Fight'N Rage - Gal advanced combos vs specific enemies

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Fight'N Rage
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(Read below for combo notation)

These are some combos versus specific enemies that either require a different combo starter or a different combo timing.

Notation:

I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special

0:00 Vs Wolfang
(facing left)
(grab) 6A, 66(delay)3JA5A,
4AAAAA - 1JA5A, 4465 -
AAAAA - 28A
-the combo isn't new, but because of Wolfang's weird and small hurtbox, it requires you to alter the timing of your dash jump if you wish to side switch after the dash jump air chain; you must hold the dash a lot longer
-to a lesser degree, vs the Judo Dogs, you also need to delay your jump after the dash, it's just not as drastically long

0:08 Vs Ninja
(facing right)
4, 6, 3JA(slight delay)5A,
66(slight delay)45 - AAAA2A,
441JA5A, 6AAAAA
-there a couple of ways to beat the Ninja's dive kick that don't use a parry, anti-air or special; here I whiff punish using an early jump air chain as a combo starter, but just a regular 6J2A5A or 6JA will work as well. 66A and 5J4 8A will also work.

0:15 AAAAA x2
(facing right)
4, 6, 3JA(slight delay)5A,
66(slight delay)45 -
AAAAA - 3JA5A, 6645 -
AAAAA ( - 28A - air S)

0:24 Vs Fly
(facing right)
44, 663JA(long delay)5A,
4AAAAA - 1JA5A, 4465 -
AAAAA - 4S - 446 -
AAAAA
-you can actually hit the Fly out of the air with Gal's jumping attacks before he winds up to strike you, and still combo afterward; no need to wait until he comes down
-notice the game acts slightly weird when I do 446 after the 4S; I run into the doorway but end up coming out a bit lower

0:32 Pipe vs Fly
(facing left)
441JA(long delay)5A,
6AA - 3JA5A, AAA - 28A
-sometimes doing extended pipe loops will cause the enemy to drop if your timing isn't spot on, so I opted to end the combo the easy way

0:39 Sword vs HWs
(facing right)
6J2A, AA - 3JA5A,
AAA - 28A(2 hits) - air S -
663JA5A, 28A
-not really an enemy-specific combo, but I never showed a HW-only melee weapon combo

0:46 Vs Raven
(facing left)
(parry) (walk forward a little)
4AAAAA - 4S - 446 -
AAAAA - 3JA5A(whiff),
6AAAAA
-Raven's body weight and size are weird for a boss; he's not heavy, but his body tends to float just a bit too high after your 6S for your standard AAAAA x2 to not connect reliably; I've rarely connected all hits. Don't stress making sure all hits connect though; your main goal on this stage is to remain on the raft and not fall off.

0:53 Vs Gold Wolf
(facing left)
AAAAA - 4J(delay)3A,
AAAAA - 6J(delay)1A,
repeat
-the timing for the backwards air 2A is to do it JUST BEFORE you reach the height of your jump; that ensures you land as close to the Gold Wolf as possible
-while not a true combo, this sequence essentially allows you to keep hitting the Gold Wolf while staying free of harm

1:06 Pipe Vs Gold Wolf
(facing left)
AAA - 4J(delay)3A,
AAA - 6J(delay)1A,
repeat
-the timing for the backwards air 2A is to do it NEAR THE END of your jump; that ensures you land as close to the Gold Wolf as possible
-while not a true combo, this sequence essentially allows you to keep hitting the Gold Wolf while staying free of harm

1:16 Vs Minotauro
(facing right)
AAAAA,
663JA(slight delay)5A,
1JA(slight delay)5A,
AAAAA,
441JA(slight delay)5A,
3JA(slight delay)5A,
AAAAA,
repeat
-this "combo" loop vs Minotauro works because he normally tries to interrupt your AAAAA with his lariat or by grabbing you, but your early dash jump air chain quickly gets you to his backside, and then your early jump air chain allows you to close the distance while still having enough time to get in AAAAA before he fully recovers from the hammer fist
-you can either start the dash jump air chain into this combo whenever you are a bit further, or after an AAAAA; from close, the AAAAA pushes you back into the perfect spot to do an early dash jump air chain
-in order to make sure this sequence doesn't get interrupted by Minotauro, you need to not do AAAAA at the end if you think he'll recover before you finish the chain; if that is the case, back up, and start over again from the early dash jump air chain




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