Fight'N Rage - Gal advanced combo concept - avoiding continuing AAAAA chain after 6S

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Published on ● Video Link: https://www.youtube.com/watch?v=rYT4G-C-ats



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(Read below for combo notation)

Sometimes when you're in the middle of your combo and doing 6AAAAA, and you suddenly see a new danger ahead (like a background Rooster about to stick out a long kick), you may need to prematurely cancel to Gal's 6S to stay safe and keep the combo going.

But this can cause problems later in your combo; the game is very lenient towards counting all the attacks in your chain, so even if you do something like AA - 6S, and then add a 664, if you sometimes do the attacks too quickly, they will often continue from the 3rd hit of the chain instead of starting over, which can ruin any combos you've practiced.

One way around that after 6S is to jump-cancel into 3JA4A; 6S can not only be dash-cancelled afterward, but jump-cancelled.

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 xxxxA, that means you perform Gal's 5th hit of her chain ie press A 1 time, not press A 5 times

0:00 2x air chain
(facing right)
6AA - 6S - 3JA4A,
4AAAAA - 1JA5A, 441JA5A,
6AAAAA - 3JA5A, 6645 -
6AAAAA - 6S - 664 -
4AAAAA - 28A

-good bnb route if you ever need to utilize a jump cancel after 6S

0:16 AAAA 441JA5A
(facing right)
6AAA - 6S - 3JA4A,
4AAAAA - 1JA5A, 4465 -
5AAAA - 441JA5A,
6AAAAA - 3JA5A, 6645 -
6AAAAA - 28A(delay) -
air S




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