Orange Book - Lei Fei Combo Maniacs

Orange Mook
Text - Hanbirei
Translation - Noodalls

ufK+G
1. dP PPP (B2)
2. dP bfP, dfK
3. dP dP+KP
4. dP P+KP
5. PPP(B1) or PPP (B2)

First the open stance combos. 1 will connect on characters up to Jacky size. If you swap the dP for a standing P the damage will go up slightly. That's limited to Pai, Aoi, Lei and Lion. Combo 2 will work except for Jacky and Heavy weights, however the bfPcan be teched. For Jacky, combo 4 is recommended. For closed stance, except for heavy weights, combo 3 is recommended. Also, if the dP is swapped for a standing P the damage rises. This works on Pai, Aoi, Vanessa, Sarah, Lei and Lion. 5 connects on heavy weights, irrespective of stance.

dfdfPP or Boku P+K
6. PP(b2) hai P,P+K
7. dP dP+KP
8. PP(b1) doku KK
9. PP(b1) dokuK+G
10. Hai PP+K K+G
11. Hai PP doku K+G
12. bK+GKdK

Depending which moveset you choose, the combos are changed greatly. Firstly, closed stance. 6 is the largest combo that will hit Pai and Vanessa. You can change the Hai PP+K for Hai PP for characters other than Vanessa, Pai and the heavy weights. This lowers the damage, but makes wakeups easier. A combo that works on all opponents for guaranteed damage is 12. 9 connects on all light weights except Aoi, and will connect on wolf. If the first hit of the dfdfPP staggers Jacky then it will work on him too.
9 (is this a misprint?) will connect on all characters, but Jeffrey can tech. In open stance, combo 7 is guaranteed on all characters. Use combo 10 on lightweights, and 11 is best for Kage, Brad and Goh. Boku P+K into 6,7,8,9 will connect in open stance, 10 will conect on lights and lightt middle weights on counter.

Hai K on counter hit or stagger hit
13. Hai PP+K dP+KP
14. Hai PP+K K+G
15. Hai PP doku K+G

13 for all light weights except Sarah, 15 for heavy weights and 14 for others. In combo 14, if you swap the K+G for DfP(A2) the damage goes up, so if you're using A2 definitely implement this.

DfP(A1) counter hit or bP counter hit or Hai P+K maximum charge or Koko behind opponent P
16. Hai PP Doku KK
17. Doku KK
18. dP ffK
19. dP+KP

When DfP(A1) counters, 17 is guaranteed and gives good chance to okizemi, as the basic combo. In open stance, 18 connects except against Lei, Shun, Akira and the heavyweights giving good damage. Also, you can hold the K to go into doku, and then pressure them with doku fP+K+G P+G or K. After bP, 16 will land on Lion and the heavy weights in closed stance, taking about 70 damage. On other characters, Hai P will connect (there was a misprint here. I think this is what they meant.) In open stance, 19 will connect.

bfP+K or ddffP+K counter hit or sabaki or Koko P
20. bPP
21. bK+GKd+K
22. Hai PP Doku KK

After Koko P, you can do combo 17. If you're looking to Okizemi, combo 20, if you're looking for damage combo 21, change your combo depending on your situation. Also, if the bfP+K connects from slightly further away, you can get combo 22 in irregardless of stance on lightweights up to Akira.

dfdfP+G
23. dfdfPP K+G
24. Evade P+K+GP down dfK
25. ffK
26. PPP(b2)

After the throw dfdfP+G use 23 on light weights and 24 on middle weights. Connect 25 on heavy weights. 26 is very dependent on distance, but the damage isn't bad. The opponents can tech-roll on the second hit, but the timing is tight. In the same way, the opponents can avoid the ground attack of 24, so make sure you observe carefully.

ufK
27. bK+GKdK
28. bPP

After the ufK combos 27 and 28 will connect in open stance. You might need to go into Doku and then cancel to achieve open stance.

Nehan K on counter hit
30. Koko K

When Nehan K connects on counter hit, 30 is a true combo, taking nearly 85 damage.

fK
31. dKP (I think this is meant to be in Koko.)

When fK connects on counter, Koko dKP is a combo.

When hai PP+K hits on counter, a dash throw is guaranteed. If you can interrupt a heavy weight's rising attack with hai PP+K (probably just the P+K part, but not specified) and you are close, dfdfPP will string easily and will lead to about 1/2 of their life.


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