GGACR/Millia Rage/Combos: Difference between revisions

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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

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Template

Combo Position Tension Gain Works on: Difficulty Notes
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

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