Fight'N Rage - Gal advanced combos - JA 663JA5A combo starter, "quick hitters"
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)
While trying to figure out how to do a deathless stage run through Ocean, I realized JA is a very useful combo starter, especially vs the whip girls and Firewolves, and it's a move that I haven't been utilizing enough, especially vs huge crowds.
That is because it knocks down, and when you combo it into her dash jump air chain, it allows you to quickly fly all over the place and leave you less open to attack.
The combos included follow up the dash jump air chain with AA into anti-air instead of AAAAA into something else, because this allows you to quickly add more hits while using the anti-air's invincibility to stay safe, possibly from other whip girls and Firewolves (they tend to quickly follow you and hit you out of your combos).
I included both smaller combos on the weaker whip girls (when you don't have a lot of time to do your optimal death combos), as well as variants on Bison, when you're 1 vs 1 and can do the longest version of your combos.
You can use any version of JA; 6JA, 5JA, 4J6A, or 6J4A.
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 midscreen
(facing right)
5JA,
663JA5A,
4AA - 28A - air S -
4465 - 4AAAAA
-for the JA starter, you can use any version of JA; 6JA, 5JA, or 4J6A; you don't have to start the combo by dashing up and doing a neutral jump
-the reason for doing 4AA - 28A - air S after 663JA5A, instead of going for something much longer, such as 4AAAAA into something, is because I made this combo assuming that other whip girls are going to swarm you quickly, so quickly going into an invincible move will allow you to continue to hit your intended combo victim while staying safe; in some cases, you might even need to omit the 4AA and go directly into the 28A
0:08 mid vs Bison
(facing right)
5JA,
663JA5A,
4AA - 28A - air S -
44(hold)5 -
4AAAA - 1JA6A,
6AAAAA - 3JA5A,
663JA(slight delay)5A,
4AAAAA - 1JA5A, 4465 -
4AAAAA - 28A
-if you're facing an enemy with a longer lifebar and have space to be able to combo them to death, you can do this instead
0:25 edge
(facing right, back to edge)
6J4A,
441JA5A,
4AA - 1JA6A,
28A - air S -
66(hold)5 - 6AAAAA
0:34 edge vs bison
(facing right, back to edge)
6J4A,
441JA5A,
4AA - 1JA6A,
28A - air S -
66(hold)5 -
6AAAA - 3JA4A,
4AAAAA - 1JA5A, 4465 -
4AAAAA - 1JA5A,
4AAAAA - 28A
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