GGST/Millia Rage/Combos: Difference between revisions

From Dustloop Wiki
No edit summary
mNo edit summary
Line 15: Line 15:
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | (5P/2P/5K/2K)xN > 6P > 236S || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} || N <= 2
| | 5P/2P/5K > 6P > 236S || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} || Can fit another jab in with dash momentum, and none without.
|-  
|-  
| | (5K/2K)xN > 2D || Anywhere ||  || || Any || [1] {{clr|1|Very Easy}} || N <= 3
| | 5K > 2D || Anywhere ||  || || Any || [1] {{clr|1|Very Easy}} || Can fit up to two more 5Ks in with dash momentum, and one without.
|-
|-
|}
|}
Line 28: Line 28:
| | c.S > 2D || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} ||
| | c.S > 2D || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} ||
|-  
|-  
| | (c.S >) f.S/2S > 5H > 236S/214P || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} || Spacing and dash momentum dependent.
| | (c.S >) f.S/2S > 5H > 236S/214P || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} || Won't combo into Tandem Top at max range.
|-  
|-  
| | c.S (> f.S/2S) > 2H > 236S/214P/214S || Anywhere ||  || || Any || [1] {{clr|1|Very Easy}} || You can add f.S in depend on your spacing.
| | c.S (> f.S/2S) > 2H > 236S/214P/214S || Anywhere ||  || || Any || [1] {{clr|1|Very Easy}} || Whether you can add another S in or not is spacing dependent.
|-  
|-  
| | c.S > 6H > 236S/214P || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} ||
| | c.S > 6H > 236S/214P || Anywhere ||  ||  || Any || [1] {{clr|1|Very Easy}} ||
|-  
|-  
| | c.S > 6H(1) > j.236P/j.236H || Anywhere ||  ||  || Any || [2] {{clr|2|Easy}} || The first hit of 6H leaves Millia in the air, allowing her to use air specials.
| | c.S > 6H(1) > j.236P || Anywhere ||  ||  || Any || [2] {{clr|2|Easy}} || The first hit of 6H leaves Millia in the air, allowing her to use air specials.
|-
|-
|}
|}

Revision as of 09:39, 14 June 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P/2P/5K > 6P > 236S Anywhere Any [1] Very Easy Can fit another jab in with dash momentum, and none without.
5K > 2D Anywhere Any [1] Very Easy Can fit up to two more 5Ks in with dash momentum, and one without.
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 2D Anywhere Any [1] Very Easy
(c.S >) f.S/2S > 5H > 236S/214P Anywhere Any [1] Very Easy Won't combo into Tandem Top at max range.
c.S (> f.S/2S) > 2H > 236S/214P/214S Anywhere Any [1] Very Easy Whether you can add another S in or not is spacing dependent.
c.S > 6H > 236S/214P Anywhere Any [1] Very Easy
c.S > 6H(1) > j.236P Anywhere Any [2] Easy The first hit of 6H leaves Millia in the air, allowing her to use air specials.
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5H/2H > 236S/214P Anywhere Any [1] Very Easy
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.H |> xx [?] Varies
j.K > j.D airdash cancel j.K |> xx [?] Varies
j.H > j.236P RC xx [?] Varies
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] /\ j.H > j.D jc j.H > j.D jc j.H > H Far from corner Any [2] Easy
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

Navigation

Template:Navbar-GGST