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    Tech Roll/Quick Rise/Backstagger Guide by CreeD

    Updated: 01/15/03 | Printable Version | Search Guide | Bookmark Guide

    =====================
    SEGA VIRTUA FIGHTER 4
    TECH ROLL, QUICK RISE,
    AND BACKSTAGGER GUIDE
    =====================
    
    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 guide explains how Tech Rolling and Quick Rising work, and also goes into
    some of the guessing games that occur as a result of TRing/QRing.  I also list
    setups you can use to create backstagger situations, and I list combos you can use
    to take advantage of the backstagger.
    
    Comments and corrections are welcome.  The guide should be viewed in a fixed width
    font set at *90* columns.
    
    TERMS
    =====
    
    TR:
    Tech Roll, using u+P+K+G or d+P+K+G to roll when you hit the ground after a knockdown.
    Which direction you go generally doesn't matter except for ring positioning purposes,
    rolls in either direction have the exact same properties.
    
    QR:
    Using P+K+G to kip up in place without rolling to either side.
    
    Crumple, Slam, Flop:
    These terms describe knockdowns that cannot be TRed or QRed.  Note that in VF4 Evo
    and Evo version B, it's possible to QR/TR these moves.
    A crumple is when your opponent slowly collapses to the floor after certain hits.
    Jeffry's b,f+P is an example of a move that crumples.  A slam describes a move that
    knocks the almost instantly onto their back.  Wolf's b+P does this.
    Moves that slam the opponent usually cause the slam effect against both grounded and airborne
    opponents.  A flop is a special knockdown... it doesn't looks like a slam or a normal knockdown, but
    it is not TRable.  Akira's b,f+P+K+G and Kage's backturned P+K,K
    are examples of flop animation.
    
    NOTES
    =====
    
    [Quick Rising]
    The animation for a quick rise looks like you are flipping up onto your feet, then rising
    to a fully standing position.  There are three parts to a QR animation.
    From the moment you press P+K+G to the moment your feet hit the floor, you are invincible.
    
    From the moment your feet hit the floor to the moment you are fully recovered from the QR,
    you are vulnerable to any attack. Your only option to avoid taking damage from the attack is to
    guard... you may not dodge, attack, dash, or do anything else while the QR animation
    is finishing.
    The last phase of the QR animation has no distinct animation, but it's defined by the fact
    that you are technically standing but not yet fully recovered from the QR.  During this
    time you can be thrown with a normal or catch throw.  To avoid the throw you must guard
    low, which leaves you vulnerable to midlevel attacks.  If you hold D+G You are not in a
    truly crouched state, so you cannot be low thrown.  QR's are a 50/50 guessing game stacked
    in the opponent's favor.
        If you are knocked down while your are in a facedown position with your feet towards
    the opponent, you will get up facing the wrong way, and the opponent can have their way
    with you. This kind of knockdown is rare, but be aware of it.
    
    [Tech Rolls]
    TR's are invincible from start to finish, and when you finish a TR you are in a special
    crouched state.  TR's from most positions end with you facing the opponent, but if you
    tech roll from a face down position, you end up facing backwards for a tiny fraction of a
    second, then automatically turn around into the usual crouched state.  The backturned part
    of the animation happens so quickly that you don't notice it at all, but it's important.  If the
    opponent can time an attack to strike at the exact frame(s) you are backturned, the
    attack is guaranteed to connect.  If that attack happens to be one that staggers crouching
    opponents, you will go into a long backturned stumble animation (since you have ended the
    roll backturned and crouching).  The attacker can then take advantage of the stumble to
    start a combo.
        For all other tech roll situations, the opponent is technically crouching, but he can
    hold guard to stand up and block any midlevel attack.  This is a protection built into
    tech rolls, you aren't in a normal crouch after the TR.  If you were, a perfectly timed
    midlevel would always connect.  But testing has shown that any attack can be blocked.
    Once you end the tech roll you also can attack, dodge, or do anything else. Tech rolls are
    better than TR's for most situations - the guessing game isn't so simple or risky, you can
    attack to regain advantage, and a well placed dodge will allow you to punish people who
    try to pressure your TR. You are also further away from the opponent and at a slight angle.
    
    ===================================
    Using QR's and TR's to avoid damage
    ===================================
    
    Basic strategy:
    -Tech roll any move that is TR'able, and simply try to guess between high or low guard at
     the end of the roll.
    -Tech roll and then attack.  Try a low punch at the end for a safe option that stuffs
     almost anything the opponent tries, or try for one of your from-crouch moves, such as
     akira's double palm or lau's heelkick.
    -Never tech roll after you are crumpled, since it might set up a backstagger combo for
     your opponent.
    
    Advanced strategy:
    -While tech rolling, don't press any buttons, don't press guard. By doing this you are
     essentially refusing to align your character with the opponent, which means the opponent's
     attacks will all pass harmlessly by you.  A sidekick which normally would stagger an
     opponent who holds D+G will whiff completely vs an opponent who does nothing.  The risk of
     doing nothing is that the opponent can dash up and throw you.
    -On the subject of using the no-guard trick, if your opponent attacks and you dodge in the
     same direction as you rolled, you will not only dodge their attack.. you'll end up nearly
     behind them.
    -If you want to tech roll and focus entirely on avoiding further punishment, do a dodge
     and then buffer in one or two throw escapes during the dodge animation.  With correct
     timing you can dodge, enter two throw escapes, then hold guard and come out of the dodge
     with your guard up.  This makes you invincible to most attacks and two throws.
    -If the opponent's anti-tech roll games are annoying you, but you don't want to stay
     grounded and risk eating a pounce, you can QR.  QR's avoid both back stagger attempts
     and ground attacks.  However once your opponent figures out you're going to QR every
     time, they will start abusing simple 50/50 guessing games, and you'll find yourself
     eating elbow staggers and throws.  In addition an early pounce or ground attack will
     often squash a QR.
    -If you are fairly good at recognizing the opponent's backstagger setups, you can safely
     tech roll in some situations after crumples.  Learn to recognize situations where the
     opponent cannot pressure you after their crumple combo.
    
    Examples:
    
    *Akira crumples you and does shrm - don't TR! Stay down.
    *Akira crumples you and does a bodycheck - TR or QR and you will be almost even with your
     opponent, since bodycheck recovery sucks.
    
    *Lau crumples you and does df+P,P,P,d+K - go ahead and tech roll. Lau's PPPsweep has
     crappy recovery, and you can get up quickly and pressure him.
    *Lau crumples you and does df+P,P,K - stay down, lau has time to dash and sidekick stagger
     you if you tech roll.
    
    ===============================================
    Using the opponent's QR's and TR's against them
    ===============================================
    
    Basic strategy:
    
    -Use attacks that slam the opponent in your combos, and they cannot tech roll.  You can
     usually get in a free ground attack afterwards. This amounts to taking a small amount of
     guaranteed damage rather than gambling on big damage.
    -After a tech roll, dash in and throw the opponent. Most opponents will guard at the end
     of a tech roll, fearing another knockdown. Your throw must be well timed, as they are
     crouched at the end of the roll and it will take 7 frames for them to be standing fully.
     If you try it too early, it misses. If you wait too long, it looks sort of obvious what
     you're going to do and your opponent may attack to prevent it.
    -Pressure tech rolls with easy long range attacks that are reasonably safe if blocked.
     For example try akira's b,f+P+K, most character's sidekicks, Jeffry's f,f+P, etc.
    
    Advanced strategy:
    
    -If you have a low throw, try to time a low throw immediately after the roll ends. If the
     opponent is holding guard, it will succeed because they are crouched at the end of the
     TR, and it takes 7 frames to stand up.  Obviously it also works if they hold D+G.  The
     opponent must attack or dodge to prevent the low throw.
    -Dash forward and use an elbow in anticipation of the opponent low punching or using D+G
     at the end of the roll. If you get your opponent accustomed to seeing you dash or crouch
     dash after every tech roll, he will have a hard time reading your intention.. are you
     dashing in for a throw, or just positioning yourself for an elbow stagger?
    -Be aware of opponents using the "no guard" trick... if your midlevels keep whiffing to
     the opponent's side despite your best timing, you should try dashing in and throwing next
     time.  You can also try using attacks that hit a circular area, i.e. a sweep.
    -With good reflexes you can spot an opponent who chooses not to TR and punish them with a
     small ground attack (stomp or ground punch). If you know for sure the opponent will not
     QR or TR, you can put a serious hurt on them with a damaging OTB combo or a full 25 point
     pounce.  Most characters have a pretty strong move that scrapes the floor.  Akira can
     use AS3, Shun can use repeated df+P, Aoi can use a ground throw, anyone can land 2 or 3
     low kicks.
    -If the opponent uses QRs to avoid punishment, sometimes your pounce or anti-TR attack
     will still hit them. If you're SURE they will TR, try either a throw or an elbow/sidekick
     stagger.  One good trick is to do a whiffed P during their invincibility phase, then
     throw.  The whiffed jab makes them freeze up and hold guard, so your throw will connect.
    -In some situations you can enter one command to get either an attack or stomp. For example
     do a combo and dash forward afterwards, then press df+K with lau. If they TRed or QRed,
     you may get a sidekick (which will hit if they failed to guard correctly).  If the
     opponent stayed down, the df+K turns into a stomp and hits them.
    -If you're ever going to have the time to use a slow catch throw or charge attack, the QR
     is it. A charge attack is especially effective, you can get it 90% charged before the
     opponnent can move, and if they fail to dodge, it will either hit or stagger, which is
     just as good in some cases.
    -Sometimes catch throws are useful against TR's too, an opponent who tries to attack out
     of their TR will be interrupted by the catch because you had time to start the throw
     while they were still busy rolling.
    
    =============
    The Fun Stuff
    =============
    
    Setting up backstaggers:
    
    All you need for a backstagger is an opponent who TR's from a facedown, head towards
    position (or, rarely, you can get one from someone who QR's from facedown, head away).
    Once the opponent commits to a tech roll in that position, you can land a mid attack on
    them with careful timing.  If the mid attack happens to be one that staggers crouching
    opponents, such as a typical sidekick or elbow, you get a backstagger.  Backstaggers last
    a long time and are hard to struggle out of, so dash/crouch dash up to their exposed back
    and cut loose with a combo.  The nice part about backstaggers is that almost any attack
    will knock down or float if it's stronger than a jab.  So float combo starters like pai
    and lion's FC,f+P will float, even though they normally need a major counter to work.
    
    The basic ingredients to a typical backstagger combo:
    1. Opponent is crumpled. Use a head or stomach crumple, foot crumples leave you face up.
    2. Opponent is hit during the crumple with one or more TR-able attacks, and chooses to TR.
    3. A well timed sidekick/elbow/other move hits them the exact instant the TR ends.
    4. Opponent is backstaggered.. enjoy your free combo.
    
    =====================================
    Character-specific backstagger setups
    =====================================
    All are performed against aoi, many will work against the other characters.  You only need to make
    adjustments for your after-stagger combo... all characters backstagger the same.
    
    Akira
    -----
    
    QCB+P (crumple) -> P -> m-shrm (TRed) -> sidekick -> yoho -> P -> m-shrm -> m-dbpm
    [172 pts]
    
    notes: Do the QCB+P from open stance. It's helpful but not necessary to hold forward
    during the first punch. Do the modified shoulder ram (df, df, f+P+K) and the opponent
    will then TR.  Dash forward and time a sidekick for the backstagger. The next hit, the
    yoho, can be hard.  You need to enter the command for a yoho (df, df+P) after you are
    fully recovered from the sidekick, and you need to hold the second DF for a split second
    so that akira crouch dashes forward before unleashing the uppercut. If successful you'll
    land the uppercut into the opponent's back.  Hold forward for the next punch, then
    continue into a modified shoulder ram, then a perfect modified double palm (df,df,b,f+P).
    
    If this combo is too hard for you, there are a few things you can do to make easier.
    After the crumple, skip the punch and do just a m-shrm (works in either stance) or if
    you have trouble with modified attacks, do a sidekick instead.  Once the opponent is
    backstaggered, you can crouch dash forward and do a shoulder ram in place of the difficult
    c-yoho.  If you have trouble with shrm, P, shrm, double palm (akira's staple combo)
    you can instead do shrm, P, shrm, sidekick.  Or you can just do shrm, P, DJK (f,f+K,K).
    
    b,f+P+K+G -> low kick (opponent TR's) -> sidekick -> SDE -> DLC [??? pts]
    
    notes: After the low kick, you need to buffer f,f for a tiny fraction of a dash, then
    almost immediately sidekick.  A buffered sidekick misses but with the partial dash,
    it will hit. The rest is simply buffered... SDE, DLC.  You can also do the other
    backstagger followups (shoulder ram, yoho, etc)
    
    f,f,f+P -> d+P -> shrm (opponent TR's) -> sidekick -> yoho -> P -> yoho [??? pts]
    
    notes: the hardest combo I can think of, you need to get the SDE MC crumple, do a half
    dash forward, then hit the low punch with perfect timing.  When you do it correctly it
    hits 'on the bounce' and you'll hear the opponent's body hit the floor as the low punch
    connects.  This strange effect causes the opponent to rebounce high into the air for a
    shoulder ram.  You could finish with a double palm at this point, but instead allow the
    opponent to TR.  Dash forward and sidekick them for the backstagger.  Then do the
    df, DF+P (crouch dash into uppercut) described two combos above.  Hold forward and do
    a jab, and during the jab's recovery quickly buffer another df, DF+P.  You need to hold
    the second DF for a split second to ensure a yoho comes out instead of a ground punch.
    
    qcb+P -> df+K (opponent TR's) -> df+K -> df+K (into the wall) -> df+K [125]
    
    notes: a really easy one, but it requires positioning.  To set it up in PS2 training mode
    do one forward dash then one dodge before starting it.  Once you do, the rest is easy..
    time the second sidekick to connect as a backstagger, then do the next one immediately to
    send them into the wall, and finish with one more.
    
    Other setups: One the opponent is backstaggered, f,f,f+P is your safest followup.
    You can get pretty creative with akira.  Besides the combo starters listed
    here, akira's b+P+K+G, f+P (inashi reversal - palm) will crumple the opponent.  So will
    the second hit of df+P+K+G, P. Once they're crumpled you can use pretty much anything to
    set up the TR.. for example an all yoho combo with QCB+P, yoho, sidekick, yoho, yoho would
    look neat.  Or substitute knees for the yohos if you think you're good enough.  If your
    opponent is wary of your backstagger games, try doing 2/3rds DLC or 2/3rds AS3 to make
    them think you were trying for a flashy combo and screwed it up... they might be baited
    into TRing.  Finally, to get the backstagger you can use a forward dash into dashing
    elbow (f,f.. f,f+P) instead of a sidekick.
    
    Lau
    ---
    
    f+P+K -> superknife (opponent TR's) -> sidekick -> superknife -> df+PPP,d+K
    
    notes: One of the easier ones in the game, just land a MC with the f+P+K to crumple the
    opponent, do df+P+K to set up the TR... dash and connect with the usual sidekick
    backstagger.  Then use the df+P+K to float the opponent and follow with an easy
    downknife,P,P,d+K.
    
    f+P+K -> df+P,P,K (opponent TR's) -> sidekick -> upknife-superknife -> m-upknife,PPP,d+K
    [162 pts]
    notes: A harder variation, use df+P,P,K for the most damaging TR setup, then dash in and
    sidekick, crouch dash all the way up to the opponent's back, and execute a DF+P, df+P+K.
    Once they're airborne do a standard modified DF+P,P,P,P,d+K combo.
    
    f+P+K -> m-upkn-superknife (opponent TR's) -> sidekick -> b,b+P,d+PPPd+K [158 pts]
    
    notes: harder yet, but less damaging... you need closed stance, close range, and a tight
    modified upknife to pull off the DF+P,df+P+K after the opponent is crumpled.
    The rest is a generic bb+P combo.
    
    f+P+K -> b,b+P (opponent TR's) -> sidekick -> upknife,P,b+P -> TT kick [125 pts]
    
    notes: The devious combo, this is actually one of the easiest-to-time backstagger setups
    in the game. After the crumple enter b,b+P.. then once lau is fully recovered, tap and
    hold DF a hair before pressing kick to make your sidekick connect.  Tapping df makes lau
    turn around, holding it and pressing kick ensures you get a sidekick.  No dash is needed.
    Then crouch dash into DF+P,P,b+P and then press K to complete the combo.
    For a backstagger combo it's small damage, but you'll be too l33t to care.
    
    f+P+K -> low punch -> double low kick (TRed) -> elbow -> b+P+K -> sidekick-P-palm [142 pts]
    
    notes: This requires open stance.  After the crumple, hesitate a half second then time a
    low punch to hit the back of the opponent's neck.  You hear a floor-hit sound when it's
    done right. The opponent is floated enough for a double low kick.  On completion of the
    double low kick, dash forward, wait a tiny bit, then elbow them for a backstagger.  Dash
    up and use b+P+K for a mild float, then immediately start holding DF after the recovery
    of b+P+K.  Once you're recovered, press K for a sidekick, then tap P,P for the canned
    P-palm followup.
    
    f+P+K -> double low kick (opponent TR's) -> sidekick-P(whiff)-palm -> df+PPPsweep [156 pts]
    
    notes: A standard backstagger combo up to the sidekick. Do f+P+K, double low kick...
    opponent TR's... df+K backstagger.  At this point, delay a hair and then press P,P after
    your sidekick connects. With proper timing (and perhaps open stance?) the next punch will
    whiff, but the palm will connect for a comical facedown flop.  These flops can be used as
    combo starters, so do a simple df+P,P,P,d+K combo to end it. Damage may vary depending on
    how low to the floor your sweep hits.
    
    other setups: Half a crouch dash into df+K,P,P -> d+K is probably the safest
    backstagger followup. Lau's only crumple tool is f+P+K. What you use to set up the TR is
    up to you, df+P,P,K is the most damaging, modified upknife is the hardest to do, and the
    low punch OTB combo is pretty nifty. From there your backstagger tools are limited to
    elbow or sidekick. The sidekick-P-palm setup is neat though. Occasionally only the palm
    hits, occasionally nothing hits, and rarely the sidekick hits, the punch hits, the
    opponent is turned around, and then the palm connects.  This is against the training
    dummy.. a human could probably block the palm. If they fail to block it, do your standard
    b,f+P combo (if you remember your stance.. P,b+P,P for closed... or d+P -> DF+P,df+P+K for
    open).
    
    Jacky
    -----
    
    backfist -> double high backfist (opponent TR's) -> puntkick -> knee -> b+P+K,P -> f+P+K ->
    df+K [176 pts]
    
    notes: This is a typical and highly damaging backstagger setup for jacky.  The b+P,P is
    the most damage you can inflict before the opponent can TR, and the f,f+K puntkick is the
    strongest backstagger tool.  You'll need to hesitate a split second, then press forward
    4 times to dash and puntkick for the backstagger.  Then dash forward and do your standard
    high-damage knee combo, which works on almost any weight class.  If the opponent is lazy,
    you can get away with a pounce instead of a ground kick at the end.
    
    SS->gut punch -> elbow-backfist(opponent TR's) -> sidekick -> heel sword -> df+K+G
    [117 pts]
    
    notes: easy and stylish.  It may need closed stance. Press b+P+K+G, then crouch dash and
    press P for the gut punch. Use f+P,P for an easy 31 pt tech roll setup.  Crouch dash
    forward, delay a bit, then sidekick them for the backstagger (the delay is gonna be longer
    than you think, you can almost sit and watch the TRing opponent and then decide when to
    sidekick).  Finish with b+K+G, df+K+G.. you could pounce for 10 pts more damage instead of
    using a puntkick, but you'd lose cool points.
    
    df+P, P+K(charged) -> m-uppercut (TRed) -> elbow -> elbow-backfist -> puntkick [156 pts]
    
    notes: A great "wtf" combo using an obscure jacky move.  The hook charges into a pump
    backfist which crumples.  After the crumple buffer a crouch dash and use a DF+P uppercut
    to set up the TR.  Dash forward only once and carefully time a f+P elbow to set up the
    backstagger.  Then dash in and do a simple f+P,P -> f,f+K combo.
    
    df+PPP -> low kick (opponent TR's) -> puntkick -> knee -> elbow-backfist-sweep [144]
    
    notes: I'd like to think I'm the first guy to come up with this nifty little backstagger
    setup, but it's probably not true.  The df+P,P,P is a true combo on MC that leaves the
    opponent facedown.  Jacky's recovery is just barely good enough for him to dash forward
    and use a db+K low kick to scrape the opponent off the ground and put them in a TR-able
    position.  The next part is hard, you need to buffer f,f during the recovery of the low
    kick, allow jacky to dash just a tiny bit, then press K for the puntkick. Your puntkick
    comes out almost immediately after the low kick for the backstagger, the tiny half dash
    from tapping f,f gives you the range you need for it to hit.  The rest is a simple dash-
    and-knee combo.
    
    backfist -> TA punch (opponent TR's) -> TT pump backfist -> puntkick -> knee ->
    elbow-backfist -> f+P+K -> ground kick [184 pts]
    
    notes: One of the hardest-to-time combos I've ever had to do.  It's very satisfying to pull
    it off.  Do the b+P interrupt for a crumple, and press b,b+P to do a turnaway jab.  It
    helps to press G after the first hit to ensure you don't accidentally do b+P,P. Once you
    turn away with a punch you must IMMEDIATELY buffer a dash towards your opponent during the
    recovery of the TA punch. If you buffer the dash, jacky dashes towards them while facing
    backwards. If you do it too late, he turns around.  Now, while jacky is dashing towards the
    enemy, buffer ANOTHER dash in the same direction.  Again, jacky will remain backturned as
    long as you do it quickly, before he finishes the first dash.  Once jacky has done two
    backturned dashes, you need to hesitate a tiny bit (like 4-6 frames) and then press P+K to
    do a turn towards backfist.  The backfist, if timed correctly, will create an UNSTRUGGLABLE
    backstagger, the special kind that allows you to restagger the opponent.  Now do an
    immediate punkick (f,f+K) and you'll see the opponent ass stumble again, this time it's
    strugglable.  But that doesn't matter... because the puntkick causes a glitchy stagger that
    makes the enemy fall closer to you.  After that, it's very easy to connect with a standard
    high damage knee combo.
    
    other setups: To play it safe, a fast backstagger followup would be either crouch dash into double
    sidekicks or dash into a puntkick (df,DF..df+K,K or f,f,f,f+K).
    Jacky's got the three crumple tools listed above and df+P,P,P to start backstagger combos.
    Once the opponent is crumpled with high backfist, there are an endless number of easy
    and damaging followups to set up the backstagger.  P,P,f+K is a good one. P, modified DF+P
    uppercut is stylish (both are after b+P MC). To stuff the roll you can use sidekick,
    puntkick, elbow, and the insanely difficult TT pump backfist.  You can also show
    off and just swat the opponent with a non-stagger tool.. for example b+K+G would cause
    a pretty funny facial flop, and f+P+K,P should combo if timed correctly.  Once the
    opponent is staggered you can go nuts... knee combos, slam combos, lightning storm,
    elbow-backfist floats, etc.
    
    Shun
    ----
    
    OMP -> d+P -> OMP (opponent TR's) -> sidekick -> chouwan upper -> P -> chouwan upper ->
    df+P (ground attack) [147 pts]
    
    notes: Since shun's basic float combos never get too much damage, his backstagger combos
    pretty much suck.  Do the FC, DF+P to crumple, buffer a low punch and immediately hold DF
    for a half second and execute another FC,DF+P.  If you don't hold DF, you get shun's ground
    attack.  Once the opponent TR's, dash or crouch dash up to them and sidekick. You can also
    use a df+PKG dodge to get the spacing you need.  Once the opponent is staggered, dash up
    and do a standard QCF+P combo (qcf+P, P, qcf+P, df+P).
    
    other setups: So far none.  Vs. midweights and heavies, use d+P, db+P after the crumple.
    If you want a faster, safer followup than QCF+P once the opponent is backstaggered, you
    can do a modified OMP (FC,DF+P).  Shun's a loser.
    
    Wolf
    ----
    
    f+K+G -> f+P -> knee (opponent TR's) -> db+P -> knee -> P -> b+P -> pounce [194 pts]
    
    notes: The f+K+G staggers, the f+P crumples, the knee sets up the tech roll.  Dash and do
    a perfectly timed db+P elbow to get the backstagger, dash again and use either knee or
    shoulder ram to float the opponent.  At this point the standard combo would be knee, P,
    b+P, pounce.  That works against most character, but whiffs against aoi.  Substitute f+P+K
    for b+P against aoi for the same damage.
    
    charge P+K -> f+P -> SSR (opponent TR's) -> db+P -> stunner (hit throw) [174 pts]
    
    notes: A stylish variation.. after the crumple, use a short shoulder (b,f+P+K) and then
    dash forward and do the db+P elbow stagger.  Then dash forward again and do the b+K+G, P+G
    hit throw with the usual timing.  The opponent will magically turn around and you'll
    notice that the db+P, b+K+G, P+G all register as one big combo for 81 pts.
    
    Other setups: Wolf lacks really fast attacks to punish backstaggers with... you can try
    after the stagger or dash a hair and try to catch the struggling opponent with b+P ->
    pounce/ground throw.  Besides charged P+K and f+K+G into f+P crumples, you can use a FC
    upper stagger or a wall stagger to connect a f+P crumple.  These are easily struggled, for
    the most part.  After a crumple, you can fool with fun stuff like modified uppercuts, but
    a knee or shoulder ram is the best damage and easy to do.  To set up the backstagger, you
    can use HCB+P for variety, it's harder to do and 2 pts more damage.  Once the opponent is
    backstaggered, knee/short shoulder floats and the b+K+G hit throw are best, I haven't found
    anything else that could be called useful or especially stylish.  I've tried (with no luck)
    to land an uf+P into the tech roller's back, and go from that to the canned f+P+G hit
    throw.  I can confirm that b+K+G-P+G doesn't work against the tech roller.. b+K+G hits but
    you're too far and the opponent is crouched.
    
    Sarah
    -----
    
    shin slicer -> b+P+K (opponent QRs) -> [FL]sidekick -> [FL]low kick-hit throw [115 pts]
    
    notes: The neatest looking backstagger in the game.  Sarah's shin slicer leaves them face up, head
    towards... but magically after b+P+K they are face down, head away.  From this position they can
    only be backstaggered if they QR.  Assuming the opponent does this... wait a split second, then time
    a flamingo df+K for the backstagger.  Dash forward while in stance, then do the d+K, P+G hit throw
    (which gives a unique animation from the back).
    
    shin slicer -> b+P+K (opponent QRs) -> P(whiff)-sidekick -> dragon cannon -> P -> puntkick-sidekick
    [133 pts]
    
    notes: Using the same setup, exit flamingo with sarah's P, d+K canned combo. You have to wait a half
    second before using it.  The sidekick back staggers, and you can dash forward and use a short and
    easy dragon cannon combo.
    
    shin slicer -> b+P+K (QRed) -> P(whiff)-sidekick -> ub+K+G -> puntkick-sidekick [120 pts]
    
    notes: The usual setup, use P-sidekick to backstagger, then use ub+K+G to slam the opponent into the
    floor.  d+K,K hits them from the flop.
    
    other setups: Sarah doesn't have any! She's lame. The opponent might get QR backstaggered
    once, and then never again.  Still, the first combo is worth doing just to see it.  Also, after the
    back dragon cannon float.. df+P,K tends to whiff, but P -> b+K -> kickflip works.
    
    Jeffry
    ------
    
    b,f+P -> K,K (opponent TR's) -> ff+P -> knee -> P -> headbutt -> pounce [193 pts]
    
    notes: An easy and horribly damaging combo. After the K,K use f,f,f,f to dash forward twice
    quickly, then time pressing P to get the dashing elbow backstagger.  Next, dash forward and
    knee the opponent in the back, be careful not to enter f,f+K and do a bigass boot instead.
    The rest of the combo is a standard anti-LW combo.  If you fear the opponent escaping the
    pounce, you can use knee, P, K,K,P.  Hold forward during the entire float combo.
    
    mid hell stab -> b,df+P,P (TRed) -> ff+P -> kenka upper -> P -> kenka upper [150 pts]
    
    notes: A little more stylish, jeffry can use the yoho trick described in akira's section to
    land a kenka upper to the opponent's back: Start with f+P+K (closed stance), do the
    starfleet maneuver, dash and get the dashing elbow stagger (the timing is pretty easy,
    delay a little)... then crouch dash with df, DF and press P at the latest possible instant
    to get a kenka upper.  Remember not to start the df, DF motion until jeff is fully
    recovered from the f,f+P.
    
    other setups: The safe followup to a backstagger is a sidekick or f,f+P.  Jeffry can use
    all sorts of stuff after the b,f+P crumple but his options after the hell stab are limited
    pretty much to an immediate b,df+P,P or an immediate f,f+P,P... both require closed stance.
    To stagger the enemy you could conceivably use a regular elbow, but I can't think of any
    reason why you would try.  Note that jeffry's hit throws won't work from behind, so your
    stagger followups are pretty much limited to bland float combos.  For fun you can get
    crumple, f,f+P -> f,f+P -> f,f+P,P.
    
    Kage
    ----
    
    [JM]b+P+K(hold) -> b+K+G (opponent TR's) -> sidekick -> uf+KG -> d+P+K,K [143 pts]
    
    notes: Hold b+P+K to exit jumonji stance after crumpling the opponent.  A b+K+G will hit
    on the bounce. Then dash forward, time a sidekick for the backstagger, and finish up with
    the uf+K+G -> d+P+K,K.  Pretty easy.
    
    [JM]b+P+K(hold) -> dragon punch (TRed)-> sidekick -> f+K+G -> dragon punch [137 pts]
    
    notes: The dragon punch often turns into an accidental FC chop, which makes it a pain to
    use.  However the timing for a sidekick stagger after the DP is easy... no forward dash
    is needed, and you do an almost immediate sidekick for the backstagger.  The rest is a
    no brainer.
    
    other setups: Kage's K+G crumples, but good luck finding a way to punish the TR... you
    can't exit jumonji stance after it without tapping guard, which takes too long.
    [JM] b+P+K is your only starter, and followups are limited to low-to-the-ground hits.
    Once the opponent is backstaggered, only flop combos are useful, kage has no good float
    combo starters here.  A nice variation after the uf+KG is to do a dash kickflip rather
    than the d+P+K,K.
    
    Pai
    ---
    
    b+P -> f,f+P,K (opponent TR's) -> sidekick -> m-lifting palms -> K,P,K [148 pts]
    
    notes: An easy one... b+P crumples on MC, f,f+P,K floats, they TR.  You dash forward and
    time a sidekick into their back after a second of delay.  Immediately crouch dash forward
    and use a FC,f+P to float the opponent.  The rest is three easy button taps.
    
    b,f,f+P+K -> d+P -> f,f+P,K -> sidekick -> m-lifting palms -> P -> K -> K,K -> ground punch
    [191-204 pts]
    
    notes: The damage listed is a little scary eh? A lot of it comes from the opponent allowing
    pai to connect with a fully charged b,f,f+P+K.  Then, as if they didn't already make the
    biggest mistake of the round, they TR after pai does d+P -> f,f+P,K.  Pai then dashes up,
    sidekick staggers, crouch dashes in for the FC,f+P float, and ends it with a jab, a kick,
    then a K,K combo that slams the opponent.  You'll want to hold forward for the entire float
    combo.  At this point, if everything went well, the opponent will be nearly dead, and they
    will have to struggle like crazy to prevent pai from dashing forward and delivering a
    ground punch to their head. If she does, they die, if she doesn't... the damage is still
    something like 98% of their life.  The reason for the slight damage differential I've
    listed is this: After the crumple, pai can do a low punch, then f,f+P,K right away for 104
    points, or she can delay the f,f+P,K a hair and get the low-to-floor damage bonus, which
    makes it 108 points.  The other 10 points difference is based on whether or not the ground
    punch connects.  I'm not sure if it's guaranteed.
    
    b+P -> low punch -> f+K,K -> sidekick -> m-lifting palms -> P -> m-lifting palms -> SSK
    [138 pts]
    
    notes: A slightly more difficult and funky pai combo. After the b+P MC you must do a half
    dash then low punch the opponent's head to create a slight rebounce effect.  Then do a
    f+K,K and crouch dash into a sidekick for the backstagger.  Crouch dash into FC, f+P, hold
    forward, do a jab, then immediately buffer a crouch dash and do another lifting palm when
    the jab recovers.  End with an immediate uf+K.  Then, if you're feeling cheeky... press
    u+P+K or d+P+K and see if you can catch them trying to TR again.
    
    Other setups: If you're paranoid about the opponent struggling out of the stagger, a half crouch
    dash into a heelkick should connect reliably, as long as you don't waste too much
    time on the dash. After either of the two crumple tools listed above, pai can create the
    strange "rebounce" effect with a well timed low punch (see akira section notes).  However
    she cannot really capitalize on this the way akira can (i.e. she cannot land a lifting
    palm afterwards). One followup you can use after the low punch rebounce is to hold DF and
    go into a df+P,P,f+P combo, which allows time for a dash-and-sidekick backstagger.  This
    is pretty hard and less damaging than other followups, so it's just for show.  Yes, it is
    also possible to do b,f,f+P+K -> low punch (rebounce) -> df+P,P,K,K ... but the recovery
    sucks too much to allow for a backstagger afterwards.  Once you have the opponent
    stumbling, no followup is better than the lifting palm, and your float combos afterwards
    are pretty much the same as the ones you'd usually use.
    
    Lion
    ----
    
    meteor punch -> ff+K,K (TRed) -> sidekick -> uppercut -> P -> df+P,P -> df+P [149 pts]
    
    notes: Bread and butter anti-TR. After the crumple, do f,f+K,K to set up the TR, then right
    at the end of a crouch dash, unleash a sidekick for the backstagger.  Crouch dash forward
    fully and use a FC,f+P for the float (you may need to hesitate a hair) and then follow up
    with P, hold DF, and tap P,P to get the double swipe which slams the opponent.  Dash
    forward and use another guaranteed df+P ground attack afterwards.
    
    b+P+K -> b,f+P+K,P,P (opponent TR's)-> sidekick -> uppercut -> P -> K,K [172 pts]
    
    notes: Damage represents a fully charged b+P+K, but without charge you can get this combo
    for 20 pts less.  The combo must start from closed stance for the K,K at the end. The float
    combo is slightly different than the one listed above, but is almost the same damage.
    
    b,df+P -> ff+K,K (TRed) -> sidekick -> uppercut -> P -> b,f+P+K -> uppercut [122 pts]
    
    notes: A very difficult, flukey, and somewhat low damage anti-TR combo.  Normally the face
    down and head away position is not for setting up anti-TR combos.  The only way to get this
    one to work is the following: After the crumple, dash forward as close as possible (you can
    do two buffered forward dashes) then cut loose with f,f+K,K.  Immediately crouch dash
    forward as far as possible and you will be almost on top of aoi's TRing body. Then time the
    sidekick so that it passes through aoi's body and collides with her just as she's getting
    up.  If all goes well, the sidekick hits from the wrong direction and is considered a
    backstagger rather than a frontal stagger.  I think this works because you're really close,
    and lion's sidekick tracks in one direction completely. So you get the buggy backstagger
    and yes, you also end up behind aoi.. lion sort of 180's her during the TR.  The float
    combo is nifty but not that damaging... uppercut, jab, b,f+P+K (which is just a second jab
    but harder to do), buffer a crouch dash during the recovery, immediately execute FC,f+P.
    
    (b,f+P+K,P,)P -> b,f+P+K,P,P (TRed) -> sidekick -> uppercut -> P -> b,f+P+K,P,P [127 pts]
    
    notes: The Pecky Special.  This is a cute one that relies on landing the surprise MC with
    the third hit of the b,f+P+K,P,P. From here delay a split second, then do another
    b,f+P+K,P,P.  Again the 'on the bounce' trick is used.. timing the second one late in the
    crumple animation gets all three hits while an immediate b,f+P+K combo fails to connect
    fully.  After the TR you do the usual sidekick backstagger, crouch dash uppercut.. then
    hold forward during the single jab and go into a third b,f+P+K,P,P combo. Low damage.
    
    f,f+P -> m-uppercut (TRed)-> sidekick -> uppercut -> m-uppercut -> m-uppercut [147 pts]
    
    notes: Lion crumples with f,f+P from open stance, then a quick crouch dash into FC, f+P
    floats for the TR.  Crouch dash in and get a sidekick backstagger, then crouch dash in for
    the uppercut. Do two more tight modified uppercuts to finish.  A nice looking combo.
    
    b+P+K -> b,f+P+K -> b,f+P+K,P,P (opponent TR's) -> sidekick -> b,b+K,P+K -> K,K [162 pts]
    
    notes: You get four hits and can get the damage up to 70 before the TR. At full charge it'd
    be 90, and the whole combo woul dbe 182 pts. Anyway, use the standard sidekick backstagger,
    dash forward, then quickly use a b,b+K,P+K float starter. Hold forward as you do the double
    kicks.  It should be easier in open stance.
    
    Other setups: Lion's got tons of crumple tools, tons of nice looking and damaging combos to
    start the TR, two or three backstagger tools, and tons of followups once the opponent is
    staggered and floated.  For a damaging crumple into tech roll starter, use b+P+K, hold
    forward, K,K.  Or try b,b+K,P+K. You can also start combos with the second hit of QCB+P,P
    if anyone gets surprised by that anymore. Lion can use the crumple bounce effect with
    b,f+P+K,P,P after stomach crumples, and you can also get the low punch bounce effect...
    which is put to good use in evo but doesn't seem to net anything in version C.  For
    backstagger tools, your sidekick is the most user friendly, but if you have enough time
    after a crumple, you can dash forward and elbow stagger as well.  I've tried, just for fun,
    a b,f+P+K,P,P stagger with the final hit, but have yet to pull it off. Once the opponent is
    staggered... you can do an immediate safe u+P+K or crouch dash in and gamble on a FC
    uppercut.  You can also dash forward and get a P+K flop for fun, which combos into f,f+K,K
    or b+P,P.
    
    Aoi
    ---
    
    double stop -> f+K,K (opponent TR's) -> sidekick -> knee -> PPPK [142 pts]
    
    notes: b,df+P -> f+K,K... you see it all the time.  Crouch dash in and after what seems
    like a long delay, deliver the sidekick to get the backstagger.  Dash in and do a simple
    knee, PPPK float combo.
    
    b+K+G -> f+K,K (opponent QR's) -> f+P+K -> uppercut -> K,K -> ground throw [155 pts]
    
    notes: This might actually work in gameplay - the opponent is used to seeing crumple ->
    f+K,K and is scared to TR.  But they're also scared of eating an unnecessary ground throw.
    So they QR.  Little do they know that TRing in this situation is safe while QRing is
    suicide.  Anyway do b+K+G in open stance, tap guard to turn around right away and f+K,K
    which puts them facedown, head away.  Do a stylish f+P+K for the back stagger, dash, df+P
    to float, then hold forward and land a K,K.  Press df+P+G immediately and aoi sprints up
    and ground throws them before they can recover. It's the cool arm break throw too.
    
    b,f+P+K -> low punch -> f+K,K (TRed) -> sidekick -> knee -> df+P+K -> df+P+G [140 pts]
    
    notes: After the crumple, time the low punch to create the crumple bounce effect described
    in other sections.  You then can get f+K,K. You reward for doing the more difficult low
    punch rather than just f+K,K is 1 whole point of damage.  After the TR, the sidekick
    backstagger into a knee is pretty stance.  The knee followup slams the opponent, and an
    immediate df+P+G from almost any range will allow you to get the cool arm break throw.
    
    Other setups: A pretty quick backstagger followup is the f,f+P+K rushing elbow.  You need
    to allow a small dash to pull it off.  Aoi's crumple tools are the ones listed above
    (b+K+G probably is not one of the better ones).  You can use b,b+P+K for a low damage
    head crumple, which can be followed with P-X combos.  For backstaggers... sidekick is
    best, elbow and f+P+K work about the same, and in theory a b,df+P is possible but the
    range is too short.  Once they're staggered, there is no guaranteed hit throw or other
    weird option available, sticking to float combos is best.  If it'll save anyone some time,
    I tried df+P+K into the back followed by a low back throw.  It doesn't work.
    
    Vanessa
    -------
    
    G,u+P -> d+P -> d+K+G (opponent TR's) -> sidekick -> f+K+G -> pounce [116 pts]
    
    notes: My bread and butter anti-TR combo, I don't know if there's anything better for
    vanessa.  Use G,u+P or G,d+P to set up a crumple, and time a low punch to cause the
    crumple-bounce effect. Immediately do a d+K+G sweep.  At this point the opponent TR's,
    crouch dash in and deliver a sidekick for the back dash, then dash close and do f+K+G
    (similar to the bryant's heel sword) and follow with a pounce.
    
    d+K,P,P -> d+K+G -> sidekick -> f+K+G -> pounce [123 pts]
    
    notes: Credit to sanjuro for this setup, it's similar to the jacky df+P,P,P setup.. do the
    combo, dash forward, use a db+K low kick to scrape them off the floor, then deliver a
    timely sidekick for the backstagger. No need to dash. At this point you're pretty far from
    the opponent so if you want to dash in and use f+K+G, you'll need to time it pretty well
    and be careful not to get f,f+K+G accidentally. It's easier if you crouch dash into f+K+G.
    
    Other setups: Either I suck with vanessa, or vanessa sucks, pick one. There's the dodging
    elbow crumple and the dodging backhand crumple to start things, and I don't see a TR
    starter better than d+P, d+K+G.  You can do d+P, hold DF immediately after, and then press
    K for a sidekick, which is 6 pts less damage.  Once they're staggered, you can use
    b,f+P+K,P for a little less damage than the f+K+G, pounce. It's also faster, but still
    strugglable.  Your best bet is probably f,f+K.  Yes, I tried f,f+K+G hit throw from behind
    (doesn't work) and the tackle throw (too slow and doesn't work).
    
    Lei-Fei
    -------
    arrow punch -> b+P,P -> arrow punch -> puntkick -> [IN]K -> [DM]P,P+K [199 pts]
    
    notes: This is the "I'll have mercy on you" anti-TR combo.  At the end of it, try a late
    df+K and see if you stomp on the opponent's TR and crush their hopes.  The way to do the
    combo is: go into DM stance (d+P+K+G) and charge P+K fully. The opponent will crumple.
    Remember, it seems like nobody should ever get hit with a fully charged charge attack, but
    this is lei fei we're dealing with.  The arrow punch tracks like a bastard.  Anyway, after
    the b+P,P the opponent TR's, you quickly tap d+P+K+G to get into stance again, then tap P+K
    after only a tiny delay to connect with an arrow punch backstagger.  Immediately do a f,f+K
    puntkick and hold K to go into independent stance.  Tap kick to launch the re-staggered
    opponent, then quickly tap d+P+K+G to go into DM stance, and immediately do a [DM]P,P+K
    (jab, double palm).  The switch to DM stance and then the followup attacks must be fast.
    All in all a pretty neat combo, 3 or 4 stance changes.  Challenging, but not nearly as hard
    as the next one.
    
    b,f+P+K -> b+P,P (opponent TR's) -> arrow punch -> u+K,K -> puntkick -> puntkick
    [203 pts]
    
    notes: In order for the u+K,K to connect in the middle of this combo, you need to have
    specific conditions:  The opponent must tech roll in the same direction as lei fei's lead
    foot (so if you're seeing lei fei's back, they roll towards the screen, and if you're
    seeing his chest, they roll away from the screen).
    b,f+P+K crumples, b+P,P sets up the TR, immediately go into defensive stance with d+P+K+G.
    Hesitate a split second, then press P+K for a quick arrow punch, which will score a backstagger if
    timed correctly.  Now comes the tricky part.  Do an immediate u+K,K.. and if your opponent rolled in
    the correct direction described earlier, the u+K,K will hit and
    leave the opponent backstaggered. Sometimes it seems to help if you charge the arrow punch
    a tiny bit when going for the backstagger.  If you connect only one hit, or the opponent
    eats both kicks but is face forward, your opponent probably rolled in the wrong direction.
    After the u+K,K...do an immediate f,f+K for even MORE backstaggering laughs.  Again, if
    you're too slow it will connect as a frontal hit. Finally the opponent has a chance to
    struggle, but they're sure to eat a second puntkick since the first one drags them closer
    to you (like jacky's).  Total damage is inanely high, more than a full lifebar.  If you
    hate yourself, try doing this for variety: end the combo in f,f+K (hold for IN stance) ->
    K+G (floats) -> uf+K+G.  Or end in [IN]K -> [DM]P,P+K.  Credit goes to the strategy
    revolution DVD for showing me the u+K,K thing.
    
    Other setups: Lei fei has a zillion crumples.. P,P,P.. f+P,P,P(MC)...P+K,P,P(MC)
    ...FC,f+P...b+P,P...tiger stance P...you get the idea.  Once they're crumpled, b+P,P is
    damaging and has quick enough recovery to punish the opponent.  You can also do df,df+P,P
    for less damage.  If you want something stylish, go into DM stance immediately with d+P+K+G
    and then use P,P+K against the crumpling opponent.  You'll have to quickly re-enter DM
    stance to get the arrow punch.  Once the opponent is TRing you can use arrow punch or
    puntkick to backstagger them.  Possibly you can use one of the hits f+P+K, P but I can't
    pull it off.  After the backstagger, if the opponent doesn't have a struggle icon yet, a
    puntkick should always be used for a re-stagger. From there you can use [IN]K to float
    them, or do a cute combo with [IN]d+K, [IN]K off the floor.  Another fairly nice combo
    after the puntkick backstagger: uf+K+G, d+P, uf+K+G. At this point the opponent (even aoi)
    can tech roll, but the timing is so tight they'll probably fail and eat the df+K.
    Alternately, after the puntkick you can stay in normal stance and use df,df+P to float
    them. End with the usual d+P, uf+K+G, df+K stomp. If you start the combo with a fully
    charged arrow punch into b+P,P (99 damage) and end it with the df,df+P combo (108 pts) you
    have an instant death combo.