Fight'N Rage - F.Norris advanced combos part 3 - AAAA - J2A5A (including infinites)
Playlists for more of my Fight'N Rage videos:
https://youtube.com/playlist?list=PLhKTgSsyfAY-YL-L_0j-7eLNyWz4RD88p&feature=shares
https://www.youtube.com/playlist?list=PLhKTgSsyfAY-p1tLx4UPox8HD42GCg1uM
https://www.youtube.com/playlist?list=PLhKTgSsyfAY-SIl3C6px-Xn3VMUs_Zy0I
https://www.youtube.com/playlist?list=PLhKTgSsyfAY-0lWpKKovMmnz2aLswRygV
(Read below for combo notation)
Like Gal, F.Norris can jump cancel his AAAA in order to link together full chains. Some really damaging routes can occur because of this, and even some infinites.
Prior to discovering this, I thought Norris had poor combo options when in a crowd, since his slide cancel combos tend to drop vs numerous enemies, but this really changes the game for him, and now allows him to combo numerous enemies together if you need to.
Notation:
I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special
0:09 No slide combo
(facing right)
AAA8A, 6685 -
AAAA - 3JA5A,
6645 - AAAA - 3JA5A,
6S, walk forward a little -
AA - 27A, 4465 -
[ AAAA - 1JA5A, 4465 - ] x2
AAA8AJ
-this combo is a good bnb IMO
-the dash after the throw should be more extended than when you go for the "AAA - 66A - 664" followup; Norris' dash should carry him further into the opponent
-this combo also showcases an extended followup after Norris' 100 Fists special if you want to carry them towards your back
0:25 6S ext forward
(facing right)
AAAA - 3JA5A,
6S - 664 - AAAA - 4J3A5A, 663JA5A,
6645 - AAAA - 3JA5A,
6645 - AAA8AJ
-this 6S followup is good if your back is to the corner and you need a combo to go forward
0:37 Throw AAA starter
(facing right)
AAA8A, 6685 - AAA - 66A - 664 -
AAAA - 1JA5A, 441JA5A,
4465 - AAAA - 1JA5A,
4S, walk forward a little -
AA - 29A, AAA8AJ
-the best way to set up Norris' AAAA jump cancel routes is to get close in the middle of the combo first, which can either be done by a throw into 6685, or AAA - 66A - 664, or both
-after the AAAA - 3JA5A, you can add a 663JA5A before doing 6645 and repeating
0:52 AAA starter
(facing right)
AAA - 66A - 664 -
[ AAAA - 1JA5A, 4465 - ] x3,
AAAA - 1JA5A, 4S, AAAA
-if the screen could never stop scrolling, you could continue "AAAA - 3JA5A, 6645" forever
1:07 66A 664 starter
(facing right)
66A - 664 - AAAA,
AAA - 44A - 446 -
[ AAAA - 3JA5A, 6645 - ] x2,
AAA8AJ
1:17 Wall inf loop
(facing left)
[ AAAA - 6J1Axn5A* ] xn
*use J instead of 5A if opponent gets too high
-because Norris' last attack of his AAAA advances him far forward, this results in him dropping his AAAA xn wall combo; you can remedy this by jump cancelling into a backwards jump, but then chaining numerous air punches facing forward
-if the opponent is closer to the ground when you're about to land, do the 5A jump kick; if they're higher, do the J divekick
1:33 Backwards 28A
(facing right)
AAA8A, 6685 -
AAA - 66A - 664 - AAAA - 29A,
AAA - 66A - 664 -
[ AAAA - 1JA5A, 4465 - ] x2
AAA8AJ
-adding 1 loop of Norris' backwards 28A infinite in the middle first
1:47 AAAA 3JA5A 66A inf
[ AAAA - 3JA5A, 6645 -
AAAA - 3JA5A, 66A - 664 -
AAAA - 1JA5A, 4465 -
AAAA - 1JA5A, 44A - 446 - ] xn
-I find this infinite variant harder to nail, because you need to get the opponent's height before the 66A as high as possible, and then you need to do the 66A ASAP
1:58 Backwards air chain inf
[ AAA - 66A - 664 -
AAAA - 5J3A5A, ] x3
AAA - 66A - 664 -
[ AAAA - 1JA5A, 4465 - ] x2
AAA8AJ
-this infinite may not work on smaller enemies (the Judo dog in training mode has a slightly taller height)
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