    >> P -> b,f+P+K -> u+P (pounce) [100 pts]
    [LW]
    >> P -> K,K,P [99 pts]
    [LW]
    >> P -> b,df+P,P [84 pts]
    [HW]

    b+K followups
    -------------
    >> f,f+P,P [54 pts]
    [LW, closed stance]
    >> d+K+G [40 pts]
    [MW, up to lei fei. A low kick will do 41 pts vs. lei since it hits low to the ground]
    >> b+P (canned followup to b+K) [36 pts]
    [HW]

    b,f+P followups [99 pts]
    >> K,K,P
    [ALL except jeffry]
    >> P,P,b+P (83 pts)
    [Jeffry]

    KAGE-MARU
    =========

    TFT (b+P+G) followups (scammed from UK-GUY! thank you for your dedication)
    ================================================================================

    >>>AKIRA or JACKY<<< FC,f+K -> d+P+K -> db+P,K,G -> ub+K+G [83 pts]
    [the db+PKG is a swipe punch, going into a canned kick, then the kick is
    cancelled. doing the cancelled kick followup lets you recover faster than doing
    db+P by itself]

    SAFE VARIATION: FC,f+K -> db+P,K,G -> f+K+G -> df+K (ground attack)
    [The first combo can be QR'd and then kage can be punished during the recovery of his kickflip. This combo cannot be punished. [80 pts]
    --------------------------------------------------------------------------------

    >>>JEFFRY<<< FC,f+K -> d+P+K -> ub+K+G [80 pts]
    --------------------------------------------------------------------------------

    >>>WOLF<<< FC,f+K -> P -> d+P+K -> ub+K+G [80 pts]
    --------------------------------------------------------------------------------

    >>>KAGE or LEI-FEI<<< FC,f+K -> P -> f+P+K -> ub+K+G [80 pts]
    --------------------------------------------------------------------------------

    >>>LION or VANESSA<<< FC,f+K -> f+P -> ub+K+G [84 pts]
    --------------------------------------------------------------------------------

    >>>LAU or SARAH<<< FC,f+K -> b+P,K -> d+P+K,K [83 pts]
    --------------------------------------------------------------------------------

    >>>SHUN DI<<< d+P+K -> P -> FC,f+K -> ub+K+G [80 pts]
    --------------------------------------------------------------------------------

    >>>PAI or AOI<<< d+P+K -> FC,f+K -> d/b+P,K,G swipe -> kickflip. [83 pts]
    [the above is hard, and you can much more easily perfect:
    d+P+K -> FC,f+K -> ub+K+G [80 pts] ...or
    FC,f+K -> F+P -> F+P -> f+K+G -> df+K [80 pts]
    The 3 extra points from the ideal combo aren't worth the gamble unless you can
    perfect it with practice]
    --------------------------------------------------------------------------------

    >>>ALL<<<
    TFT -> FC,f+K -> P -> P -> f+K+G -> df+K (ground attack)
    [The above is one of several TFT combos that you can end in f+K+G -> ground attack
    for close to 80 pts of damage. You can try this vs. opponents who aren't paying
    attention: f+K+G, d+K, df+K (ground attack)]

    Another combo of this type that works up to Kage:
    TFT, d+P+K -> b+P,K -> F+P -> f+K+G -> df+K (ground attack)
    --------------------------------------------------------------------------------

    >>>ALL<<< d+P+K -> P -> d+P+K -> f,f+P+K+G
    [This is the best distance TFT combo because the opponent, upon getting hit by
    the f,f+P+K+G, starts to fall onto kage's body. However the game doesn't allow
    them to pass through your body, so while kage keeps moving forward, their body
    is shoved along for the ride. Then when kage lands, they slide off the front of
    his feet. Overall distance is enough to ring out from almost the middle of the
    ring on most stages]
    --------------------------------------------------------------------------------

    >>>ALL<<<
    TFT -> kickflip (near)
    TFT -> d+P+K -> P -> kickflip (further)
    TFT -> d+P+K -> P -> b+P,K (furthest for most opponents)
    TFT -> d+P+K -> P -> P -> b+P,K (furthest vs. lightweight opponents)
    [These are the best combos to ring out over low walls]
    ================================================================================

    df+P followups
    --------------
    >> db+P,K,G -> d+P -> ub+K+G [72 pts]
    [LW, closed stance]
    >> P -> f+K+G -> df+K (ground attack) [76 pts]
    [LW, open stance]
    >> f+K+G -> df+K (ground attack) [76 pts]
    [MW up to lau, open stance. Delay ground attack for max damage]
    >> db+P,K,G -> ub+K+G [73 pts]
    [HW, closed stance]
    >> P -> ub+K+G [64 pts]
    [HW]

    FC,D/F+P followups
    ------------------
    >> b+P,K [59 pts]
    [MW up to Kage, open stance, very unreliable vs. LW]
    >> F+P -> f,d,df+P [54 pts]
    [LW, in closed stance you can do F+P, d+P+K,K for the same damage]
    >> F+P -> F+P -> d+P+K,K [52 pts]
    [Vanessa, Lau, Kage only, closed stance, normal hit or minor counter]
    >> b,b+P -> TT P,K,G -> ub+K+G [75 pts]
    [Shun, Lei, Sarah, Lion, MC, open stance]
    >> F+P -> d+P+K,K [54 pts]
    [MW, closed stance]
    >> F+P -> FC,df+P [44 pts]
    [MW, open stance, this is the best I can find vs. akira, but a lighter
    midweight might get hit by the closed stance combo]
    >> [HW has no followups]

    uf+K+G followups
    ----------------
    >> d+P -> F+P -> f,d,df+P [81 pts] *
    [LW, open stance, for a more reliable 78 pts do d+P -> b+P,K]
    >> d+P -> db+P,P,K [76 pts]
    [LW, closed stance. In open stance one punch misses, bringing damage to 72]
    >> d+P -> f,d,df+P [73 pts]
    [MW]
    >> u+P (pounce) [70 pts]
    [HW]


    jumonji K+G followups
    ---------------------
    >> df+K+G [65 pts]
    [ALL]

    TT P+K,K followups
    ------------------
    >> f+K+G -> df+K (ground attack) [74 pts]
    [ALL]

    jumonji midkick reversal followups
    ----------------------------------
    >> uf+K+G -> d+P -> F+P -> f,d,df+P [103 pts]
    [LW, open stance]
    >> f+K+G -> F+P -> f+K+G -> df+K [113 pts]
    [MW up to lion, closed stance]
    >> uf+K+G -> d+P -> DP [106 pts] *
    [MW, less damage vs. LW]
    >> uf+K+G -> u+P (pounce) [99 pts]
    [HW]

    LAU CHAN
    ========

    FC,df+P, df+P+K followups
    --------------------------
    >> FC,df+P,P,P,P,d+K [88 pts] *
    [LW]
    >> F+P,P,P,d+K [79 pts] *
    [HW]

    FC,df+P, P followups
    ---------------------
    >> FC,df+P,P,P,P,d+K [86 pts] *
    [MW, delay starting the combo by a hair for best damage]
    >> F+P,P,P,d+K [78 pts] *
    [HW]

    df,df+P followups
    -----------------
    >> P -> b+P -> d+P,P,K [83 pts]
    [LW, this combo is unreliable in open stance, the second punch sometimes
    whiffs. A more reliable variation is P -> b+P -> P,P,K]
    >> P -> FC,df+P,P,P,P,d+K [86 pts]
    [MW]
    >> P,P,P,K [77 points]
    [HW, the above is just the canned followup to the lunging knife]

    df+P+K followups
    ----------------
    >> P -> FC,df+P,P,P,P,d+K [98 pts] *
    [LW]
    >> DF+P,P,P,P,d+K [93 pts] *
    [MW, vs. heavier MW's (akira) this is unreliable in open stance]
    >> DF+P,P,b+P,P [92 pts]
    [MW, open stance, again unreliable vs. some]
    >> df+P,P,P,d+K [89 pts] *
    [MW, more reliable open stance combo]
    >> DF+P,P,b+P,P [96 pts] *
    [HW, closed stance]
    >> F+P,P,P,d+K [84 pts]
    [HW, open stance]

    b,b+P followups
    ---------------
    >> d+P,P,P,K [82 pts]
    [LW]
    >> d+P,P,P,d+K [77 pts]
    [HW, the d+P etc is a canned followup to b,b+P, do it IMMEDIATELY after
    entering b,b+P]

    u+K followups
    -------------
    >> FC, DF+P,P,P,P,d+K [83 pts] *
    [ALL, MC float, damage may vary with weight]
    >> b,f+P -> F+P -> f+K+G [80 pts]
    [AOI, closed stance, normal hit]
    >> b,f+P -> d+P -> FC, DF+P,df+P+K [75 points]
    [ALL, open stance, normal hit]
    >> b,f+P -> P, b+P, P [78 pts] *
    [HW, closed stance, normal hit. Less damage vs. non-heavies]

    b,f+P followups
    ---------------
    >> F+P -> f+K+G [72 pts]
    [LW, closed stance]
    >> d+P -> FC, DF+P,df+P+K [55 points]
    [LW, open stance]
    >> P, b+P, P [70 pts]
    [HW, closed stance]
    >> d+P -> FC, DF+P,df+P+K [67 points]
    [HW, open stance, none of these ever require a major counter, but damages are
    based on MC, which is why they're close in damage to the hopkick combos above]

    uf+K followups
    --------------
    >> FC,df+P,P,P,P,d+K [81 pts] *
    [LW]
    >> FC,df+P,P,b+P,P [85 pts]
    [HW, closed stance, the damage is possible because the hits happen lower to
    the ground than they ever can vs. lightweights (the b+P refloats too much for
    the final P to hit really low to the ground). So for once a heavy can be
    hurt worse than a lighty by a specific combo starter]

    uf+P followups
    --------------
    >> P,b+P,P [50 pts]
    [LW, open stance]
    >> P,b+P,P [57 pts]
    [HW, open stance]
    >> df+P,P,P,d+K [49 pts]
    [LW, closed stance]
    >> FC,df+P, df+P+K [46 pts]
    [HW]


    LEI-FEI
    =======

    uf+K+G followups
    ----------------
    >> d+P -> uf+K+G -> df+K (ground attack) [63 pts]
    [MW]

    >> u+P (pounce) [?? pts]
    [HW]

    df,df+P,P followups
    -------------------
    >> P -> uf+K+G -> df+K (ground attack) [74 pts]
    [Vanessa only, closed stance]
    >> d+P -> uf+K+G -> df+K (ground attack) [72 pts]
    [MW]
    >> d+P -> b+K+G,K,d+K [72 pts]
    [HW, closed stance]
    >> uf+K+G -> df+K (ground attack) [65 pts]
    [HW]

    Independent Stance: d+K followups
    ---------------------------------
    >> K -> d+P+K+G -> P,P+K -> uf+K+G -> df+K (ground attack) [101 pts] *
    [MW up to Lau - This is not a true combo since you can struggle between the first and
    second hit. However it's difficult and too useful to leave out. After the K, switch
    stances with a quick buffered d+P+K+G. Vs. Akira in open stance and vs. lau in closed,
    the uf+K+G will barely hit OTB but the enemy can tech roll. This is still the best
    combo in those situations]

    b+P followups
    -------------
    >> f+P,P,P,P [71 pts]
    [LW]

    df+P+G followups
    ----------------
    >> dodge -> P+K+G,P -> df+K (ground attack) [73 pts]
    [MW]
    >> df,df+P,P -> d+K [71 pts]
    [HW]

    LION RAFALE
    ===========

    FC, f+P followups
    -----------------
    >> b,b+K,P+K -> b,b+K [80 pts]
    [LW, in closed stance you can end in K for variety]
    >> P -> df+P,P -> df+P (ground attack) [78 pts]
    [MW, delay ground attack for max damage]
    >> b,f+P+K -> d+K,K+G [72 pts]
    [HW]

    u+K followups
    -------------
    >> b,b+K,P+K -> f+K [84 pts]
    [LW except Sarah, less damage in closed stance]
    >> F+P -> df+P,P -> df+P (ground attack) [80 pts]
    [Sarah]
    >> df+P,P -> df+P (ground attack) [76 pts]
    [MW, delay ground attack for max damage]

    b,b+K, P+K followups
    --------------------
    >> F+P -> df+P,P -> df+P (ground attack) [86 pts]
    [MW up to kage, closed stance, hold DF immediately after the first punch to make the rest
    work. Delay the ground punch for max damage]
    >> df+P,P -> df+P (ground attack) [83 pts]
    [HW, closed stance, delay the ground attack for max damage]
    >> F+K,K [80 pts]
    [HW open stance]

    b+P+K followups
    ---------------
    >> F+P -> df+P,P -> df+P (ground attack) [82 pts]
    [LW]
    >> df+P,P -> df+P (ground attack) [76 pts]
    [MW, delay the ground attack for max damage]

    P+K followups
    -------------
    >> b,f+P+K -> F+K,K [78 pts]
    [MW up to Shun Di, closed stance]
    >> b,b+K,P+K -> f+K [78 pts]
    [Akira or Jacky only, open stance]
    >> df+P,P -> df+P (ground attack) [71 pts]
    [ALL, closed stance, hold DF immediately after the first hit to make the rest work.
    Delay the ground punch for max damage]
    >> u+P (pounce) [61 pts]
    [ALL, open. Can also do f,f+K,K for variety]

    QCB+P followups
    ---------------
    >> df+P,P -> df+P (ground attack) [72 pts]
    [ALL, hold DF immediately after the first hit to make the rest work.
    Delay the ground punch for max damage]

    FC, f+P+G followups
    -------------------
    >> b,f+K+G [70 pts]
    [ALL]

    df+P+G followups
    ----------------
    >> b,b+K,P+K -> K,K [80 pts]
    [LW. Not a true combo, they can duck it, but not block or dodge]
    >> df+P,P -> u+P (pounce)
    [ALL. Also not a true combo, the opponent can block the second punch]


    PAI CHAN
    ========

    FC,f+P followups
    ----------------
    >> P -> FC,f+P -> K,K -> d/f+P (ground attack) [81 pts]
    [MW, above works up to, but not including, Akira]
    >> P -> FC,f+P -> f,f+P,K [76 pts]
    [MW, above works on Akira. Requires open stance on lau and jacky]
    >> P -> K,K -> d/f+P (ground attack) [72 pts]
    [HW]
    >> P -> P -> K,K -> d/f+P (ground attack) [73 pts]
    [HW, open stance]

    b+P followups
    -------------
    >> f,f (dash) -> K,K -> df+P (ground attack) [79 pts]
    [ALL, pounce can be tough to struggle out of]

    db+P followups
    --------------
    >> P -> FC,f+P -> K,K -> d/f+P (ground attack)
    [LW, above works up to, but not including, Akira]
    >> P -> K,K -> d/f+P (ground attack) [60 pts]
    [HW, open stance]
    >> P -> P -> K,K -> d/f+P (ground attack) [61 pts]
    [HW, closed stance]

    K followups
    -----------
    >> P -> FC,f+P -> f,f+P,K [76 pts]
    [LW, may require long range interrupt]
    >> P -> P,P,P,d+K [72 pts]
    [MW, in open stance you can substitute F+P, f,f+P,K for the same damage]
    >> P -> K,K -> df+P [72 pts]
    [HW, open]
    >> second hit of K,K combo -> u+P (pounce) [71 pts]
    [HW, closed stance, the CPU can roll out of this always, but it's difficult for humans]

    f,f+P followups
    ---------------
    >> F+K,K -> d/f+P (ground attack) [70 pts]
    [LW, closed stance]
    >> f,f+P,K [62 pts]
    [LW, closed stance]
    >> f,f+P,K [66 pts] *
    [HW]


    SARAH BRYANT
    ============

    db+K followups
    --------------
    >> df+P,K -> P -> db+K+G -> df+K (ground attack) [96 pts]
    [LW, closed stance. Vs aoi open stance is possible at max range]
    >> df+P,K -> P -> db+K [93 pts] *
    [MW up to lau. For variety end in ub+K]
    >> df+P,K -> u+K [89 pts] *
    [HW and Akira]

    f+K followups
    -------------
    >> df+P,K -> P -> db+K+G -> df+K (ground attack) [97 pts]
    [LW, closed stance]
    >> df+P,K -> P -> f+P,K [91 pts]
    [LW, closed stance]
    >> P -> P -> db+K+G -> df+K (ground attack) [87 pts]
    [MW, delay ground kick a hair for best damage]
    >> df+P,K -> u+K [85 pts] *
    [HW]

    d+P+K,K followups
    -----------------
    >> df+P,K -> P -> db+K [89 pts]
    [LW, for variety end in ub+K]
    >> df+P,K -> u+K [82]
    [HW, open stance only past Akira]
    >> P,P,P,b+K [78]
    [HW, closed stance]

    f+K+G or u+K+G followups
    ------------------------
    >> df+P,K -> ub+K [77 pts]
    [LW]
    >> db+K [61 pts]
    [HW]

    uf+K followups
    --------------
    >> P -> b+K -> u+K [76 pts]
    [LW, tap guard after uf+K]
    >> P -> db+K [69 pts]
    [MW]
    >> P -> db+K [71 pts]
    [HW, max range. At close range no followups]

    ub+K+G followups
    ----------------
    >> d+P -> b+K -> u+K [80 pts]
    [LW]
    >> u+P [70 pts]
    [ALL, closed stance]

    K,P followups
    -------------
    >> P -> P -> db+K+G -> df+K (ground attack) [80 pts]
    [LW, open stance]
    >> df+P,K -> u+K [76 pts]
    [LW, closed stance]
    >> P -> db+K+G -> df+K (ground attack) [77 pts]
    [HW, delay ground kick a hair for best damage]
    >> P -> FC,f+K,K [79 pts]
    [HW]


    SHUN DI
    =======

    QCF+P followups
    ---------------
    >> F+P -> K,K [74 pts]
    [LW, closed stance, can also end in F+P->P->f,f+K->df+P (ground attack)]
    >> F+P -> f,f+K -> df+P (ground attack) [70 pts]
    [MW, open stance]
    >> K,K [70 pts]
    [HW, closed stance]
    >> F+P -> P,P,P [64 pts]
    [HW, open stance]

    u+K followups
    -------------
    >> u+P (pounce) [55 pts]
    [ALL]

    FC, DF+P followups
    ------------------
    >> d+P -> db+P,K [70-73] *
    [ALL, more damage vs HW]

    b,df+P followups
    ----------------
    >> P,P,P [60 pts]
    [MW, closed stance for heavier midweights. For variety on lightweights, you can also get
    P -> b,df+P or P -> QCF+P in open stance]
    >> db+K,K [56 pts]
    [MW]
    >> b,df+P [57 pts] *
    [HW, open stance vs heavier mids and up. More damaging vs heavies, mids get 52 pts]
    >> df+P [52 pts]
    [HW, closed stance, hold DF before pressing punch to avoid trying a ground attack]


    VANESSA LEWIS
    =============

    G, u+P and G,d+P followups
    --------------------------
    >> f+P,K,K [76 pts]
    [ALL, closed stance, -and- you must dodge towards the opponent's back]
    >> f+P,df+K [66 pts]
    [ALL, for situations where the above cannot work, ie open stance]
    >> MT f+P,P,K [64 pts]
    [ALL, in open stance, dodge to front. In closed stance, dodge to back]

    [MT] f+P+K followups
    ------------------
    >> [MT] df+P,K -> df+K (ground attack) [68 pts]
    [MW up to jacky]
    >> [MT] f,f+K -> d+K,K [70 pts] *
    [MW, closed stance]
    >> [MT] f+P,P,K [57 pts]
    [HW, open]
    >> u+P [55 pts]
    [HW, closed]

    [DS] FC, while standing P followups
    -----------------------------------
    >> P+K,P -> f,f+P,P [91 pts]
    [LW, vs. vanessa open stance only. Crouch dash into P+K,P. Very hard to struggle]
    >> P+K,P -> f+K [89 pts] *
    [MW, closed stance]
    >> P+K,P -> D+P -> WS P [82 pts] *
    [MW, may whiff vs. some LW. Crouch dash into P+K,P]
    >> P+K,P -> df+P,P [76 pts]
    [MW]

    db+K+G followups
    ----------------
    >> f,f+P,P [75 pts]
    [LW, open stance]
    >> f,b+P,P,P,K [72 pts]
    [MW]
    >> f,b+P,P,P [70 pts]
    [MW up to Kage, open stance]
    >> f,f+K,K [80 pts] *
    [HW]


    WOLF HAWKFIELD
    ==============

    f+K followups
    -------------
    >> F+P -> F+P -> b+P -> u+P (pounce) [104 pts]
    [LW, closed stance]
    >> P -> b+P -> u+P (pounce) [97 pts]
    [MW, easier in open stance. Omit the punch if the knee interrupt isn't a perfect float]
    >> b+P -> u+P (pounce) [86 pts]
    [MW]
    >> P -> d+P -> FC, QCF+P [82 pts]
    [MW, the second is best for closed stance vs. midweights. b+P generally
    whiffs. However it's possible with a long range interrupt to pull off P ->
    b+P -> pounce in closed stance. Another very reliable combo is F+P -> f+P,P
    ... this may be even better as it's the same damage, but it slams the
    opponent (setting up okizeme options)]
    >> F+P -> b,f+P+K [86 pts] *
    [HW]

    b,f+P+K followups
    -----------------
    >> P -> P -> b+P -> u+P (pounce) [104 pts]
    [LW]
    >> P -> b+P -> u+P (pounce) [97 pts]
    [MW, easier in open stance, may require a long range interrupt sometimes]
    >> b+P -> u+P (pounce) [86 pts]
    [MW]
    >> P -> d+P -> FC, QCF+P [82 pts]
    [MW, the second is best for closed stance vs. midweights. b+P generally
    whiffs. However it's possible with a long range interrupt to pull off P ->
    b+P -> pounce in closed stance. Another very reliable combo is F+P -> f+P,P
    ... this may be better as it's the same damage, but it slams the
    opponent]
    >> F+P -> b+P -> u+P (pounce) [97 pts]
    [HW, closed stance, max range interrupt]
    >> F+P -> b,f+P+K [86 pts]
    [HW, closed stance, only at max range. The next combo is more reliable]
    >> F+P -> f+P,P [82 pts]
    [HW]

    HCB+P followups
    ---------------
    >> FC, QCF+P
    [LW]
    >> P (canned followup to HCB+P) [46 pts]
    [HW]

    b+P followups
    -------------
    >> d+P -> b+P -> u+P (pounce) [75 pts]
    [MW, vs. LW either stance, vs. MW closed only]
    >> F+P -> f+P,P [67 pts] *
    [AOI, open stance. Last hit is unreliable]
    >> d+P -> f+P+K -> df+P (ground attack) [65 pts]
    [Lion, Shun, Lei Fei only, open stance]
    >> d+P -> bf+P+K [64 pts]
    [LW, open stance]
    >> d+P -> f+K [64 pts]
    [MW except akira, vs. most you need to buffer a forward dash and let wolf move forward
    for a couple of frames before low punching. Vs. Shun just buffer]
    >> d+P -> df+K [62 pts]
    [MW up to Kage, open stance, requires a tiny delay before low punch]
    >> d+P -> f+P,P [60 pts]
    [MW except akira, open stance vs. lei and up. Any LW requires a tiny delay before low
    punch]
    >> HCB+P,P [56 pts]
    [ALL, for variety you can do F+PPP vs. some mids for the same damage. You can also do
    u+P or F+P -> f+P (vs LW) for 1 pt. less]

    charge P+K followups
    --------------------
    >> f+K -> P -> P -> b+P -> u+P (pounce) [134 pts]
    [LW]
    >> f+K -> P -> b+P -> u+P (pounce) [126 pts]
    [LW]
    >> f+K -> b+P -> u+P (pounce) [113 pts]
    [MW]
    >> f+K -> P -> FC,QCF+P [110 pts]
    [HW]

    f+K+G followups
    ---------------
    [all are strugglable. However if your opponent is a poor struggler, do your
    best knee or b,f+P+K combo. f+P also crumples in this situation, so you can do f+P, m-QCF+P]


    [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

    PART2: BREAD AND BUTTER COMBOS

    [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

    AKIRA YUKI
    ==========
    >> FC,f+P+K -> P -> f,f+K,K [89]
    [ALL except HW in closed stance. Use AS3 --> df+P instead vs. HW]

    >> f,f,f+P -> f,f+K,K [74 pts]
    [ALL]

    >> df+P+K -> f,f+K,K [67 pts]
    [ALL]

    AOI UMENOKOUJI
    ==============
    >> b,df+P -> f+K,K [66 pts]
    [ALL]

    >> f+K -> F+P -> F+K,K -> df+P (ground attack) [73 pts]
    [ALL except HW in open stance, use P -> f+K,K instead]

    >> b,b+P+K -> K,K -> df+P (ground attack) [63 pts]
    [ALL, delay ground attack for best damage]

    JACKY BRYANT
    ============
    >> f+K -> b+P+K,P -> f+P+K -> df+K (ground attack) [89 pts]
    [ALL, omit first punch vs. HW]

    >> P+K,P -> f+P+K -> df+K (ground kick) [68]
    [MW up to lau, vs. heavies end in canned K]

    >> b+P -> b+K+G, u+P (pounce) [88 pts]
    [ALL]

    JEFFRY McWILD
    =============

    >> f+K -> P -> b,df+P,P [87 pts]
    [MW, vs. HW use d+P -> f,f+P,P. Vs. LW use P -> b,f+P+K -> u+P]

    >> f+P+K -> b,df+P,P [66 pts]
    [ALL, for variety you can do df+P,P,df+P for 1 pt. less]


    KAGE-MARU
    =========
    >> b+P+G -> FC,f+K -> F+P -> F+P -> f+K+G -> df+K (ground kick) [80 pts]
    [MW, vs HW use FC,f+K -> d+P+K -> ub+K+G for the same damage]

    >> df+P -> F+P -> F+P -> ub+K+G [70 pts] *
    [ALL, omit first P vs. HW]

    >> DF+P -> F+P -> d+P+K,K [54 pts]
    [MW, closed stance, in open stance the best followup is probably P -> FC,DF+P]

    LAU CHAN
    ========
    >> FC,DF+P, DF+P+K -> FC,DF+P,P,P,P,d+K [88 pts] *
    [ALL, vs HW omit the second FC,DF+P and just use F+P,P,P,d+K for 79 pts]

    >> df+P+K -> FC,DF+P,P,b+P,P [92 pts]
    [ALL except HW's in open stance. Use F+P,P,P,d+K there]

    >> DF+P,P,P,P,K [77 pts]
    [ALL]

    LEI-FEI
    =======

    >> uf+K+G -> d+P -> uf+K+G -> df+K (ground attack) [63 pts]
    [MW, vs HW do an u+P pounce]

    >> df,df+P,P -> d+P -> uf+K+G -> df+K (ground attack) [72 pts]
    [ALL, vs HW omit the d+P]

    >> [IND Stance] d+K -> K -> d+P+K+G -> P,P+K -> uf+K+G -> df+K (ground attack) [101 pts]
    [MW up to Lau - This is not a true combo since you can struggle between the first and
    second hit. However it's difficult and too useful to leave out. After the K, switch
    stances with a quick buffered d+P+K+G. Vs. Akira in open stance and vs. lau in closed,
    the uf+K+G will barely hit OTB but the enemy can tech roll. This is still the best
    combo in those situations]

    >> df+P+G -> dodge -> P+K+G,P -> df+K (ground attack) [73 pts]
    [MW, vs HW do df,df+P,P, d+K]

    LION RAFALE
    ===========

    >> FC,f+P -> P -> df+P,P -> df+P (ground attack) [78 pts]
    [MW, vs HW use b,f+P+K -> d+K,K instead]

    >> b,b+K,P+K -> df+P,P -> df+P (ground attack) [83 pts]
    [ALL except HW in open stance. Use F+K,K vs HW in open. Vs LW, add F+P before df+P,P]

    >> QCB+P -> df+P,P -> df+P (ground attack) [72 pts]
    [ALL]

    >> FC, f+P+G -> b,f+K+G [70 pts]
    [ALL]

    PAI CHAN
    ========

    >> FC,f+P -> P -> K,K -> df+P (ground attack) [72 pts]
    [ALL]

    >> K -> P -> K,K -> df+P (ground attack) [72 pts]
    [ALL except HW in open stance. Use canned K,K -> pounce vs. HW in open]

    >> db+P -> P -> K,K -> d/f+P (ground attack) [60 pts]
    [ALL]

    SARAH BRYANT
    ============

    >> db+K -> df+P,K -> u+K [89 pts] *
    [ALL, vs lighter mids add a punch, use ub+K for kickflip. Also works after f+K float]

    >> uf+K -> b+K -> u+K [?? pts]
    [ALL?]

    >> u+K+G -> b+K -> u+K [??]
    [ALL?]


    SHUN DI
    =======

    >> QCF+P -> P -> QCF+P -> df+P [?? pts]
    [ALL? hold DF to get a df+P uppercut rather than a ground attack for the final hit]

    >> FC,DF+P -> d+P -> db+P,K [70-73] *
    [ALL, more damage vs HW]

    >> u+K -> u+P [55 pts]
    [ALL]

    >> b,df+P -> db+K,K [56 pts]
    [MW, use another b,df+P instead of db+K,K vs. heavyweights]

    VANESSA LEWIS
    =============

    >> G,d+P (or u+P) -> f+P,df+K [66 pts]
    [ALL]

    >> f+P+K followups -> [MT] df+P,K -> df+K (ground attack) [68 pts]
    [MW up to jacky, use u+P pounce vs. HW]

    >> FC, while standing P -> P+K,P -> df+P,P [76 pts]
    [MW]

    WOLF HAWKFIELD
    ==============

    >> f+K -> P -> b+P -> u+P (pounce) [97 pts]
    [MW, easier in open stance. Omit the punch if the knee interrupt isn't a perfect float.
    b,f+P+K also starts this combo]

    >> b+P -> u+P [55 pts]
    [ALL]

    >> charge P+K -> f+K -> b+P -> u+P (pounce) [113 pts]
    [MW]

    --------
    CREDITS:
    --------
    Akira Zero - Performing some Akira combos I can't /versus/images/icons/smile.gif
    Chu Ting - Aoi inashi concepts. ?
    Daioh - for so many high quality vids, showed me a lot of nice combos.
    DRE - Akira combos, including forcing me to realize guard break -> ff+K works.
    GLC - Akira combo damage stuff, Kage combo concepts, and checking over everything.
    IMF - Performing a LOT of akira combos I can't. Usually within a minute of my request.
    Korea - for giving me a nice akira combo in their IRC channel. Especially metalbutter.
    Llanfair - Pai combo stuff.
    Madin - Vanessa combo stuff.
    Mike92123 - Lion combo stuff.
    Myke - for proving/capping Akira's PIT-o-doom vs. Vanessa.
    rsw/Mr.Bungle - for formatting help and original concept.
    Shang - Akira combo stuff.
    Sega - everything. I wouldn't have half my friends if it weren't for Sega /versus/images/icons/tongue.gif
    uk-guy - Kage combo stuff, including some nice character-specifics.

    [end of file]
     
  12. mindelixir

    mindelixir Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    Creed, check my jeff post again, you're missing a few things that shouldn't be omitted.... 98 pt headbutt combo, 107 pt kenka upper combo for LW, 99 pts kenka upper for MW...... to name a few
     
  13. CreeD

    CreeD Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    sup... there was a lot of sleepless nights over it, but ...
    I left out all kenka upper combos because as far as I can tell, there's no use for the move when you have the knee. It's slower than the knee, has the same recovery, and floats the same. It's also a little more reversible than a knee. According to myke it's 2 pts less damaging than knee but I think that's a typo. In any case, kenka upper isn't going in there unless you can find a combo that works with the kenka upper only, but not a knee.

    For the same reason, jeff's headbutt was left out of there. I included bf+P because it smacks dodgers and leads to an insanely damaging combo, but headbutt just doesn't seem worth using. I can say with confidence that out of a couple hundred jeffry movies and real life matches, I've never seen anyone throw out a headbutt against anyone who wasn't floating.

    But yeah... headbutt, d+P, headbutt, pounce is nice damage.
     
  14. mindelixir

    mindelixir Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    You didn't leave out the kenka combos....
     
  15. Throwmasta

    Throwmasta Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    "For the same reason, jeff's headbutt was left out of there. I included bf+P because it smacks dodgers and leads to an insanely damaging combo, but headbutt just doesn't seem worth using. I can say with confidence that out of a couple hundred jeffry movies and real life matches, I've never seen anyone throw out a headbutt against anyone who wasn't floating."

    Well... if anything, a ground pickup is guaranteed afterwards. But that wouldn't involve a combo anyway; just another flow chart option.
     
  16. CreeD

    CreeD Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    /versus/images/icons/blush.gif You're right, I had them in there. I scrolled through and missed them, d'oh.

    Well then, I guess I needs ta update. What's the better kenka LW combo... add a second P?
     
  17. mindelixir

    mindelixir Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    Yep, that's it.
     
  18. Mirage

    Mirage Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    Akira's b,f+P followup

    AS3 -> df+P, 71 damage

    Closed Stance, ALL

    Aldso the f,f+k,k follow up which does 71 damage works on everyone at Open Stance.
     
  19. CreeD

    CreeD Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    ah, thanks, I'll update the requirements notes for those two combos.
     
  20. Mirage

    Mirage Well-Known Member

    Re: Max Combos Guide, version .99 [LONG]

    sorry
     

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