Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Scaling
Hit Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
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Damage | 1x | 0.87x | 0.81x | 0.68x | 0.56x | 0.50x | 0.43x | 0.37x | 0.34x | 0.31x | 0.28x | 0.25x | 0.21x | 0.18x | 0.15x | 0.12x |
Combo List
Basic Combos
Combos that aren't infinites.
Combo | Position | Damage | Chaos Gain | Works on: | Difficulty | Notes |
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(5P/2P/5K/2K) > c.S/2S > 623S | any | ?? | ?? | all | Very Easy | Simple conversion into a knockdown. When done from a distance, you'll want to do f.S straight into 623S. |
(5P/2P/5K/2K) > c.S > SxN, (dash) anything | any | ?? | ?? | all | Easy | Slightly harder since you need to mash S, but once you land SxN it's plus enough to link into many normals, allowing for extensions or confirmations into an infinite. |
S+HS > 9jc > delay j.S > j.H (1) > 9djc > j.K > j.S > j.H | any | ?? | ?? | all | Easy | Dust combo. Since you'll usually be using this to trade out of pressure you'll often have to cut the combo a little short due to Millia coming out of hitstun. |
Infinites
The bread and butter combos of this game. This lists the main starters as well as the different infinites Millia can perform.
Combo | Position | Damage | Chaos Gain | Works on: | Difficulty | Notes |
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c.S/f.S/2S > 2H > CC, c.S/f.S/2S > 2H > CC... | any | Death | ?? | all | Very Easy | Millia's CC infinite. Shorter ranged than other infinites so it might be mildly more challenging, but it's still pretty easy and consistent. Generally unless needed you want to walk with Millia's infinite rather than dash forward, as getting the 236R6 from 2H can be inconsistent on occasion. |
5H > CC, c.S > 2H > CC... | any | Death | ?? | all | Very Easy | Confirm from Overhead |
SxN, (dash) 2H > CC... | any | Death | ?? | all | Easy | Confirm from Lust Shaker. |
236S > CC, (dash) 2H > CC... | any | Death | ?? | all | Medium | Confirm from Living Lancer. This is a fairly tight combo but it's a way to confirm from a relatively safe pressure ender/extender. |
5H/2H > 214K > 2H > CC... | any | Death | ?? | all | Hard | Confirm from roll. This is very tight, but it can bait guard cancels while also confirming into CC infinite. Also a way to confirm from long range 5H without dashing. |
OTG infinites
These are only true on Testament or AI-controlled opponents that never tech.
Combo | Position | Damage | Chaos Gain | Works on: | Difficulty | Notes |
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623S xN | Corner | Death | ?? | all | Very Easy | Against Sol and Potemkin, you can pick them up laying flat on the ground in the OTG state for even more timing leniency. Like all OTG infinite combos, it needs to be dropped and restarted after the "DIZZY" text appears, otherwise the opponent can break out of it. |