VF4 / Wolf [ print friendly ] [ normal view ] Orange Book - Wolf Combo Maniacs
Source - Orange Mook
Writer - Astro
Translation - Noodalls
[4][6][P][+][K] or [6][K](A2)
1. [6_][P] [6_][P] [6][3][2][1][4][P][P]
2. [6_][P] [6][3][2][1][4][P][P]
3. [6_][P] [K][K]
4. [6_][P] [4][P]
5. [6_][P] [6][K] [3][3][6][P]
6. [2][P] (A1)
7. [2][P] [3][3][6][P]
8. [4][K][+][G][K]
For combo 1, if the combo starter is [4][6][P][+][K] it will land on
Aoi and Pai in closed stance. Combo 2 with one [6_][P] less will
connect on Light weights up to Akira if it started with
[4][6][P][+][K] or will connect on Pai, Vanessa and Sarah (not Aoi)
if startd with [6][K](A2). 4 finishes with a slam move, so if the
opponent fails to tech you can follow with a large pounce or ground
throw. 3 works from either open or closed stance, [4][6][P][+][K] on
normal hit will allow it to connect on light weights, counter hit
will allow it to connect on up to Lau. The biggest damage off a
counter [4][6][P][+][K] is combo 5, but it is restricted to A2, and
takes 92 damage, about half the bar. This combo doesn't get
affected by foot stance, and will connect on 8 characters: the
light weights as well as Goh, Brad, Kage and Lei. On heavy weights
and after the [6][K](A2) on normal hit, 6,7 and 8 work.
[6][3][2][1][4][P] counter hit
9. [3][3][6][P]
After [6][3][2][1][4][P] counter hit you can go for combo 9 on
all characters. Just be careful, as Akira and heavyweights can
avoid with Just ukemi.
[4][P]
10. [6_][P][K][G] [6][3][2][1][4][P][P]
11. [6][3][2][1][4][P][P]
After [4][P] combo 11 will work on all except Jeffrey (if he is in
closed stance after the hit). On Jeffrey in closed stance after the
hit, you can either large pounce, or go for [P][K]. Also, on
lightweights where it is closed stance after the hit, combo 10
works. But, the [6][3][2][1][4][P][P] after a [P][K] [G]cancel
is difficult, so be sure of your commands.
[6][K] (A1)
12. [6][P][P]
13. [4][K][+][G][K]
After [6][K](A1) combo 12 and 13 connect on all characters, however
the damage for 12 is slightly higher. It does slam them into the
ground, but there are no real followups, unfortunately. 13 has
quite a bit less damage, but it is easy to go for ukemizeme from
here, so if you want to keep the pressure on go for this.
After change [6][P][+][G]
14. [4][6][P][+][K] [P][P] [6][K](A1)
15. [4][6][P][+][K] [2][P] [6][K] (A1)
16 [4][K][+][G][P][+][G]
14 gives the best damage. Leave the joystick neutral while doing
[P][P]. It works on everyone except Jacky, Wolf, Shun and Lion. Go
for 15 and 16 on them. Also, combo 16 gives the second most damage,
and works on all characters, so you could go for it normally. But,
if you miss the throw portion the damage is going to drop
significantly, so where you absolutely must take the damage, you
can use combo 15. Also, only for Sarah, you can change to the
[4][P]. This slams and she won't be able to tech, so you can
follow up with either a small ground attack or a front low
kick.
[2][P][+][K][4]
17. [4][P] [4][K][+][G][K]
18. [4][K][+][G][P][+][G]
17 is the best damage. However, Kage, Lion, Lau, Sarah, Shun and
Vanessa can all escape it by ducking. Also, where Jacky and Goh
were caught with their right arm, they can escape in the same way.
When you have these people as your opponents try to use 17 as much
as possible (surely he means 18???) Also, neither combo is
guaranteed on Kage, so instead go straight to the Shining Wizard.
Posted by
noodalls
on 17/12/2004
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Edited by
Myke
on 03/04/2005
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