Fight'N Rage - F.Norris super optimal combo using 2 throws
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)
This combo took way too long for me to nail and record. If you've watched my other videos, none of the concepts in here are hard by themselves, but it was tough for me to string them all together in one long combo without messing up the whole way.
I originally wanted to do an optimal combo with no throws whatsoever, but then realized 1 throw in the middle would drastically lengthen the combo. So I restricted myself to 2 throws max; one in the middle to lengthen the combo, and the jumping throw to end it.
Notation:
I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special
(facing right)
AA - 66A - 66(delay)38A,
AAA - 66A - 664 -
AAAA, AAA8A -
4465 - AAA - 44A - 446 -
AAAA, AAAA - 28A, 66S,
walk forward a little -
AA - 27A, AAA - 44A - 446 -
AAAA, AAA8AJ
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