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Teyah

AC Millia: Combo Lists

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Alright, this'll be the post where I initially compile all the combos I'm going to put on the front page, and the jargon used will be canonized here:

Instead of just defining the string, I'll just define all inputs separately...

JC() = jump cancel. The parenthesis define the direction either 7,8, or 9. 8 is assumed, so JC by itself = jump cancel with 8. (7) = jump away from the opponent, and (9) = jump towards the opponent.

ADC = air dash cancel. ADC is static, as you can only ADC certain air moves, and only in the forward direction.

IADC() = instant air dash (cancel). The parenthesis define the direction. (6) = air dash towards the opponent, and (4) = air dash away from the opponent. Used here in order to avoid confusion with jumping, and then air dash, and then straight up IAD'n.

*If a movement such as jump or air dash occurs, and is not canceling anything, the "C" will simply be missing, such as JC becomes J, ADC becomes AD, and IADC becomes IAD. AD, unlike ADC, is not static, and as such may be defined (6 or 4). Saves space, easy to understand, helps cut down on explaining odd combos that use lots of different kinds of movements*

dash(): 4 for back dash, 6 for forward dash.

throw: are you blocking my roundhouse?

land: to note when Millia has gone from airborne to grounded during a combo.

= link. That's all. Blank space. A flick of the space bar. Just used to separate strings/actions from each other.

| = delay. Not with levels, because there is no way a scale like that will ever be truly accurate. Instead, it just indicates whether there IS a delay there or NOT. The indication for "delay" will always be to the LEFT of the action that needs to be delayed(AKA: |ADC, H = delay the air dash input, but immediately hit hard slash after air dashing... and ADC, |H = air dash cancel as soon as possible, but delay the actual hard slash input).

An example:

SLAYER

(corner only) S©-2H -> JC(9) H -> |ADC S-|H -> |ADC |H land 2H -> JC(7) |D -> |ADC S-H -> ADC |D land S©-2H -> JC D -> ADC S-H -> ADC D -> |214S land 6H (184 damage)

Just to note: before trying to delay, run straight through the combo until you get to a point where it doesn't work, THEN make alterations to your timing. Sometimes, the delay timing on some combos will feel natural, go with it until you have reason not to. Otherwise, you'll end up frustrated to no end (especially with johnny and baiken).

So yeah =) onto the list...

ABA

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash K -> JC(9) P-K-D -> ADC K-D -> ADC D (62 damage)

throw dash K -> JC(9) K-S-H -> ADC D -> ADC D (69 damage)

throw dash 2H -> JC(9) S-H -> ADC D -> ADC D (78 damage)

throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (79 damage)

throw dash 2H -> IAD(6) H -> ADC S-H land J K-D -> ADC K-D -> ADC D (85 damage)

(midscreen)throw dash S(f)-2H -> JC H -> ADC H -> ADC S-H land J K-D -> 214S D -> ADC H -> ADC D (90 damage)

(midscreen)throw dash S(f)-2H -> JC D -> ADC S-H -> ADC D land S©-2H -> JC D -> 214S D -> ADC H -> ADC D (94 damage)

Miscellaneous Combos:

ANJI

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage)

throw dash 2H-> JC(9) S-H-> ADC D-> ADC D (94 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage)

throw dash 2H-> IADC(6) H-> ADC H land S©-> JC(9) K-S-H-> ADC D-> ADC D (103 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage)

throw dash 2H-> JC(9) H-> ADC S-H land 2H-> HJC(9) D -> 214S, AD(6) D-> ADC D (110 damage)

throw dash 2H-> IADC(6) H-> ADC H land S©-2H-> HJC(9) D-> 214S AD(6) D-> ADC D (111 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> 214H D-> ADC D (112 damage)

Miscellaneous Combos:

AXL

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw walk K-> J(9) K-D-> ADC K-D-> ADC D (77 damage)

throw dash J(9) K-S-H-> ADC D-> ADC D (82 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage)

(midscreen)throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-D-> 214S D-> ADC H-> ADC D (100 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-D-> ADC S-H-> 214H D-> ADC D (111 damage)

(midscreen)throw dash S(f)-2H-> JC(9) D-> ADC S-H-> ADC D land S©-2H-> JC(9) D-> 214S D-> ADC H-> ADC D (114 damage)

BAIKEN

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash K-> JC(9) P-K-D-> ADC K-D-> ADC D (86 damage)

throw dash K-S©-> JC(9) K-D-> ADC K-D-> ADC D (91 damage)

throw dash K-> JC(9) K-S-H-> ADC D-> ADC D (91 damage)

throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (105 damage)

(midscreen)throw dash 2H -> IADC(6) D -> ADC S-H land J K-D -> 214S D -> ADC H -> ADC D (118 damage)

(midscreen)throw dash S(f)-2H-> JC(9) D-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (122 damage)

BRIDGET

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash K-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage)

throw dash K-> JC(9) K-S-H-> ADC D-> ADC D (83 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (98 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H/D-> ADC D (113-114 damage)

(just a teaser for the tension list)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-D-> ADC S-H-> ADC D-> 236D land dash 2H-> JC D-> 214S D-> ADC H/D-> ADC D (121-122 damage)

CHIPP

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (99 damage)

throw dash P-> JC(9) K-S-H-> ADC D -> ADC D (103 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (119 damage)

throw dash 2H-> IADC(6) H-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (128 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (138 damage)

DIZZY

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (86 damage)

throw dash P-> JC(9) K-P-K-D-> ADC D-> ADC D (87 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (92 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (106 damage)

throw dash J(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (106 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D-> ADC D (121 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> ADC D-> 214S D-> ADC D (121 damage)

EDDIE

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage)

throw dash K-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (92 damage)

(midscreen)throw dash K-> JC(9) K-S-H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (92 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (110 damage)

I-NO

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) K-P-K-D-> ADC H-> ADC D (77 damage)

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage)

throw dash 2H -> JC(9) S-H-> ADC D-> ADC D (94 damage)

throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage)

throw dash J(9) K-S-H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D (95 damage)

throw dash 2H-> IADC(6) D-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (102 damage)

throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D-> ADC D (110 damage)

JAM

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage)

throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage)

throw dash J(9) K-P-S-H land J(9) K-D-> ADC K-D-> ADC D (84 damage)

throw dash J(9) K-P-K-D-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (86 damage)

throw dash J(9) K-P-K-D-> ADC H -> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (89 damage)

(midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H > ADC D (112 damage)

JOHNNY

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash K-> JC(9) K-P-K-D-> ADC K-D-> ADC D (73 damage)

throw dash K-K-> JC(9) K-S-H-> ADC D-> ADC H-> 214S land 6H (84 damage)

throw dash S(f)-2H-> JC(9) K-D-> ADC K-D-> ADC D (92 damage)

throw dash S(f)-2H-> HJC(9) D-> 214S AD(6) D-> ADC D (93 damage)

throw dash S(f)-2H-> JC(9) K-D-> ADC K-D-> ADC D-> 214S land 6H (100 damage)

KY

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw dash K -> JC(9) P-K-S-H -> ADC D -> ADC D

throw dash K -> JC(9) K-P-K-D -> ADC K-D -> ADC D (74 damage)

throw dash K-K -> JC(9) K-S-H -> ADC D -> ADC D (80 damage)

throw dash 2H -> JC(9) K-S-H -> ADC D -> ADC D (92 damage)

(midscreen)throw dash K -> JC(9) K-S-H -> ADC D -> ADC S-H land J(8/9) K-D -> 214S |D -> ADC H -> ADC D (92 damage)

throw dash K -> JC(9) K-S-H -> ADC D -> ADC S-H land J(9) K-S-H -> ADC D -> ADC D (92 damage)

throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (93 damage)

throw dash 2H -> JC(9) S-H -> ADC K-D -> ADC D (96 damage)

throw dash 2H -> IADC(6) H -> ADC S-H land J(8/9) K-D -> ADC K-D -> ADC D (99 damage)

(midscreen)throw dash 2H -> JC(8) S-H -> ADC D -> ADC S-H land J(8/9) K-D -> 214S ADC |D -> ADC D (104 damage)

MAY

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

(midscreen)throw, dash K -> j.K-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (87 damage)

throw, dash S©-2H -> j.D -> ad.K-D -> ad.D (93 damage)

throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (97 damage)

throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (101 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage)

MILLIA

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (100 damage)

throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (107 damage)

throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (110 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D (112 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (113 damage)

(midscreen) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (128 damage)

ORDER SOL

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (72 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage)

(midscreen)throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (77 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.D (85 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (85 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

POTEMKIN

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, 2H -> j.D -> ad.K-D -> ad.D (74 damage)

throw, 2H -> j.K-D -> ad.K-D -> ad.D (75 damage)

throw, 2H -> j.K-D -> ad.H -> ad.D (76 damage)

throw, dash S(f)-2H -> D -> ad.K-D -> ad.D (79 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (81 damage)

throw, 2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D (83 damage)

throw, 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (87 damage)

throw, 2H -> j.S-H -> ad.H/D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (89 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (89 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (91 damage)

(midscreen)throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (92 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

throw, 2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (101 damage)

ROBO KY

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (65 damage)

throw, dash S(f)-2H -> j.(K-)D -> ad.K-D -> ad.D (81 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (82 damage)

throw, dash 2P-K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (74 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (91 damage)

SLAYER

Air Combos (Opponent Grounded):

(corner) S©-2H -> JC(9) H -> |ADC S-|H -> |ADC |H land 2H -> JC(7) |D -> |ADC S-H -> ADC |D land S©-2H -> JC D -> ADC S-H -> ADC D -> |214S land 6H (184 damage)

S©-2H -> JC |S-|H -> |ADC H -> ADC |H land 2H -> JC(7) -> |D -> |ADC S-|H -> ADC |D land S© -> JC(9) P-K-S-H -> ADC D -> ADC D (182 damage)

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (72 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage)

throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (82 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (85 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage)

throw, dash 2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (94 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D - >ad.D (95 damage)

throw, dash 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (96 damage)

(midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (96 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (101 damage)

SOL

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

(corner only)throw, dash j.K-S-H -> ad.D (73 damage)

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage)

throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (80 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash 2H -> j.D -> ad.K-D -> ad.D (86 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-P-K-D -> ad.D (89 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (97 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage)

TESTAMENT

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (74 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (107 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (109 damage)

VENOM

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash j.K-P-P-K-D -> ad.H -> ad.D (75 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (114 damage)

ZAPPA

Air Combos (Opponent Grounded):

Air Combos (Opponent Airborne):

Disc Corner Combos:

Longinus Corner Combos:

Throw Combos:

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage)

throw, dash P-P -> j.K-S-H -> ad.D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (83 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (90 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.H -> ad.D (92 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage)

(will be updating this when I have the time)

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Some Slayer hate:

After blocked crossheel:

2h, j.s (while rising), j.h, adc, j.d, adc, j.s, j.h, land, j.k, j.s, j.h, adc, j.d, adc, j.d, [bad moon] or [set disc] or [sg setup]

Midscreen

Combo into 2h, (9) s pin, falling j.h, adc, j.h, adc, j.h, lad, 2h + pic up pin, j.s, j.h, adc, j.d, [bad moon] or [s pin, land, 6h, sg setup]

Midscreen

Combo into 2h, iad, j.h, adc, j.h, land, 5k, j.k, j.s, j.h, adc, j.d, adc, j.d

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hi im new so the lingo gonna take a minutes. i at first thought the numbers were degrees LOL. anyway heres to combos i use on my usual opponents. not exactly sure how they work on evrbody j.214s>236k>(spaced it so when i turbofall im still on right side)2s>214s about 4 hits>214k<grab. and if im too far for a grab because i sometimes roll behind them it continues like this: 214h roman cancel (i think)>214s for as many hits as i can get. sometimes they block the 214h so i might use 214s or just roll because im in the corner usually after the first roll>grab or other follow-up. lemme know wat u think. god i love this game

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Hey DeathAwaits, welcome to Dustloop! Glad to see you're enjoying yourself here so far. (Btw since you're from Saudi Arabia, do you know Latif?)

About those combos you posted up: they're not actually 'combos', but more like 'strings' of attacks you can do. A combo is something that will always connect, but strings like j.214S -> j.236K -> land 2S, will not actually combo, unless that j.214S Counter Hits the enemy. This particular string is also very risky, since you can be thrown or hit after landing from the j.236K. And in general, comboing into 214S (Lust Shaker) is not a great idea, since it doesn't knockdown and therefore doesn't allow you guaranteed further mixup. All of Millia's best combos are air combos that use ADC (Airdash cancel) on her j.H and j.D to drag the enemy to the corner and knock them down, and you can find a ton of them in the first post here.

But hey, it seems like you're just getting used to competetive GG and there's nothing wrong with that, there are a lot of new tactics out there that you'll enjoy learning. I know it's not much right now, but you can check out the AC Millia Guide that I'm working on (update coming soon) for a quick description of Millia's playstyle.

If you have any general questions about this stuff, feel free to post them in the Q&A thread.

Good luck, and hope you enjoy your stay here. :)

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yea i know its risky i just started using millia, about 2 months now. slayers my main and jam was my first. air combos hmm, i'll try some. yea and tell me about that unsafe turbo fall, i know more than enough about that. what if there already falling like after a 236h cancel to lust shaker? chase them and then a 2k>2h>j.p>j.236p

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Latif's name on dustloop is Cloud Strife, he usually posts in the Austin thread in Match Finder. He told me there was a Millia player from Saudi Arabia when I played him months ago. Welcome. (These posts will probably be deleted soon since they have nothing to do with the topic) :gonk:

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It depends on where you are position wise, and the character's weight. Jumping backwards and then doing the combo helps in a lot of situations (especially in the corner)

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Almost everyone except for johnny iirc. timing is character specific meaning you may have to delay the adc after the j.d to get j.kd to hitconfirm.

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Question: is (stuff)>2H>j.D>AD j.KD>AD j.SH> land j.KD >AD j.KD> AD j.D the most optimal midscreen combo vs Jam or are there better ones you'd recommend?

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S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.D -> ad.D (189 damage) anywhere on the screen, this works.

If you want something without pin, then what you listed is a pretty safe bet. You could replace the initial j.D -> ad.K-D -> ad.S-H with j.H -> ad.H -> ad.S-H, but the former is less of a headache. In most cases, you'll be comboing off of disc anyway, so the combo changes to something else...

for simplicities sake:

236H, 2K(low), disc hits, dash (S(f)-)2H -> j.H/D -> ad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D

...is what I use currently as a B&B combo from disc on jam. Depends on where and how I catch them after the disc hits. Sometimes I just do j.D -> ad.KD -> ad.D and leave it at that if I feel like the S-H won't reach.

Edited by blitz

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Thanks. My problem is that sometimes Jam will recover after I land from ad.S-H before I can rejump and continue the combo. I could stick to plain j.D > ad.KD > ad.D routes but I guess I'd still like to have a second option for better corner carry.

I've got one more silly question which I haven't quickly found an answer for when looking around: is there a specific reason to prefer hairpin->land 6H enders to ad.D ones?

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214S land 6H guarantees a knockdown at greater heights where j.D wouldn't give you the knockdown, it's easier against some characters (Johnny -____-) and gives you the option for meaty disc setups (cancel 6H into disc instead of roll, disc) or secret garden oki (cancel 6H into 214H).

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That jam recovers from your S-H before you can rejump into j.K-D probably has more to do with how you are doing the S-H, and how high in the air she is when you do it. You have to let her fall a bit in the prior sets of hits leading up to the ad.S-H. It might be just your timing of the rejump itself, as it comes sooner than you might expect, but for the most part it becomes easier the lower you can get her. With jam, there's also a certain amount of a delay you can induce between the S and the H if it's early on in the combo(like it is here), since she has the kind of hitbox that lets j.H hit her at nearly any height as long as you are close enough to her sprite. I think I actually explained this at one point in this thread, but can't remember off the top of my head. If you really have a hard time with getting the timing on it, just stick to j.D -> ad.K-D -> ad.D. If it ends in the corner, jam is light enough that (K-)S©-2H will catch her, and you can do another set of j.D -> ad.K-D -> ad.D right after (though the damage is bad, it's a much easier combo) or even just K-S© -> j.(P-)K-D -> ad.K-D -> ad.D to play it safe.

As for the 6H ender after the 2nd airdash in an air combo, it can be used for meaty disc (like rele mentions), which is good for low airdash mixup (disc, immediately iad, then either low airdash (K-)S / low airdash K-P-K or land 2K/2S just after the disc hits). Doing this really tightly is important, and it's not something you should do all the time against certain characters with good wakeup options. Just a simple IB can ruin the setup if it's not perfect.

As for me, I only really use 6H ender in 2 specific situations: 1) When it ensures the knockdown after a 2nd airdash D -> pin or 236D. In this case, I generally just roll into ground 236H/D afterwards. It's standard, you'll have the meter, and it still allows some pretty good options, including (for 236D) corner cross-ups. 2) after the first ad.K-D in specific setups for it where I can get a meaty or near meaty SG off the higher altitude 6H. <-- My favorite use. Especially fun against Pot, Testament, Eddie, Venom, and Axl.

Edited by blitz

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Thanks a lot for the precious tips. As for the relaunch combos I suspect it's as you said, I am not close enough to the ground by the time I'm doing jS-H. I guess I'll have to try delaying that part as much as I can.

Edited by Ronove

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Hi guys! I'm new to the Millia boards. I was looking through each page and checked the wiki but I was wondering if Millia has more than 1 general ground BnB? It might be a bit of stupid question lol.

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Yeah, she does, but she is rather limited in that respect since she can only combo into 2D from 5H, and can only combo into 2H from S©, S(f), or 6P. 'When' you can combo into 2H from these will vary greatly from character to character, and things like range and momentum and crouching versus standing matter quite a bit. Generally, you'll either be close enough to combo into 2H, or too far away, and have to combo into 5H-2D. Most times, you'll phone it in aka: Use setups where 2H is guaranteed. There's really no reason to lengthen her ground combos if you can go for an aircombo, and in any case her ground normals push her back too far to do much more than 2K-S©-5H-2D or 2K-2S-5H-2D or 2K-5K-S(f)-5H-2D, and being close enough for disc okiseme to work is more important than a sliver of extra damage before knockdown.

TL;DR: Millia spends very little time comboing people ground to ground. IIIIIIIIIII~ just wanna flyyy~~

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Any tips for linking j.k into 5s? Without pin, of course. I can go j.k > 2k with ease but the pushback is too much to be able to follow up with 5s© > 2h :/

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Yeah, unfortunately there isn't much to say, other than to learn to time j.K as close to the ground as possible and pressing 5S© as soon as you land. I'd recommend doing something like: jump forward, high falling j.S -> adc j.K j.S -> adc -> j.K j.P j.K; and then mess around with how much you can delay the hits in the airdash strings because you generally need some minor delayed cancels to get the last j.K at the right height. The last j.K right before you land should be about the opponent's head or lower (this was on standing Bridget, btw, so that means chest and lower for taller characters) and you should be falling out of your airdash momentum by then too (which comes naturally with delaying the airdash string. tl;dr: don't spam j.K j.P j.K as fast as possible).

Also, mess around with linking j.K -> 5H, it's 1F faster than 5S© so that might cut you a bit of slack.

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