Fight'N Rage - Gal pipe and sword combos
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
Compared to the other 2, Gal uses melee weapons the best; though her range is shorter than the other two, she does a 3 hit string that can be dash or jump cancelled at any hit. Some easy loops can result, and they're much easier to pull off than her advanced combos, because you don't need to dash and stop after each air chain; you may need to start the combos closer though.
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 pipe bnb
(facing left)
[ AA - 1JA5A, ] x2,
AA
-any of the 3 hits when done with the pipe will explode
0:07 after parry vs ringo
(facing right after parry)
4AA - 1JA5A,
6AAA - 3JA5A,
A
-somewhat stylish combo
-after the fly does his low rushing attack, parry then attack the opposite direction (expecting him to come out the other side); you will end up hitting him deep, which allows you to easily combo after Gal's weapon AAA attack
0:12 throw into pipe
(facing right)
(grab) - 6A,
663JA5A,
AA - 3JA5A, AA
-against the judo dog, after the throw and dash jump air chain, don't do your weapon attacks facing the opposite direction (in this case, 4AA after starting the throw with 6A); for some reason, it tends to drop when this happens
0:17 AA8A starter
(facing right)
5J2A, AA8A,
663JA5A,
AA - 3JA5A, A
-good bnb if the opponent can't break throws (when you aren't close enough to go into the bnb loop right from the start)
-also note that you don't have to parry to beat the m.bison lookalike's slide; a neutral jump into a J2A will beat it clean
0:24 far pipe combo
(facing right)
A - 66A,
3JA5A,
AA - 3JA5A,
A
-you typically need to do the jump cancel 3JA5A chain close; if you aren't close, you can do A 66A from far to start, and this will work, or opt to do AA8A
0:30 thrown pipe ender
(facing right)
[AA - 3JA5A, ] x2,
A+J
-a thrown pipe will explode as well against a dead opponent
0:37 sword bnb
(facing right)
AA - 3JA5A,
AAA
-unlike the pipe, melee combos with the sword will not explode until the 3rd hit, Gal's high kick; either finish the entire chain, or do 28A to explode, otherwise do the same loops
0:41 far sword combo
(facing left)
A - 44A,
1JA5A,
AA - 1JA5A,
AAA
-you typically need to do the jump cancel 3JA5A chain close; if you aren't close, you can do A 66A from far to start, and this will work, or opt to do AA8A
0:48 throw into sword
(facing right)
(grab) - 6A,
663JA5A,
AA - 3JA5A, AAA
-against the judo dog, after the throw and dash jump air chain, don't do your weapon attacks facing the opposite direction (in this case, 4AA after starting the throw with 6A); for some reason, it tends to drop when this happens
0:53 thrown sword ender
(facing right)
AA - 3JA5A,
AA - A+J
-although a thrown sword will not explode an enemy like the pipe, it will continue through everything until it goes off the screen or hits a wall; you can end up hitting multiple enemies because of this
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