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 | |
2H > 5K > 6H > 214P | Anywhere | 130 | Any | [1] Easy | Fairly high damage confirm off of raw 2H, carries to the corner from round start position | |
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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xx > c.S jc (> j.K / j.S) > j.D jc > j.S > j.D dc > j.S > j.D > delay j.236P | Midscreen | Any | [1] Very Easy | Basic BnB off of 236H, j.236P delay is variable depending on height, use j.K after c.S when you're not sure if you will have enough height to start the air combo with j.S |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |
Combo Theory
Kapel
Kapel (j.236H) is one of Millia's aerial special move. Its practical usage in combos is limited due to the velocity the move exerts on the opponent on hit and how far back the move's hitbox is. However, if you think the opponent is too high compare to Millia's position, Kapel might come in handy. For example, ... > j.D airdash j.236H, j.S > ...
The only other instance where it itself can combo is after a Counter Hit c.S(1) or 6H(1) at point blank range and sometimes also with dash momentum.
Meaty S Disc
Although S Tandem Top (236S, also called the '(S) disc') doesn't lead to a combo on hit normally, you can when meatied. Possible follow-ups after a meaty disc are normal P, K buttons and c.S.
The easiest combo route involving a meatied S Tandem Top is (optional starter) > 2H > 236S, in which 2H launches the opponent high enough so that the disc is automatically timed for a meaty hit. However, it only works near/in corner.
One more advanced way to get a meaty disc is to time it with the opponent's wake up time when you have knocked the opponent down. You have to dash before throwing the disc so that you switch sides with your opponent, making the opponent fly towards you when the disc hit and you can combo after that. But when you do, it also provides a cross-up mix-up on your oppoenent.
There are more ways to get it hit meaty, but the concepts are generally the same.
j.S Link
Millia's air combos in Strive usually doesn't lead to a hard knockdown because it normally ends with Bad Moon (j.236P) which only exerts a soft knockdown. With j.S link, however, you can land while the opponent still hasn't reached the ground and continue the combo into Iron Savior (214P) which hard knocks down.
The sequence is c.S jc j.D jc delay j.S, delay j.S, land and continue the combo. You must delay timing both j.Ses; if you don't delay the j.Ses, it will not combo; the delay must be such that Millia is never higher than the opponent, and the latter j.S is able to negate landing recovery.
The sequence is height specific, though, so it will not work with certain starters leaving the opponent too low before you hit the c.S. Also, the link cannot be looped as doing the same move multiple times will increase the opponent's gravity.