One of Lei Combo in the Dojo.

Discussion in 'Junky's Jungle' started by furyhawk, Apr 21, 2002.

  1. furyhawk

    furyhawk Active Member

    <blockquote><font class="small">In reply to:</font><hr>


    "uf+K+G":
    A good move that FLOPS the opponent. Flops allow you to connect high attacks. This move is fast enough to counter slow/med moves or blocked low attacks.

    uf+K+G - PPP - [DM]d+K
    uf+K+G - PP- [IN]d+K
    uf+K+G - df, df+PP - K+G


    <hr></blockquote>

    uf+K+G - df, df+PP - K+G only work in close stance.
     
  2. ken

    ken Well-Known Member

    Yes, the dojo was written quite a while ago. There are many variations of combos that you could do with little variation of the damage potential.

    The best damaging combo is probably:

    "uf+K+G , d+P, uf+KG, df+K"

    works on all weight classes, but the last df+K will only connect on jeff/wolf if the first is a Major Counter.

    Which combo you use depends on your skill and also the level of skill of your opponent. Knowing how to TR is a skill that we all learn at some stage, but knowing when and when not to TR is also important. So your opponent doesn't TR or TR indiscriminantly then you can adapt your combo to capitalise on this.

    Same thing applies to the 80% Back Stagger combo. I've only had three opportunities to do it in the last 100 challenges vs Humans, but I connected all three.

    The gameplay and tactics changes a lot as people learn about TR but also as you learn how to punish TR and set traps.
     
  3. CreeD

    CreeD Well-Known Member

    "uf+K+G , d+P, uf+KG, df+K"

    works on all weight classes, but the last df+K will only connect on jeff/wolf if the first is a Major Counter.


    In VF3, leg flop combos were rare and sometimes a MC/slope was needed.
    in VF4 any flop seems to lead to a combo... I didn't realize there was much difference in the animation for a MC leg-flop. Can you describe the visual difference, aside from the yellow flash?
     
  4. ken

    ken Well-Known Member

    Oh BTW the Dojo was written mainly for beginner to intermediate play.

    At the advanced stages many of lei's combos are very hard to connect as people start dodging, throw escaping or struggle out of staggers.
     

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