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Fight'N Rage - Gal hyper orb combos - side switching mid-combo скачать в хорошем качестве

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Fight'N Rage - Gal hyper orb combos - side switching mid-combo

Playlists for more of my Fight'N Rage videos:    • FNR - all char combos      • FNR - Gal combos      • FNR - Ricardo combos      • FNR - F.Norris combos      • FNR - runs bugs etc (not combos)   (Read below for combo notation) A couple of reasons why you might want to learn how to side switch mid-combo during Gal's hyper orb combos (instead of just doing 6AAAAA xn): 1) Gal's standing A has short range, so if you don't start the standing A close to the opponent, after the last hit connects, the enemy will be too far to connect a followup standing A 2) If you are currently comboing an enemy and there are more enemies behind you than in front of you, you can use these routes to side switch while still comboing your initial combo victim, so that you can explode everyone Notation: I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral. A=attack, J=jump, S=special x = that particular hit in the chain doesn't occur; ie if I write xxxxA, that means you perform Gal's 5th hit of her chain ie press A 1 time, not press A 5 times 0:00 66A (facing right) 6AAAA - 66A(1 hit)(slight delay) - air 6A x2, 4AAAAA - 4AAAA(slight delay) - 44A(1 hit) - air 4A x2, 6AAAAA -this is your main option to side switch if you are midscreen; I showed side-switching both at the start of your combo, as well as in the middle, but you can just stick to 1 in your combo -6AAAA... etc can be used as a starter if you connect the 1st standing A at a further distance from the enemy, or used midcombo if you catch other enemies at the very tip of your standing A -6AAAA... etc can also be used midcombo if you have enemies behind you midcombo, and want to turn around to target them too 0:09 JA filler (facing right) 6AAAAA - 6AAAA - 6JAAAA - 6JAAA, 4AAAAA -this is a more stylish version of side-switching midscreen; it's a little less practical and wastes more of your hyper orb meter, so it's better used if there's very few enemies left 0:17 6S (facing right) 6AAAAA - 6AAAA - 6S - 664AAAAA - 4AAAAA -the reason to 6S midscreen is because this will take up less space moving forward, which could be useful on small stages like the Raft -make sure to quickly cancel the 3rd or 4th hit into the 6S, and make sure the dash into 4A happens quickly too 0:25 edge (facing left) 4AAAAA - 4AAAA - 44A(1 hit) - air 1A6A, 6AAAAA - 6AAAAA -this can both be done at the edge as well as at the wall -be sure to put a small delay in when doing the direction-switching air chain; the goal is to do the air 6A close to the ground so the enemy doesn't get knocked as far back; you can either put that delay in between the 1st hit of 44A and air 1A, or between air 1A and air 6A 0:33 edge 2 (facing left) 4AAAAA - 4AAAA - 44A(1 hit) - air 5A(slight delay)3A, 6AAAAA - 6AAAAA -this can both be done at the edge as well as at the wall 0:40 wall (facing left) 4AAAAA - 4AAAA - 44A(1 hit) - air 4A x2, 6AAAAA -the reason I combo'd a Pig that had less than full life was because I had to throw a knife at the pig to get him to come to the wall 0:47 AAAA2A (facing right) AAAA2A - 44(slight delay)J air 4A x4, 6AAAAA - 6AAAAA -IMO not as useful as using AAAA 66A to side switch (can't combo multiple enemies), but I'm including this in case you do a throw and need a route to combo after 0:55 28A 5 hits (facing right) 28A(5 hits) - air 6J - air 6A x3, 4AAAAA - 4AAAAA -28A isn't that useful during hyper orb combos, but I'm including this in case you accidentally do a 28A and want to keep comboing them -the key is to do air 6J after the 1st 2 hits of the 28A occur; the 28A during hyper orb mode hits VERY quickly, so if you try to wait until all the hits end to do the air 6J, you'll probably miss 1:03 28A 1 hit (facing right) 28A(1 hit) - air 6A x3 - air 6J - air 6A x3, 4AAAAA - 4AAAAA -this is much less useful than waiting for the 28A to nearly hit entirely (I struggled to repeat this combo), but this combo looks really cool if you can pull this off -you might need to connect the 28A on an airborne enemy

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