Fight'N Rage - Gal O'Hara HW combo plus followup combo
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
https://www.youtube.com/playlist?list=PLhKTgSsyfAY_FcjypGpVhBvRb3jQ2Y2_8
(Read below for combo notation)
O'Hara is one of the few heavyweight bosses which actually can be thrown by Gal in the middle of a combo. Furthermore, after the combo, with proper positioning (and no other enemies around), you can use the opportunity to set up another combo.
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)
(walk 3 at start)
5J2A,
AAAA8A,
663JA5A,
6AAAA - 3JA4A,
4AAAAA - 4S - 441(slight delay)8A,
(walk 9 after knockdown)
5J1A,
4AAAA - 441JA5A,
6AAAA - 3JA4A,
4AAAAA - 4S - 441(slight delay)8A
-because the running 28A ender will cause Gal to move slightly lower, you must reposition yourself not just by walking back, but also vertically up. Without being on a same vertical plane, O'Hara will not immediately go for another dashing claw attack after getting up
-the reason I don't go for a throw for the 2nd combo is that after too many hits, O'Hara will break your throws; so you can use it to start a combo, but a followup combo must not have a throw at all
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