GGST/Millia Rage/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

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 :))
5P/2P/5K/2K Starters
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.
5P, c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D > j.236P Anywhere 119 23,8% All [2] Easy As an anti-air, 5P is preferable to use over 2H on speed, over c.S on proximity, and over 6P on velocity and cancel options
Might need a micro dashing before c.S
5P > 6H > 214P Anywhere 82 15,1% All [1] Very Easy The most consistent anti-airing 5P route, which has obviously the least reward
5P, j.K > j.D jc j.K/j.S > j.D airdash j.S > j.D > j.236P Anywhere 111 20,4% All [2] Easy This combo only works if 5P hits the opponent high enough and/or meaty
c.S/f.S/2S Starters
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.
c.S jc 66.BRC j.H |> 2H > 214K, c.S jc > j.S > j.D jc j.H delay j.236P (WS) |> WB Midscreen 205 -50%, 13,8% All [3] Medium You will want to cancel the jump into the BRC as soon as possible
On heavyweights (PO, LE, NA), subtitute j.S with j.K
You should not delay too much or the wall stick will occur earlier
  • 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.
5H/2H Combos
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
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
6H(1) > j.236H 66.RRC j.H |> c.S jc j.S > j.D airdash j.H > j.236P Midscreen 178 -50%, 13,3% PO, LE, NA [3] Medium Millia has to be at point blank range
Heavyweight specific due to their hurtboxes
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.
CH 6H(1) > j.236H |> 66.BRC 2H, run c.S > 2H > 236S, 2S > 2H (WS) > 214P (WB) Midscreen 198 -50%, 22,4% All but IN [3] Medium Millia has to be at point blank range
Doesn't work on I-no as her hurtboxes get backward too much for Kapel to hit
CH 2H > 236H 22.PRC 2H > 214K, 5[D], c.S jc j.S > j.D airdash cancel j.236P (WS) |> (WB) Midscreen 205 -50%, 12,2% All but LE [3] Medium Millia has to be at point blank range
Skip the airdash on LE
Airdashing before Bad Moon helps the combo work at more screen positions
CH 2H > 236H 22.PRC 2H > 214K, 5[D], c.S > 6H > 214P (WS) (WB) Midscreen 206 -50%, 12,9% All [3] Medium Millia has to be at point blank range.
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
airdash j.H airdash cancel 22.BRC 2H > 214K, c.S jc j.S > j.D jc j.S > j.D airdash cancel j.H > j.236P (WS) |> WB Midscreen 187 -50%, 10,8% SO, KY, AX, CH, PO, FA, ZA, LE, NA, AN [4] Hard The BRC must be done ASAP, when Millia is still on the rune
Depending on the character, you might have to delay the final j.H a bit
On lightweights, they get wall stuck right after the final j.H
airdash j.H airdash cancel 22.BRC 2H > 214K, c.S jc j.S > j.D airdash cancel j.S > j.D delay j.236P (WS) |> WB Midscreen 184 -50%, 10,3% MA, MI, RA, GI, IN [4] Hard Lightweight variant of the above combo
Also works on middleweights and heavyweights, but it will not cause any wall stick
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
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.
236H Combos
Combo Position Works on: Difficulty Notes
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
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

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 xx > 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.

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