< GGST | Millia Rage
MasterDieDie (talk | contribs) (Added another charged dust combo.) |
|||
Line 30: | Line 30: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | c.S > 2D || Anywhere || 56 || 9,5% || Any || [1] {{clr|1|Very Easy}} || c.S leads to stronger combos, so this combo is generally disused, but it's there. | | | {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 56 || 9,5% || Any || [1] {{clr|1|Very Easy}} || {{clr|3|c.S}} leads to stronger combos, so this combo is generally disused, but it's there. | ||
|- | |- | ||
| | c.S (> f.S/2S) > 5H > 236S || Anywhere || 92 without f.S/2S | | | {{clr|3|c.S}} (> {{clr|3|f.S}}/{{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} || Anywhere || 92 without {{clr|3|f.S}}/{{clr|3|2S}}<br/>109 with {{clr|3|f.S}}<br/>107 with {{clr|3||2S}} || 16,4% without {{clr|3|f.S}}/{{clr|3|2S}}; 19,5% with either || Any || [1] {{clr|1|Very Easy}} || The route with {{clr|3|f.S}} won't work without dash momentum, but other routes works either way. Gives soft knockdown. | ||
|- | |- | ||
| | c.S (> f.S/2S) > 5H > 214P || Anywhere || 98 without f.S/2S; 114 with f.S; 112 with 2S || 17,2% without f.S/2S; 21,5% with either || Any || [1] {{clr|1|Very Easy}} || Works with or without dash momentum. Gives hard knockdown. | | | {{clr|3|c.S}} (> {{clr|3|f.S}}/{{clr|3|2S}}) > {{clr|4|5H}} > {{clr|1|214P}} || Anywhere || 98 without {{clr|3|f.S}}/{{clr|3|2S}}; 114 with {{clr|3|f.S}}; 112 with {{clr|3|2S}} || 17,2% without {{clr|3|f.S}}/{{clr|3|2S}}; 21,5% with either || Any || [1] {{clr|1|Very Easy}} || Works with or without dash momentum. Gives hard knockdown. | ||
|- | |- | ||
| | c.S (> f.S/2S) > 2H > 236S || Anywhere || 95 without f.S/2S; 111 with f.S; 109 with 2S || 15,5% without f.S/2S; 19% with either || Any || [1] {{clr|1|Very Easy}} || See note below | | | {{clr|3|c.S}} (> {{clr|3|f.S}}/{{clr|3|2S}}) > {{clr|4|2H}} > {{clr|3|236S}} || Anywhere || 95 without {{clr|3|f.S}}/{{clr|3|2S}}; 111 with {{clr|3|f.S}}; 109 with {{clr|3|2S}} || 15,5% without {{clr|3|f.S}}/{{clr|3|2S}}; 19% with either || Any || [1] {{clr|1|Very Easy}} || See note below | ||
|- | |- | ||
| | c.S (> f.S/2S) > 2H > 214P || Anywhere || 101 without f.S/2S; 116 with f.S; 114 with 2S || 16,7% without f.S/2S; 20,7% with either || Any || [1] {{clr|1|Very Easy}} || 2H launches on hit, giving you more advantage compared to when using 5H and even a full combo in the corner. However, as its range is worse than 5H, the route with f.S won't work without plenty of dash momentum. | | | {{clr|3|c.S}} (> {{clr|3|f.S}}/{{clr|3|2S}}) > {{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 101 without {{clr|3|f.S}}/{{clr|3|2S}}; 116 with {{clr|3|f.S}}; 114 with {{clr|3|2S}} || 16,7% without {{clr|3|f.S}}/{{clr|3|2S}}; 20,7% with either || Any || [1] {{clr|1|Very Easy}} || {{clr|4|2H}} launches on hit, giving you more advantage compared to when using {{clr|4|5H}} and even a full combo in the corner. However, as its range is worse than {{clr|4|5H}}, the route with {{clr|3|f.S}} won't work without plenty of dash momentum. | ||
|- | |- | ||
| | c.S (> f.S/2S) > 2H > 214S || Anywhere || 74 without f.S/2S; 93 with f.S; 91 with 2S || 12% without f.S/2S; 16,4% with either || Any || [1] {{clr|1|Very Easy}} || Generally used for corner combos or if you want to disrespect your opponent. | | | {{clr|3|c.S}} (> {{clr|3|f.S}}/{{clr|3|2S}}) > {{clr|4|2H}} > {{clr|3|214S}} || Anywhere || 74 without {{clr|3|f.S}}/{{clr|3|2S}}; 93 with {{clr|3|f.S}}; 91 with {{clr|3|2S}} || 12% without {{clr|3|f.S}}/{{clr|3|2S}}; 16,4% with either || Any || [1] {{clr|1|Very Easy}} || Generally used for corner combos or if you want to disrespect your opponent. | ||
|- | |- | ||
| | c.S > 6H > 236S || Anywhere || 108 || 16% || Any || [1] {{clr|1|Very Easy}} || | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || 108 || 16% || Any || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | c.S > 6H > 214P || Anywhere || 114 || 17,2% || Any || [1] {{clr|1|Very Easy}} || | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 114 || 17,2% || Any || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | c.S > 6H(1) > j.236P || Anywhere || 79 || 14,3% || Any || [2] {{clr|2|Easy}} || The first hit of 6H leaves Millia in the air, allowing her to use air specials. | | | {{clr|3|c.S}} > {{clr|4|6H}}(1) > {{clr|1|j.236P}} || Anywhere || 79 || 14,3% || Any || [2] {{clr|2|Easy}} || The first hit of {{clr|4|6H}} leaves Millia in the air, allowing her to use air specials. | ||
|- | |- | ||
| | c.S > 2H, micro dash 2K > 6H > 214P || Anywhere || 141 || 22,4% || Any || [3] {{clr|3|Medium}} || While 2H launches the opponent on hit, Millia also recovers in time to micro dash and link into a fast normal. 2K has small horizontal velocity so the combo won't whiff (5K | | | {{clr|3|c.S}} > {{clr|4|2H}}, micro dash {{clr|2|2K}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 141 || 22,4% || Any || [3] {{clr|3|Medium}} || While {{clr|4|2H}} launches the opponent on hit, Millia also recovers in time to micro dash and link into a fast normal. {{clr|2|2K}} has small horizontal velocity so the combo won't whiff ({{clr|2|5K}} makes either {{clr|4|6H}} or Iron Savior whiff). Dash momentum required. | ||
|- | |- | ||
| | CH c.S(1) > tk.236H |> c.S jc j.K > j.D jc j.S > j.D airdash j.S > j.D delay j.236P || Far from corner || N/A || N/A || PO,LE,NA | | | CH {{clr|3|c.S}}(1) > {{clr|4|tk.236H}} |> {{clr|3|c.S}} jc {{clr|2|j.K}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Far from corner || N/A || N/A || PO,LE,NA<br/>MA,RA,AN.MI (omit the airdash part and skips right into j.236P, on MI only works on crouching hit or dash momentum)<br/>CH,FA,ZA (omit the j.S after the airdash) || [3] {{clr|3|Medium}} || On Pot, Leo and Nago, the Tiger Knee must be done as fast as possible. On others, you should delay it a bit. | ||
|} | |} | ||
*You can omit the second hit of c.S for more stability with 15 less damage and 2,6% less tension gain than the ones listed above. | *You can omit the second hit of {{clr|3|c.S}} in the some combos for more stability with 15 less damage and 2,6% less tension gain than the ones listed above. | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
Line 60: | Line 60: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | 5H/2H > 236S || Anywhere || 5H:72; 2H:75 || 5H:12,1%; 2H:11,2% || Any || [1] {{clr|1|Very Easy}} || | | | {{clr|4|5H}}/{{clr|4|2H}} > {{clr|3|236S}} || Anywhere || {{clr|4|5H}}:72; {{clr|4|2H}}:75 || {{clr|4|5H}}:12,1%; {{clr|4|2H}}:11,2% || Any || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | 5H/2H > 214P || Anywhere || 5H:79; 2H:82 || 5H:13,3%; 2H:12,6% || Any || [1] {{clr|1|Very Easy}} || | | | {{clr|4|5H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || {{clr|4|5H}}:79; {{clr|4|2H}}:82 || {{clr|4|5H}}:13,3%; {{clr|4|2H}}:12,6% || Any || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | CH 5H > 214K, c.S > 2H > 236236S, run 5K > 6H > 214P WS micro dash 2H || Midscreen || 242 || -50%, gain back 21,6% || Any || [3] {{clr|3|Medium}} || Millia is required to be at most the range of 2S away from the opponent, otherwise she will get f.S instead. | | | CH {{clr|4|5H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236236S}}, run {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|214P}} WS micro dash {{clr|4|2H}} || Midscreen || 242 || -50%, gain back 21,6% || Any || [3] {{clr|3|Medium}} || Millia is required to be at most the range of {{clr|3|2S}} away from the opponent, otherwise she will get {{clr|3|f.S}} instead. | ||
|- | |- | ||
| | CH 6H(1) > j.236H |> c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P || Away from corner || 154 || 28,5% || Any but IN || [3] {{clr|3|Medium}} || Millia has to be at point blank range. | | | CH {{clr|4|6H}}(1) > {{clr|4|j.236H}} |> {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || 154 || 28,5% || Any but IN || [3] {{clr|3|Medium}} || Millia has to be at point blank range. | ||
|- | |- | ||
|} | |} | ||
Line 88: | Line 88: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | 5[D] /\ j.H > j.D jc j.H > j.D airdash j.H > H || Far from corner || 187 || 19,3% || Any || [2] {{clr|2|Easy}} || Basic Dust followups. | | | {{clr|5|5[D]}} /\ {{clr|4|j.H}} > {{clr|5|j.D}} jc {{clr|4|j.H}} > {{clr|5|j.D}} airdash {{clr|4|j.H}} > {{clr|4|H}} || Far from corner || 187 || 19,3% || Any || [2] {{clr|2|Easy}} || Basic Dust followups. | ||
|- | |- | ||
| | 5[D] /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D || Anywhere || 198 || || Any || [2] {{clr|2|Easy}} || Cancel every move as soon as it hits otherwise the last j.H will drop. | | | {{clr|5|5[D]}} /\ {{clr|4|j.H}} > {{clr|3|j.S}} jc {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|D}} || Anywhere || 198 || || Any || [2] {{clr|2|Easy}} || Cancel every move as soon as it hits otherwise the last j.H will drop. | ||
|} | |} | ||
Revision as of 08:25, 18 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo List
- Currently, every damage value here has only been dealt to Ky.
- If you have a more precise tension gain of the combos, feel free to rewrite (I used a physical ruler to measure it lol :))
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5P/2P/5K)xN > 6P > 236S | Anywhere | 53-66 depending on your sequence | 11,5%-15,5% depending on your sequence | Any | [1] Very Easy | Without dash momentum, you can only fit one jab in. With dash momentum, you can fit one more in; in the case of 5K, you can fit a 2K in. |
(5K)xN (>2K) > 2D | Anywhere | 43-62 depending on how many 5Ks you fit in | 8,1%-12,9% depending on your sequence | Any | [1] Very Easy | You can have up to three 5Ks before the sweep. However, if you want to gatling 5K into 2K before the sweep, you can only have two 5Ks. |
2K > 2D | Anywhere | 36 | 8,1% | Any | [1] Very Easy | Note: 2K can no longer gatling into itself or 5K, so this is only viable at a range away from the opponent. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 2D | Anywhere | 56 | 9,5% | Any | [1] Very Easy | c.S leads to stronger combos, so this combo is generally disused, but it's there. |
c.S (> f.S/2S) > 5H > 236S | Anywhere | 92 without f.S/2S 109 with f.S 107 with |
16,4% without f.S/2S; 19,5% with either | Any | [1] Very Easy | The route with f.S won't work without dash momentum, but other routes works either way. Gives soft knockdown. |
c.S (> f.S/2S) > 5H > 214P | Anywhere | 98 without f.S/2S; 114 with f.S; 112 with 2S | 17,2% without f.S/2S; 21,5% with either | Any | [1] Very Easy | Works with or without dash momentum. Gives hard knockdown. |
c.S (> f.S/2S) > 2H > 236S | Anywhere | 95 without f.S/2S; 111 with f.S; 109 with 2S | 15,5% without f.S/2S; 19% with either | Any | [1] Very Easy | See note below |
c.S (> f.S/2S) > 2H > 214P | Anywhere | 101 without f.S/2S; 116 with f.S; 114 with 2S | 16,7% without f.S/2S; 20,7% with either | Any | [1] Very Easy | 2H launches on hit, giving you more advantage compared to when using 5H and even a full combo in the corner. However, as its range is worse than 5H, the route with f.S won't work without plenty of dash momentum. |
c.S (> f.S/2S) > 2H > 214S | Anywhere | 74 without f.S/2S; 93 with f.S; 91 with 2S | 12% without f.S/2S; 16,4% with either | Any | [1] Very Easy | Generally used for corner combos or if you want to disrespect your opponent. |
c.S > 6H > 236S | Anywhere | 108 | 16% | Any | [1] Very Easy | |
c.S > 6H > 214P | Anywhere | 114 | 17,2% | Any | [1] Very Easy | |
c.S > 6H(1) > j.236P | Anywhere | 79 | 14,3% | Any | [2] Easy | The first hit of 6H leaves Millia in the air, allowing her to use air specials. |
c.S > 2H, micro dash 2K > 6H > 214P | Anywhere | 141 | 22,4% | Any | [3] Medium | While 2H launches the opponent on hit, Millia also recovers in time to micro dash and link into a fast normal. 2K has small horizontal velocity so the combo won't whiff (5K makes either 6H or Iron Savior whiff). Dash momentum required. |
CH c.S(1) > tk.236H |> c.S jc j.K > j.D jc j.S > j.D airdash j.S > j.D delay j.236P | Far from corner | N/A | N/A | PO,LE,NA MA,RA,AN.MI (omit the airdash part and skips right into j.236P, on MI only works on crouching hit or dash momentum) CH,FA,ZA (omit the j.S after the airdash) |
[3] Medium | On Pot, Leo and Nago, the Tiger Knee must be done as fast as possible. On others, you should delay it a bit. |
- You can omit the second hit of c.S in the some combos for more stability with 15 less damage and 2,6% less tension gain than the ones listed above.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5H/2H > 236S | Anywhere | 5H:72; 2H:75 | 5H:12,1%; 2H:11,2% | Any | [1] Very Easy | |
5H/2H > 214P | Anywhere | 5H:79; 2H:82 | 5H:13,3%; 2H:12,6% | Any | [1] Very Easy | |
CH 5H > 214K, c.S > 2H > 236236S, run 5K > 6H > 214P WS micro dash 2H | Midscreen | 242 | -50%, gain back 21,6% | Any | [3] Medium | Millia is required to be at most the range of 2S away from the opponent, otherwise she will get f.S instead. |
CH 6H(1) > j.236H |> c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P | Away from corner | 154 | 28,5% | Any but IN | [3] Medium | Millia has to be at point blank range. |
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 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D] /\ j.H > j.D jc j.H > j.D airdash j.H > H | Far from corner | 187 | 19,3% | Any | [2] Easy | Basic Dust followups. |
5[D] /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D | Anywhere | 198 | Any | [2] Easy | Cancel every move as soon as it hits otherwise the last j.H will drop. |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |