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(Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension): | (Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension): | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle" | ||
|Stuff > {{clr|4|2H}} > {{clr|3|j.S}}H > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender | |Stuff > {{clr|4|2H}} > {{clr|3|j.S}}{{clr|4|H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender | ||
|- | |- | ||
|Throw > Dash {{clr|3|f.S}} {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender | |Throw > Dash {{clr|3|f.S}} {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender |
Revision as of 07:23, 20 March 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
Content here can be considered incomplete until expertise is given.
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Template
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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combo transcript | where | Net Gain | who | Very Easy | |
combo transcript | where | Net Gain | who | Easy | |
combo transcript | where | Net Gain | who | Medium | |
combo transcript | where | Net Gain | who | Medium | |
combo transcript | where | Net Gain | who | Hard | |
combo transcript | where | Net Gain | who | Very Hard |
Combo List
Meterless No Relaunch
Lightweights: Bridget, Kliff, all female chars except ABA
stuff > 2H > j.KH > adc j.H > adc j.2H midscreen do neutral jump after 2H, in the corner jump forward |
throw > dash 5K > j.PKH > adc j.H > adc j.2H -- dash as deep as possible |
mixup (disc hits) > c.S(2) or 2P 5P > j.KH > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd |
corner stuff > 236S > j.KH > adc j.2H |
Baiken, Bridget and Jam are slightly more floaty than the rest so usually you want to connect the j.K asap after rising from the ground to end up above them. Exception: Grounded 2H combos.
Everyone else except ED, KY, JO and RO:
stuff > 2H > j.SH > adc j.H > adc j.2H -- midscreen do neutral jump after 2H, in the corner jump forward |
throw > dash f.S 2H > j.H > adc j.H > adc j.2H |
mixup (disc hits) > f.S 2H or c.S(1) 2H > j.H > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd |
corner stuff > 236S > 5P > j.KH > adc j.H > adc j.2H |
Johnny and Robo-Ky
stuff > 2H > delay j.SH > adc j.2H (j.236P) -- again midscreen do neutral jump, corner jump fwd |
Throwcombo on Johnny: throw > dash f.S > j.KSH > adc slight delay j.2H |
Throwcombo on Robo: throw > dash f.S 2H > j.KH > adc j.H > adc j.2H |
mixup (disc hits) > c.S(2) 2H > asap 8j.H > adc j.2H > delay j.236P |
corner stuff > 236S > 5PP > j.KH > adc j.2H > j.236P |
Relaunch Combos
(Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension):
Stuff > 2H > j.SH > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender |
Throw > Dash f.S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender |
Mixup (disc hits) > 5S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender |
Random air to air confirm: j.KPPK > dj.KH > adc j.2H > Ender |
Combo Theory
Meterless BnBs no relaunch
Advantages of no relaunch combos: - Harder to mess up - More consolidated routes/less stuff to memorize - Builds less burst for opponent
Disadvantages: - Less damage - Less metergain - Less cornercarry
enders
--- j.214S > 6H > 214K (disc oki)
--- j.236D > dash under 6H > 214K (disc oki)
--- j.236D > land > back iad j.D > 6H > 214K/214D
The first two enders usually work well on the whole cast, especially medium weights. However, pin enders are more reliable on heavy weights while FB disc enders are more reliable on light weights.
Eddie and Ky:
Do the "everyone else" combos but end them with j.H > j.2H > slight delay j.236P always.
Air Combos
For all combos: On most characters you can also end with j.H > j.2H > slight delay j.236P These routes also work on Dizzy, I-No and Justice but they are less reliable than the lightweight routes. They do more damage though.
Video Examples
Playlist of Millia Combos by Blitz, ongoing updates Link
vdv reles' old playlist Link
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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