Fight'N Rage - F.Norris combos vs Ramwof - maximizing exploding bonus points
Playlists for more of my Fight'N Rage videos:
• FNR - all char combos
• FNR - Gal combos
• FNR - Ricardo combos
• FNR - F.Norris combos
• FNR - runs bugs etc (not combos)
(Read below for combo notation)
Out of the most common, weaker enemies, Ramwof has the longest lifebar. Hence, anything that can kill and explode him can also destroy most of your common enemies.
Norris' jumping throw will always give out 1,200 bonus points (2x the 600 point bonus from a striking attack), but his forward throw will only give out 700 bonus points.
If you manage to keep hitting them after death without doing an exploding move ASAP, they will "catch fire" and you get an additional 100 point bonus on top of your 1,200 point bonus. (You can't stack the 100 pt bonus if you end with an attack; it will eat into the 600 pt bonus and the striking attack will then do 500 pts, for a net total of 600 pts)
Maximizing your bonus points by getting both bonuses is tricky; adding too many hits trying to get the 100 point bonus, will not allow you to also throw the dead enemy. (Against very weak enemies, just get the throw bonus ASAP)
Notation:
I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special
x = that particular hit in the chain doesn't occur; ie if I write xxxA, that means you perform F.Norris' 4th hit of his chain ie press A 1 time, not press A 4 times
0:00 AAA
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA - 3JA5A, 6S -
664AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
-the "4J3A, A - 66 - (grab)" is one of F.Norris' best ways to grab an enemy; try to land the air 2A close to the ground, and somewhat close to the enemy, to reduce chances of getting hit
-I made sure all the "4J3A, A - 66 - (grab)" setups in this video got blocked, so they don't eat into the lifebar
0:12 4A throw ender
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA - 3JA5A, 6S -
664AAA(slight delay) - 44A(slight delay) -
446 - AAA8A
-same combo as previous, but ending in a standing forward throw
-unlike Ricardo, F.Norris' standing throw gives 700 pts and his jumping throw 1,200 pts; go for the jumping throw for max bonus points
0:23 throw 6S
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A - 6S,
6(slight delay)AA - 27A,
4AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
0:35 bk throw 27A
(facing left)
44A(blocked) - 44 -
(grab) 6A - 6S,
6(slight delay)AA - 27A,
4AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
-all of the routes after back throw into 6S can also be done with forward throw into 6S
0:46 bk throw AAAA
(facing left)
44A(blocked) - 44 -
(grab) 6A - 6S,
6, 4AAAA - 1JA5A, 4465 -
4AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
-after the 6S, walk forward and wait until the enemy starts to fall before continuing to hit them (otherwise the 1JA5A after may whiff)
0:58 bk throw 3JA4A
(facing left)
44A(blocked) - 44 -
(grab) 6A - 6S,
6, 3JA4A,
4AAAA - 1JA5A, 4465 -
4AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
-like the previous combo, wait until the enemy starts to fall before continuing to hit them
1:10 3JA4A
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA - 3JA5A, 6S -
6, 3JA4A,
4AAA8AJ
1:21 edge 6S
(facing left, back to edge)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA - 6S,
6AAA - 3JA5A,
6AAA8AJ
1:33 2x chain
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA - 3JA5A,
66(hold)5 - 6AAA - 6S,
6AAA8AJ
1:45 AAA 449xxxA
(facing left)
44A(blocked) - 44 -
(grab) 4A -
44(hold)5 - 4AAA - 44(slight delay)9xxxA -
66(hold)5 - 6AAAA - 6S,
6AAA8AJ
1:56 66A5S
(facing left)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66A(early cancel) - 5S,
4AAAA - 1JA5A, 44(hold)5 -
4AAA(slight delay) - 44A(slight delay) -
446 - AAA8AJ
2:07 edge 665S
(facing left, less than halfscreen)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66 - 5S,
[ 6AAA - 3JA5A, ] x2
6AAA - 3JA4A,
4AAA8AJ
2:20 edge 66A5S
(facing left, more than halfscreen)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 - 6AAAA -
66A(early cancel) - 5S,
6AAA - 3JA5A,
6AAA - 3JA5A,
AAA8AJ
2:33 edge 0 SP
(facing left, back to edge)
4J3A(blocked), A(blocked) - 66 -
(grab) 6A -
66(hold)5 -
6AAAA(slight delay) - 3JA5A,
5AAA - 3JA5A,
5AAA - 3JA4A,
4AAA8AJ
-when doing 6AAAA towards the edge, pause slightly between the last A and the 3JA5A, so that the enemy gets knocked a little bit higher before you hit them with the 3JA5A (this will give you more time to juggle after with the A; do NOT do this with AAA into 3JA5A; you want to cancel AAA into 3JA5A ASAP)
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