Orange Book - Wolf Combo Maniacs

Source - Orange Mook
Writer - Astro
Translation - Noodalls

bfP+K or fK(A2)
1. FP FP fdfddbbPP
2. FP fdfddbbPP
3. FP KK
4. FP bP
5. FP fK dfdffP
6. dP (A1)
7. dP dfdffP
8. bK+GK

For combo 1, if the combo starter is bfP+K it will land on Aoi and Pai in closed stance. Combo 2 with one FP less will connect on Light weights up to Akira if it started with bfP+K or will connect on Pai, Vanessa and Sarah (not Aoi) if startd with fK(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, bfP+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 bfP+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 fK(A2) on normal hit, 6,7 and 8 work.

fdfddbbP counter hit
9. dfdffP

After fdfddbbP counter hit you can go for combo 9 on all characters. Just be careful, as Akira and heavyweights can avoid with Just ukemi.

bP
10. FPKG fdfddbbPP
11. fdfddbbPP

After bP 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 PK. Also, on lightweights where it is closed stance after the hit, combo 10 works. But, the fdfddbbPP after a PK Gcancel is difficult, so be sure of your commands.

fK (A1)
12. fPP
13. bK+GK
After fK(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 fP+G
14. bfP+K PP fK(A1)
15. bfP+K dP fK (A1)
16 bK+GP+G

14 gives the best damage. Leave the joystick neutral while doing PP. 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 bP. 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.

dP+Kb
17. bP bK+GK
18. bK+GP+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.


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