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# [Xrd] Millia Combo Discovery Thread

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(How many times are we going to have to do this?)

Specific Legend/Notes:

IADF = jump cancel into instant air dash forwards
IADB = jump cancel into instant 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.H(2) - the number inside of the brackets indicate the number of hits of a multi-hitting attack
j.H = j.H(3) - ...however, for ease of reading, assume all multi-hit attacks hit the maximum number of 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 and 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.

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WARNING: Untested combos below!  To be updated and expanded after release.

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SIMPLE/UNIVERSAL COMBOS

Ground combo: Into 2H, j.SD, IADF dj.SH
Difficulty:
Notes: (to come)

Into 236H: 236H hits, r.5Sc 2H j.D IADF dj.SH
Relaunch: 5Sc 2H j.SD IADF j.PH(3)
Difficulty:
Notes: (to come)

Into 236S (corner): 236S, 5P j.KD IADF dj.SH
Relaunch: Not possible (?)
Difficulty:
Notes: (to come)

Throw combo: ???
Difficulty:
Notes: (to come)

Dust combo: 5D j.D j.D jf.SH
Difficulty:
Notes: (to come):

Side dust combo: 6H(1) 236S 6H(1) j.SD IADF dj.SH
Difficulty:
Notes: (to come):

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CHARACTER SPECIFIC COMBOS

Faust
Ground combo, corner: Anything into 236S, 5H xx 236S, j.K...

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More coming soon!

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Mid screen corner carry with pin
2HS hjS jP jS jHS(1) j214S land jK jS jD ad jS jHS

Anti air 5P 6HS(1) IAD jK jP jHS(2)

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I'll translate the best ones.These can only be performed with opponent in Hellfire state

Corner(100% Tension) 2HS＞JK＞JS＞JD＞IADF>JS＞JHS＞Pin＞RC>Activate IK > IK

Midscreen(100% Tension) Throw＞RC>Activate IK＞Microdash IK

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This combo theory.

Everything works.

I doesn't matter. The damage is the same.

I'm in heaven.

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Corner dust combos (that's how they're called?)
D dash 6HS(2) 236HS HS(2) dash  2HS jS jD iad jS jHS
D dash 6HS(2) 6HS(1) 236S S  2HS hjcS jD iad jS jHS

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Corner:

CH 214K~H > 66 > c.S > 2HS > j.K > j.S > j.D > IADF > j.S > j.HS

You can omit the j.K on lighter characters.

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full screen corner carry combos

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I tried to translate what's on the JP wiki, my Japanese is pretty trash so Im not 100% if I got all of it correct.

Midscreen:

・2K＞2S＞HS＞2D

Universal ground combo

Be aware of distance as 2D may not connect at max range.

・2S＞2HS＞jc＞(JK)＞JS＞JD＞jc＞Air Dash＞JS＞JHS

Universal ground to air combo
You can choose to omit the JK after the jump cancel depending on the altitude of you opponent

Quickly inputting 99 after the JD＞jc＞Air Dash makes it easier (?)

・2S＞2HS＞hjc.JS＞JP＞JS＞JHS(1)＞j.214S＞Land>Dash>JK＞JS＞JD＞jc Air Dash>JS＞JHS

Pin combo with good corner carry.

Dust Combos:
D＞Homing Jump＞JD＞jc＞JD＞jc＞JD＞jc＞Air Dash＞JS＞JHS

Throw Combos:
Throw＞RC＞Dash＞cs.S＞2HS＞Air combo

If you don't have the meter for the RC, after the throw go for Tandem Top Okizeme instead

Instant Kill Combos:
(100% Tension)Throw>RC>Activate>(Slide?)236236H*

Corner Combos:

•2S＞2HS＞JK＞JS＞JD＞jc.Air Dash＞JS＞JHS＞2P＞cs.S＞2HS＞JD＞jc.Air Dash>JS>JHS

Omit 2P on light characters.

Does not work on Faust

•2S＞2HS＞(JK＞)JS＞JD＞Air Dash>JS＞JHS＞j.214S＞2HS＞JS＞JD＞jc.Air Dash>JS>JHS

•S＞HS＞236S>RC＞236HS＞6HS>jc＞236HS Hits＞Falling JD＞2HS＞JD＞jc.Air Dash>JS>JHS＞j.214S＞2HS＞JS＞JD＞jc.Air Dash>JS>JHS

•2S＞2HS＞JK＞JS＞JD＞jc.Air Dash>JS＞JHS＞j.214S>RC＞236HS>5HS＞236HS Hits＞2HS＞JS＞JD＞jc.Air Dash>JS＞JHS＞j.214S＞6HS

•S＞2HS＞JS＞JD＞jc.Air Dash>JS>JHS＞j.214S＞Land>6HS＞214HS

Secret Garden Okizeme (The JP wiki said this was tentative so it's probably not very good?)

Corner Throw Combos
•Throw＞RC(Slide?)236HS＞6HS＞236HS Hits＞(jc.JD＞)2HS＞JD＞jc.Air Dash>JS>JHS＞j.214S＞2HS＞JS＞JD＞jc.Air Dash>JS>JHS*

•（Faust Only）Throw＞K＞JP＞JK＞JD＞jc.Air Dash>JS>JHS

Instant Kill Combos:
(100% Tension)2HS＞JK＞JS＞JD＞jc.Air Dash>JS>JHS＞j.214S＞RC>Activate＞236236HS

Notes:

*I have no idea what the ‘Slide’ in a couple of these combos mean. If someone could let me know that would be nice.

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Slide probably means minidash. That's the only thing I could imagine for something like throw rc 236h.

Thanks for the writeup, I'll try these out today.

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Can confirm
99 for IAD cancel works really well

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Quick Millia Guide.

may be useful to someone.

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I'm a newbie to GG overall so guide vids are defn welcome ahah.

Waited until a new release before I got my hands dirty, now that Xrd's here I can't wait to go ham :3

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What's the best way to confirm off of something like meeting the opponent air to air with a string like (rising) j.k, j.p when both chars are at around the same height?

*) j.k, j.p, j.k, j.d (into rest of bnb) doesn't really work, opponent is too high most of the the time

*) j.k, j.p, j.d doesn't combo

*) j.k, j.p, j.k, iad j.k works but it's incredibly tight, and a j.p, j.h afterwards also drops more often than not due to height

*) best thing i found so far was j.k, j.p, j.k, dj.k, j.p, j.h(1), j.236k, land 236h disc oki, but it feels really trashy :x

Any suggestions?

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jK jP jK djK djP djS djHS

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What's the best way to confirm off of something like meeting the opponent air to air with a string like (rising) j.k, j.p when both chars are at around the same height?

What I found to work was jP jK jD IAD jP/S jH

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I've found these work in the corner if you manage to hit with 2D or 6K, at least on Axl/Sol, haven't tried anyone else.

2D -> 236 S -> K -> jK -> jS -> jD -> JC/AD -> jS -> jHS (2 hits) -> 214 S -> 2HS -> jS -> jD -> JC/AD -> jS -> jHS

6K -> 236 S -> K -> jK -> jS -> jD -> JC/AD -> jS -> jHS (2 hits) -> 214 S -> 2HS -> jS -> jD -> JC/AD -> jS -> jHS

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Not sure why that IK throw combo is so needlessly difficult.

Do Throw>RC>Dash>IK Activate>IK Use

Super easy :/

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anyone find any other IK combos?

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anyone find any other IK combos?

I've found a couple practical 50% tension (more like 35% tbh) IK combos that I'm trying to refine before I post, they're a bit too tight to be practical at the moment.

Anyway, IK combos are definitely practical and useful, when facing high defense or Non-Chipp high guts characters. You normally wouldn't be able to kill characters like Sol, Faust, Slayer, Pot, Bedman at their last 15-20% from several common starters, but with IK you can. I'll have more info on this coming soon.

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Instant Kill Combos:

(100% Tension)Throw>RC>Activate>(Slide?)236236H*

Extremely tight input might I add the only way i got this to actually connect was to buffer the entire 236236 as 2626H and have the 6buffer the dash with like a very slightly delayed H. I haven't had to use that trick since Haz Hotenjins or Dizzy Necroslide traps.

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Corner

I usually end it with oki and depending on your dash, 2HS may catch the opponent on the opposite side creating other options.

or

(easier)Throw>Emerald Rain(236236S)>dash>JK>JS>JD>JC>JK>JS>JHS.

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Corner

Throw > 5S > 236S > jK > jS > jD > IAD > jS > jHS

Good meterless throw combo in the corner.

The timing for the combo is a bit unusual since the Throw > 5S is a strict link.

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Corner

Throw > 5S > 236S > jK > jS > jD > IAD > jS > jHS

Good meterless throw combo in the corner.

The timing for the combo is a bit unusual since the Throw > 5S is a strict link.

This combo only works on Sol. Not sure if any other specific hitboxes allow it to work, but it's definitely not universal.

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This combo only works on Sol. Not sure if any other specific hitboxes allow it to work, but it's definitely not universal.

hmm I didn't know that, thanks. It works on Millia too (I tried it on her)

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