VF4 / Lau [ print friendly ] [ command view ] Orange Book - Lau Combo Maniacs
Article - Chakki
Source - Orange Mook
Translation - Noodalls
+ or +
1. +
2.
3.
4.
5.
6.
7.
8.
9. +
From the + or + combo starters, basically
go for strings when in closed stance and
combos when in closed stance. Combo 7 will hit in most instances,
but in addition to the damage not being great, if they tech-roll it
will leave you at a disadvantage, you try to not use it as much as
possible.
The first thing you want to remember is, when +
connects on up to Kage sized opponents, combo 4 will work. If you
can input the ASAP without incurring a 1 frame
penalty it will connect on on all characters except Wolf, and will
also work on Kage and the light weights in the opposite foot
stance. When in open stance, divide it up so that you use combo 6
for up to Lau, and 8 for everyone except Wolf. Combo 5 works up to
Kage, and the damage is the same. In addition to being easy in
setting up ukemizeme, it's very strong at making the opponent hit
the wall. Also, against Wolf, go for combo 9 when in closed stance
and combo 7 when in open stance.
Combo 1 is in open stance, from + on counter hit and
only against Aoi and Pai. Similarly, combo 2 is counter hit only,
against light weights in closed stance. It will connect under other
conditions, but it's not something to go for in a real match. It's
only 1 more damage than combos 3 and 4, so it's okay if you don't
go for it.
After +, combo 2 will connect on light weights in either
stance, and combo 3 will work in open stance on middle weights
except Akira. However, overall the combos from + are a
little unreliable. From Tiger stance, there are times when
+ won't connect against Wolf in open stance.
+ second hit counter hit or + counter hit or
Evade ++ counter hit
10.
11.
When you get a head crumple from +combo 10 works on
all characters and gives the greatest damage. From evade
++ on counter hit, in open stance on light weights, and
characters other than Shun you can connect it, but there are many
instances where you have to execute the
without incurring 1 frame penalty, so it's not really recommended.
After + on counter hit, if you are in closed stance go for
combo 10 and in open stance combo 11 is best.
first hit medium counter or above or
first hit medium counter or above.
12.
13.
14. ~
15. Tiger stance +
16.
17.
18.
and both give combos on the second hit
of the combo, so they have to be used differently to the one hit
floaters. 12 works from on light and middle weights.
It's also the basic combo on light weights from a
starter. It will connect on middle weights up to Lei Fei in open
stance. In other instances, it's generally recommended that you go
for 18.
13 will work on all characters, and by delaying the you will
increase the damage, which is a point worth noting. 14 is
unexpectedly damaging, so definitely go for it where 12 won't
connect.
or or
19.
20.
21.
22. +
23. +
24. or
The combos from slam hits can be divided largely into two groups.
When connects and you are left in open stance go for 21,
in closed stance 23 are the basic combos. However, in closed stance
when you are far away, switch to combo 24. Combo 19 will work in
open stance except on Pai and Aoi, however you need to delay the
2nd or 3rd hit, and as the opponent's weight gets lighter the delay
required gets greater. It is difficult, so don't force it if you
can't get it to connect. 20 will connect in closed stance on Pai
and Sarah. Against Pai, you want the to come out
with a one frame penalty, whereas against Sarah you don't want that
penalty.
or or
25.
26. + while standing
27.
28.
29.
30.
After the first combo to remember is 28, which works
against up to mid weights (excluding Jacky in open stance.) Against
heavy weights, in open stance combo 27 will connect with no delay,
and will work on all other characters with a little delay, and it's
not as difficult as after . Against heavy weights in
closed stance, combo 30 is best. 25 is a combo for starting in open
stance, which will connect against Sarah and Lei Fei. There's a
chance that they will tech-roll, but you can go for it on Brad and
Goh as well. Also, from a start it will only connect
on Aoi. 26 is a combo that will only connect on Aoi, in either
stance. The damage is high, so there is value in using it.
Posted by
noodalls
on 17/08/2004
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Edited by
Myke
on 03/04/2005
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