========================
SEGA VIRTUA FIGHTER 4c
IDEAL/STAPLE COMBOS
by CreeD
========================
DISCLAIMER
----------
This guide is for private and personal use only. It can only be reproduced
electronically / placed on a web page or site as long as it is unaltered, with
this disclaimer and the copyright notice appearing in full. Any information
used from this document, quoted or not, should have this author's name somewhere
clearly as acknowledgement. Feel free to distribute between others, but this
guide is not to be used for profitable/promotional purposes; this includes being
used by publishers of magazines, guides, books, etc. or being incorporated into
magazines, etc. in ANY way.
COPYRIGHTS
==========
The Virtua Fighter series and the game's characters are copyright Sega/Am2.
INTRODUCTION
============
This goal of this guide is to provide you with the best combos for each
character, with "best" being defined as either:
- 1. The combo that does the most damage in a particular situation or
- 2. The combos that give near-maximum damage and are easy to do and hard to
screw up.
Comments and corrections are welcome. The guide should be viewed in a fixed width
font set at *90* columns.
CONTENTS
========
>> Section 1 << Perfect damage combos - some are very tough to do in a real match.
>> Section 2 << Bread and Butter combos - easy, reliable damage in almost any situation.
>> Section 3 << Credits
NOTATION
========
f,b,d,u joystick motions (forward, back, down, up); hold if capitalized
db... diagonals (db,df,uf,ub); again, hold if capitalized
P,K,G press punch, kick or guard buttons, respectively
+ buttons must be pressed together
, move separator
FC execute from crouching position
OTB "on the bounce", opponent is hit after he bounces from the ground
DLC Akira's df+K+G,f+P,b,f,f+P+K combo
AS3 Akira's d+K+G,f+K,b,f+P combo
PIT-RBC Akira's f,b+P+G -> u|d+P+K combo
R: requirements and notes regarding respective move
MC major counter (interrupt)
LW combo works on or up to lightweights (LW = any female)
MW combo works on or up to midweights (MW = males except wrestlers)
HW combo works on or up to heavyweights (HW = wrestlers, i.e. wolf and jeff)
* combo does more damage due to hits that are very low to the ground
EXPLANATION OF THE VF4 COMBO SYSTEM
===================================
- There are 3 basic ways to combo in VF.
1. Floats - knock the opponent into the air with a move, then hit their falling body
one or more times before they hit the floor. The moment that the opponent hits the
floor, they usually can use a tech roll (TR: d+P+K+G or u+P+K+G) to avoid additional
hits. They can also choose to quick rise (QR: press P+K+G as you hit the floor).
Sometimes the opponent cannot TR/QR or chooses not to. In situations like that, it's
possible to keep hurting them with attacks that scrape the floor, or with a ground
attack (for every character, press either df+P or df+K), or a pounce (u+P for anyone).
2. Crumples - An opponent is "crumpled" when a move hits them and causes them to
slowly collapse to the floor. A crumpling opponent cannot tech roll or quick rise,
so you can get a guaranteed u+P afterwards. However, that's only 25 points of damage.
A better use of the crumple is to land one or more powerful attacks. In a few rare
cases you can even land a small float combo after a crumple. Remember, after the
opponent is crumpled, almost any attack you use will put them in the air.
Once the opponent is technically floating, they are allowed to TR/QR.
So, for example, jeffry's b,f+P will crumple, and then you can combo with an u+P pounce.
But if you do b,f+P --> P --> u+P... the P will hit, but then the opponent can TR/QR
before jeffry's u+P pounce can hit. Occasionally, a ground attack such as df+P or df+K
will hit an opponent during their tech roll.
3. Slams/Flops - some moves cause a special, quick knockdown animation. These special
knockdowns are called slams and flops. Most slams and flops work the same way as
crumples - the opponent cannot tech roll, so you can follow with an easy u+P pounce,
or you can try for a big hit or even a small combo.
The difference between a slam and a flop is this: A slam causes an immediate
knockdown onto your back, and your legs kick up into the air. A flop causes some
other special animation, like the long flipover animation caused by lei fei's uf+K,
or the quick head-over-heels animation caused by jacky's P,P,u+P.
These also allow combo followups, but the important difference is this:
-an attack that causes flop animation vs. a grounded opponent won't do it against
a floated opponent. On the other hand, an attack that causes slam animation will
almost always cause a powerful slam animation even if it hits an airborne opponent.
You can use this to get more damage out a combo - end a combo with a move that slams,
and your opponent cannot tech roll, so you can probably land at least a df+P or df+K
ground attack. In same cases you can end the combo with a guaranteed u+P pounce.
At this point you may be wondering if it's possible to combine crumples, slams, and
flops. The answer is "sometimes". Going back to the jeffry example, you can use a
b,f+P to crumple, then a b,f+P+K to slam them. End with a guaranteed u+P for high
damage. However if you use lion's b+P+K to crumple, then P+K to slam, the opponent
is allowed to tech roll and avoid an u+P pounce. I'm not sure why it works that way.
Once an opponent is airborne, a move that slams will not be TR/QRable (unless it hits
at the exact same moment the opponent hits the floor, but that's rare).
So for example, you cannot do this with wolf: b+P --> b+P --> pounce.
But you CAN do: b+P --> d+P (opponent is floated) --> b+P --> pounce.
ABOUT WALL HITS
---------------
Wall combos will have to be in a later guide. In general, a wall will screw up your
float combos unless you're at just the right distance from it, then you can make your
float combos even better. Also, hits off the wall sometimes cause you to fall off the
wall facedown, and you won't be allowed to tech roll. Use an u+P pounce to take advantage
of this situation.
NOTES
=====
- I tested with the heaviest characters in their class - Vanessa, Akira, Jeffry.
- A major counter (interrupt) is assumed for all combos, but some float combos
don't need a counter.
- If a combo lists a combo for MW but not LW, that means the same combo is best
for both midweights and lightweights.
- If there are entries for lightweights and heavyweights, but no midweights,
assume the heavyweight combo is also what you need to use on midweights.
- Any combo with a FC move in the middle or end requires you to do the move by
buffering a crouch dash (which makes you get into a crouch instantly). This
technique is called 'modifying' a move. For example, FC,f+P+K -> P -> FC,f+P+K
-> FC,b,f+P would be described as shoulder ram, punch, modified shoulder ram,
modified double palm. The exact commands to execute it would be D,f+P+K -> P
-> df,DF,f+P+K -> df,DF,b,f+P
f,f,f+P followups
-----------------
>> AS3 -> df+P (ground attack) [54 pts]
[LW, open stance, normal hit]
>> f,f -> d+P -> FC,f+P+K -> FC,b,f+P [82 pts] *
[LW and lion, open stance. Do half a dash forward then immediately do a low punch deep
into the opponent's crumpling body. If it hits correctly, you will hear their body hit
the floor as the low punch connects. They will refloat slighly allowing for the rest]
>> f,f+K,K [74 pts]
[ALL]
FC,f+P+K followups
------------------
>> P -> FC,f+P+K -> FC,b,f+P [97 pts]
[MW up to jacky, substitute d+K vs. akira]
>> P -> f,f+K,K [93 pts]
[HW, open stance]
>> P -> AS3 -> df+P (ground attack) [89 pts]
[HW, closed stance, delay ground punch for best damage]
df+P+K followups
----------------
>> f,f+K,K [67 pts]
[ALL, for variety, do AS3 + ground punch]
b,f+P followups
---------------
>> P -> FC,b,f+P [67 pts]
[ALL]
>> P -> AS3 -> df+P [72 pts]
[LW, closed stance]
>> AS3 -> df+P [71 pts]
[ALL, closed stance]
>> f,f+K,K [71 pts]
[ALL, may need max range]
>> d+P -> FC,b,f+P [65 pts]
[HW]
b,f+P+K (fully charged and blocked) followups
---------------------------------------------
>> [Any normal hit yoho combo - not difficult to struggle]
>> [Any b,f+P combo -impossible to struggle]
>> [no-counter modified shoulder ram (FC,f+P+K) -almost impossible to struggle]
followups:
>> b,f+P -> AS3 -> df+P (ground attack) [85 pts]
[LW, closed stance]
>> F+P -> f,f+K,K [74 pts]
[MW, damage varies]
>> f,f+K,K [70 pts]
[HW, open stance]
>> AS3 -> df+P (ground attack) [67 pts]
[HW, closed stance]
f+P+G -> f,f+K followups
------------------------
[closed stance is required for f+P+G -> f,f+K]
>> P -> FC,f+P+K -> f,f+K,K [80]
[Pai and Aoi]
>> FC,f+P+K -> AS3 -> df+P (ground attack) [79] *
[LW and lion ... vs sarah and vanessa, delay shrm or AS3 a hair]
>> P -> FC,f+P+K -> f,f+P [69] *
[Shun Di only, dashing elbow timing must be perfect for 69 pts]
>> F+P -> f,f+K,K [64 pts]
[HW]
f,f+P+K followups
-----------------
>> F+P, f+K,K [70 pts] *
[LW, works on lighter MW's, only in closed stance on some. Delay
f+K,K as long as possible to get best damage]
>> F+K,K -> df+P (ground attack) closed stance [66 pts]
[MW]
>> d+P -> FC,df+P [55 pts]
[MW]
>> F+P -> F+K,K, d/f+P (ground punch) closed stance [69 pts]
[HW]
>> f+K,K [66 pts]
[HW, unreliable, requires a mid to long range interrupt with f,f+P+K]
>> FC, D/F+P [44 pts]
[HW, open stance]
b,b+P+K followups
-----------------
>> K,K -> d/f+P (ground attack) [61 pts]
[ALL, delay ground attack for best damage]
f+K followups
-------------
>> F+P -> b,b+P -> K,K -> df+P
>> F+P -> K,K -> d/f+P+G (ground throw) [79 pts]
[MW, hold forward the whole time to ensure staying as close as
possible. Buffer a forward dash and allow aoi to move a -hair- forward
before executing the ground throw. This works in either stance. Remove the
punch for heavier midweights, which brings damage to 78 pts. The CPU rolls
out of the ground throw if you let your dash go for more than a few frames, a
human will probably eat it reliably]
>> P -> f+K,K [70 pts]
[HW, the knee must hit from max range for the combo to work in either stance]
>> F+P -> F+K,K -> d/f+P (ground attack) [69 pts]
[HW, closed stance, a more reliable combo for heavies than the previous one]
df+P followups
--------------
>> F+P -> K,K -> df+P+G (ground throw) [85 pts]
[MW, see above f+K combos for how to do this]
>> F+P -> F+K,K -> df+P (ground attack) [75 pts]
[HW, closed stance]
>> F+P -> f+K,K [76 pts] *
[HW, open stance, the K,K, dash and ground throw trick doesn't seem to work
on heavies, probably because they slam into the floor a few frames earlier than a
lighter opponent would]
f+K+G,P followups
-----------------
>> K,K, df+P (ground atttack) [63 pts]
[ALL, delay the ground attack for max damage]
b+K+G followups
---------------
>> turn towards -> f+K,K
[ALL, second kick whiffs frequently, may have stance requirements]
Inashi reversal (yin/yang stance) followups
-------------------------------------------
vs. High/Mid Punches, Elbows -> f,f -> P+G (back throw) -> df+P (ground attack) [62 pts]
vs. High/Mid Kicks -> b,b+P+K -> K,K -> df+P (ground attack) [57 pts]
vs. Sidekicks -> b,f+P,P+G [55 pts]
vs. Knees -> Nothing is guaranteed. Side throw possible?
[none of the above are entirely confirmed]
JACKY BRYANT
============
f+K followups
-------------
>> f+P,P -> f+P+K -> df+K (ground attack) [97 pts]
[LW, either stance, may need max range interrupt in closed]
>> f+P,P -> db+PK,K,K -> df+K (ground attack) [95 pts]
[MW up to lau, closed stance]
>> K,P,K [93 pts]
[MW up to lau, can substitute d+K at the end to be safe]
>> b+P+K,P -> f+P+K -> df+K (ground attack) [89 pts]
[MW]
>> f+P,P,K [88 pts]
[HW, closed stance. It is possible to land a miracle K,P,d+K sometimes vs. HW in closed stance. This does 89 pts if you pull it off]
>> F+P -> f+P+K [83 pts]
[HW, open stance]
P+K, P followups
----------------
>> F+P -> f+P+K -> df+K (ground attack) [73]
[MW up to shun. Open stance only for Lei Fei and heavier. Vs Lei, use P+K at the end of
the combo in closed stance]
>> f+P+K -> df+K (ground attack) [68]
[MW up to lau. more reliable than above in closed stance]
>> F+P -> db+P+K,K,K -> df+K (ground attack) [71 pts]
[Lau, open stance]
>> F+P -> f,f+K [67 pts]
[Akira, open stance]
>> ub+K [69 pts]
[Akira, closed stance]
>> db+P+K,K,K -> df+K (ground attack) [65 pts]
[HW, open stance]
>> FC,DF+P [61 pts]
[HW, closed stance]
FC,df+P followups
-----------------
>> f+P,P,K [84 pts]
[ALL, tough to struggle]
>> f+P,P -> db+P+K,K,K -> df+K [90 pts]
[MW up to Kage, closed stance, tough to struggle]
>> P+K,P,K [82 pts]
[ALL, somewhat tough to struggle]
>> b+K+G [varies]
[ALL, easy to struggle. See b+K+G combos below]
b+K+G followups
---------------
>> F+P -> d+K+G, K [83 pts]
[LW (up to lei/lion, but not pai), easier in closed stance vs. lightest,
vs. others requires max range open stance]
>> F+P -> F+K,K [83 pts]
[LW up to Kage, max range open stance]
>> F+P -> b+K+G [81 pts]
[Pai, requires max range in open stance]
>> F+P -> f+P+K -> df+K (ground attack) [80 pts]
[MW, easier in closed stance vs. lightest, vs. others requires max range open stance]
for 79 pts, same conditions vs. Vanessa]
>> F+P -> b+K -> df+K (ground attack) [80 pts]
[LW, easier in closed stance vs. lightest, vs. others requires max range open stance]
>> F+P -> F+P -> df+K+G [79 pts]
[AOI, requires max range max range MC in open stance]
>> d+P -> f+P+K -> df+K (ground attack) [78 pts]
[LW, open stance. Alternative combos: d+P, df+K,K or db+P+K,K,K,K,d+K for 77 pts, same
conditions up to vanessa]
>> F+P -> ub+K [81 pts]
[Varies... vs. Lion in either stance, close range. Vs. Aoi and Lei closed stance, close range.
Vs. Kage closed stance, long range. Vs Jacky open stance, long range]
>> u+P (pounce) [70 pts]
[HW]
P+K+G[stance] -> P(blocked) - f+P+G (special throw) followups
-----------------------------------------------------------
>> d+K+G, u+P (pounce) [71 pts]
[ALL, the d+K+G must be done early. If done early, it causes foot crumple.
An equally reliable followup that's easier is just u/f+K+G for 1 pt. less.
You can also use u+K+G after the d+K+G crumple for variety]
df,df+P followups
-----------------
>> P -> b,f+P+K -> u+P (pounce) [100 pts]
[LW]
>> P -> K,K,P [99 pts]
[LW]
>> P -> b,df+P,P [84 pts]
[HW]
b+K followups
-------------
>> f,f+P,P [54 pts]
[LW, closed stance]
>> d+K+G [40 pts]
[MW, up to lei fei. A low kick will do 41 pts vs. lei since it hits low to the ground]
>> b+P (canned followup to b+K) [36 pts]
[HW]
TFT (b+P+G) followups (scammed from UK-GUY! thank you for your dedication)
================================================================================
>>>AKIRA or JACKY<<< FC,f+K -> d+P+K -> db+P,K,G -> ub+K+G [83 pts]
[the db+PKG is a swipe punch, going into a canned kick, then the kick is
cancelled. doing the cancelled kick followup lets you recover faster than doing
db+P by itself]
SAFE VARIATION: FC,f+K -> db+P,K,G -> f+K+G -> df+K (ground attack)
[The first combo can be QR'd and then kage can be punished during the recovery of his kickflip. This combo cannot be punished. [80 pts]
--------------------------------------------------------------------------------
>>>PAI or AOI<<< d+P+K -> FC,f+K -> d/b+P,K,G swipe -> kickflip. [83 pts]
[the above is hard, and you can much more easily perfect:
d+P+K -> FC,f+K -> ub+K+G [80 pts] ...or
FC,f+K -> F+P -> F+P -> f+K+G -> df+K [80 pts]
The 3 extra points from the ideal combo aren't worth the gamble unless you can
perfect it with practice]
--------------------------------------------------------------------------------
>>>ALL<<<
TFT -> FC,f+K -> P -> P -> f+K+G -> df+K (ground attack)
[The above is one of several TFT combos that you can end in f+K+G -> ground attack
for close to 80 pts of damage. You can try this vs. opponents who aren't paying
attention: f+K+G, d+K, df+K (ground attack)]
Another combo of this type that works up to Kage:
TFT, d+P+K -> b+P,K -> F+P -> f+K+G -> df+K (ground attack)
--------------------------------------------------------------------------------
>>>ALL<<< d+P+K -> P -> d+P+K -> f,f+P+K+G
[This is the best distance TFT combo because the opponent, upon getting hit by
the f,f+P+K+G, starts to fall onto kage's body. However the game doesn't allow
them to pass through your body, so while kage keeps moving forward, their body
is shoved along for the ride. Then when kage lands, they slide off the front of
his feet. Overall distance is enough to ring out from almost the middle of the
ring on most stages]
--------------------------------------------------------------------------------
>>>ALL<<<
TFT -> kickflip (near)
TFT -> d+P+K -> P -> kickflip (further)
TFT -> d+P+K -> P -> b+P,K (furthest for most opponents)
TFT -> d+P+K -> P -> P -> b+P,K (furthest vs. lightweight opponents)
[These are the best combos to ring out over low walls]
================================================================================
df+P followups
--------------
>> db+P,K,G -> d+P -> ub+K+G [72 pts]
[LW, closed stance]
>> P -> f+K+G -> df+K (ground attack) [76 pts]
[LW, open stance]
>> f+K+G -> df+K (ground attack) [76 pts]
[MW up to lau, open stance. Delay ground attack for max damage]
>> db+P,K,G -> ub+K+G [73 pts]
[HW, closed stance]
>> P -> ub+K+G [64 pts]
[HW]
FC,D/F+P followups
------------------
>> b+P,K [59 pts]
[MW up to Kage, open stance, very unreliable vs. LW]
>> F+P -> f,d,df+P [54 pts]
[LW, in closed stance you can do F+P, d+P+K,K for the same damage]
>> F+P -> F+P -> d+P+K,K [52 pts]
[Vanessa, Lau, Kage only, closed stance, normal hit or minor counter]
>> b,b+P -> TT P,K,G -> ub+K+G [75 pts]
[Shun, Lei, Sarah, Lion, MC, open stance]
>> F+P -> d+P+K,K [54 pts]
[MW, closed stance]
>> F+P -> FC,df+P [44 pts]
[MW, open stance, this is the best I can find vs. akira, but a lighter
midweight might get hit by the closed stance combo]
>> [HW has no followups]
uf+K+G followups
----------------
>> d+P -> F+P -> f,d,df+P [81 pts] *
[LW, open stance, for a more reliable 78 pts do d+P -> b+P,K]
>> d+P -> db+P,P,K [76 pts]
[LW, closed stance. In open stance one punch misses, bringing damage to 72]
>> d+P -> f,d,df+P [73 pts]
[MW]
>> u+P (pounce) [70 pts]
[HW]
FC,df+P, P followups
---------------------
>> FC,df+P,P,P,P,d+K [86 pts] *
[MW, delay starting the combo by a hair for best damage]
>> F+P,P,P,d+K [78 pts] *
[HW]
df,df+P followups
-----------------
>> P -> b+P -> d+P,P,K [83 pts]
[LW, this combo is unreliable in open stance, the second punch sometimes
whiffs. A more reliable variation is P -> b+P -> P,P,K]
>> P -> FC,df+P,P,P,P,d+K [86 pts]
[MW]
>> P,P,P,K [77 points]
[HW, the above is just the canned followup to the lunging knife]
df+P+K followups
----------------
>> P -> FC,df+P,P,P,P,d+K [98 pts] *
[LW]
>> DF+P,P,P,P,d+K [93 pts] *
[MW, vs. heavier MW's (akira) this is unreliable in open stance]
>> DF+P,P,b+P,P [92 pts]
[MW, open stance, again unreliable vs. some]
>> df+P,P,P,d+K [89 pts] *
[MW, more reliable open stance combo]
>> DF+P,P,b+P,P [96 pts] *
[HW, closed stance]
>> F+P,P,P,d+K [84 pts]
[HW, open stance]
b,b+P followups
---------------
>> d+P,P,P,K [82 pts]
[LW]
>> d+P,P,P,d+K [77 pts]
[HW, the d+P etc is a canned followup to b,b+P, do it IMMEDIATELY after
entering b,b+P]
u+K followups
-------------
>> FC, DF+P,P,P,P,d+K [83 pts] *
[ALL, MC float, damage may vary with weight]
>> b,f+P -> F+P -> f+K+G [80 pts]
[AOI, closed stance, normal hit]
>> b,f+P -> d+P -> FC, DF+P,df+P+K [75 points]
[ALL, open stance, normal hit]
>> b,f+P -> P, b+P, P [78 pts] *
[HW, closed stance, normal hit. Less damage vs. non-heavies]
b,f+P followups
---------------
>> F+P -> f+K+G [72 pts]
[LW, closed stance]
>> d+P -> FC, DF+P,df+P+K [55 points]
[LW, open stance]
>> P, b+P, P [70 pts]
[HW, closed stance]
>> d+P -> FC, DF+P,df+P+K [67 points]
[HW, open stance, none of these ever require a major counter, but damages are
based on MC, which is why they're close in damage to the hopkick combos above]
uf+K followups
--------------
>> FC,df+P,P,P,P,d+K [81 pts] *
[LW]
>> FC,df+P,P,b+P,P [85 pts]
[HW, closed stance, the damage is possible because the hits happen lower to
the ground than they ever can vs. lightweights (the b+P refloats too much for
the final P to hit really low to the ground). So for once a heavy can be
hurt worse than a lighty by a specific combo starter]
Independent Stance: d+K followups
---------------------------------
>> K -> d+P+K+G -> P,P+K -> uf+K+G -> df+K (ground attack) [101 pts] *
[MW up to Lau - This is not a true combo since you can struggle between the first and
second hit. However it's difficult and too useful to leave out. After the K, switch
stances with a quick buffered d+P+K+G. Vs. Akira in open stance and vs. lau in closed,
the uf+K+G will barely hit OTB but the enemy can tech roll. This is still the best
combo in those situations]
FC, f+P followups
-----------------
>> b,b+K,P+K -> b,b+K [80 pts]
[LW, in closed stance you can end in K for variety]
>> P -> df+P,P -> df+P (ground attack) [78 pts]
[MW, delay ground attack for max damage]
>> b,f+P+K -> d+K,K+G [72 pts]
[HW]
b,b+K, P+K followups
--------------------
>> F+P -> df+P,P -> df+P (ground attack) [86 pts]
[MW up to kage, closed stance, hold DF immediately after the first punch to make the rest
work. Delay the ground punch for max damage]
>> df+P,P -> df+P (ground attack) [83 pts]
[HW, closed stance, delay the ground attack for max damage]
>> F+K,K [80 pts]
[HW open stance]
b+P+K followups
---------------
>> F+P -> df+P,P -> df+P (ground attack) [82 pts]
[LW]
>> df+P,P -> df+P (ground attack) [76 pts]
[MW, delay the ground attack for max damage]
P+K followups
-------------
>> b,f+P+K -> F+K,K [78 pts]
[MW up to Shun Di, closed stance]
>> b,b+K,P+K -> f+K [78 pts]
[Akira or Jacky only, open stance]
>> df+P,P -> df+P (ground attack) [71 pts]
[ALL, closed stance, hold DF immediately after the first hit to make the rest work.
Delay the ground punch for max damage]
>> u+P (pounce) [61 pts]
[ALL, open. Can also do f,f+K,K for variety]
QCB+P followups
---------------
>> df+P,P -> df+P (ground attack) [72 pts]
[ALL, hold DF immediately after the first hit to make the rest work.
Delay the ground punch for max damage]
df+P+G followups
----------------
>> b,b+K,P+K -> K,K [80 pts]
[LW. Not a true combo, they can duck it, but not block or dodge]
>> df+P,P -> u+P (pounce)
[ALL. Also not a true combo, the opponent can block the second punch]
PAI CHAN
========
FC,f+P followups
----------------
>> P -> FC,f+P -> K,K -> d/f+P (ground attack) [81 pts]
[MW, above works up to, but not including, Akira]
>> P -> FC,f+P -> f,f+P,K [76 pts]
[MW, above works on Akira. Requires open stance on lau and jacky]
>> P -> K,K -> d/f+P (ground attack) [72 pts]
[HW]
>> P -> P -> K,K -> d/f+P (ground attack) [73 pts]
[HW, open stance]
b+P followups
-------------
>> f,f (dash) -> K,K -> df+P (ground attack) [79 pts]
[ALL, pounce can be tough to struggle out of]
db+P followups
--------------
>> P -> FC,f+P -> K,K -> d/f+P (ground attack)
[LW, above works up to, but not including, Akira]
>> P -> K,K -> d/f+P (ground attack) [60 pts]
[HW, open stance]
>> P -> P -> K,K -> d/f+P (ground attack) [61 pts]
[HW, closed stance]
K followups
-----------
>> P -> FC,f+P -> f,f+P,K [76 pts]
[LW, may require long range interrupt]
>> P -> P,P,P,d+K [72 pts]
[MW, in open stance you can substitute F+P, f,f+P,K for the same damage]
>> P -> K,K -> df+P [72 pts]
[HW, open]
>> second hit of K,K combo -> u+P (pounce) [71 pts]
[HW, closed stance, the CPU can roll out of this always, but it's difficult for humans]
db+K followups
--------------
>> df+P,K -> P -> db+K+G -> df+K (ground attack) [96 pts]
[LW, closed stance. Vs aoi open stance is possible at max range]
>> df+P,K -> P -> db+K [93 pts] *
[MW up to lau. For variety end in ub+K]
>> df+P,K -> u+K [89 pts] *
[HW and Akira]
f+K followups
-------------
>> df+P,K -> P -> db+K+G -> df+K (ground attack) [97 pts]
[LW, closed stance]
>> df+P,K -> P -> f+P,K [91 pts]
[LW, closed stance]
>> P -> P -> db+K+G -> df+K (ground attack) [87 pts]
[MW, delay ground kick a hair for best damage]
>> df+P,K -> u+K [85 pts] *
[HW]
d+P+K,K followups
-----------------
>> df+P,K -> P -> db+K [89 pts]
[LW, for variety end in ub+K]
>> df+P,K -> u+K [82]
[HW, open stance only past Akira]
>> P,P,P,b+K [78]
[HW, closed stance]
uf+K followups
--------------
>> P -> b+K -> u+K [76 pts]
[LW, tap guard after uf+K]
>> P -> db+K [69 pts]
[MW]
>> P -> db+K [71 pts]
[HW, max range. At close range no followups]
FC, DF+P followups
------------------
>> d+P -> db+P,K [70-73] *
[ALL, more damage vs HW]
b,df+P followups
----------------
>> P,P,P [60 pts]
[MW, closed stance for heavier midweights. For variety on lightweights, you can also get
P -> b,df+P or P -> QCF+P in open stance]
>> db+K,K [56 pts]
[MW]
>> b,df+P [57 pts] *
[HW, open stance vs heavier mids and up. More damaging vs heavies, mids get 52 pts]
>> df+P [52 pts]
[HW, closed stance, hold DF before pressing punch to avoid trying a ground attack]
VANESSA LEWIS
=============
G, u+P and G,d+P followups
--------------------------
>> f+P,K,K [76 pts]
[ALL, closed stance, -and- you must dodge towards the opponent's back]
>> f+P,df+K [66 pts]
[ALL, for situations where the above cannot work, ie open stance]
>> MT f+P,P,K [64 pts]
[ALL, in open stance, dodge to front. In closed stance, dodge to back]
[DS] FC, while standing P followups
-----------------------------------
>> P+K,P -> f,f+P,P [91 pts]
[LW, vs. vanessa open stance only. Crouch dash into P+K,P. Very hard to struggle]
>> P+K,P -> f+K [89 pts] *
[MW, closed stance]
>> P+K,P -> D+P -> WS P [82 pts] *
[MW, may whiff vs. some LW. Crouch dash into P+K,P]
>> P+K,P -> df+P,P [76 pts]
[MW]
db+K+G followups
----------------
>> f,f+P,P [75 pts]
[LW, open stance]
>> f,b+P,P,P,K [72 pts]
[MW]
>> f,b+P,P,P [70 pts]
[MW up to Kage, open stance]
>> f,f+K,K [80 pts] *
[HW]
WOLF HAWKFIELD
==============
f+K followups
-------------
>> F+P -> F+P -> b+P -> u+P (pounce) [104 pts]
[LW, closed stance]
>> P -> b+P -> u+P (pounce) [97 pts]
[MW, easier in open stance. Omit the punch if the knee interrupt isn't a perfect float]
>> b+P -> u+P (pounce) [86 pts]
[MW]
>> P -> d+P -> FC, QCF+P [82 pts]
[MW, the second is best for closed stance vs. midweights. b+P generally
whiffs. However it's possible with a long range interrupt to pull off P ->
b+P -> pounce in closed stance. Another very reliable combo is F+P -> f+P,P
... this may be even better as it's the same damage, but it slams the
opponent (setting up okizeme options)]
>> F+P -> b,f+P+K [86 pts] *
[HW]
b,f+P+K followups
-----------------
>> P -> P -> b+P -> u+P (pounce) [104 pts]
[LW]
>> P -> b+P -> u+P (pounce) [97 pts]
[MW, easier in open stance, may require a long range interrupt sometimes]
>> b+P -> u+P (pounce) [86 pts]
[MW]
>> P -> d+P -> FC, QCF+P [82 pts]
[MW, the second is best for closed stance vs. midweights. b+P generally
whiffs. However it's possible with a long range interrupt to pull off P ->
b+P -> pounce in closed stance. Another very reliable combo is F+P -> f+P,P
... this may be better as it's the same damage, but it slams the
opponent]
>> F+P -> b+P -> u+P (pounce) [97 pts]
[HW, closed stance, max range interrupt]
>> F+P -> b,f+P+K [86 pts]
[HW, closed stance, only at max range. The next combo is more reliable]
>> F+P -> f+P,P [82 pts]
[HW]
HCB+P followups
---------------
>> FC, QCF+P
[LW]
>> P (canned followup to HCB+P) [46 pts]
[HW]
b+P followups
-------------
>> d+P -> b+P -> u+P (pounce) [75 pts]
[MW, vs. LW either stance, vs. MW closed only]
>> F+P -> f+P,P [67 pts] *
[AOI, open stance. Last hit is unreliable]
>> d+P -> f+P+K -> df+P (ground attack) [65 pts]
[Lion, Shun, Lei Fei only, open stance]
>> d+P -> bf+P+K [64 pts]
[LW, open stance]
>> d+P -> f+K [64 pts]
[MW except akira, vs. most you need to buffer a forward dash and let wolf move forward
for a couple of frames before low punching. Vs. Shun just buffer]
>> d+P -> df+K [62 pts]
[MW up to Kage, open stance, requires a tiny delay before low punch]
>> d+P -> f+P,P [60 pts]
[MW except akira, open stance vs. lei and up. Any LW requires a tiny delay before low
punch]
>> HCB+P,P [56 pts]
[ALL, for variety you can do F+PPP vs. some mids for the same damage. You can also do
u+P or F+P -> f+P (vs LW) for 1 pt. less]
f+K+G followups
---------------
[all are strugglable. However if your opponent is a poor struggler, do your
best knee or b,f+P+K combo. f+P also crumples in this situation, so you can do f+P, m-QCF+P]
>> P+K,P -> f+P+K -> df+K (ground kick) [68]
[MW up to lau, vs. heavies end in canned K]
>> b+P -> b+K+G, u+P (pounce) [88 pts]
[ALL]
JEFFRY McWILD
=============
>> f+K -> P -> b,df+P,P [87 pts]
[MW, vs. HW use d+P -> f,f+P,P. Vs. LW use P -> b,f+P+K -> u+P]
>> f+P+K -> b,df+P,P [66 pts]
[ALL, for variety you can do df+P,P,df+P for 1 pt. less]
KAGE-MARU
=========
>> b+P+G -> FC,f+K -> F+P -> F+P -> f+K+G -> df+K (ground kick) [80 pts]
[MW, vs HW use FC,f+K -> d+P+K -> ub+K+G for the same damage]
>> df+P -> F+P -> F+P -> ub+K+G [70 pts] *
[ALL, omit first P vs. HW]
>> DF+P -> F+P -> d+P+K,K [54 pts]
[MW, closed stance, in open stance the best followup is probably P -> FC,DF+P]
LAU CHAN
========
>> FC,DF+P, DF+P+K -> FC,DF+P,P,P,P,d+K [88 pts] *
[ALL, vs HW omit the second FC,DF+P and just use F+P,P,P,d+K for 79 pts]
>> df+P+K -> FC,DF+P,P,b+P,P [92 pts]
[ALL except HW's in open stance. Use F+P,P,P,d+K there]
>> DF+P,P,P,P,K [77 pts]
[ALL]
LEI-FEI
=======
>> uf+K+G -> d+P -> uf+K+G -> df+K (ground attack) [63 pts]
[MW, vs HW do an u+P pounce]
>> df,df+P,P -> d+P -> uf+K+G -> df+K (ground attack) [72 pts]
[ALL, vs HW omit the d+P]
>> [IND Stance] d+K -> K -> d+P+K+G -> P,P+K -> uf+K+G -> df+K (ground attack) [101 pts]
[MW up to Lau - This is not a true combo since you can struggle between the first and
second hit. However it's difficult and too useful to leave out. After the K, switch
stances with a quick buffered d+P+K+G. Vs. Akira in open stance and vs. lau in closed,
the uf+K+G will barely hit OTB but the enemy can tech roll. This is still the best
combo in those situations]
>> df+P+G -> dodge -> P+K+G,P -> df+K (ground attack) [73 pts]
[MW, vs HW do df,df+P,P, d+K]
>> any crumple -> b+P,P [varies]
[ALL, examples of moves that set up this combo include a fully charged [DM]P+K, or
a normal stance b,f+P+K]
LION RAFALE
===========
>> FC,f+P -> P -> df+P,P -> df+P (ground attack) [78 pts]
[MW, vs HW use b,f+P+K -> d+K,K instead]
>> b,b+K,P+K -> df+P,P -> df+P (ground attack) [83 pts]
[ALL except HW in open stance. Use F+K,K vs HW in open. Vs LW, add F+P before df+P,P]
>> db+K -> df+P,K -> u+K [89 pts] *
[ALL, vs lighter mids add a punch, use ub+K for kickflip. Also works after f+K float]
>> uf+K -> b+K -> u+K [?? pts]
[ALL?]
>> u+K+G -> b+K -> u+K [??]
[ALL?]
SHUN DI
=======
>> QCF+P -> P -> QCF+P -> df+P [?? pts]
[ALL? hold DF to get a df+P uppercut rather than a ground attack for the final hit]
>> FC,DF+P -> d+P -> db+P,K [70-73] *
[ALL, more damage vs HW]
>> u+K -> u+P [55 pts]
[ALL]
>> b,df+P -> db+K,K [56 pts]
[MW, use another b,df+P instead of db+K,K vs. heavyweights]
VANESSA LEWIS
=============
>> G,d+P (or u+P) -> f+P,df+K [66 pts]
[ALL]
>> f+P+K followups -> [MT] df+P,K -> df+K (ground attack) [68 pts]
[MW up to jacky, use u+P pounce vs. HW]
>> FC, while standing P -> P+K,P -> df+P,P [76 pts]
[MW]
WOLF HAWKFIELD
==============
>> f+K -> P -> b+P -> u+P (pounce) [97 pts]
[MW, easier in open stance. Omit the punch if the knee interrupt isn't a perfect float.
b,f+P+K also starts this combo]
--------
CREDITS:
--------
Akira Zero - Performing some Akira combos I can't :)
Chu Ting - Aoi inashi concepts. ?
Daioh - for so many high quality vids, showed me a lot of nice combos.
DRE - Akira combos, including forcing me to realize guard break -> ff+K works.
GLC - Akira combo damage stuff, Kage combo concepts, and checking over everything.
IMF - Performing a LOT of akira combos I can't. Usually within a minute of my request.
Korea - for giving me a nice akira combo in their IRC channel. Especially metalbutter.
Llanfair - Pai combo stuff.
Madin - Vanessa combo stuff.
Mike92123 - Lion combo stuff.
Myke - for proving/capping Akira's PIT-o-doom vs. Vanessa.
rsw/Mr.Bungle - for formatting help and original concept.
Shang - Akira combo stuff.
Sega - everything. I wouldn't have half my friends if it weren't for Sega :p
uk-guy - Kage combo stuff, including some nice character-specifics.
PS: If you liked this guide, try the anti-tech roll guide I wrote. It has a list of
methods you can use to punish tech rolls, and some of these methods lead to brutal
combos. If you like sitting for hours in PS2 training mode trying to pull off difficult
combos, that guide is for you. It's even useful vs. human players.