Fight'N Rage - Gal - extending combos when near the edge of the screen (potential bnbs)

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Fight'N Rage
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(Read below for combo notation)

Near the screen's edge (not a wall), hitting an enemy w/ air 5A will keep them in bounds, not knocked off stage.
Learning how to properly utilize edge combos will help:
1) maximize damage on small wallless stages, or when approaching the edge
2) allow you to combo away from other enemies to avoid drops

(This discovery really elevates Gal's level of play, for the 2-3 reasons I listed; it makes it much easier to pick off enemies in a group one by one, comboing them until they explode.
1) you make sure you explode as many enemies as possible,
2) you're able to deal with crowds much easier,
3) and you don't have to fear your combos being cut short because Gal's running into the edge of the screen.)

Notation:

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

0:07 air 5A demo
(facing right)
(grab) 4A, 441JA5A,
[ AAAA - 1JA5A, ] x2
AAAAA - 28A
-this combo will explode the likes of the Blue Wolfang, Judo Dog, etc; good bnb against weaker enemies

0:31 0 SP and close
(facing right)
(grab) 4A, 441JA5A,
[ AAAA - 1JA5A, ] x2
6AAAAA(slight delay) - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AAAAA
-after the 6S, since you started the 6AAAAA next to the edge, the enemy may be further behind you, so delay your 6S a tiny bit so that the last hit of your AAAAA chain sends them a bit forward first; that way, you won't have to follow up with such a quick and small 664 (basically, if you don't do this small delay, it'll be harder to do the AAAAA x2 afterward, because the air chain will have a chance of not reaching the enemy)

0:43 throw AAAA starter
(facing right)
(grab) 4A, 441JA5A,
AAAA - 1JA5A,
6AAAAA(slight delay) - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AAAA - 1JA5A,
6AAAAA
-in most accounts, this is your bnb when doing an edge-of-screen combo, if you can't do the previous combo

0:54 0 SP and far
(facing right)
(grab) 4A, 441JA5A,
AAAAA - 1JA5A, 4465 -
AAAA - 1JA5A,
6AAAAA - 6S - 664 -
AAAAA

1:06 grab AAA starter
(facing right)
(grab) AAA, 663JA5A,
4AAAAA - 1JA5A, 4465 -
AAAA - 1JA5A,
6AAAAA - 6S - 664 -
AAAAA
-use this when your back is close to the edge and there's no room to back throw into a dash jump air chain
-I also didn't show this, but yes, you can start this throw combo with 0 SP as well

1:16 AAAAA facing edge
(facing left)
AAAAA - 1JA5A, 4465 -
AAAA - 1JA5A,
6AAAAA(slight delay) - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AAAAA - 28A

1:28 AAAAA 6S
(facing right)
AAAAA - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AAAA - 1JA5A,
6AAAAA - 3JA5A, 6645 -
AAAAA - 28A - air S

1:42 AA air chain
(facing right)
(grab) 4A, 441JA5A,
AA - 1JA5A,
6AAAAA - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AA - 1JA5A, 6AAAAA
-as an alternative to "AAAA - 1JA5A," you can use "AA - 1JA5A" instead if you are closer to the edge (AA has less corner carry than AAAA)

1:53 bonus AA ender
(facing right)
(grab) 4A, 441JA5A,
6AAAAA - 3JA5A, 6645 -
AAAAA - 6S - 664 -
AAAAA - 1JA5A, 4465 -
AA - 1JA5A, AAAAA
-using AA air chain AAAAA as an ender can often cause the enemy to "half-explode" before the explosion for 100 bonus points; btw adding this doesn't raise your overall score; if you explode without doing the half-explosion, the last move will do 600 bonus points; if you do the half explosion into the explosion, the last move will only do 500 bonus points




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