GGXRD-R2/Millia Rage/Combos

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Millia Rage
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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZT = Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • AllInDavai did everything for Millia's subforum
____ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 5P JI {> j.K > IAD j.KSH => 5K [> j.SD > IAD j.KPH Midscreen Sin
2 > 5K > j.K > IAD j.K delay j.PH => 5K [> JKSD > IAD JKPH Midscreen Elphelt, Sol, Slayer
3 > 5K > j.K > IAD j.KSH => 5K [> j.PKSD > IAD j.(K)PH Midscreen Potemkin
4 > 5K > j.K > IAD j.KSH => c.S(2) [> j.KSD > IAD j.(K)PH > IAD j.(K)PH Midscreen Axl
5 > 5K > j.K > IAD j.KSH => c.S JI > 2H {> j.SD > IAD j.SH Midscreen Millia
6 > j.KPK > IAD j.KSH => 5K [> j.KSD > IAD j.SH Midscreen Faust
7 > slide 5K [> j.K > IAD j.KPPH => 5K [> j.KSD > IAD j.(K)PH Midscreen Leo
8 > slide 5K JI > 5K [> j.K > IAD j.KPH [need to confirm relaunch] Midscreen Bedman
9 > slide 5K JI {> sj.K > IAD j.KPH [need to confirm relaunch] Midscreen Ramlethal
10 > 5k > j.K > IAD j.K > j.P > j.H Midscreen Elphelt, Axl, Sol, Faust, Potemkin, Slayer, Millia
11 > f.S > 236S > j.KSD > IAD j.KPH Corner Sol, Axl, Millia, Potemkin
12 > slide 5K > f.S > 236S > 5P > j.KSD > IAD j.KPH Corner Bedman
13 > RC > Activate IK > Microdash IK Midscreen Destroyed All Useful since Millia has relatively low damage output. Requires more that 50% tension.
14 > 236236S > dash > 2H [> j.S > j.D > IAD j.S > j.H Corner All
15 > 5K [> j.K > IAD > j.K > j.P > j.H(1) > 236K => c.S > 2H > j.S > j.D > IAD j.S > j.H Midscreen 101 All
5P Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > c.S/f.S > 5H > 2D Midscreen All
2 > j.K > j.D > IAD > j.S > j.H Midscreen All
5K Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > c.S/f.S > 5H > 2D Midscreen All
2 > j.K > j.D > IAD > j.S > j.H Midscreen All
5D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > Homing jump > j.D > j.D > IAD > j.S > j.H Midscreen All
2 > Homing Dash > 6H > 236H , 5H > 214K > c.S > 2H > jc > j.D > IAD > j.S > j.H Corner All
3 > Homing jump > j.K > j.D > IAD j.K > j.H(3) > RC => Dash [> j.K > j.S > j.D > IAD > j.S > j.H((1) > j.214S > RC > Activate IK > IK) Midscreen XXX-Destroyed All You'll have to sacrifice some life to preform the IK, and you need to be pretty far away from the corner. Really cool though.
4 > Homing Dash > 6H(2) > 236H > 5H > 214k > 2H(2) [> j.S > j.D > IAD j.S > j.H Corner All
f.S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 5H > RC > Dash > X Midscreen All Uses 50% Tension. X = Most other combos
2 > 5H > 236236S > 2H [> j.S > j.D > IAD j.S > j.H Corner All Uses 50% tension
c.S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 2H [> j.S > j.D > IAD j.S > j.H Midscreen All
j.214S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > Airdash > j.K > j.S => c.S > 2H [> j.S > j.D > IAD > j.S > j.H Midscreen All J.214S must be used early in Millia's jump while rising
2H Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 {> j.S > j.P > j.S > j.H(1) > j214S => j.K > j.S > j.D > IAD j.S > j.H Midscreen All Great corner carry with pin
2 > j.K > j.S > j.D > IAD j.S > j.H(1) > j.214A > RC > Activate IK > IK Corner Destroyed All Good for finishing off opponents in certain cases, as Millia typically has trouble with that.
3 > j.K > j.S > j.D > IAD > j.S > j.H > j.214S > RC > Activate IK > 236236H Anywhere Destroyed All Requires 100% tension
2D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 236S > 5K [> j.K > j.S > j.D > IAD j.S > j.H(2) > 214S => 2H [> j.S > j.D > IAD j.S > j.H Corner ???

TO BE TRANSLATED:

Anywhere on screen

- TK Bad Moon > IK Activate > IK

- Grab > dash > IK Activate > IK

- 2K > c.S > 2H > jc > j.S > Bad Moon > IK Activate > IK

Corner only:

- Iron Savior(any distance) > IAD > j.S > Bad Moon > IK Activate > IK

- 2K > c.S > HS(1 hit) > Iron Savior > IAD > j.S > Bad Moon > IK Activate > IK

- 6K > Iron Savior > IAD > j.S > Bad Moon > IK Activate > IK

- j.S > Bad Moon > IK Activate > IK


THROW: > 5K [> j.K > IAD j.K (delayed) j.P > j.H(1) > 236k => [Sc[?] 2H [> j.S > j.D > IAD j.S > j.H] or [5.K [> j.K > j.S > j.D > IAD j.S > j.H]

THROW > RC > dash 236H > 6H(1) > 214K(roll; switches sides), dash 2H [> (j.S) > j.D > IAD j.S > j.H -dash236H input = 236,6H. Also, the dash 2H can do funny things, resulting in doing it facing the opposite side, but still end up on the correct side when you do jump S/D afterwards.

axl only: THROW, > 5K [> j.K > IAD j.K j.S (super delayed) j.H(1) => Sc-2H [> j.D > IAD j.S > j.H > 236K

Sc[?] 2H > JC, jD > IADC, (slightly delayed)djS-(delayed)djP-djH(1), land, Sc-2H > JC, jS-jD > IADC, djS-djH [???] [wtf is Sc-2H?]

214P {disc hit} 6H(1)(L) 9j.214S j.D (hold 4) 2H {picks up pin} j.D ADC j.S j.H(2) pin land dash 6H(2) secret garden

2H j.S j.D IAD j.S j.H(1)(L) pin land IAD j.S j.D land 2H {picks up pin} j.D IAD j.S j.H(2) pin 2H > JC jD > IAD jS (L)jH > j214S, land, IAD jS jD, land, pick up pin, 6H > JC jD > IAD jS (L)jH > j214S, land, 6H > JC jS jD > IAD jS jH

Corner low air dash j.S land S -> 236S, winger, land, 6H(1) -> j.214S, falling j.D, land, 2H -> j.S-D iadS-H

vs bedman/slayer/faust in the corner: 5K -> SJC, sj.K -> 214S, falling sj.D, (pickup pin)2H -> JC, j.D -> IADC, dj.S-H(2) -> 214S, land, 214H.

dustloop off prorated 236s starter at corner from 6K/2S/5S/etc: j.k j.214s delay j.D dj.D j.D land j.S j.D IADC j.S/P j.D works on faust pot and axl pot requires 5k before the j.K can also confirm works on slayer too, however the spacing requires that the jump cancel be 8 and not 9

Combo Theory

Millia combos will follow a standard template of: Ground Filler > Launcher > Air Filler > Air Ender > Okizeme > Mixup. There are many ways the specifics of each section can be adjusted based on your height and your opponent's weight.

Ground Filler: Chained normals or Roman Cancels into 2H, or chains into cancelable normals in the corner. Examples: 2K c.S(1) 2H (Universal), 6K or 2K 2S x 236S (Corner)

Launcher (Grounded): Millia's best options come from air combos which requires her to combo into a launcher. The most typical ways to launch the opponent are chaining normals into 2H or canceling into 236S. Canceling into 236S will then generally require following up with an airborne launcher. Examples: 2H, 236S (Corner)

Launcher (Airborne): Against targets that are already airborne, Millia's jump-cancelable normals can be used as launchers. Some can be strung together, like 5K c.S(1) or c.S(1) 2H. Examples: 5K, 5P, c.S, 2H, 6H(1)

Air Filler: For damage and better setups for her enders, Millia wants to include air normals during her first jump. Chain into j.D and then jump cancel IAD into her ender. What comes before j.D is going to depend on your height and what your launcher was. Examples: (j.K) > j.S > j.D (j.K required for following up from a 5K or 5P launcher)

Air Ender: After a double jump and IAD, Millia wants to chain into j.H, preferably with as many hits as possible to maximize frame advantage on her knockdown. Examples: j.P > j.H (Safest, worst knockdown) j.K > j.P > j.H (Safe, good knockdown) j.S > j.H (Best damage, good knockdown, less reliable)

Okizeme: After a knockdown, Millia has many options to continue pressure on her opponents. Examples: 236H, 214H

Mixup: 236H and 214H will give Millia cover to perform a mixup on an opponent. They will also help Millia convert mixups into full combos. Examples: 2369P, 214P, 2D, 2S, 6K


Putting it all together:

Midscreen Launcherless BNB: 2K c.S(1) 5H(1) 2D x 214K > 236H > 2369P

Midscreen BNB: 2K c.S(1) 2H j.S > j.D dj.IAD j.S > j.H > 236H > 2369P

Corner BNB: 2K c.S(1) x 236S > 5K j.K > j.S > j.D dj.IAD j.S > j.H > 236H > 2369P


Advanced Applications

Jump Install: By using Jump Install, Millia has another option to leverage in doing combos, in that she can super jump after launchers and still complete her traditional air enders.


Relaunches: If Millia reaches the ground before her target, sometimes she can relaunch the target. She can also cancel j.H into j.214S to relaunch. Depending on the length of the preceding combo, certain filler strings won't work or will need to be abbreviated. For example, sometimes your first j.S won't reach the target, using 5K j.K will black beat, or j.H won't hit cleanly. In these cases, you need to omit normals, like going straight for j.D, or using 2H into j.S, or canceling j.H into Turbofall early.

Instant Kill Enders: When meeting enhanced Instant Kill startup conditions, Millia has the ability to end her combos in IK. The easiest way to integrate Insant Kills into Millia combos is with 100 meter, by ending an air combo with j.H x j.214S > Winger > Activate > IK. Millia can combo into IK just by ending an air combo with j.214S > Activate > IK but the spacing is character weight specific.

Guts Enders: After getting a knockdown, Millia can run up and OTG with 2K and follow up with 5K 5K 5K... etc. The number of followup hits you get depends on how high combo scaling is. Off a raw j.236P you should be able to get 5-7 extra hits, but after a full air combo only 4-5 or after a full air combo with a relaunch only 2-3. For an easy ender Millia can go straight into OTG 2S 5H(2). At most spacings you can also tag f.S at the end of your 5K string for one additional hit, assuming your opponent does not tech immediately.

Burst Safety: Certain parts of Millia combos are burst-safe, or can be made to be burst-safe. It's important to understand the critical points in Millia combos if an opponent betrays their intentions or exhibits particular tendencies. Millia has many "structurally burst-safe" points in her combo, in addition to mechanical points of her combos where she can make a 'read' to bait a burst. Let's discuss these points separately. If you start with the basic BNB, many players' first reactions are to burst the ground chain before the launcher. Millia can easily react to the burst meter depletion (which happens before the animation) or rising animation of her opponent during c.S due to its two-hit nature. If Millia sees a burst here, she can jump cancel and (typically) instant block the burst, leaving her in a strong position to punish. As such, it's generally beneficial to let both hits of c.S connect when considering an opponent's burst, when doing so won't push them out of range of your intended followup. As a side note, if you're concerned about burst and would rather deal with it in a different situation, it's also possible to instead adjust your combo route to include 5H > 2D, gaining some space space and forcing your opponent to alter their expectations of your play. 2H is generally burst-able, although it's still not recommended. You will probably not be able to react to a burst before you've already committed to whatever followup you have next. However, if you include a jump install and super jump after 2H, bursts will whiff, preventing the partial burst regeneration from landing a successful burst. It's possible to do a falling j.D to get some damage for your effort. Next, during certain combo strings Millia can jump backwards when doing the first part of her air filler, sometimes causing bursts to whiff. Finally, during j.H, Millia can not be bursted. She will simply go under her opponent. Other places to consider: it's easy for opponents to be too trigger-happy and will burst after 236S confirms in the corner, before Millia picks her launcher. In general but especially here, try to hold back in the stick when it's not necessary to be doing a specific motion to avoid getting hit by these bursts. Millia also has some advanced applications with jump install combo routes being partially burst safe, but they're highly character specific. In general, Millia can convert any of her jump cancelable normals or air normals into burst baits, but with the exception of the above cannot also be used to continue a combo. Finally, OTG bursts are generally effective against Millia. An opponent can simply wait for her to start 236H, then burst. They can be air thrown, but the combo scaling will still be at maximum, and she will not get her normal knockdown for the throw. Millia can at least force a whiffed burst by backdashing before placing disc, with the cost of forfeiting frame advantage unless she spends meter for YRC. Depending on timing, an opponent can intentionally burst into the disc to remove it from the screen, and Millia cannot follow up from it.

Burst safety cliffnotes:

c.S(1), burst-safe on reaction. Jump-cancel and punish.

c.S(2), burst-safe on reaction. Jump-cancel and punish.

2H, burst safe on superjump. Jump-install to get a full combo if no burst, can punish with falling j.D.

j.S, situationally burst safe (backwards jump). Burst whiffs. Possible dash-in punish?

dj.S, situationally burst safe (attack opponent from a low angle). Burst whiffs.

dj.H, completely burst safe. Millia simply goes under her opponent. Burst whiffs.

Video Examples

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Millia Rage