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Teyah

ACR Millia - Combo Lists & Discussion

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Another game, another set of Millia combos to learn! :eng101:

I've started working out some reliable, strong combos from common situations. These include: from a ground 2H launch, from a 236H disc hitting, from a 236S disc hitting, and throw combos. I've also added notes to the combos below so hopefully those clear up some issues you may run into.

Legend/Notes:

ADF = cancel into air dash forwards

ADB = cancel into air dash backwards

r. = running

ndj. = neutral double jump

(j.S) = the move inside the brackets is optional or dependent upon height

j.S(E) = do the move preceding the (E) early or ASAP

j.S(L) = do this move preceding the (L) late

j.2H - All j.2Hs hit three times unless specifically stated

Into 236S - These combos start from about outside of throw range for the initial high/low into 236S. I won't list any running or point blank normals into 236S since this would be clearly in throw range wouldn't be very useful for real match situations.

Into 2H - The standard distance I used for this was as follows:

- In the corner: pressing up against the enemy, connecting with 2S 2H into full combo.

- Outside of the corner, pressing up against the enemy, connecting with 2K 5S 2H into full combo.

***Combo difficulty rating scale***

Very Easy = Requires little to no timing at all, very hard to drop. Everything just falls into place easily without practice.

Easy = May require a bit of practice but combo is straightforward and contains no overly difficult links or timing issues.

Medium = Combo requires some practice but is doable consistently once you understand the particulars.

Hard = Combo requires multiple tight timing windows that require a lot of practice to get down.

Very Hard = Combo is prohibitively difficult to pull off with any kind of consistency.

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SIMPLE/UNIVERSAL COMBOS

For almost all of the combos below, you can end in delayed j.2H instead of BM for a knockdown - useful for when you reach the corner and you want the j.2H knockdown instead.

BASIC NORMAL WEIGHTS COMBOS - For Sol, Potemkin, Chipp, Faust, Axl, Anji, Venom, Testament, Dizzy (post-disc combo only), Slayer, Zappa, Order-Sol, ABA

Throw combo: r.5Sf 2H j.H ADF j.H ADF j.2H-236P

Difficulty: Very Easy

Notes: For ABA, don't end in Bad Moon as it hits OTG

Ground combo: 2H, j.SH ADF j.H ADF j.2H-236P

Difficulty: Very Easy

Notes: For ABA, don't end in Bad Moon as it hits OTG

Post-disc combo: (after 236H hits) r.5Sc 2H j.H ADF j.H ADF j.2H-236P

Difficulty: Very Easy

Notes - Chipp/Dizzy: Pick them up low with 5Sc

Notes - ABA: Don't end in Bad Moon as it hits OTG

ANGLED NORMAL WEIGHTS COMBOS - For Ky, Eddie, Johnny (ground combo only), Dizzy (ground combo only), Robo-Ky, ABA (post-disc combo only)

Throw combo: r.5Sf 2H j.H ADF j.2H-236P

Difficulty: Easy

Notes: For the Kys, need to delay the j.2H and Bad Moon slightly.

Ground combo: 2H, j.SH ADF j.2H-236P

Difficulty: Very Easy to Easy (notes)

Notes - Ky: Delay j.2H and Bad Moon

Notes - Dizzy: Do the combo as early as possible but delay the Bad Moon

Notes - Robo-Ky: Do j.S early, then delay j.H, then end with delayed Bad Moon

Post-disc combo: (after 236H hits) r.5Sc 2H nj.H ADF j.2H-236P

Difficulty: Easy

Notes - Ky/Eddie: Delay j.2H and Bad Moon

Notes - I-No: Needs low launch with 5Sc

Notes - Robo-Ky: Needs high launch with 5Sc, do 2 hits if needed

Notes - all: If you push them to corner you can get another rep of j.H ADF

BASIC LIGHT WEIGHTS COMBOS - For May, Millia (ground combo), Jam (throw & ground combos), I-No (ground & post-disc combos), Kliff, Justice

Throw combo: r.2P-5P j.KH ADF j.H ADF j.2H

Difficulty: Easy

Notes - May/Jam: Slightly delay the j.2H for the knockdown

Ground combo: 2H, j.KH ADF j.H ADF j.2H

Difficulty: Easy

Notes - all: Jump after the 2H right away but slightly delay the j.K

Notes - Millia/Kliff: Can also end in early j.2H into delayed Bad Moon

Post-disc combo: (after 236H hits) r.5Sc(2) nj.SH ADF j.H ADF j.2H

Difficulty: Easy

Notes - Kliff: 1 hit of 5Sc only

Notes - all: Slightly delay j.2H or do early j.2H into delayed Bad Moon

HEAVIER LIGHT WEIGHTS COMBOS - For Millia (throw & post-disc combos), I-No (throw combo)

Throw combo: r.5Sf 2H nj.H ADF j.2H(E)-236P(L)

Difficulty: Easy

Post-disc combo: (after 236H hits) r.5Sc(2) j.KH ADF j.H ADF j.2H-236P

Difficulty: Very Easy

ANGLED LIGHT WEIGHTS COMBOS - For Baiken, Bridget, Jam (post-disc combo only)

Throw combo: r.5K j.PKH ADF j.2H-236P(L)

Difficulty: Medium

Notes - all: Need to start with deep running 5K, then delay Bad Moon at the end.

Notes - Bridget: You're better off going with the relaunch combo below, since it's more damage and equal in difficulty.

Ground combo: 2H, j.KH ADF j.2H-236P

Difficulty: Medium

Notes - all: Delay first jump K, do j.2H early, end with very delayed (last frame) Bad Moon

Post-disc combo: (after 236H hits) r.5Sc(2) j.KH ADF j.2H-236P

Difficulty: Very Easy (JA), Easy (BR), Medium (BA)

Notes - all: Launch low with 5Sc, delay j.2H, delay Bad Moon at the end

Notes - Jam: Only let 5Sc hit once, no Bad Moon at end

THE OTHER JOHNNY COMBOS

Throw combo: r.5Sf 2H j.KH ADF j.2H-236P

Difficulty: Easy

Notes: Slightly delay both the j.2H and Bad Moon

Post-disc combo: (after 236H hits) r.5Sc(1) j.KS2H(2)

Difficulty: Easy

Notes: Hit the running close S as low as possible, and the rest of combo as early as possible - j.2H should whiff the 2nd hit, 3rd hit will hit and knock down

DIZZY THROW COMBO: r.5Sf j.PKH ADF j.H ADF j.2H-236P

Difficulty: Very Easy

ALTERNATE JUSTICE THROW COMBO: 2H j.H ADF j.2H-236P

Difficulty: Very Easy

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OPTIMAL CHARACTER-SPECIFIC COMBOS

SOL

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Corner Combos

Into 2H:

j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (157 damage) (Very Easy)

j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF(L) j.2H (163 damage) (Easy)

j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (166 damage) (Medium)

j.S(L)H ADF j.H(L) ADF j.H land 2H j.H ADF j.H ADF j.2H (169 damage) (Medium)

Into 236H:

S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (149 damage) (Very Easy)

S2H j.H ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (156 damage) (Medium)

Into 236S:

6P j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (148 damage) (Easy)

6P j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (153 damage) (Medium)

Corner Combos with 25% Tension

Into 2H:

j.S-236D dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (200 damage) (Medium)

j.S-236D dj.D ADB(L) dj.D(E) land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (218 damage) (Hard)

Into 236H:

S2H j.H-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (177 damage) (Medium)

S2H j.H-236D(L) dj.D(E) ADB(L) dj.D land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (177 damage) (Hard)

Into 236S:

6P j.SH-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (178 damage) (Medium)

Corner Combos with Pin

Into 2H:

j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (183 damage) (Medium)

j.S(L)-214S dj.D ADB dj.D land IADF j.D land 2H(L) j.SH ADF j.H ADF j.2H (202 damage) (Hard)

Into 236H:

S2H j.H-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (170 damage) (Medium)

Into 236S:

6P j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (169 damage) (Medium)

6P j.SH-214H ADF(E) j.D ADB(L) j.D land IADF j.H land 2H(L) j.SH ADF j.H ADF j.2H (177 damage) (Hard)

Midscreen Combos without Pin

Into 2H:

sj.KSH ADF j.H ADF j.2H(L) (99 damage) (Very Easy)

j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (120 damage) (Easy)

nj.S(L)H ADF j.H ADF j.H land 2H j.H ADF j.H ADF j.2H(L) (124 damage) (Medium)

Into 236H:

r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(L,2) (148 damage) (Easy)

r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H (158 damage) (Easy)

Throw:

r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(2) (106 damage) (Very Easy)

r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H (108 damage) (Easy)

Midscreen Combos with 25% Tension:

Into 2H:

j.S-236D dj(L).D ADF dj.D land r.2H j.SH ADF j.H ADF j.2H (148 damage) (Medium*)

Into 236H:

r.S2H sj.H-236D land rj.D ADB j.D land r.2H j.H ADF j.H ADF j.2H (181 damage) (Medium*) (not fullscreen)

Throw:

r.2H j.S-236D dj.D(L) ADF(E) dj.D land r.2H j.H ADF j.H ADF j.2H (121 damage) (Hard*)

Midscreen Combos with Pin:

Into 2H:

j.SH ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (130 damage) (Medium)

j.S-214S ndj(E).D(L) ADF dj.D land r.2H j.H ADF j.H ADF j.2H (136dmg) (Medium*)

Into 236H:

r.S2H j.H ADF j.H ADF j.S2H(1) land S j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (163 damage) (Easy)

r.S2H j.H ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (169 damage) (Medium)

Overall combo difficulty: Very Easy

Notes: Sol's hitbox is perfect for landing Millia's new combos. A great character to practice on to learn the basics.

* - timing of this is variable. If it's the real wall, it's a later adf. If it's a fake wall, it's an earlier airdash (but still some delay). If it's fullscreen or close to fullscreen, the dj.D after 236D is really really late (almost touching the ground) and the airdash into dust afterwards is early. The 2nd j.D will wall bounce really low, but you can still r.2H. I'm putting this here, because this same difference in timing goes for everyone this combo works on.

KY

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Corner Combos

Into 2H: j.S(L)H(L) ADF(L) j.H ADF(L) j.H land S(2) j.SH ADF j.H ADF j.2H

Into 236H: S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (150 damage)

Into 236S: 6P j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H (144 damage)

Corner Combos with Pin

Into 2H:

j.SH-214S, ndj.D, land, 6H-214K

j.S(L)H(L) ADF(L) j.H ADF(L) j.H land 2H j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214K land 6H (180 damage)

Into 236H: 5S 2H j.S-214H ADB j.D, land, r.5Sf 2H (j.S) j.H, ADF j.2H-236P

Into 236S: 6P j.SH-214H, then same as 236H combo above

Midscreen Combos without Pin

Into 2H:

j.SH ADF j.2H, land, S(2)2H j.H ADF j.2H-236P (116 damage)

j.SH ADF j.H land S j.SH ADF j.H ADF j.2H (118 damage)

Into 236H: 5S 2H j.H ADF j.2H, then same as above

Throw: r.5Sf 2H j.H ADF j.2H, then same as above

Overall combo difficulty: Easy

Notes: Comboing Ky requires a lot of on-the-fly adjustments, due to his finicky weight and hitbox. If he is too low, 2H j.H will often miss on the relaunch, so make sure you add in the extra j.S there. If the corner Into 2H combo is too tough, you can simply end it with a 6H into roll, after the ndj.D.

MAY

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Corner Combos with Pin

Into 2H: j.SH-214H, ndj.D, land, 6H-214K

Into 236H: 5S 2H j.H-214H, then the same as the above combo

Into 236S: 6P, then the full 2H combo

Midscreen Combos without Pin

Into 2H: j.KH ADF j.2H, land, 5S 2H, j.H ADF j.H ADF j.2H-236P

Into 236H: 5Sc(2), then the full above combo

Throw: deep r.2P 5P, then the full above combo

Overall combo difficulty: Easy for corner pin and midscreen combos, Medium for throw combos

Notes: It's fairly straightforward to combo May once you know to never use 2H j.SH on her due to her light hitbox. Throw combo is a bit tricky due to timing the deep run into 5K or the first j.K if you miss the deep run.

MILLIA

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Corner Combos with Pin

Into 2H: j.H(E)-214S, ndj.D, land, 2H j.H ADF j.H ADF j.2H-236P

Into 236H: 2H, then the full Into 2H combo above

Into 236S: 6P j.SH-214H, ndj.D, 2H nj.H, ADF j.2H-236P

Midscreen Combos without Pin

Into 2H: j.H(E) ADF j.SH, land, j.KH ADF j.2H-236P

Into 236H: 5Sc(1) j.SH ADF j.H ADF j.2H(-236P)

Throw: r.5Sf 2H nj.H ADF j.2H-236P <- could be improved

Overall combo difficulty: Easy

Notes: There are a lot of combos to memorize! Millia is light and also fairly large in the air, which means that 2H j.H works on her fairly easily, you just have to time it early.

EDDIE

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Corner Combos with Pin

Into 2H: j.SH(L)-214S, ndj.D, land, 2H, nj.SH ADF j.2H-236P

Into 236H: 5S 2H j.H(L)-214S, then the combo above

Into 236S: 6P j.SH-214H ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H-236P

Midscreen Combos without Pin

Into 2H: j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Overall combo difficulty: Easy

Notes: Need to delay the j.H before firing j.214S, in order to get closer to Eddie so the pin won't miss.

POTEMKIN

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Corner Combos with Pin

Into 2H: j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H

Into 236H: S2H j.H-214S dj.D(L) ADB j.D land S2H j.SH ADF j.H ADF j.2H

Into 236S: 6P j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.H land S2H j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.S2H land S2H j.S-H ADF j.H ADF j.2H

Throw: 2H j.SH ADF j.H ADF j.SH land S2H j.H ADF j.H ADF j.2H

CHIPP

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Corner Combos with Pin

Into 2H: j.SH-214H, ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H

Into 236H: 5S 2H j.H-214H, then the above combo

Into 236S: 5P j.KH-214H, then the above combo

Midscreen Combos without Pin

Into 2H: j.SH(E) ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H

Overall combo difficulty: Easy

Notes: The only timing issue here is the ADF into delayed j.D, then the backdash. Quite easy with a practice, and this combo grants you a valuable j.2H knockdown too.

FAUST

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Corner Combos with Pin

Into 2H: j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236H: S2H nhj.H-214S(L) ADF(L) j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236S: 6P j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: nj.SH ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

BAIKEN

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Corner Combos with Pin

Into 2H: j.SH-214H(E) ADF(L) j.D ADB j.D land IADF j.H ADF j.2H

Into 236H: S2H nj.H-214H(L) ADF j.D ADB j.D land IADF j.H ADF j.2H

Into 236S: 6P hj.S-214S ADF(L) j.D ADB j.D land IADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: IADF j.2H land S2H j.H ADF j.H ADF j.2H

Into 236H: r.S2H (n)j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(-236P)

Throw: r.S2H (n)j.H ADF j.2H(L) land 2H j.H ADF(E) j.2H-236P

(Screw Baiken. All midscreen combos without pin or tension are medium to very hard.) -Blitz

JAM

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Corner Combos with Pin

Into 2H: j.SH ADF j.2H, land, 5S 2H j.H-214S, ndj.D, land, 6H-214K

Into 236H: 2H j.H ADF j.2H, then same as the above combo

Into 236S: 5P j.KH-214S, ndj.D, r.6H-214K

Midscreen Combos without Pin

Into 2H: j.K-H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

Into 236H: r.S©2H bj.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H

Throw: r.KK j.KH ADF j.H ADF j.2H (easy)

Throw: r.S2H (n)j.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H (medium)

Overall combo difficulty: Easy

Notes:

JOHNNY

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Corner Combos with Pin

Into 2H: j.SH(L) ADF j.2H, land, 5S 2H j.S(E)H-214S, dj forward, j.D, land, 6H-214K

Into 236H: 2H, then the full above combo

Into 236S: 6P, then the full above combo

Midscreen Combos without Pin

Into 2H: hj.SPS2H land S2H j.H ADF j.2H-236P (what is this I dont even)

Into 2H: j.SH ADF j.2H land S j.KSH ADF j.2H

Into 236H: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.2H-236P

Throw: r.S j.KSH(L) ADF j.2H land S(1,L) j.K(L)S(E)H(E) ADF j.2H(E)

Overall combo difficulty: Easy

Notes: Once you learn the specific late/early moves, the corner combo isn't very tough to pull off consistently.

Throw combo difficulty: Hard (needs practice, not so hard once you learn it)

Throw combo notes: The key to this combo is getting as close as possible to Johnny for the relaunch S, without side-switching. Then you have to delay the relaunch close S so it hits as low as possible. At this point in the combo you're in one of two scenarios:

1) You're as close as you can get. All you have to do is delay the j.K by a little bit, then immediately do the rest of the moves in the combo.

2) You're pretty close, but not as close as possible. You have no choice but to aim for Johnny's face with your j.K (to make it hit as late as possible, so you move closer to Johnny). Then finish the rest of the moves without any delays.

In any case, if your j.2H only hits twice at the end, it means you delayed another move in the combo, so make sure you hit the other moves as early as you can.

AXL

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Corner Combos with Pin

Into 2H: j.SH-214H ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H

Into 236H: 5Sc(2), then the full above combo

Into 236S: 6P j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

Overall combo difficulty: Very Easy

Notes: One of the easier j.D combos in the game - just remember to launch with both hits of close slash after a corner disc mixup.

ANJI

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Corner Combos with Pin

Into 2H: j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236H: S2H j.H-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236S: 6P j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S2H (n)j.H ADF j.H ADF j.2H

General combo difficulty: Very Easy

VENOM

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Corner Combos with Pin

Into 2H: j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236H: S2H nj.H-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Into 236S: 6P j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.SH ADF j.H(L) land 2H j.SH ADF j.H ADF j.2H

Throw: rK6P j.SH ADF j.2H land S j.KSH ADF j.2H

TESTAMENT

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Corner Combos with Pin

Into 2H: j.SH-214H ADB j.D, land, r.5S 2H nj.H ADF j.2H-236P

Into 236H: 5S 2H, then the full above combo

Into 236S: 6P, then the full above combo

Midscreen Combos without Pin

Into 2H: nj.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.2H(L) land S2H j.H ADF j.H ADF j.2H

Overall combo difficulty: Easy

Notes: Just needs a bit of timing on the ADB and the running slash.

DIZZY

-------------

Corner Combos with Pin

Into 2H: j.SH-214H, ADF(E) j.D(E) ADB j.D, r.6H-214K

Into 236H: 5Sc(2) j.SH-214, then the above combo

Into 236S: 6P j.KH-214H, then the above combo

Midscreen Combos without Pin

Into 2H: j.KH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H

Throw: rS2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H

Overall combo difficulty: Medium

Notes: It may take a fair bit of practice to get down the timing of the two airdash j.Ds so that you have enough time to get the running 6H for the knockdown.

SLAYER

-------------

Corner Combos with Pin

Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, r.2H nj.H ADF j.H ADF j.2H-236P

Into 236H: 5S 2H, then the full combo above

Into 236S: 6P, then the full combo above

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: rS2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H

Overall combo difficulty: Medium

Notes: The two j.Ds aren't too tough to time, but getting the running 2H just right along with the j.Hs will take a bit of practice. You can always opt for ending in r.6H instead of the relauch, for the easy knockdown.

(to help with the j.H's, delay the 214H's, and when you end out with the ADF j.2H, do early airdash, late j.2H and it'll drop him. Gives more leeway on the running 2H)-blitz

BRIDGET

-------------

Corner Combos with Pin

Into 2H: j.SH-214H ADF(L) j.D(E) ADB(E) j.D(E) land r.2H nj.H ADF(E) j.H ADF(E) j.2H-236P (Hard)

Into 2H: j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P (Easy)

Into 236H: S j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P

Into 236S: 6P j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P

Midscreen Combos without Pin

Into 2H: j.SH ADF(L) j.2H(E) land 2H j.SH ADF j.H ADF j.2H(L)

Into 236H: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H(E) ADF j.2H land 6P j.SH ADF j.H ADF(E) j.2H(L)

Throw: r.S2H j.H ADF j.2H(L) land 2H j.H ADF j.2H(L)-236P

(so far it seems almost not even worth using the pin. It's barely any more damage than her non-pin combos)-blitz

I-NO

-------------

Corner Combos with Pin

Into 2H: j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H-236P

Into 236H: 5S 2H j.H-214H, then the above combo

Into 236S: 6P, then the full above combo, but with one less [j.H ADF] rep at the end

Midscreen Combos without Pin

Into 2H: j.SH ADF j.2H land S2H j.H ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

Throw: r.S2H nj.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Overall combo difficulty: Easy

Notes: A pretty lenient combo that might require a bit of practice.

ZAPPA

-------------

Corner Combos with Pin

Into 2H: j.SH-214H, ADF(E) j.D, ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P

Into 236H: 5S 2H j.H-214H, then the rest of the combo above

Into 236S: 6P, then the full combo above

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H

Overall combo difficulty: Very Easy

Notes: The only thing to time here is the first ADF j.D which is pretty lenient. Zappa's hitbox makes the ending Bad Moon hit once from a bit far away for the knockdown, so follow with running disc.

ROBO-KY

-------------

Corner Combos with Pin

Into 2H: j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H

Into 236H: S(2) j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H

Into 236S: 6P j.S-214S fdj.D ADB dj.D land r.2H j.SH ADF j.H ADF j.2H

Midscreen Combos without Pin

Into 2H: J.SH(L) ADF j.2H(L) land S2H j.SH ADF j.H ADF j.2H(L)

Into 236H: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.H ADF j.2H(L)

Throw: r.S2H j.SH ADF j.2H land S2H j.H ADF j.2H-236P

ORDER-SOL

-------------

Corner Combos with Pin

Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P

Into 236H: 5S 2H j.H-214H, then the rest of the above combo

Into 236S: 6P, then the full combo above

Midscreen Combos without Pin

Into 2H: j.SH ADF j.H ADF j.H land S(2) j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H

Overall combo difficulty: Very Easy

Notes: A really easy combo to hit, you can also end with a simple running 6H if you don't want to do the ending relaunch for whatever reason.

A.B.A.

-------------

Corner Combos with Pin

Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, land, r.6H-214K

Into 236H: 5S 2H j.H-214H, then the rest of the above combo

Into 236S: 6P, then the full above combo

Midscreen Combos without Pin

Into 2H: j.KH ADF j.SH land j.KH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H(L) ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H(E)

Overall combo difficulty: Very Easy

Notes: Another simple combo, I cut the corner combo short as I didn't find any reliable relaunch enders since ABA's hitbox doesn't really allow for Bad Moon to hit after j.2H. And you'd care much more about the knockdown against ABA anyway.

Throw combo notes: Make sure you wait a bit before the first j.H, otherwise your second j.H might whiff due to ABA being too low (this happens if you get a really deep dash after throw). Also do the last ADF j.2H asap to avoid cases where it only hits twice. After the combo is over you should do walk-up disc since ABA rises really late - a dashing disc will hit perfectly meaty and you don't always want this.

KLIFF

-------------

Corner Combos with Pin

Into 2H: j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P

Into 236H: 6P j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P

Into 236S: j.KH-214S fdj.D(L) ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P

Midscreen Combos without Pin

Into 2H: j.SH ADF j.2H land 6P j.SH ADF j.H ADF j.2H

Into 236H: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H

Notes: To hit Kliff properly with badmoon, your sprite needs to be lower in the air than his at the end of those pin combos. Also, the fdj.D- the jump forward is slightly delayed, and j.D will fall onto him late.

JUSTICE

-------------

Corner Combos

Into 2H: j.H ADF(L) j.SH land j.SH ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(L) (171 damage) (Medium)

Into 236H: S2H j.H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (155 damage) (Easy)

Into 236S: 6P j.SH ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (154 damage) (Easy)

Corner Combos with Pin

Into 2H:

sj.H-214S ADF(E) sj.D ADB sj.D land r.2H j.H ADF j.H ADF j.2H(-236P) (185 damage)

sj.H-214S ADF(E) sj.D ADB sj.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (203 damage)

Into 236H:

S2H j.H-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H (171 damage)

S2H j.H-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (180 damage)

Into 236S:

6P j.KH-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (161 damage)

6P j.KH-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (169 damage)

Corner Combos with 25% Tension

Into 2H:

j.H-236D(L) dj(L).D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (202 damage) (Very Easy)

j.H-236D(L) dj(L).D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (211 damage) (Easy)

Into 236H:

S j.SH-236D(L) dj.D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (172 damage) (Easy)

S j.SH-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (183 damage) (Medium)

2H j.H-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (196 damage) (Easy)

Into 236S:

6P j.KH-236D dj.(L)D ADB(L) dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (170 damage) (Medium)

6P j.KH-236D dj.(L)D ADB(L) dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (179 damage) (Medium)

Midscreen Combos without Pin

Into 2H: nj.S(L)H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H(L) (120 damage) (Very Easy)

Into 236H: r.S2H nj.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

Throw: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H

-----------------------------------------------------------------------------------------------------------------------

This list is a WIP and the blank areas will be updated over time. Also please feel free to post with combos you've come up with, as well as for any issues you may have with the ones posted. If you're adding combos, try to test for optimal ones first, such as. j.D x1 or x2 into relaunch into knockdown for corner combos, or regular j.2H into 5S 2H relaunch knockdown combos for midscreen. If you can't find any, mention that too - this may help other combo researchers save a bunch of time.

Happy comboing everybody :toot:

Edited by blitz

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Great stuff, I was actually compiling an Excel table with all her current combos and you made me discover some who I didn't know of, thanks!

As a suggestion, besides 2H/236H/throw routes I think it wouldn't hurt if we could indicate combos off aerial hitconfirms as well. Though they certainly depend on a lot of factors (height, proximity/angle) it's not a bad idea to give a couple of pointers on how capitalize the most off a jP or jK, for instance. Like doing jP j2H and following with Pin oki, relaunch or j236D depending on the height.

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Awesome, I actually use Excel myself for my own personal spreadsheets/tables. It's just so much more useful than these giant lists. If you have any combos for characters I haven't included above, I certainly wouldn't mind hearing about them!

Also for those stray air hits, I think that's more like general combo advice. Like how you would typically do IAD j.P j.2H into a relaunch, and then go into your standard Pin/relaunch combos from there, based on the character. Or if they're really high up in the air, I almost always go for j.PK dj.KH ADF j.2H-236D, land, 6H. There are just so many variables based on air height of enemy/weight/hitboxes/positioning that you kind of have to make up combos based on the main ones above.. it would take a really long time to list every possibility.

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I've been experimenting with a combo that could be useful when being positioned between midscreen and the corner:

5S 5H 214S 214D IAD jD 5S 2H jH > ender

I tested this on Sol and then on Bridget and Jam. On Sol you can end it with ADC j2H j236P/S pin 6H or end it with ADC jH ADC j2H (S pin 6H). On lightweight characters like Bridget and Jam these enders won't work and you'll need to spend another 25% to do j236D 6H

I need to test this on other characters but my guess is that it should be working on most of the medium/heavy characters, atleast if you're planning to go for the classic j2H ender.

Also, it's worth noting that if you're close to the wall you don't need to IAD jD but you can do run 5S. Of course you'll do less damage. Still the wallsplat caused by Longinus gives really a lot of time to confirm if there's enough distance to a IAD or if it's better to run up instead.

It's not a combo that might be used that often but it's a good way to capitalize off air-to-ground approaches if you're not too distant from the corner rather than going for the typical jump in > (2K) 5S 5H 2D oki

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Yeah that one's a good starter in +R. You usually want to do it from 2D to 214S~214D, since they float higher, allowing for farther range wallsticks and easier IAD j.D followup. But 5H into Longinus works too for characters with difficult hitboxes (eg. Millia, Jam, Anji, other thin lower body characters).

However I don't think it needs its own character specific list since you can treat it the same as any relaunch after j.D. So for characters like Sol, the standard [land, r.(5S)2H nj.H ADF j.H ADF j.2H] ender should apply, while for lighter characters you should probably just end with 6H for the corner knockdown. It is a good thing to point out in the list though.

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I totally forgot I could fit 2D in that string :v:

That said, I tried doing a second relaunch ( IAD jD 5S 2H jH ADC j2H relaunch again) but haven't been succesful, probably because the combo gets too long and everytime the dummy would recover. So yeah, it's just probably safer to to go in the air once and score that knockdown one way or another.

while for lighter characters you should probably just end with 6H for the corner knockdown.

You mean doing 6H right after IAD jD? Or just run up 6H?

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^ probably j.H -> adf.2H -> pin, land, 6H as an ender is what he means. And I really like this option, honestly. It functions closely to say, testaments #R GD loops, where knowing the right distance for it is just something you get used to (in fact, probably much easier with millia). I like the idea of using it off say, a lone 6K. Replacing 236236S where appropriate.

edit - just using this space to keep a log of stuff.

First thing first: ridiculously easy universal combos.

midscreen:

2K-S-2H (n)j.S-H ADF j.H ADF j.2H

Works on everyone except Baiken, Bridget, Dizzy, Jam, and Johnny. Does 102 damage on Sol.

Some characters require a neutral (8) jump after 2H. Which is fine, anyone that can get tagged by nj.S-H makes the combo braindead easy.

For Baiken, Bridget, and Jam, Dizzy...

(midscreen) 2K-S-2H j.K-H ADF j.H ADF j.2H

bridget = 98 damage (easy), baiken 108 damage (easy/medium), jam = 97 damage (very easy), dizzy = 105dmg (very easy)

...and johnny:

(midscreen)2K-S-2H j.S-H ADF j.2H

94 damage (very easy).

best i could find in the "easy" range of combos on johnny that doesn't use relaunches, pin, badmoon, or tension. However...

(midscreen)2K-S-2H j.S-H ADF j.2H land S-2H j.S-H ADF j.H ADF j.2H(2hits) j.236P will work. Easy/Medium difficulty. 118 damage. Probably more useable.

and now some real combos:

midscreen relaunch...

2K-S-2H (n)j.S-H ADF j.H ADF j.2H land S-2H j.S-H ADF j.H ADF j.2H

2K-S-2H (n)j.S-H ADF j.2H land S j.K-S-H ADF j.H ADF j.2H

^top one doesn't work on some character when approaching corner. Bottom one works anywhere on the characters that it works on at all.

midscreen relaunches for lights...

2K-S-2H j.K-H ADF j.H ADF j.2H land S-2H j.H ADF j.H ADF j.2H

on may, i-no, and jam

2K-S-2H j.S-H -> ad.2H land S-2H j.H ADF j.H ADF j.2H

on i-no, dizzy, and millia

2K-S-2H IADF j.2H land S-2H j.H ADF j.H ADF j.2H

bridget and kliff

...

robo-ky

2K-S-2H IADF j.P-2H land S-2H j.S-H ADF j.H ADF j.2H

...

characters that you can't do 236H, 2S nj.D(L) to:

aba, dizzy, ky, robo-ky, and zappa

more notes:

apparently, some of the lightweights get hit very easily by 2 things...

1. 2H IADF j.2H.

2. j.2H land 2H.

here's a combo on jam that isn't going to make it into the above guide for awhile:

236H, 6K (disc hits), dash in deep S2H (7)j.H ADF j.2H(L), land, 2H (n)j.H ADF j.H ADF j.2H

I have some updates for the OP that should probably replace what is there:

for dizzy corner pin combos...

2S-2H j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H works

236H, 6K (disc hits) S2H njH-214H(L) ADF(L) j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H works.

6K-236S, P j.KH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H too.

So yeah, gonna work on the 2 SGs + setups.

edit - zappa double relaunch into pin 6H ender =D

fullscreen (or anywhere) -

2KS2H j.SH ADF j.H ADF j.H land S j.SH (ADF j.H) ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H

edit - ^ the above combo structure is replicable in other combos, such as the following:

r.2KSH2D-214S(whiff)~214D IADF j.D land r.2H j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H

Similar on testament in the corner:

2S2H j.SH ADF j.H ADF j.SH land 2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(2)-214S land 6H (180 damage). Corner only this one =<

but the other one above for zappa off 2KS2H works on testament too (176 damage)

also, a 50% tension combo on zappa in the corner:

2S2H j.S-236D dj.D(E) ADB(L) dj.D land r.2H j.H-236D dj.D(E) ADB(L) dj.D land IADF j.H ADF j.2H (223 damage; 248 damage from 5S instead)

this lead to this other combo (25% + pin):

2S2H j.S-236D dj.D(E) ADB(L) dj.D land r.2H j.H-214H ADF(E) j.D ADB j.D land IADF j.H ADF j.2H (216 damage; 241 damage from 5S instead)

edit- well, apparently 3 j.Ds are possible on zappa, and actually make his corner pin combos easier

goes like this now: 2S2H j.S-214S dj.D ADB dj.D land IADF(E) j.D land S2H j.H ADF j.H ADF j.2H (201 damage from 2S, 223 from 5S)

update: the 3 j.D setup works on more of the cast, compiling a list:

Testament(Hard), Johnny(Easy), Slayer(easy), Jam(Medium), Axl(Very Easy), Anji(Very Easy), Order-Sol(Medium), Eddie(Easy), Potemkin(Very Easy), Faust(Easy), Justice(Easy), Millia(Medium), Sol(Medium)

also, found my first reusable pin pick-up combo from the above combo:

2S2H j.S-214S dj.D ADB dj.D land IADF(E) j.D land (pick up pin)S2H

^requires very strict timing, and only possible on specific characters as written.

Also, 236H, 2S nj.D(L) land 6H-236S 6P j.SH is a real combo, and it does real damage.

Full/midscreen pin/FBdisc combos:

on...

-zappa-

into 236H:

j.214S j.D ADB(E) ADF(E) j.D land r.2H j.SH ADF j.H ADF j.2H (doesn't work from actual fullscreen, but just outside to right outside the corner, it works fine)

j.S-214S ndj(L).D ADF(E) j.D land r.S2H j.H ADF j.H ADF j.2H (doesn't work too close to the corner, but does from fullscreen to about a little past the center)

j.S-236D dj(L).D ADF(E) j.D land r.2H j.SH ADF j.H ADF j.2H

-sol-

yo midscreen double relaunch into 6H ender

into 236H: r.S2H j.H ADF j.H ADF j.H land S j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H

--this can be done on quite a few people, and is probably the combo of choice when you want corner carry from midscreen to end in 6H. So far, I haven't found one that will knock down an opponent without 6H.

Dustloops

-Faust-

The "best" dustloop on faust, using pin:

corner combo into 2H j.SH-214H ADB(L) j.D ADF(L) j.D land [j.D ADB(L) j.D ADF(E) j.D land]x2 (n)j.D ADF j.D(L) land 6H

Here's a vid a dude recorded off his vita:

http://www.youtube.com/watch?v=8cc48BAEVV0

This isn't an easy combo, by any stretch. You probably won't use it, and timing takes forever to get used to.

Here are the easiest high damage dust loops on faust below. Corner Only...

Into 2H: j.SH-214H ADB(L) j.D ADF(L) j.D land j.D ADB j.D land j.D ADF j.D land 6H (214 damage)

Into 2H: j.S-236D nj.D land j(L).D ADB j.D ADF j.D land nj.D ADF j.D(L) land 6H (238 damage)

Into 236S: 6P j.KH-214H ADB(L) j.D ADF(L) j.D land j.D ADB j.D land j.D ADF j.D land 6H (181 damage)

Into 236S: 6P j.KH-236D ndj(L).D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H(184 damage)

Into 236H: S2H j.H-214H ADB j.D ADF(L) j.D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H (190 damage)

Into 236H: 2H j.H-236D ndj.D(L) land j.D ADB(L) j.D ADF j.D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H (217 damage)

Corner 5D: homing jump D (wait) j.D ADB(L) j.D land rj.D ADB(L) j.D land j.D ADF j.D(L) land 6H (215 damage)

Corner 5D: homing jump D (wait) j.D ADB j.D land nj.D ADF j.D land bj.D ADF(L) j.D land 6H (215 damage)

(there's a standing dust combo that does 245, but it's a quite a bit harder).

Nevermind! I have an easy 240 damage one in the corner for ya:

5D homing jump D (wait) j.D ADB j.D land nj.D ADF j.D land bj.D ADF(L) j.D land 2H j.SH-214H ADB j.D ADF j.D land 6H (240 damage) (Easy)

NEW!!

Broke the 300 damage mark on faust with 25% and no pin.

in the corner...

S2H j.S-236D nj.D(L) land j(L).D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land bj.D ADF j.D(L) land 6H (302 damage)

^basically 3 reps of [j.D ADB j.D ADF j.D] instead of 2.

And Nakamura's midscreen dustloop gives us this possibility (though he only did a partial loop in the recent vid). It's pretty specific about starting position, though it's possible from different spots with different sequences of moves, or using nj instead in some cases, but here's one if you start it from just on the other side of opponents starting position(iad over at the beginning of the round, land, combo. That's the position this works from):

S2H j.SH ADF j.H ADF j.H-214H j.D land j.D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land nj.D ADF j.D(L) land 6H (237 damage)

changing things like, say, the j.SH into nj.SH, or removing one of the j.H's, will get you the same combo from slightly different spots. From certain spots, it'll work if you do nj(E).D(E) late ADB j.D to start it off.

It also works off of 236D from the same spots, and is actually less picky about where you start since it allows for rj.D to start it fairly easily:

S2H j.SH (ADF j.H) ADF j.H-236D land ®j.D ADB j.D ADF j.D... this variation does around 248 from S©.

NEW!!

dustloop in the corner on faust with no pin or tension =D

236H, 2S (hits) (n)j.D ADB j.D land j.D ADF j.D ADB j.D land nj.D ADF j.D(L) land 2H(L) j.SH ADF j.H ADF j.2H (260 damage)

So this takes a little explaining. after 2S hits, you are jumping regardless. point blank, you nj. outside throw range, you jump forward. This gets easier, the closer the disc and 2S hits are. After that, it's usually dustloop timing, but make sure you are doing the first ADF j.D pretty quick, or the ADB j.D will either whiff, or you won't get it out in time.

-Potemkin-

Slightly harder to dustloop than faust, cuz pot hitbox isn't as massively tall in the air. But at any time, a regular ender is possible without any grief if you find your positioning is wrong.

MarkoftheGear dude haz the combox:

http://www.youtube.com/watch?v=qhzyYpcAasA

The above: low ADF j.S land S2H j.SH-236D dj(L).D ADB(L) dj.D land nj.D ADF j.D(L) land j.D ADB j.D ADF j.D land j.D ADB j.D ADF j.D land 6H (Medium)

Some variations meant for general consumption:

S2H j.S-236D dj.D ADB(L) dj.D j.D ADF(L) j.D land 2H j.SH ADF j.H ADF j.2H (215 damage) (Easy)

S2H j.(S)H(L)-236D(L) ndj(E).D(L) land j.D ADB j.D ADF j.D land j.D ADB j.D ADF j.D land j.D ADF j.D(L) land 6H (238 damage) (Medium)

still workin on it...

NEW!

Easiest dustloop on potemkin, hands down:

corner S2H 741236D [land j.D ADB j.D ADF j.D] x 4 ->> land 66H (261 damage)

...and has the damage. SCORE. Bonus points for auto-baiting burst from the 2H LOL.

edit - Ok, time to figure out simple 6H/pin/etc stuff from short combos and the like, and discuss close and far SG/FBSG setups...

First thing first, you can use both H and D when you do 214D (FBSG), so to help with the smaller window to create a sequence, you can alternate between them

such as this: 6H-214D(2H 8D 2H 8D)

Takes a bit of practice, but this helps tremendously in getting fluidity and precision in your inputs for FBSG.

gatling into maxrange 2D-214D(3H 9D 3H 9D)

The setup from 2D is a godsend. Now, for the price of 25% tension, you can have some of the most nail biting mixup in the game off a situation that would normally only net you a 2D roll H/Ddisc at best. If this isn't meaty, it might as well be. They can't get airborne against it! Not even chipp/millia.

"CLOSE" FBSG setups (midscreen):

So against sol, here's a short list of setups with FBSG that work midscreen...

Into 2H: j.SH ADF j.2H(2)-214K land, 214D(2H 9D 3H 9D)

If you have a square gate, this is pretty easy. And like the one from 2D, the opponent is covered with blue ball before he even goes active.

(corner):

The Sequence is pretty braindead, so this will likely be your go to OKI off throw in the corner.

Thrown: r.S2H j.SH ADF j.H ADF j.2H(1)-214K land 214D (1H 9D 1H 9D)

This is completely meaty, you can just wait a moment before going in, and still get mixup, or get the combo should they press a button.

With this pattern, all the hits will combo if they fail to block anything, but half the time, the SG is off screen. Which means if you do a pattern that creates a gap (like 1H 9D 3H 4D), you can get a throw when they'd be expecting to block the SG, do a mixup/frame trap, and airdash over right as it comes back during 4 and either get some airdash mixup, or a combo when they didn't block the 4. There is one thing about this setup that is restrictive. You are close enough to get hit by DPs. Luckily, this is the corner, just backdash or jump forward FD or just block until SG tags them before you start your mixup against characters with problematic reversals.

I haven't found a "close" SG setup that works for 214H except max height 6H and j.214K, and they are not meaty, the opponent can get airborne before you can either poke them, or the SG hits them. Still might be good against characters with no reversals, like it's always been. Also good for harassment still.

edit - speaking of johnny...

EASY JOHNNY COMBOS THAT KNOCK DOWN.

First and foremost, get used to using 2366H/D(buffering a dash onto disc) after knockdown j.2H, and in the corner, after a badmoon.

corner 6K-236S K j.KSH ADF j.H ADF j.2H(2) land S2H j.SH ADF j.2H-236P (or just j.2H-214K into FB SG... just don't do it TOO quick, or the first hit of SG will whiff. This variation works in all places where 236P would)

Alternatively, these all work as well, but aren't quite as easy:

corner 6K-236S K j.KSH ADF j.H ADF j.2H(2) land S2H j.SH ADF j.H ADF j.S2H(2)-214S land 6H

or

corner 6K-236S K j.KSH-214H ADB(L) j.D land [r.2H j.SH ADF j.2H-236P/214K] or [r.6H]

or

corner 6K-236S 6P j.SH ADF j.2H-236P/214K <-- only 2 hits required for KD with 214K

or

corner 6K-236S 6P j.SH ADF j.2H land S2H j.SH ADF j.2H-236P/214K

or

corner 6K-236S j.KSH ADF j.2H(L), but this is more difficult.

K j.KSH will hit from distances that cause 6P to whiff. The haircopter' at the end is done with delay between it and the airdash preceding it, so that you are able to land and hit them with S2H.

alternatively, you can also do 6K-236S K sj.KSP2H-214S land 6H for something even more brain dead than the first listed combo, but it does pretty crummy damage =/

ending with 236P in the corner means you should use 2366H/D to get close enough. Also, when you get j.214K as an ender, you can still use that to set up a meaty disc.

Into 2H?

midscreen...

2KS2H j.S(L)H ADF(L) j.2H (land S2H j.SH ADF(E) j.2H-236P/214K) <- optional relaunch

corner...

2S2H j.KSH-214H ADB(L) j.D land r.2H j.SH ADF j.2H-236P/214K

fullscreen combo that's actually pretty easy:

2K [s2H j.S(L)H ADF(L) j.2H land] x 2... then S2H j.SH ADF j.S2H(2)-214K land 6H

There's also this:

2S2H sj.KSP2H-214S land 6H or 236P

... if you want to keep it simple.

Into 236H?

r.S j.KSH ADF j.2H (land S2H j.SH ADF(E) j.2H-236P/214K)

or

r.S2H j.SH ADF j.2H land S2H j.SH (ADF j.H) ADF j.2H-236P/214K

or

r.S2H j.KH ADF j.2H-236P/214K

Throw?

Teyah has it right, r.S2H j.KH ADF j.2H-236Pdone. Deviating from that is a massive headache. Learn it.

OTOH, this variation works midscreen from "into 236H", which makes it a fall back combo. Sweet. The follow up is literally the same, and lenient. Oh, and the badmoon at the end is always "slightly" delayed after j.2H hits for the 3rd time, otherwise is has a chance of hitting johnny too many times, and popping him up too high. Also, the j.KH can't be (E).

Another way to end combos that you didn't get the right positioning for to get KD... you can land from your relaunch into S/H-214S~214D. You may have to tack on 6H. This happens to be important against johnny. Same with pin and and 236D.

edit - So after milling it around and watching some of nakamura and woshige, I think I've settled on some combos for johnny...

corner

throw r.S j.KSH ADF j.2H

throw r.S2H j.SH ADF j.H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)

6K-236S 6P/5K j.KSH ADF j.H ADF(L) j.2H(2)-236P(L)

6K-236S 6P/5K j.KSH ADF j.H ADF(L) j.2H(2) land S2H j.SH-214S(L) dj.D(L) land 6H

236H 6K/2S S2H j.SH ADF j.H ADF(L) j.2H(2)-236P(L)

236H S2H j.SH ADF j.H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)

2S2H j.S(L)H ADF j.2H (S2H j.SH ADF j.2H-236P)

2S2H j.S(L)H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)

*for each combo above ending in 6H, you can change the j.KSH-214S dj.D to j.PKSH-236D ndj.D

midscreen

throw r.S2H j.KH ADF j.2H-236P(L)

236H 6K/2S r.S2H j.KH ADF j.2H-236P(L)

2KS2H j.SH ADF j.2H (land S2H j.SH ADF j.2H-236P)

This is what I'll be going with for the time being. I may switch the 6K combo to 6P j.S at some point when I'm more comfortable with that JC, but this is pretty solid. All 236P's can be 214K's if you want better oki. 236D can be applied after any ADF j.H in the corner, dash out of the corner, and hit 6H and either roll 236H/D or cancel it into 214D. At midscreen, it works too, depending on where you are.

corner combo on johnny...

corner: S2H j.(L)214S j.D ADB j.D land IADF j.D land 6H (192 damage) (Easy)

...you can turn it into a full combo too, but it gets bumped to medium:

S2H j.214S(L) j.D ADB j.D land IADF j.H land 2H(L) j.S(L)H ADF j.H ADF j.2H(2,L)-236P (225)

^(NEW)extention to the above:

S2H j.214S(L) j.D ADB j.D land IADF j.D land 2H j.H-236D ndj.D(L) land -walk forward- -pick up pin- 2H bj.H-214S ADF(L) j.D land 6H (247 damage, 25% tension)

takes some getting used to, but i'd put it at between medium and hard.

Another version, which does 248:

S2H j.214S(L) j.D ADB j.D land IADF j.D land 2H j.H-236D nj.D(L) land -walk forward- -PUP- 2H nj.SH ADF j.H ADF j.2H(2or3hits)-214S land 6H (248 damage, 25%)

These represent some pretty freakish damage against someone like johnny, and very efficiently costed to boot. It's like taking one of his combos, and bashing him over the head with it *thumbs up* You can still get comparative damage with this setup:

S2H sj.S-214S j.D ADB(L) j.D land IADF j.D land 2H j.H-236D ndj.D(L) land -walk foward- -PUP- 2H nj.SH ADF j.H ADF j.2H(2or3hits)-214S land 6H (230 something, 25%)

and just to clarify, johnny's "regular" triple dust variation is braindead:

S2H sj.S-214S j.D ADB(L) j.D land IADF j.D land 2H j.SH ADF j.H ADF j.2H-236P (223 damage) (easy)

6K-236S 6P sj.S then same as above.

236H 6K S(2) sj.S then same as above.

for all the triple j.D combos above, the easiest ender I've found is, starting from the pin pick up, 2H (b/n)j.SH ADF j.S2H(1)-214S land 6H. Only 3 less damage, might as well use it instead of the others. There is some leeway here for more reps, still working on it.

I'm sure there are more variations that I could squeeze some higher damage out of, i'm just not sure what yet.

Other random Johnny combos:

midscreen or fullscreen, you can do a faux bounce from the ground. Not really practical, but funny:

S2H j.S2H-214K j.D land r.S2H j.SH ADF j.S2H(2)-236P

^ you do the dash® late, because you have to wait til johnny bounces off the edge of the screen.

was experimenting with the S(L) j.K(L)SH ADF j.2H knockdown, and found a couple places where it works on him:

corner 6K-236S 6P j.SH ADF j.2H land S(L) j.K(L)SH ADF j.2H (147 damage

...

-millia-

in corner...

6K-236S 6P j.SH-214H ADF(SL) j.D(E) ADB(SL) j.D(SL) land IADF(E) j.D(E) land (pick up pin)2P...

^ nix the above. The timings in the ADF j.D ADB j.D land IADF j.D all have to be almost frame perfect to allow enough time to pass so you can pick up the pin on millia. And the 2P pickup has to be at the last possible moment as well. A solid "hard".

File that one away for now. I'm sure there's someone this set up works on without the need for such precision, but in any case...

triple j.D combo on millia:

I picked millia to start, because she's kinda middle road difficulty for these setups. These combos are solid medium difficulty when taking KD into account.

Into 2H: j.SH-214H ADF j.D ADB j.D land IADF j.D land 2H j.H ADF j.H ADF j.2H (236 damage)

^the j.SH-214H ADF j.D are all done as soon as possible. Especially the ADF j.D. You want to airdash out of the 214H and put the j.D out immediately so that it falls onto millia, and then wait a moment and do a ADB j.D. The IADF j.D should also be done asap. If you did this right, the rest of the combo sorts its self out with a bit of timing, just make sure you hit the 2H at a height where j.H ADF j.H won't whiff, and delay the ADF j.H slightly, and immediately airdash into a delayed j.2H. This sounds harder than it is, but you do have some leeway, and it can be done consistently. You can also do the 2H super late, and get a j.SH ADF j.H instead, but I feel the KD was harder that way.

The setup works much easier with aerial 236D, which nets you a LOT of damage on millia. From 2S, you get 254 damage. From close slash-2H, you get 281.

That combo:

Into 2H: j.H-236D dj(E).D ADB(L) j.D land IADF(E) j.D land 2H(L) j.SH ADF j.H ADF(E) j.2H(L)

This same setup is possible from the other combo starters as well.

Adding one more 236D can up the damage to 299:

S2H j.H-236D dj(L).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.H-236D dj.D ADB(L) dj.D land IADF j.H ADF j.2H (299)

The combo above works with just 25% + pin this way:

S2H j.H-236D dj(L).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.SH-214H ADF(E) j.D(E) ADB(L) j.D land IADF j.H ADF j.2H (293)

Here's a triple dust on may that's actually fairly easy:

corner 2S2H j.SH-236D dj(E).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.H ADF j.H ADF j.2H (224 damage) (Medium)

there's also a quardruple j.D combo, but I'll post it up later when I'm done messing with it.

here is the one I'm getting most consistently:

S2H j.S-236D dj(E).D(E) ADB dj.D land nj.D ADF(L) j.D land (n)j.SH ADF j.H ADF j.2H (257 damage) (Medium)

Pretty swank. Dustloop on a lightweight, yus.

As far as "I need to do damage consistently and I have the meter/pin for it" stuff...

On May, and other lightweights, this is pretty simple, and does good damage in the corner (pin + 25%):

2S2H j.SH-214H ADF(E) j.D ADB(L) 236D land IADF j.D land 6H (205 damage) (Very Easy)

2S2H j.SH-214H ADF(E) j.D ADB(L) 236D land IADF j.D land j.SH ADF j.H ADF j.2H (213 damage) (Easy)

corner combos from 236H 2S nj.D(L):

on sol...

236H 2S nj.D(L) land 6H-236S 6P j.SH-214H ADF j.D ADB(L) j.D land IADF j.2H (214 damage) (Easy)

new pin pick-up combo! On may in the corner, but it's hard:

S2H j.SH-214H ADF j.D ADB j.D land nj.D ADF j.D land (pick up pin)2H nj.H-214H ADB j.D ADF j.D land 6H (248 damage for no tension)

j.S through ADF j.D are all as soon as possible, or else your ADF j.D won't be "above" may enough for the ADB j.D to hit at the right height, or at all. the ADB is slightly delayed, the j.D is slightly delayed, and this gives you the spacing to make the nj.D into late ADF j.D without it crossing her up. Then pick up the pin while waiting to do a slightly delayed 2H. After the 2nd 214H, the ADB is slightly delayed into a quick j.D, and then delay the ADF, followed quickly by j.D, land 6H or 66H (very tight for dashing).

There are easier pin variations in the corner for may, thankfully.

S2H j.SH-214H ADB j.D ADF j.D land j.D ADB j.D land IADF j.D land pin pick up 2H j.SH-214H ADB j.D ADF j.D land 6H

12/09/13 - new

So I've been messing around with some stuff on johnny (take a guess why), and I moved over some of the stuff I was working on for him to other characters.

The combo I came up with for johnny is fun, might as well mention that too:

corner S2H j.S-236D dj(L).D ADB(E) j.D(L) land IADF j.D land 2H(L) sj.S-214S j.D ADB(E) j.D(L) land IADF j.D(believe it) land 6H (253 damage). More is possible, but that's as far as I've figured out. Also, a single triple rep can be ended with TK badmoon as a knockdown, which actually gives a sliver of space behind the opponent after KD. Gives me dirty thoughts.

Just to point out, here's the corner triple dust combos on johnny, both 25% pinless, and +pin combos that end in tk badmoon:

2S2H j.S-236D dj(L).D ADB j.D(L) land IADF j.D land 2369P (192 damage)

6K-236S 6P j.SH-236D dj.D ADB j.D(L) land IADF j.D land 2369P (173 damage)

236H 6K S2H j.H-236D dj(L).D ADB j.D(L) land IADF j.D land 2369P (175 damage)

2S2H sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (174 damage)

6K-236S 6P sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (160 damage)

236H 6K S(2) sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (156 damage)

236H 6K 2H sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (166 damage)

Apparently, the sj.S-214S j.D ADB j.D land IADF j.D works on a TON of characters, and is way easier to get triple dust reps with. The key is that you cancel into ADB early, and hit LATE with the j.D afterwards. The farther you are from the opponent when you hit them, the better, since the opponent techs later the earlier the wall bounce happens.

So for example, on sol in the corner:

S2H sj.S-214S j.D ADB(E) j.D(L) land IADF j.D land 2H(L) j.SH ADF j.H ADF j.2H (225 damage)

I'll slowly be reworking all the listed combos, and replacing the current triple dust variations where possible.

Oh, some other johnny combox:

midscreen S2H nsj.S-214S j.D ADF(L) j.D ADF(L) j.D land S(L) j.K(L)SH (ADF j.H) ADF j.2H(2)

and a note to add to the main combo section of johnny: when you do a low airdash string in S2H, the j.SH to follow might whiff(the j.H that is), making it sorta unreliable. While it's less damage, you can IADF P2H. Usually, I'll do S-236S 6P whatever, but the IADF P2H can dodge improperly time bursts, while 236S makes you a dog to bursts.

The other thing I'll update the guide with is variations on throw combos for angled lightweights that don't require j.2H land 2H. Thanks to stinkymonz for the heads up:

throw r.S(f) j.KS ADF j.2H-236P(L) (92 damage on bridget). The j.S ADF j.2H will only connect very early on, just like 2H IADF j.S2H. It's easier to hit though, probably due to the ADC not being an IAD.

Edited by blitz

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Added in Simple Combos lists for the entire cast, broken up into the following weight classes:

BASIC NORMAL WEIGHTS

ANGLED NORMAL WEIGHTS

BASIC LIGHT WEIGHTS

HEAVIER LIGHT WEIGHTS

ANGLED LIGHT WEIGHTS :arg:

JOHNNY (lol)

And then other misc combos as need to round it out.

Hopefully this helps newer Millia players or those who want to look up easy combos to use on the fly.

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I'm really having a tough time comboing on Johnny. Yesterday versus our local Johnny player I started going for a simple launcher > jK jS jH adc j2H BM without even attempting a relaunch. I tried doing the delayed jSjH sometimes but it's not exactly easy given how situational a lot of combos can be depending on what they were hitconfirm from. :<

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^ yeah i hear ya on that one. Get acquainted with where and how to use pin/longinus/fbdisc to get knockdown on johnny, and just resign yourself to spending more on getting knockdowns out of your opportunities. If you have nothing to spend, keep it short. Meter management is very important in this match up, and he has no reversal without 50% (which is easily OS'd anyway). Focus on getting "good" mixups off your opportunities. Watch the vids of woshige vs satou.

This most likely belongs in the matchup section, but since our current matchup section does not yet reflect the new game afaik, i'll let this stand until we get around to updating it properly.

One bit of general advice on comboing him: get lower in the air than him during a combo, and use 236D. Decide what you can do from that. This goes for anything, including air to air situations. At worst, you'll settle for (r.)6H into either roll -> disc, or 214H/D.

Also, I couldn't help but notice your avatar is Kill la Kill. *thumbs up*

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he has no reversal without 50% (which is easily OS'd anyway).

Sorry to intrude and if it is not the proper place to ask. Nonetheless, since it is already mentioned here, what would be this Option Select against Johnny's reversal Overdrive?

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Sorry to intrude and if it is not the proper place to ask. Nonetheless, since it is already mentioned here, what would be this Option Select against Johnny's reversal Overdrive?

It's ok. Millia has a number of mixup options that happen to be safe jumps. like 236H -- a)214P(Whiff) FRC falling j.K(high) vs b)214P FRC (low). In A, millia's j.K passes through johnnys invincible startup frames, and lets her land into a block before it goes active. B simply FRCs when it would hit his body, but you'll be in neutral state in the air directly after the FRC anyway(FD). There are other such cases, but that's a prime example, as you just make sure you are holding block during the j.K or directly out of the FRC, depending. His super literally doesn't matter in this situation. It's technically just a DP safe mixup, I guess. Sorry if my use of the words option select were confusing. I just mean that his super just doesn't really matter to millia outside of 6H or 2D knockdowns, normally.

Edited by blitz

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Thanks for the reply. Indeed, I initially misunderstood and thought of OS as an input that has different results depending on the situation, on what the opponent does. Therefore I was wondering what magic would it be and also tried to figure it out !

Now it is safe jump/DP safe mixup, I understand and get your point.

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I don't know if it's been posted yet but I've found an interesting midscreen pin combo:

5S2H jKjSjH adc j2H(3)-S pin r.5S2H n.jSjH adc [j2H j236P] or [jH adc j2H]

IT WORKS SMOOTHLY ON JOHNNY.

I know we can attempt a classic jSjH adc j2H into relaunch but as you guys know it's not easy to adjust timing on him especially when coming off a match against a different character. This combo maintains the usual timing that Millia's bnbs have and we can still deal enough damage and get oki. The only downside is that the pin is "sacrificed" early so she won't be able to pick it up at the end. But it's still a good combo that might come useful, given how bothersome it is to combo midscreen on Johnny. :v:

Also,it seems to be working against other characters, which I'll be trying against later.

[edit]

Another easy combo that works comfortably on Johnny, does slightly less damage but still has good corner carry:

5S2H jKjSj2H(3) S-pin r.2H n.jSjH adc J2H [j233P] (it's not necessary to do Badmoon if the combo ends at the corner)

or, for even more corner carry

5S2H jKjSj2H(3) S-pin r.2H b.jSjH adc jH adc J2H

Gosh, I love how modulable Millia's combos are. :v:

[edit2]

Well guess I never considered trying it out but this also works really well against Johnny:

5S2H n.jKjSjH adc j2H 5S2H jSjH adc j2H [236P or S Pin ender]

after the relaunch it's possible to do jSjH adc jH adc j2H by slightly delaying the jSjH bit

Edited by Ronove

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Well guess I never considered trying it out but this also works really well against Johnny:

5S2H n.jKjSjH adc j2H 5S2H jSjH adc j2H [236P or S Pin ender]

after the relaunch it's possible to do jSjH adc jH adc j2H by slightly delaying the jSjH bit

Oh yeah, i found that too. I think though, that if you are going to use pin, you might as well save it for the knockdown. Johnny is easy enough to relaunch, but comboing him so that he can't tech out at the end is what is exceedingly strict. Pin/236D takes away that strictness (using 236D on johnny is weird, since you can't do it after a j.2H, you have to use j.H when you are lower than him).

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Oh yeah, i found that too. I think though, that if you are going to use pin, you might as well save it for the knockdown. Johnny is easy enough to relaunch, but comboing him so that he can't tech out at the end is what is exceedingly strict. Pin/236D takes away that strictness (using 236D on johnny is weird, since you can't do it after a j.2H, you have to use j.H when you are lower than him).

Agreed!

Still, I think it's not a bad idea to keep this route in mind, mostly because I was also considering how to properly capitalize off antiair jK against Johnny. :v:

As for regular knockdown against Johnny so far I'm simply either using badmoon ender for midscreen and relaunch jH adc jH adc j2H ender for corner. They seem to be good enough to get a proper knockdown without having to use the pin at the end given that she can't pick it up right away in +R.

Right now the only scenarios where I'm usually going for pin ender is when I'm doing orb oki rather than disc oki.

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for j.K AA, I'm usually priming a j.K-P-K. From there, you can assess height and either dj into a string that ends in ADF j.H 236D/ADF j.2H-pin land relaunch... or add the j.H (j.K-P-K-H) and do a straight ADF into similar options. If people block my midair things, i usually add j.P-K-P-P-K-S or some other variation into mixup. If you have to j.H in the middle somewhere, ADC back out. Just lab it out with a jumping dummy. Sometimes the dj. from those must be something other than forward jump.

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I've been having a ton of trouble with the throw combos listed for Baiken and Bridget, just wanted to drop my solution for them and offer a possible alternative, and like me you can't find the patience to grind the j.2H land 2H route.

throw r.5K 6P(1) [L] jc j.K j.H adc j.2H [L] j.236P.

the main problems are getting the initial r.5K to be the right timing/spacing (which seems to be getting the deepest 5K, but Baiken's hitbox seems to be a little more lenient on this point) and delaying the 6P(1) jc enough (which is what makes the j.K j.H work), but after that point the timing sorts itself right out and it's incredibly straightforward. and yeah, everything should work in both corner and midscreen.

I'm finding it a worthwhile grind also because it is incredibly easy to adjust for use on other problematic characters where it might be difficult to get an easy throw s(f) 2H jc j.H adc j.H adc j.2H knockdown like Dizzy (I think i'm not used to the jump-cancel timing on far slash but anyway), Robo-Ky and Johnny. And hey, I tend to find it easier when I don't have too many different starters/timings to worry about, at least at this initial point anyway.

Robo-Ky: r.5K 6P(2) jc j.S j.H adc j.H adc j.2H(2) j.236P

Dizzy: r.5K 6P(1) [L] jc j.K j.H adc j.H adc j.2H

Johnny: r.5K 6P(1) [L] jc j.K j.S j.H adc j.2H(2) [L] j.236P

also: omg I didn't realise, hi Mitsurugi!

edit: grinded out the far slash jump cancel, and found, with the same principle of late-jump-cancelling the far slash, another incredibly straightforward throw combo on Baiken and Bridget:

throw r.5S(f) [L] fjc j.K j.S adc j.2H [L] j.236P

Edited by stinkymonz

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I personally don't have too much trouble doing the land 2H stuff on most of the lightweights, but r.S j.KS ADF j.2H is pretty baller. Nice find, I'll be adding it into the list when I get the chance.

edit - just so you guys know, I keep adding things to my post on the front, which is a few posts below the OP. One of these things is, against anyone it works on, you can do a triple dust rep (j.D ADB j.D land IADF j.D) and end it with TK badmoon or running tk badmoon (236,698P). Not necessary against most characters, but for johnny it's a godsend. One, because of this corner combo:

S2H sj.S-214S j.D ADB j.D(L) land IADF j.D land tk badmoon

and two, this corner combo:

anything -> 2H j.(K)SH ADF j.H-236D land IADB j.D land (r.)2369P

Best part? It leaves a SLIVER of space just behind the opponent in the corner. It's practically invisible, but it's there. You can get some reaaallly dirty ambiguous cross-ups off this baby.

Edited by blitz

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is there somewhere that says how to do oki setplay > combo > oki setplay?  it seems really difficult to combo from H tandem > badmoon or even 6k for me depending on character.  what mixup options are combo-able with H tandem and with which combos?  obviously the FB is pretty free to combo from

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To combo from H Disc -> TKBM, you need to do the TK Bad Moon as soon as you're done setting the disc.  Even a couple frames late, and your last hit of TKBM will hit after the disc, giving you a knockdown instead of the disc's wall bounce.

Comboing after disc + 6K requires either corner, or for you to be very close to the enemy midscreen and do the 6K as soon as you can after setting the disc.  After disc hits, you have enough time to do running 5S, though running 5K j.K may be easier at midscreen.

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as much i love all the notions and all the hard work put into this thread, i kinda wish there was a video so i could visual see how the end result of the combo looks like. I swear, sometimes I'm able to pull off the basic bnb with BM ender and sometimes I can't. is there a height restriction on BM or what? it would especially be helpful with AC+R coming in less than a day to Steam. I mean, i have it on ps3 yet i want it on steam since online is basically dead for psn.

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Yes BM has a minimum height.

 

The end result of a combo should always be a knockdown. Set the the dummy to backwards tech on the first possible frame. If he techs after your bad moon you did something wrong.

 

I'll probably record some videos over the course of the next weeks because I also feel that resources for this game are way too scarce, and I can properly record now with the PC release.

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