Fight'N Rage - Gal - using neutral jump to dodge & punish into 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
(Read below for combo notation)
Gal's neutral jump allows her to dodge and punish certain enemy attacks. In some cases it's easier/better than parrying (ie, either the timing is more lenient, or you may get a better punish [like landing a 5J2A on a heavyweight instead of a special which knocks down off a parry]).
This is not a comprehensive list, but a few notable examples.
(These also aren't necessarily the best combos to use for each occasion; I just did whatever came to mind, as long as it would explode them.)
Gal's 5J is particularly strong because:
1) if she mistimes a jump, she can land faster by whiffing an air J
2) after 5JA (which has better range than her 5J2A), can combo to bnb off her 663JA5A without special
Notation:
I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special
0:17 vs Pig
(facing left)
5J2A,
AAAAA - 1JA5A, 441JA(slight delay)5A,
6AAAAA - 28A, 6638A
0:26 vs G Tigar
(facing right)
5J2A,
66 (grab) 6A,
663JA5A,
4AAAAA - 1JA5A, 4465 -
AAAAA
0:34 vs Firewolf
(facing left)
5JA, 441JA5A,
6AAAAA - 3JA5A, 6645 -
AAAAA
-the Firewolf (a Wolfang with faster walk speed) can seem extremely annoying, chasing you all around the screen, but stopping to hit you just outside of your standing A range. Until you realize your 5JA will hit him at this range, so all you need to do is wait for him to come to you, then jump to dodge and punish into a combo.
0:41 vs Ninja
(facing right)
5JA, 663JA5A,
4AAAAA - 1JA5A, 4465 -
AAAAA
-debatably, this work you have to put in to punish the Ninja off a neutral jump might not be worth the effort; might be better to either parry the divekick, 28A into an air S, or something else
-after you see him jump, do a short 44, then 5J6A; you don't have a lot of time to punish because if you wait too long, he will immediately backdash out of there
0:49 vs Monkey
(facing left)
5J2A,
AAAAA - 1JA5A, 4465 -
AAAAA - 28A, 4465 -
AAAAA
-like the Ninja, it might be better to punish the Monkey's flying kick using other methods
-the moment you see the Monkey wind up, backdash a bit then turn around and 5JA
0:59 vs Bison
(facing right)
5JA, 663JA5A,
4AAAAA - 1JA5A, 441JA(slight delay)5A,
6AAAAA - 3JA5A, 6645 -
AAAAA - 28A, 6638A - air S
-this is actually one of my favorite attacks to dodge using a neutral jump, it's not as hard as you think, especially on the Death Island stage; the moment you see him growl and pull his fist back, run away until he disappears off screen; right about there is the perfect spot where his attack will whiff if you 5J. This method will work on other stages, but you'll have to use a different visual cue.
-(on Death Island) 44 until his body disappears, 6A, 5J immediately
1:22 vs Doberman
(facing left)
5J2A,
AAAAA - 1JA5A, 4465 -
AAAAA - 28A(2 hit) - air S -
441JA5A
-vs Doberman's backdash punch: Any jump will bait it out, but Gal's 5J recovers too slow to allow another 5J to dodge. Whiff an air J instead and you'll land quick enough to 5J dodge after.
-22/88, 5JJ, then 5J
1:43 vs O Hara
(facing right)
5J2A, 6645 -
AAAAA - 3JA5A, 6645 -
AAAAA - 28A(2 hit) - air S -
663JA5A, 28A
-vs O'Hara's dashing claw: Get at the proper horizontal distance, then walk up/down into his path to trigger the move. If you mistime your jump whiff an air J to land faster.
-you don't have to completely be at the right horizontal distance to walk vertically into his path; if you're really close, just walk diagonally into the right spot
-1) get at the proper horizontal distance, 2) 2/8 into his path then 5J, 3) air J if you mistime the jump
Bonus: 5J4 8A punishes
Gal's 5J4 takes so long that there's very few opportunities to whiff punish with this move. They do exist though.
2:03 vs Pig
(facing left)
5J6 8A, 1JA5A,
6AAAAA - 3JA5A, 6645 -
AAAAA
-the pig's butt stomp has such slow startup and relatively short horizontal reach, that it's one of the few moves you can probably consistently punish using Gal's dashing kick; my timing wasn't even that good in this recorded instance and I still got it before he recovered
2:12 Vs Tracy
(facing right, enemy on left)
5J4 8A, 4465 -
AAAAA - 1JA5A, 4465 -
AAAAA
-this is particularly impressive to pull off, but the followup combo might be a little harder due to the max spacing after your secret move hits
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