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VF4FT Lau Orange Book Combo Maniacs

Jun 11, 2022
VF4FT Lau Orange Book Combo Maniacs
  • Article: Chakki
    Source: Orange Mook
    Translation: noodalls


    33P+K or 4P+K(top)

    [3][3][P][+][K] or [4][P][+][K]

    1. [6][P][P] [3][2][3][P][P][+][K]
    2. [6_][P] [3][2][3][P][P][P][2][K]
    3. [3][2][3][P][P][P][2][K]
    4. [3][2][3][P][P][4][P][P]
    5. [6_][P] [3][K][P][P]
    6. [6_][P] [6_][P][4][P][P]
    7. [3][P][P][P][2][K]
    8. [6_][P][4][P][P]
    9. [3][2][3][P][P][+][K]

    From the [3][3][P][+][K] or [4][P][+][K] combo starters, basically go for [3][2][3][P] strings when in closed stance and [6_][P] combos when in closed stance. Combo 7 will hit in most instances, but in addition to the damage not being great, if they tech-roll it will leave you at a disadvantage, you try to not use it as much as possible.

    The first thing you want to remember is, when [3][3][P][+][K] connects on up to Kage sized opponents, combo 4 will work. If you can input the [3][2][3][P] ASAP without incurring a 1 frame penalty it will connect on on all characters except Wolf, and will also work on Kage and the light weights in the opposite foot stance. When in open stance, divide it up so that you use combo 6 for up to Lau, and 8 for everyone except Wolf. Combo 5 works up to Kage, and the damage is the same. In addition to being easy in setting up ukemizeme, it's very strong at making the opponent hit the wall. Also, against Wolf, go for combo 9 when in closed stance and combo 7 when in open stance.

    Combo 1 is in open stance, from [3][3][P][+][K] on counter hit and only against Aoi and Pai. Similarly, combo 2 is counter hit only, against light weights in closed stance. It will connect under other conditions, but it's not something to go for in a real match. It's only 1 more damage than combos 3 and 4, so it's okay if you don't go for it.

    After [4][P][+][K], combo 2 will connect on light weights in either stance, and combo 3 will work in open stance on middle weights except Akira. However, overall the combos from [4][P][+][K] are a little unreliable. From Tiger stance, there are times when [P][P][P][+][K] won't connect against Wolf in open stance.

    Head Crumple(top)

    [4][P][+][K][P] second hit counter hit or [6][P][+][K] counter hit or Evade [P][+][K][+][G] counter hit

    10. [3][2][3][P][P][4][P][P]
    11. [3][P][P][P][2][K]

    When you get a head crumple from [4][P][+][K][P]combo 10 works on all characters and gives the greatest damage. From evade [P][+][K][+][G] on counter hit, in open stance on light weights, and characters other than Shun you can connect it, but there are many instances where you have to execute the [3][2][3][P][P][4][P][P] without incurring 1 frame penalty, so it's not really recommended. After [6][P][+][K] on counter hit, if you are in closed stance go for combo 10 and in open stance combo 11 is best.

    2_3PP or 33PP(top)

    [2_][3][P][P] first hit medium counter or above or [3][3][P][P] first hit medium counter or above.

    12. [3][2][3][P][P][4][P][P]
    13. [K][K]
    14. ~[P][P][K]
    15. Tiger stance [P][P][P][+][K]
    16. [3][P][P][P][2][K]
    17. [3][K][P][P]
    18. [6_][P][4][P][P]

    [2_][3][P][P] and [3][3][P][P] both give combos on the second hit of the combo, so they have to be used differently to the one hit floaters. 12 works from [3][3][P][P] on light and middle weights. It's also the basic combo on light weights from a [2_][3][P][P] starter. It will connect on middle weights up to Lei Fei in open stance. In other instances, it's generally recommended that you go for 18.

    13 will work on all characters, and by delaying the [K][K] you will increase the damage, which is a point worth noting. 14 is unexpectedly damaging, so definitely go for it where 12 won't connect.

    Slam(top)

    [4][6][P] or [2_][3][P][6][P] or [9][P]

    19. [6_][P][P][P][K]
    20. [6_][P] [3][2][3][P][P][4][P]
    21. [P][4][P][P]
    22. [6_][P] [3][2][3][P][P][+][K]
    23. [2][P] [2_][3][P][P][+][K]
    24. [2][P] [2_] or [1][K][K]

    The combos from slam hits can be divided largely into two groups. When [4][6][P] connects and you are left in open stance go for 21, in closed stance 23 are the basic combos. However, in closed stance when you are far away, switch to combo 24. Combo 19 will work in open stance except on Pai and Aoi, however you need to delay the 2nd or 3rd hit, and as the opponent's weight gets lighter the delay required gets greater. It is difficult, so don't force it if you can't get it to connect. 20 will connect in closed stance on Pai and Sarah. Against Pai, you want the [3][2][3][P] to come out with a one frame penalty, whereas against Sarah you don't want that penalty.

    Slam (Other)(top)

    [2_][4][6][P] or [8][P] or [3][K][P][P]

    25. [3][2][3][P][P][P][P][K]
    26. [3][2][3][P][P][+][K] while standing [K]
    27. [6_][P][P][P][K]
    28. [3][2][3][P][P][4][P][P]
    29. [3][P][P][P][2][K]
    30. [3][2][3][P][P][P][P]

    After [2_][4][6][P] the first combo to remember is 28, which works against up to mid weights (excluding Jacky in open stance.) Against heavy weights, in open stance combo 27 will connect with no delay, and will work on all other characters with a little delay, and it's not as difficult as after [4][6][P]. Against heavy weights in closed stance, combo 30 is best. 25 is a combo for starting in open stance, which will connect against Sarah and Lei Fei. There's a chance that they will tech-roll, but you can go for it on Brad and Goh as well. Also, from a [3][K][P][P] start it will only connect on Aoi. 26 is a combo that will only connect on Aoi, in either stance. The damage is high, so there is value in using it.


    Posted by noodalls on 17/08/2004
    Edited by Myke on 03/04/2005
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