Orange Book - Lei Fei Combo ManiacsOrange MookText - Hanbirei Translation - Noodalls + 1. (B2) 2. , 3. + 4. + 5. (B1) or (B2) First the open stance combos. 1 will connect on characters up to Jacky size. If you swap the for a standing 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 can be teched. For Jacky, combo 4 is recommended. For closed stance, except for heavy weights, combo 3 is recommended. Also, if the is swapped for a standing the damage rises. This works on Pai, Aoi, Vanessa, Sarah, Lei and Lion. 5 connects on heavy weights, irrespective of stance. or Boku + 6. (b2) hai ,+ 7. + 8. (b1) doku 9. (b1) doku+ 10. Hai + + 11. Hai doku + 12. + 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 + for Hai 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 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 + into 6,7,8,9 will connect in open stance, 10 will conect on lights and lightt middle weights on counter. Hai on counter hit or stagger hit 13. Hai + + 14. Hai + + 15. Hai doku + 13 for all light weights except Sarah, 15 for heavy weights and 14 for others. In combo 14, if you swap the + for (A2) the damage goes up, so if you're using A2 definitely implement this. (A1) counter hit or counter hit or Hai + maximum charge or Koko behind opponent 16. Hai Doku 17. Doku 18. 19. + When (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 to go into doku, and then pressure them with doku ++ + or . After , 16 will land on Lion and the heavy weights in closed stance, taking about 70 damage. On other characters, Hai will connect (there was a misprint here. I think this is what they meant.) In open stance, 19 will connect. + or + counter hit or sabaki or Koko 20. 21. ++ 22. Hai Doku 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 + connects from slightly further away, you can get combo 22 in irregardless of stance on lightweights up to Akira. + 23. + 24. Evade ++ down 25. 26. (b2) After the throw + 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. 27. + 28. After the combos 27 and 28 will connect in open stance. You might need to go into Doku and then cancel to achieve open stance. Nehan on counter hit 30. Koko When Nehan connects on counter hit, 30 is a true combo, taking nearly 85 damage. 31. (I think this is meant to be in Koko.) When connects on counter, Koko is a combo. When hai + hits on counter, a dash throw is guaranteed. If you can interrupt a heavy weight's rising attack with hai + (probably just the + part, but not specified) and you are close, will string easily and will lead to about 1/2 of their life.
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