< GGST | Millia Rage
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 |
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(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 |
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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 |
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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 |
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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 |
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5[D] /\ j.H > j.K > j.D > j.H > j.H | 164 | ~15 | Any | [1] Very Easy | Mashable Dust followup. | |
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.D > j.H > j.D > j.H > j.D > D | Anywhere | 196 | ~21 | Any | [1] Very Easy | Two buttons, no jump cancel or airdash, simple and strong. |
5[D] /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D | Anywhere | 198 | 22,2% | Any | [2] Easy | Cancel every move as soon as it hits otherwise the last j.H will drop. |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |