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<rss version="2.0"><channel><title>Millia Rage Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/23-millia-rage/</link><description>Millia Rage Latest Topics</description><language>en</language><item><title><![CDATA[ACR Millia - Combo Lists & Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/6655-acr-millia-combo-lists-discussion/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Millia/GGAC+R_Header_Combo_Thread.png" alt="GGAC+R_Header_Combo_Thread.png"><p>
</p><p>
<em>Another game, another set of Millia combos to learn!</em> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p></div><p></p><p>
</p><p>
I've started working out some reliable, strong combos from common situations.  These include: from a ground 2H launch, from a 236H disc hitting, from a 236S disc hitting, and throw combos.  I've also added notes to the combos below so hopefully those clear up some issues you may run into.</p><p>
</p><p>
</p><p>
<strong>Legend/Notes:</strong></p><p>
</p><p>
ADF = cancel into air dash forwards</p><p>
ADB = cancel into air dash backwards</p><p>
r. = running</p><p>
ndj. = neutral double jump</p><p>
(j.S) = the move inside the brackets is optional or dependent upon height</p><p>
j.S(E) = do the move preceding the (E) early or ASAP</p><p>
j.S(L) = do this move preceding the (L) late</p><p>
</p><p>
j.2H - All j.2Hs hit three times unless specifically stated</p><p>
</p><p>
Into 236S - These combos start from about outside of throw range for the initial high/low into 236S.  I won't list any running or point blank normals into 236S since this would be clearly in throw range wouldn't be very useful for real match situations.</p><p>
</p><p>
Into 2H - The standard distance I used for this was as follows:</p><p>
 - In the corner: pressing up against the enemy, connecting with 2S 2H into full combo.</p><p>
 - Outside of the corner, pressing up against the enemy, connecting with 2K 5S 2H into full combo.</p><p>
</p><p>
</p><p>
<strong>***Combo difficulty rating scale***</strong></p><p>
</p><p>
<strong>Very Easy</strong> = Requires little to no timing at all, very hard to drop.  Everything just falls into place easily without practice.</p><p>
<strong>Easy</strong> = May require a bit of practice but combo is straightforward and contains no overly difficult links or timing issues.</p><p>
<strong>Medium</strong> = Combo requires some practice but is doable consistently once you understand the particulars.</p><p>
<strong>Hard</strong> = Combo requires multiple tight timing windows that require a lot of practice to get down.  </p><p>
<strong>Very Hard</strong> = Combo is prohibitively difficult to pull off with any kind of consistency. </p><p>
</p><p>
-----------------------------------------------------------------------------------</p><p>
</p><p>
<span style="text-decoration:underline"><strong>SIMPLE/UNIVERSAL COMBOS</strong></span></p><p>
</p><p>
For almost all of the combos below, you can end in delayed j.2H instead of BM for a knockdown - useful for when you reach the corner and you want the j.2H knockdown instead.</p><p>
</p><p>
</p><p>
<strong>BASIC NORMAL WEIGHTS COMBOS</strong> - For Sol, Potemkin, Chipp, Faust, Axl, Anji, Venom, Testament, Dizzy (post-disc combo only), Slayer, Zappa, Order-Sol, ABA</p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.5Sf 2H j.H ADF j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
Notes: For ABA, don't end in Bad Moon as it hits OTG</p><p>
</p><p>
<span style="text-decoration:underline">Ground combo</span>: 2H, j.SH ADF j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
Notes: For ABA, don't end in Bad Moon as it hits OTG</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc 2H j.H ADF j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
Notes - Chipp/Dizzy: Pick them up low with 5Sc</p><p>
Notes - ABA: Don't end in Bad Moon as it hits OTG</p><p>
</p><p>
</p><p>
</p><p>
<strong>ANGLED NORMAL WEIGHTS COMBOS</strong> - For Ky, Eddie, Johnny (ground combo only), Dizzy (ground combo only), Robo-Ky, ABA (post-disc combo only)</p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.5Sf 2H j.H ADF j.2H-236P</p><p>
Difficulty: Easy</p><p>
Notes: For the Kys, need to delay the j.2H and Bad Moon slightly.</p><p>
</p><p>
<span style="text-decoration:underline">Ground combo</span>: 2H, j.SH ADF j.2H-236P</p><p>
Difficulty: Very Easy to Easy (notes)</p><p>
Notes - Ky: Delay j.2H and Bad Moon</p><p>
Notes - Dizzy: Do the combo as early as possible but delay the Bad Moon</p><p>
Notes - Robo-Ky: Do j.S early, then delay j.H, then end with delayed Bad Moon</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc 2H nj.H ADF j.2H-236P</p><p>
Difficulty: Easy</p><p>
Notes - Ky/Eddie: Delay j.2H and Bad Moon</p><p>
Notes - I-No: Needs low launch with 5Sc</p><p>
Notes - Robo-Ky: Needs high launch with 5Sc, do 2 hits if needed</p><p>
Notes - all: If you push them to corner you can get another rep of j.H ADF</p><p>
</p><p>
</p><p>
</p><p>
<strong>BASIC LIGHT WEIGHTS COMBOS</strong> - For May, Millia (ground combo), Jam (throw &amp; ground combos), I-No (ground &amp; post-disc combos), Kliff, Justice</p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.2P-5P j.KH ADF j.H ADF j.2H</p><p>
Difficulty: Easy</p><p>
Notes - May/Jam: Slightly delay the j.2H for the knockdown</p><p>
</p><p>
<span style="text-decoration:underline">Ground combo</span>: 2H, j.KH ADF j.H ADF j.2H</p><p>
Difficulty: Easy</p><p>
Notes - all: Jump after the 2H right away but slightly delay the j.K</p><p>
Notes - Millia/Kliff: Can also end in early j.2H into delayed Bad Moon</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc(2) nj.SH ADF j.H ADF j.2H</p><p>
Difficulty: Easy</p><p>
Notes - Kliff: 1 hit of 5Sc only</p><p>
Notes - all: Slightly delay j.2H or do early j.2H into delayed Bad Moon</p><p>
</p><p>
</p><p>
</p><p>
<strong>HEAVIER LIGHT WEIGHTS COMBOS</strong> - For Millia (throw &amp; post-disc combos), I-No (throw combo)</p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.5Sf 2H nj.H ADF j.2H(E)-236P(L)</p><p>
Difficulty: Easy</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc(2) j.KH ADF j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
</p><p>
</p><p>
</p><p>
<strong>ANGLED LIGHT WEIGHTS COMBOS</strong> - For Baiken, Bridget, Jam (post-disc combo only)</p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.5K j.PKH ADF j.2H-236P(L)</p><p>
Difficulty: Medium</p><p>
Notes - all: Need to start with deep running 5K, then delay Bad Moon at the end.</p><p>
Notes - Bridget:  You're better off going with the relaunch combo below, since it's more damage and equal in difficulty.</p><p>
</p><p>
<span style="text-decoration:underline">Ground combo</span>: 2H, j.KH ADF j.2H-236P</p><p>
Difficulty: Medium</p><p>
Notes - all: Delay first jump K, do j.2H early, end with very delayed (last frame) Bad Moon</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc(2) j.KH ADF j.2H-236P</p><p>
Difficulty: Very Easy (JA), Easy (BR), Medium (BA)</p><p>
Notes - all: Launch low with 5Sc, delay j.2H, delay Bad Moon at the end</p><p>
Notes - Jam: Only let 5Sc hit once, no Bad Moon at end</p><p>
</p><p>
</p><p>
</p><p>
<strong>THE OTHER JOHNNY COMBOS</strong></p><p>
</p><p>
<span style="text-decoration:underline">Throw combo</span>: r.5Sf 2H j.KH ADF j.2H-236P</p><p>
Difficulty: Easy</p><p>
Notes: Slightly delay both the j.2H and Bad Moon</p><p>
</p><p>
<span style="text-decoration:underline">Post-disc combo</span>: (after 236H hits) r.5Sc(1) j.KS2H(2)</p><p>
Difficulty: Easy</p><p>
Notes: Hit the running close S as low as possible, and the rest of combo as early as possible - j.2H should whiff the 2nd hit, 3rd hit will hit and knock down</p><p>
</p><p>
</p><p>
<strong>DIZZY THROW COMBO</strong>: r.5Sf j.PKH ADF j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
</p><p>
</p><p>
<strong>ALTERNATE JUSTICE THROW COMBO</strong>: 2H j.H ADF j.2H-236P</p><p>
Difficulty: Very Easy</p><p>
</p><p>
</p><p>
-----------------------------------------------------------------------------------</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline"><strong>OPTIMAL CHARACTER-SPECIFIC COMBOS</strong></span></p><p>
</p><p>
SOL</p><p>
-------------</p><p>
<span style="text-decoration:underline">Corner Combos</span></p><p>
</p><p>
<strong>Into 2H</strong>: </p><p>
j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (157 damage) (Very Easy)</p><p>
j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF(L) j.2H (163 damage) (Easy)</p><p>
j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (166 damage) (Medium)</p><p>
j.S(L)H ADF j.H(L) ADF j.H land 2H j.H ADF j.H ADF j.2H (169 damage) (Medium)</p><p>
</p><p>
<strong>Into 236H</strong>: </p><p>
S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (149 damage) (Very Easy)</p><p>
S2H j.H ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (156 damage) (Medium)</p><p>
</p><p>
<strong>Into 236S</strong>: </p><p>
6P j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (148 damage) (Easy)</p><p>
6P j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (153 damage) (Medium)</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with 25% Tension</span></p><p>
</p><p>
<strong>Into 2H</strong>: </p><p>
j.S-236D dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (200 damage) (Medium)</p><p>
j.S-236D dj.D ADB(L) dj.D(E) land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (218 damage) (Hard)</p><p>
</p><p>
<strong>Into 236H</strong>: </p><p>
S2H j.H-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (177 damage) (Medium)</p><p>
S2H j.H-236D(L) dj.D(E) ADB(L) dj.D land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (177 damage) (Hard)</p><p>
</p><p>
<strong>Into 236S</strong>: </p><p>
6P j.SH-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (178 damage) (Medium)</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
</p><p>
<strong>Into 2H</strong>: </p><p>
j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (183 damage) (Medium)</p><p>
j.S(L)-214S dj.D ADB dj.D land IADF j.D land 2H(L) j.SH ADF j.H ADF j.2H (202 damage) (Hard) </p><p>
</p><p>
<strong>Into 236H</strong>: </p><p>
S2H j.H-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (170 damage) (Medium)</p><p>
</p><p>
</p><p>
<strong>Into 236S</strong>: </p><p>
6P j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (169 damage) (Medium)</p><p>
6P j.SH-214H ADF(E) j.D ADB(L) j.D land IADF j.H land 2H(L) j.SH ADF j.H ADF j.2H (177 damage) (Hard)</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
</p><p>
<strong>Into 2H</strong>:</p><p>
sj.KSH ADF j.H ADF j.2H(L) (99 damage) (Very Easy)</p><p>
j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (120 damage) (Easy)</p><p>
nj.S(L)H ADF j.H ADF j.H land 2H j.H ADF j.H ADF j.2H(L) (124 damage) (Medium)</p><p>
</p><p>
<strong>Into 236H</strong>:</p><p>
r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(L,2) (148 damage) (Easy)</p><p>
r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H (158 damage) (Easy)</p><p>
</p><p>
<strong>Throw</strong>: </p><p>
r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(2) (106 damage) (Very Easy)</p><p>
r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H (108 damage) (Easy)</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos with 25% Tension:</span></p><p>
</p><p>
<strong>Into 2H</strong>:</p><p>
j.S-236D dj(L).D ADF dj.D land r.2H j.SH ADF j.H ADF j.2H (148 damage) (Medium*)</p><p>
</p><p>
<strong>Into 236H</strong>:</p><p>
r.S2H sj.H-236D land rj.D ADB j.D land r.2H j.H ADF j.H ADF j.2H (181 damage) (Medium*) (not fullscreen)</p><p>
</p><p>
<strong>Throw</strong>:</p><p>
r.2H j.S-236D dj.D(L) ADF(E) dj.D land r.2H j.H ADF j.H ADF j.2H (121 damage) (Hard*)</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos with Pin:</span></p><p>
</p><p>
<strong>Into 2H:</strong></p><p>
j.SH ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (130 damage) (Medium)</p><p>
j.S-214S ndj(E).D(L) ADF dj.D land r.2H j.H ADF j.H ADF j.2H (136dmg) (Medium*)</p><p>
</p><p>
<strong>Into 236H:</strong> </p><p>
r.S2H j.H ADF j.H ADF j.S2H(1) land S j.SH ADF j.H ADF j.SH land j.KSH ADF j.H  ADF j.2H(2)-214S land 6H (163 damage) (Easy)</p><p>
r.S2H j.H ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (169 damage) (Medium)</p><p>
</p><p>
</p><p>
Overall combo difficulty: Very Easy</p><p>
Notes: Sol's hitbox is perfect for landing Millia's new combos.  A great character to practice on to learn the basics.</p><p>
* - timing of this is variable. If it's the real wall, it's a later adf. If it's a fake wall, it's an earlier airdash (but still some delay). If it's fullscreen or close to fullscreen, the dj.D after 236D is really really late (almost touching the ground) and the airdash into dust afterwards is early. The 2nd j.D will wall bounce really low, but you can still r.2H. I'm putting this here, because this same difference in timing goes for everyone this combo works on.</p><p>
</p><p>
</p><p>
KY</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos</span></p><p>
<strong>Into 2H</strong>: j.S(L)H(L) ADF(L) j.H ADF(L) j.H land S(2) j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (150 damage)</p><p>
<strong>Into 236S</strong>: 6P j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H (144 damage)</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>:</p><p>
j.SH-214S, ndj.D, land, 6H-214K</p><p>
j.S(L)H(L) ADF(L) j.H ADF(L) j.H land 2H j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214K land 6H (180 damage)</p><p>
<strong>Into 236H</strong>: 5S 2H j.S-214H ADB j.D, land, r.5Sf 2H (j.S) j.H, ADF j.2H-236P</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H, then same as 236H combo above</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>:</p><p>
j.SH ADF j.2H, land, S(2)2H j.H ADF j.2H-236P (116 damage)</p><p>
j.SH ADF j.H land S j.SH ADF j.H ADF j.2H (118 damage)</p><p>
<strong>Into 236H</strong>: 5S 2H j.H ADF j.2H, then same as above</p><p>
<strong>Throw</strong>: r.5Sf 2H j.H ADF j.2H, then same as above</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: Comboing Ky requires a lot of on-the-fly adjustments, due to his finicky weight and hitbox.  If he is too low, 2H j.H will often miss on the relaunch, so make sure you add in the extra j.S there.  If the corner Into 2H combo is too tough, you can simply end it with a 6H into roll, after the ndj.D.</p><p>
</p><p>
</p><p>
</p><p>
MAY</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ndj.D, land, 6H-214K</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the same as the above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full 2H combo</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.KH ADF j.2H, land, 5S 2H, j.H ADF j.H ADF j.2H-236P </p><p>
<strong>Into 236H</strong>: 5Sc(2), then the full above combo</p><p>
<strong>Throw</strong>: deep r.2P 5P, then the full above combo</p><p>
</p><p>
Overall combo difficulty: Easy for corner pin and midscreen combos, Medium for throw combos</p><p>
Notes: It's fairly straightforward to combo May once you know to never use 2H j.SH on her due to her light hitbox.  Throw combo is a bit tricky due to timing the deep run into 5K or the first j.K if you miss the deep run.</p><p>
</p><p>
</p><p>
</p><p>
MILLIA</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.H(E)-214S, ndj.D, land, 2H j.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 2H, then the full Into 2H combo above</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H, ndj.D, 2H nj.H, ADF j.2H-236P</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.H(E) ADF j.SH, land, j.KH ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5Sc(1) j.SH ADF j.H ADF j.2H(-236P)</p><p>
<strong>Throw</strong>: r.5Sf 2H nj.H ADF j.2H-236P  &lt;- could be improved</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: There are a lot of combos to memorize!  Millia is light and also fairly large in the air, which means that 2H j.H works on her fairly easily, you just have to time it early.</p><p>
</p><p>
</p><p>
</p><p>
EDDIE</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH(L)-214S, ndj.D, land, 2H, nj.SH ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H j.H(L)-214S, then the combo above</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H-236P</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: Need to delay the j.H before firing j.214S, in order to get closer to Eddie so the pin won't miss.</p><p>
</p><p>
</p><p>
</p><p>
POTEMKIN</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H j.H-214S dj.D(L) ADB j.D land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.S2H land S2H j.S-H ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: 2H j.SH ADF j.H ADF j.SH land S2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
</p><p>
</p><p>
CHIPP</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the above combo</p><p>
<strong>Into 236S</strong>: 5P j.KH-214H, then the above combo</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH(E) ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>:  r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: The only timing issue here is the ADF into delayed j.D, then the backdash.  Quite easy with a practice, and this combo grants you a valuable j.2H knockdown too.</p><p>
</p><p>
</p><p>
</p><p>
FAUST</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H nhj.H-214S(L) ADF(L) j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>:  6P j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
 </p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: nj.SH ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H </p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
</p><p>
</p><p>
BAIKEN</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H(E) ADF(L) j.D ADB j.D land IADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H nj.H-214H(L) ADF j.D ADB j.D land IADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>: 6P hj.S-214S ADF(L) j.D ADB j.D land IADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: IADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H (n)j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(-236P)</p><p>
<strong>Throw</strong>: r.S2H (n)j.H ADF j.2H(L) land 2H j.H ADF(E) j.2H-236P</p><p>
</p><p>
(Screw Baiken. All midscreen combos without pin or tension are medium to very hard.) -Blitz</p><p>
</p><p>
</p><p>
</p><p>
JAM</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.2H, land, 5S 2H j.H-214S, ndj.D, land, 6H-214K</p><p>
<strong>Into 236H</strong>: 2H j.H ADF j.2H, then same as the above combo</p><p>
<strong>Into 236S</strong>: 5P j.KH-214S, ndj.D, r.6H-214K</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.K-H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S©2H bj.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.KK j.KH ADF j.H ADF j.2H (easy)</p><p>
<strong>Throw</strong>: r.S2H (n)j.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H (medium)</p><p>
Overall combo difficulty: Easy</p><p>
Notes: </p><p>
</p><p>
</p><p>
</p><p>
JOHNNY</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH(L) ADF j.2H, land, 5S 2H j.S(E)H-214S, dj forward, j.D, land, 6H-214K</p><p>
<strong>Into 236H</strong>: 2H, then the full above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full above combo</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: hj.SPS2H land S2H j.H ADF j.2H-236P (what is this I dont even)</p><p>
<strong>Into 2H</strong>: j.SH ADF j.2H land S j.KSH ADF j.2H </p><p>
<strong>Into 236H</strong>: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.2H-236P</p><p>
<strong>Throw</strong>: r.S j.KSH(L) ADF j.2H land S(1,L) j.K(<strong>L</strong>)S(E)H(E) ADF j.2H(E)</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: Once you learn the specific late/early moves, the corner combo isn't very tough to pull off consistently. </p><p>
</p><p>
Throw combo difficulty: Hard (needs practice, not so hard once you learn it)</p><p>
</p><p>
Throw combo notes: The key to this combo is getting as close as possible to Johnny for the relaunch S, without side-switching.  Then you have to delay the relaunch close S so it hits as low as possible.  At this point in the combo you're in one of two scenarios:</p><p>
1) You're as close as you can get.  All you have to do is delay the j.K by a little bit, then immediately do the rest of the moves in the combo.</p><p>
2) You're pretty close, but not as close as possible.  You have no choice but to aim for Johnny's face with your j.K (to make it hit as late as possible, so you move closer to Johnny). Then finish the rest of the moves without any delays.</p><p>
In any case, if your j.2H only hits twice at the end, it means you delayed another move in the combo, so make sure you hit the other moves as early as you can.</p><p>
</p><p>
</p><p>
</p><p>
AXL</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: 5Sc(2), then the full above combo</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Very Easy</p><p>
Notes: One of the easier j.D combos in the game - just remember to launch with both hits of close slash after a corner disc mixup.</p><p>
</p><p>
</p><p>
</p><p>
ANJI</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H j.H-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H (n)j.H ADF j.H ADF j.2H</p><p>
</p><p>
General combo difficulty: Very Easy</p><p>
</p><p>
VENOM</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S2H nj.H-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>: 6P j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.SH ADF j.H(L) land 2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: rK6P j.SH ADF j.2H land S j.KSH ADF j.2H</p><p>
</p><p>
</p><p>
</p><p>
TESTAMENT</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADB j.D, land, r.5S 2H nj.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H, then the full above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full above combo</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: nj.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.2H(L) land S2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: Just needs a bit of timing on the ADB and the running slash.</p><p>
</p><p>
</p><p>
</p><p>
DIZZY</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF(E) j.D(E) ADB j.D, r.6H-214K</p><p>
<strong>Into 236H</strong>: 5Sc(2) j.SH-214, then the above combo</p><p>
<strong>Into 236S</strong>: 6P j.KH-214H, then the above combo</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.KH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: rS2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Medium</p><p>
Notes: It may take a fair bit of practice to get down the timing of the two airdash j.Ds so that you have enough time to get the running 6H for the knockdown.</p><p>
</p><p>
</p><p>
</p><p>
SLAYER</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF(E) j.D ADB j.D, r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H, then the full combo above</p><p>
<strong>Into 236S</strong>: 6P, then the full combo above</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: rS2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Medium </p><p>
Notes: The two j.Ds aren't too tough to time, but getting the running 2H just right along with the j.Hs will take a bit of practice.  You can always opt for ending in r.6H instead of the relauch, for the easy knockdown.</p><p>
(to help with the j.H's, delay the 214H's, and when you end out with the ADF j.2H, do early airdash, late j.2H and it'll drop him. Gives more leeway on the running 2H)-blitz</p><p>
</p><p>
</p><p>
BRIDGET</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF(L) j.D(E) ADB(E) j.D(E) land r.2H nj.H ADF(E) j.H ADF(E) j.2H-236P (Hard)</p><p>
<strong>Into 2H</strong>: j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P (Easy)</p><p>
<strong>Into 236H</strong>: S j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236S</strong>: 6P j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF(L) j.2H(E) land 2H j.SH ADF j.H ADF j.2H(L)</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>:  r.S2H j.H(E) ADF j.2H land 6P j.SH ADF j.H ADF(E) j.2H(L)</p><p>
<strong>Throw</strong>:  r.S2H j.H ADF j.2H(L) land 2H j.H ADF j.2H(L)-236P</p><p>
</p><p>
(so far it seems almost not even worth using the pin. It's barely any more damage than her non-pin combos)-blitz</p><p>
</p><p>
I-NO</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full above combo, but with one less [j.H ADF] rep at the end</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H nj.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Easy</p><p>
Notes: A pretty lenient combo that might require a bit of practice.</p><p>
</p><p>
</p><p>
</p><p>
ZAPPA</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF(E) j.D, ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the rest of the combo above</p><p>
<strong>Into 236S</strong>: 6P, then the full combo above</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>:  r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Very Easy</p><p>
Notes: The only thing to time here is the first ADF j.D which is pretty lenient. Zappa's hitbox makes the ending Bad Moon hit once from a bit far away for the knockdown, so follow with running disc.</p><p>
</p><p>
</p><p>
</p><p>
ROBO-KY</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: S(2) j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236S</strong>: 6P j.S-214S fdj.D ADB dj.D land r.2H j.SH ADF j.H ADF j.2H</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: J.SH(L) ADF j.2H(L) land S2H j.SH ADF j.H ADF j.2H(L)</p><p>
<strong>Into 236H</strong>: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.H ADF j.2H(L)</p><p>
<strong>Throw</strong>: r.S2H j.SH ADF j.2H land S2H j.H ADF j.2H-236P</p><p>
</p><p>
</p><p>
</p><p>
ORDER-SOL</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the rest of the above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full combo above</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.H ADF j.H land S(2) j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H</p><p>
</p><p>
Overall combo difficulty: Very Easy</p><p>
Notes: A really easy combo to hit, you can also end with a simple running 6H if you don't want to do the ending relaunch for whatever reason.</p><p>
</p><p>
</p><p>
</p><p>
A.B.A.</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H, ADF(E) j.D ADB j.D, land, r.6H-214K</p><p>
<strong>Into 236H</strong>: 5S 2H j.H-214H, then the rest of the above combo</p><p>
<strong>Into 236S</strong>: 6P, then the full above combo</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.KH ADF j.SH land j.KH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H(L) ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H(E)</p><p>
</p><p>
Overall combo difficulty: Very Easy</p><p>
Notes: Another simple combo, I cut the corner combo short as I didn't find any reliable relaunch enders since ABA's hitbox doesn't really allow for Bad Moon to hit after j.2H.  And you'd care much more about the knockdown against ABA anyway.</p><p>
</p><p>
Throw combo notes: Make sure you wait a bit before the first j.H, otherwise your second j.H might whiff due to ABA being too low (this happens if you get a really deep dash after throw).  Also do the last ADF j.2H asap to avoid cases where it only hits twice.  After the combo is over you should do walk-up disc since ABA rises really late - a dashing disc will hit perfectly meaty and you don't always want this. </p><p>
</p><p>
</p><p>
KLIFF</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>: j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236H</strong>: 6P j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
<strong>Into 236S</strong>: j.KH-214S fdj.D(L) ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: j.SH ADF j.2H land 6P j.SH ADF j.H ADF j.2H</p><p>
<strong>Into 236H</strong>: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H</p><p>
</p><p>
Notes: To hit Kliff properly with badmoon, your sprite needs to be lower in the air than his at the end of those pin combos. Also, the fdj.D- the jump forward is slightly delayed, and j.D will fall onto him late.</p><p>
</p><p>
JUSTICE</p><p>
-------------</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos</span></p><p>
<strong>Into 2H</strong>: j.H ADF(L) j.SH land j.SH ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(L) (171 damage) (Medium)</p><p>
<strong>Into 236H</strong>: S2H j.H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (155 damage) (Easy)</p><p>
<strong>Into 236S</strong>: 6P j.SH ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (154 damage) (Easy)</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with Pin</span></p><p>
<strong>Into 2H</strong>:</p><p>
sj.H-214S ADF(E) sj.D ADB sj.D land r.2H j.H ADF j.H ADF j.2H(-236P) (185 damage)</p><p>
sj.H-214S ADF(E) sj.D ADB sj.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (203 damage)</p><p>
<strong>Into 236H</strong>:</p><p>
S2H j.H-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H (171 damage)</p><p>
S2H j.H-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (180 damage)</p><p>
<strong>Into 236S</strong>:</p><p>
6P j.KH-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (161 damage)</p><p>
6P j.KH-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (169 damage)</p><p>
</p><p>
<span style="text-decoration:underline">Corner Combos with 25% Tension</span></p><p>
<strong>Into 2H</strong>:</p><p>
j.H-236D(L) dj(L).D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (202 damage) (Very Easy)</p><p>
j.H-236D(L) dj(L).D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (211 damage) (Easy)</p><p>
<strong>Into 236H</strong>:</p><p>
S j.SH-236D(L) dj.D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (172 damage) (Easy)</p><p>
S j.SH-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (183 damage) (Medium)</p><p>
2H j.H-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (196 damage) (Easy)</p><p>
<strong>Into 236S</strong>:</p><p>
6P j.KH-236D dj.(L)D ADB(L) dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (170 damage) (Medium)</p><p>
6P j.KH-236D dj.(L)D ADB(L) dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (179 damage) (Medium)</p><p>
</p><p>
<span style="text-decoration:underline">Midscreen Combos without Pin</span></p><p>
<strong>Into 2H</strong>: nj.S(L)H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H(L) (120 damage) (Very Easy)</p><p>
<strong>Into 236H</strong>: r.S2H nj.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
<strong>Throw</strong>: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H</p><p>
</p><p>
</p><p>
</p><p>
-----------------------------------------------------------------------------------------------------------------------</p><p>
</p><p>
This list is a WIP and the blank areas will be updated over time.  Also please feel free to post with combos you've come up with, as well as for any issues you may have with the ones posted.  If you're adding combos, try to test for optimal ones first, such as. j.D x1 or x2 into relaunch into knockdown for corner combos, or regular j.2H into 5S 2H relaunch knockdown combos for midscreen.  If you can't find any, mention that too - this may help other combo researchers save a bunch of time.</p><p>
</p><p>
Happy comboing everybody <img src="https://www.forums.dustloop.com/uploads/emoticons/default_toot.gif" alt=":toot:"></p>
]]></description><guid isPermaLink="false">6655</guid><pubDate>Sat, 17 Aug 2013 09:30:02 +0000</pubDate></item><item><title>Millia in Accent Core: A Comprehensive Guide [WIP]</title><link>https://www.forums.dustloop.com/forums/topic/721-millia-in-accent-core-a-comprehensive-guide-wip/</link><description><![CDATA[
<p><span>Important Resources for Newer Players</span></p><p>
</p><p>
<strong><a href="" rel="external nofollow">GG Accent Core Web Encyclopedia.</a></strong>  A great source of info on basic GGXX fundamentals such as movement, guarding, attacking, game-engine breakdown, and even some intermediate and advanced techniques.</p><p>
</p><p>
<strong><a href="" rel="external nofollow">AC Millia Frame Data.</a></strong>  Details the speed, duration, recovery, and special properties of every single move that Millia has.   If you are having trouble understanding some column headings, they are all explained in the Web Encyclopedia link above, as well as in The Foundation section of the forums.</p><p>
</p><p>
<strong><a href="" rel="external nofollow">Guilty Gear Notation Conventions.</a></strong>  Read this if all these numbers and letters aren't adding up.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>Table of Contents</span></strong></p><p>
</p><p>
1) Intro to Millia</p><p>
----- 1.1) Gameplan Overview</p><p>
----- 1.2) The Pin</p><p>
----- 1.3) Hitconfirm</p><p>
2) Normal Moves</p><p>
----- 2.1) Notable Standalone Normals</p><p>
----- 2.2) Notable Support Normals</p><p>
----- 2.3) Complete Normal Moves Breakdown</p><p>
3) Special and Tension Moves</p><p>
----- 3.1) Special Moves</p><p>
----- 3.2) Shadow Moves</p><p>
----- 3.3) Force Breaks</p><p>
----- 3.4) Overdrives</p><p>
----- 3.5) Dead Angle Attack</p><p>
----- 3.6) Instant Kill</p><p>
4) Advancing With the Pin</p><p>
----- 4.1) Pin Patterns</p><p>
----- 4.2) Enemy Reactions to Pin</p><p>
5) Advancing Without the Pin</p><p>
----- 5.1) Ground Movement</p><p>
----- 5.2) Air Movement</p><p>
----- 5.3) How to Get Your Pin Back</p><p>
6) Disc Mixups - Midscreen</p><p>
----- 6.1) Low Options</p><p>
----- 6.2) High Options</p><p>
----- 6.3) Crossup Options</p><p>
7) Disc Mixups - Corner</p><p>
----- 7.1) Low Options</p><p>
----- 7.2) High Options</p><p>
8) ADC Mixups</p><p>
----- 8.1) Setups</p><p>
----- 8.2) Low Options</p><p>
----- 8.3) High Options</p><p>
9) Ground Combos</p><p>
----- 9.1) Basic Ground Combos</p><p>
----- 9.2) Ground to Air Combos</p><p>
-------- 9.21) By Combo</p><p>
-------- 9.22) By Character</p><p>
----- 9.3) Throw Combos</p><p>
-------- 9.31) By Combo</p><p>
-------- 9.32) By Character</p><p>
10) Disc Mixups - Combos</p><p>
----- 10.1) Midscreen to Corner Combos</p><p>
-------- 10.11) By Combo</p><p>
-------- 10.12) By Character</p><p>
----- 10.2) Corner-only Combos</p><p>
-------- 10.21) By Combo</p><p>
-------- 10.22) By Character</p><p>
11) Misc Combos</p><p>
12) Frequently Asked Questions</p><p>
13) Credits</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
</p><p>
<strong><span>1) Intro to Millia</span></strong></p><p>
</p><p>
</p><p>
<span>1.1) Gameplan Overview</span></p><p>
</p><p>
Millia is a mixup character.  What does this mean?  Millia's main goal is to create situations where the opponent is forced to guess between one of a few options.  If they guess incorrectly, the mixup is successful and you are able to deal damage and set up another, usually better, mixup situation.  If they guess correctly, you are generally left safe, and often are able to work in another (albeit less effective) mixup to reset your momentum.  </p><p>
</p><p>
The simplest way to get your opponent into a mixup is via a knockdown.  You can score knockdowns using certain normals such as 2D or j.D, but more often than not, you won't want to spend the entire round fishing for knockdowns before attempting mixup.  To get your opponent into mixups directly and without knockdowns, you have many tools to work with, the most important of which is:</p><p>
</p><p>
</p><p>
<span>1.2) The Pin</span></p><p>
</p><p>
Silent Force, hereafter referred to as the Pin, is the centerpoint of Millia's neutral gameplan.  There are two variants of Pin, performed by either j.214S or j.214H.  The j.214S is the Pin you will be using in most cases, as it is faster, keeps Millia lower to the ground, and has a tighter trajectory than the H Pin.  Due to these factors, it is also the only Pin that allows Millia to get a knockdown from an aircombo via 6H.  Once the Pin is fired, it must be picked up before Millia is able to use it again.</p><p>
</p><p>
The reason for the Pin's major importance in Millia's gameplan is because it affords her a safe, easy way to advance on the opponent.  Meanwhile, it is extremely risky for the opponent to be in the way of the Pin - if it is blocked Millia has a very good chance of getting in for mixup, if the opponent backdashes they will most likely get hit by the Pin and be knocked down, and if the opponent tries to anti-air Millia then they will be staggered by the Pin and be open for comboing.  Now, as good as the Pin is, Millia is not completely boned without it.  She does have other ways to move in and put pressure on the opponent, but none are at the same level of safety or effectiveness as an airdash covered with Pin.  And, unlike in GGXX Slash, the Pin is no longer a requirement to perform her B&amp;B combos, so it is again free to be used primarily as a mixup tool (ie. you shouldn't sacrifice a chance at a mixup just to run back and grab your Pin).</p><p>
</p><p>
More information on the Pin and some examples of common approach strings can be found in section 4.</p><p>
</p><p>
</p><p>
<span>1.3) Hitconfirm</span></p><p>
</p><p>
'Hitconfirm' is the ability to recognize that a certain situation has occurred (ie. a move has connected), and react in a certain way (ie. follow up with another hit). Most characters involve some kind of hitconfirming, and with Millia it is no different. Hitconfirming strings and single hits quickly is an essential skill in getting the most damage and best setups possible out of each connected hit.</p><p>
</p><p>
Learning to hit confirm single hits takes time and practice.  Millia has a few single-hit hitconfirms, such as those from 2H (CH) and 6K, the latter of which can be extremely difficult to learn.  These are important skills to have but are not absolutely essential to playing Millia properly.  </p><p>
</p><p>
More commonly, you will be performing strings of 2 hits and then hitconfirming into different branches, depending on the moves involved.  A common hitconfirm string is 2K-5K, which is easily doable without practice, but you must concentrate on hitting the hitconfirm in time to continue your gatling or combo.  2-hit hitconfirms are also extremely important in corner mixups, such as from 2K-2S, which can lead into 236S -&gt; 5P -&gt; aircombo if the 2K hits, or a j.214S or other variant if the 2K is blocked.  Knowing and being able to perform these 2-hit hitconfirmable strings is very important and will be emphasized repeatedly throughout the guide.</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
</p><p>
<strong><span>2) Normal Moves</span></strong></p><p>
</p><p>
Before detailing Millia's moveset, it is important to point out that Millia does not have any of what could be called 'abuseable moves' that are both quick and safe to throw out, while leading to big damage on a successful hit or CH.  Instead, Millia relies on carefully choosing which normals to throw out to create situations that allow her to directly move in for mixup (usually via knockdown), or create optimal spacing to be able to approach more safely.  </p><p>
</p><p>
Although Millia's moves generally lack priority, in some scenarios this is not the case: Among these include a 2D done at maximum range, which is very tough to beat out due to its foot invulnerability, as well as proper use of a running 5S or 6P.  Both of these options can get you knockdowns via 2D on hit and allow you to move in for mixup.  Another good move with great range and decent priority and reward is j.D, which usually causes knockdown if it hits.  These moves aren't 100% safe (see below for more details) but they can go a long way to creating opportunities when used at the right ranges. </p><p>
</p><p>
</p><p>
<span>2.1) Notable Standalone Normals:</span></p><p>
</p><p>
- These are useful normal moves that you should be using on their own.  They are either useful mixup/combo starters, or good pokes that gatling into good support normals (listed below) to allow for a mixup approach via the air, or maintain a threatening position on the ground.</p><p>
</p><p>
<strong>2K</strong>. Generally the best choice to use to attempt pressure, due to its gatling to important support normals (5K and 2S), quick recovery on both whiff and block, and minor frame advantage.</p><p>
</p><p>
<strong>6P</strong>. A quick, high-priority mid-hitting attack, but is susceptible to lows.  Also very good as anti-air against IADs or double jumps. Leads into 2H on hit, and can also gatling to 2S for additional pressure if blocked.</p><p>
</p><p>
<strong>5Sf</strong>. Another attack with good priority, and not as susceptible to lows due to its more agreeable hitbox against crouching opponents.  However, to really capitalize from a connected 5Sf, you need to be both fairly close and have some running momentum in order to combo into 5H-2D for a knockdown.</p><p>
</p><p>
<strong>2H</strong>. A good anti-air for an enemy approaching you from directly on top, or an enemy who is on their first jump.  On hit, can be hitconfirmed directly into a quick j.K-D into aircombo.  On block, you should usually gatling to 2D.</p><p>
</p><p>
<strong>2D</strong>. Millia's most safe and most rewarding normal, if done from around its maximum range.  Due to its foot invulnerability, it is very unlikely to be beat out by counterpokes.  Grants knockdown on hit, which allows you to run up and lay a Disc.  2D is very slow to come out, but is 100% safe on block and fairly safe on whiff due to its quick recovery.</p><p>
</p><p>
<strong>j.K</strong>. A great air-to-ground attack, as well as a nice lead-in attack from an airdash.  Often used for frame advantage in setups such as airdash -&gt; Pin, j.K just before landing.  If j.K hits high enough, you can gatling to j.S and try for an ADC mixup.</p><p>
</p><p>
<strong>j.S</strong>. Another good followup to a fired Pin, as it leads directly into ADC mixup if blocked, and a combo if it hits.  Very slow however, so it is often beat out by AAs if not set up properly.</p><p>
</p><p>
<strong>j.H</strong>. Slow, but with decent priority and nice range, this move can link to 5P -&gt; aircombo if it hits an opponent that low to the ground.  Because of its priority and ability to be ADC'ed, it is also useful in air-to-air battles when at the same level as the opponent.</p><p>
</p><p>
<strong>j.D</strong>. A great air-to-air and air-to-ground poke, with good priority and range.  Grants knockdown against low or grounded opponents, but at its optimal range you usually won't be close enough to go into Disc mixup.  Be careful, as this can be crouched or run under by some characters, and there is 5F of recovery upon landing.</p><p>
</p><p>
</p><p>
<span>2.2) Notable Support Normals</span></p><p>
</p><p>
- These are normals that you will usually gatling into from Millia's standalone normals, in order to create additional mixup.</p><p>
</p><p>
<strong>5K</strong>. The most versatile move that Millia has.  She can go into various lows (2K, 2S, 2D, 214P) and highs (6K, 2369P), as well as cancel to a jump to attempt to get in via airdash/Pin, or cancel directly to a special if needed.  It is very common to see gatlings begin with 2K-5K, as this gives Millia the widest number of options while also allowing for a hitconfirm to check if the string connected with the first hit.</p><p>
</p><p>
<strong>5Sc</strong>. Similar to 5K in its versatility, but with far less options for lows (2S, 214P) and highs (2369P only).  However, it retains the ever-important 2S gatling, and it is much easier to combo a connected hit into a 2H launcher or 2D knockdown from a string starting with just 2K-5Sc, than a string starting with 2K-5K-5Sc.</p><p>
</p><p>
<strong>5H</strong>. While not an optimal move to throw out, you will inevitably find yourself ending up gatling'ing into 5H, from moves such as 5Sf or 6P, when attempting to go for a knockdown via 2D.  If the first move is blocked, in many cases it's quite safe to throw out a 236H after the 5H to give yourself some space control, though some characters with fast long-range attacks may be able to punish this.</p><p>
</p><p>
<strong>2S</strong>. Another great versatile normal, this normal is both special and jump cancellable, and also has a reverse gatling to 5P.  A common method of getting in is to jump cancel from 2S into a quick backwards jump, airdash + Pin.</p><p>
</p><p>
<strong>j.K</strong>. Also a support normal in that most blocked air strings should be gatlinged into a j.K just before landing, as it gives good frame advantage for a mixup such as 2369P / 2K / throw, upon landing next to the opponent.</p><p>
</p><p>
</p><p>
<strong>Throw</strong>. Millia's throws are a devastating part of her mixup game.  While her throw range is the second-shortest in the game, Millia's quick foot speed makes up for this lack of range.  A connected throw gives a window of 15F to run up and attacking the falling opponent.  Depending on the character, you will want to use different throw combos, which are detailed below in section 8.3.  All of these combos land the opponent in the corner and knocked down, allowing you to apply more damaging, and harder to escape mixups.</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p>
]]></description><guid isPermaLink="false">721</guid><pubDate>Mon, 09 Jun 2008 12:31:41 +0000</pubDate></item><item><title><![CDATA[General Millia Q&A Thread (Ask away!)]]></title><link>https://www.forums.dustloop.com/forums/topic/16-general-millia-qa-thread-ask-away/</link><description><![CDATA[
<p>This thread is intended for people with questions about all things Millia (no matter how mundane they are) and a place to answer them.  Ask away!</p>
]]></description><guid isPermaLink="false">16</guid><pubDate>Tue, 28 Feb 2006 03:04:34 +0000</pubDate></item><item><title>Smash Player new to Guilty Gear</title><link>https://www.forums.dustloop.com/forums/topic/8090-smash-player-new-to-guilty-gear/</link><description><![CDATA[
<p>What's good guys? I'm not sure if this is the right part of the forum for these kinds of questions and I know how mad people get when stuff is in the wrong place. Just point me in the right direction if I'm in the wrong spot instead of getting all kinds of butthurt. Thanks.</p><p>
</p><p>
Skip this next part if you're looking for the tl;dr version of my questions. It's just a little back story.</p><p>
---</p><p>
I have played Smash religiously for the past few years and I'm just now picking up the stick for Guilty Gear. I have been picking up other fighting games in addition to this one, such as Marvel and AE, but this game is a far cry from either of those.</p><p>
</p><p>
A couple of things first: I play on PS3 so I don't THINK I have access to GGXXACR. Is that correct?</p><p>
</p><p>
Now on to my questions.</p><p>
---</p><p>
1. I play Millia and I've literally been playing for ONE day. What kind of damage should I be looking at with a basic day 1 combo? I've been doing the standard 2H combo with the j. H ADF j. H. I think my max damage has been something like 195.</p><p>
</p><p>
1.5. How should I approach my mid-screen combos? Can I use the same one I use in the corner with a different kind of spacing/timing or should I use something completely different?</p><p>
</p><p>
2. On a similar note, I have a hard time doing the double tap to air dash between j. H'es. Any advice on the timing/spacing for this? Note that I do play stick. I haven't tightened it at all but maybe it's about time I do that.</p><p>
</p><p>
3. I know most of the technical skills in this game such as FD, Slash Back, RC/FRC, and etc. But are there any intricacies not mentioned in the "READ BEFORE YOU POST" thread that I should be aware of? I know on our forums, we miss a lot of details.</p><p>
</p><p>
4. Correct me if I'm wrong, but I haven't seen much frame data on this forum. Is there any chance someone has Millia's frame data handy?</p><p>
</p><p>
5. When are good times to RC/FRC? Particularly, which moves are good to end a string with and RC to optimize my pressure?</p><p>
</p><p>
6. Millia seems like one of the harder characters in this game to play and doesn't immediately seem newb-friendly. Is this pretty accurate? If so, can you suggest any characters with distinctly similar rush-down honest playstyle that might be a little easier on me for now? Just until I pick up the execution to play this character.</p><p>
</p><p>
7. I've been watching 2 particular Millia players and they have very different combo preferences. AKA somehow manages to hit with j. D after a launch. How does he do that? And is this better than the j. S to j. H I've been trying to learn? The other player was recommended to me and his name is Woshige. Are these good players to take notes from?</p><p>
</p><p>
8. Bad Moon. What, exactly, dictates when I should/shouldn't use this move in my combos?</p><p>
</p><p>
9. Secret Garden seems really useful for mix-ups but I have a really hard time getting all 4 inputs in for it before the stand-up animation is done. I can usually only get 3. Any advice on how I should decide which direction to go with this? I've been just going down, then left/right and then back.</p><p>
</p><p>
10. I see a lot of combos start with moves that maybe counterhit or don't hit from the ground that aren't 2H. How will I know when I can initiate my BnB if I don't hit with 2H?</p><p>
</p><p>
11. Is 214P FRC good at all?</p><p>
</p><p>
12. Should I be using the Slash Back at all? If so, how do I capitalize off a successful confirm?</p><p>
</p><p>
again, thanks for being patient with me guys. I appreciate ANY advice for a new player and will take everything away that I possibly can.</p><p>
</p><p>
Edit: Sorry for my bad notations. Today is my first day learning this way of conveying notations. My bad, guys.</p>
]]></description><guid isPermaLink="false">8090</guid><pubDate>Wed, 01 Jan 2014 00:38:14 +0000</pubDate></item><item><title>Millia ACR Vids (YT links)</title><link>https://www.forums.dustloop.com/forums/topic/6022-millia-acr-vids-yt-links/</link><description><![CDATA[
<p>All Millia, all the time!</p><p>
</p><p>
Notable vids:</p><p>
</p><p>
post ranbat gachi set - Satou(JO) vs Woshige(MI): <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=NW99pkEKPmQ</a></p><p>
Woshige (MI) vs Ruu (BR) set: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=DCervjqt-vI</a></p><p>
</p><p>
Millia D-Loop, No Gauge, Corner</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=8cc48BAEVV0</a></p><p>
^ The hawtness on faust. Thanks to Lynx for posting it.</p><p>
</p><p>
</p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=m2WkBsCNPuc</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=LN5Do-MsE0k&amp;feature=player_detailpage#t=386s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=Ol14bmf7LAw#t=423s</a> &lt;-- sick.</p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh&amp;feature=player_detailpage&amp;v=OuC9pyTIXY0#t=189s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh&amp;feature=player_detailpage&amp;v=OuC9pyTIXY0#t=657s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=qe8Q7V6nWdQ&amp;feature=player_detailpage&amp;list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh#t=177s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=qe8Q7V6nWdQ&amp;feature=player_detailpage&amp;list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh#t=389s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=bVUaWLDmEBM&amp;feature=player_detailpage&amp;list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh#t=466s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=bVUaWLDmEBM&amp;feature=player_detailpage&amp;list=PLGHNoxbVRyOm0XnjlWbKxmY8hHk_1Ikxh#t=595s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=ueahIIJbUOI#t=670s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=ueahIIJbUOI#t=811s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=rJiWWkmMDVo#t=11s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=rJiWWkmMDVo#t=171s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=ueahIIJbUOI#t=670s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=ueahIIJbUOI#t=811s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=qSFwBjxdvfE#t=241s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=0Pnr6GZCHNw#t=4s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=0Pnr6GZCHNw#t=430s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=0Pnr6GZCHNw#t=643s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=aD4QwDxEbqU&amp;list=PLGHNoxbVRyOldiaZR2KIMktD4SZMJJhBI#t=17s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=aD4QwDxEbqU&amp;list=PLGHNoxbVRyOldiaZR2KIMktD4SZMJJhBI#t=392s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=rbLeryTSZVo#t=568s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=S5oDrTcB21U#t=311s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=S5oDrTcB21U#t=502s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=DIqVu5_ndA4&amp;list=PLGHNoxbVRyOltVz6t7yzc_9AEFRn-7j_S#t=22s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLGHNoxbVRyOltVz6t7yzc_9AEFRn-7j_S&amp;v=7QnV5F29Hjc&amp;feature=player_detailpage#t=689s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=NZYxapDPyRo&amp;list=PLGHNoxbVRyOltVz6t7yzc_9AEFRn-7j_S&amp;feature=player_detailpage#t=444s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=ROZR8GTwpko#t=192s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=Tpp53HtZquY#t=15s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=Tpp53HtZquY#t=141s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=q6s50GFFHD0&amp;list=PLhUY9yjhcNY9-m9S0Djd6VQp5zT9Qb83k&amp;feature=player_detailpage#t=5s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=q6s50GFFHD0&amp;list=PLhUY9yjhcNY9-m9S0Djd6VQp5zT9Qb83k&amp;feature=player_detailpage#t=411s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=q6s50GFFHD0&amp;list=PLhUY9yjhcNY9-m9S0Djd6VQp5zT9Qb83k&amp;feature=player_detailpage#t=733s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=b5MeLmV02XU#t=576s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=Vjnx5HYiXlo&amp;list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK&amp;feature=player_detailpage#t=718s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK&amp;feature=player_detailpage&amp;v=92uPlOR9rK8#t=39s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK&amp;feature=player_detailpage&amp;v=92uPlOR9rK8#t=162s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK&amp;feature=player_detailpage&amp;v=92uPlOR9rK8#t=303s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=gdUa_a5_ppE&amp;list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK#t=551s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLhUY9yjhcNY-ZzxRmEeYpHogccYUxIuVK&amp;v=irePlCRj_5E&amp;feature=player_detailpage#t=545s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?list=PLhUY9yjhcNY8yPQjO01gQv2yLgWySiqOc&amp;v=cCbSVwBteNY&amp;feature=player_detailpage#t=242s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=9IrwOtS-jCs&amp;list=PLhUY9yjhcNY8yPQjO01gQv2yLgWySiqOc&amp;feature=player_detailpage#t=22s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=9IrwOtS-jCs&amp;list=PLhUY9yjhcNY8yPQjO01gQv2yLgWySiqOc&amp;feature=player_detailpage#t=167s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=9IrwOtS-jCs&amp;list=PLhUY9yjhcNY8yPQjO01gQv2yLgWySiqOc&amp;feature=player_detailpage#t=368s</a></p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=9IrwOtS-jCs&amp;list=PLhUY9yjhcNY8yPQjO01gQv2yLgWySiqOc&amp;feature=player_detailpage#t=368s</a></p><p>
</p><p>
</p><p>
</p><p>
I'll finish the backlog eventually. Most recent is at the top for this post only.  New stuff will be posted seperately after this post, as I see them.</p><p>
edit: ^ lies, just going to post em when I see em from now on.</p>
]]></description><guid isPermaLink="false">6022</guid><pubDate>Fri, 04 Jan 2013 09:34:30 +0000</pubDate></item><item><title>Millia ACR Changes</title><link>https://www.forums.dustloop.com/forums/topic/5043-millia-acr-changes/</link><description><![CDATA[
<p>Copied from the loketest thread so far</p><p>
</p><p>
6/2-3 Loketest</p><p>
- New j.2H: return of the old jump H from pre-Slash. Is harder to combo into.</p><p>
- j.236D: FRC point added ~8-9F after input.</p><p>
- FB Secret Garden: New FB, command is 214D, ~76F total recovery.</p><p>
- FB Longinus (214S~D): now causes wall stick instead of sliding.</p><p>
- Harder to combo after throws.</p><p>
- j.K-j.D no longer combos, possibly due to slower j.D.</p><p>
- FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F).</p><p>
- j.D causes ground slide if they touch the ground (?), previously caused slide only on CH.</p><p>
- Additional time added before you can retrieve Pin (j.214S/H).</p><p>
</p><p>
6/30-7/1 Loketest</p><p>
Backstep:</p><p>
Strike invulnerability down from 7F to 5F</p><p>
</p><p>
Jump S:</p><p>
Startup from 10F to 9F</p><p>
Guard meter decrease from 10 to 7</p><p>
</p><p>
Jump HS:</p><p>
Now gatlings from jump K (YES!!!!!!!!!!)</p><p>
Active framess has decreased</p><p>
Startup from 11F to 12F</p><p>
</p><p>
Jump D:</p><p>
</p><p>
Startup from 11F to 17F</p><p>
Damage up from 30 to 48</p><p>
Attack level up from 3 to 4</p><p>
Guard meter decrease down from 9 to 6</p><p>
Prorate is now 80 %</p><p>
Wall Bounce on hit</p><p>
Untechable time increased from 23f to 38f</p><p>
</p><p>
Jump 2HS:</p><p>
New Move</p><p>
</p><p>
c.S:</p><p>
Forward hitbox is bigger.</p><p>
</p><p>
2S:</p><p>
Active frames increased from 2F to 4F.</p><p>
</p><p>
2HS:</p><p>
Untechable time decreased from 25F to 20F</p><p>
Prorate is now 90 %</p><p>
Damage decreased from 40 to 36</p><p>
</p><p>
f.S</p><p>
Can now be jump cancelled</p><p>
</p><p>
Roll:</p><p>
Is now in counter hit state during frame 1 - 15.</p><p>
Millia now retrieves Silent Force Hair Pin when rolling.</p><p>
Millia now becomes low stance on frame 2 (instead of frame 1)</p><p>
</p><p>
All Silent Forces:</p><p>
Cannot be picked up after being used for a little while.</p><p>
Does not glitter when you cannot pick it up. Starts glittering when you can.</p><p>
Untechable time increased from 28F to 33F.</p><p>
Recovery time has been decreased with 3F.</p><p>
</p><p>
K Silent Force: (lol what? a new hairpin?)</p><p>
New Move</p><p>
</p><p>
Secret Garden:</p><p>
The Orb now disappears if Millia gets hit.</p><p>
</p><p>
Last Shaker:</p><p>
Mash button command has been removed</p><p>
</p><p>
Pretty Maze (FB disk)</p><p>
No longer effects opponents guard bar</p><p>
Input motion is the same for ground and air version.</p><p>
Hit of ground version now starts on frame 22.</p><p>
FRC added on frame 6 - 8.</p><p>
</p><p>
Air Pretty Maze:</p><p>
Startup changed from 15 to 13.</p><p>
Untechable time increased from 40F to 50F</p><p>
Gets its hitbox from frame 12. 攻撃判定の発生保障が 12F から開始となりました。</p><p>
Recovery time is now 23 frames.</p><p>
</p><p>
Longinus:</p><p>
Startup changed from 12F to 5F.</p><p>
Wall stick on hit (wasn't it like that pre-loketest?)</p><p>
</p><p>
FB Secret Garden</p><p>
New move</p><p>
</p><p>
Winger</p><p>
The last hit causes slide state</p><p>
</p><p>
Aerial winger</p><p>
New move</p>
]]></description><guid isPermaLink="false">5043</guid><pubDate>Sun, 03 Jun 2012 05:17:21 +0000</pubDate></item><item><title>AC Millia: Combo Lists</title><link>https://www.forums.dustloop.com/forums/topic/419-ac-millia-combo-lists/</link><description><![CDATA[
<p>So with Accent Core's release, once again Millia players are faced with the task of figuring out her new character-specific B&amp;B knockdown combos.  The aim of this thread is to make this transition as quickly and smoothly as possible - for this to happen, <strong>any and all contributions are encouraged</strong>!  This includes ideas, testing, and also comments on the validity of said combos.</p><p>
</p><p>
</p><p>
For future reference, here's some of the terminology I'll be using in this list.</p><p>
</p><p>
| - Pauses during ADC combos.  This is just my shorthand of writing out how long you should delay your next motions without having to write "small/regular/long/maximum delay" every time.  Maximum = 4 |'s, or ||||.</p><p>
</p><p>
Aerial launch - a launcher that pops the enemy into the air while they were already in the air.  Examples: post-throw, or after Disc hits.  Typical launchers that follow include 5P, 5K, 5Sc, and 5S-2H.</p><p>
</p><p>
Ground launch - a launcher that pops the enemy into the air while they were on the ground.  This exclusively refers to combos against grounded opponents that flow to 2H to launch.</p><p>
</p><p>
r. - Running (eg. r.5S = running 5S).</p><p>
</p><p>
jb. / jf. - Jump back / jump forward.</p><p>
</p><p>
</p><p>
Contributors: blitz, Jjuice, Teyah, TGS</p><p>
</p><p>
* All combos end with knockdown unless otherwise stated.</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
<strong><span>*General, non-specific combos*</span></strong></p><p>
</p><p>
</p><p>
[Midscreen combos]</p><p>
</p><p>
Conditions: Millia farther than 2/3rds from enemy corner</p><p>
Throw, r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D.</p><p>
-Will work on a good chunk of the cast - exact specifics to come.</p><p>
</p><p>
Conditions: Millia 2/3rds or closer from enemy corner, have Pin</p><p>
Throw, r.5S-2H, jf.D ||| ADC, j.K-D | falling j.H xx S Pin, land 6H.</p><p>
-Will work on a good chunk of the cast - exact specifics to come.</p><p>
</p><p>
Conditions: Millia farther than 2/3rds from enemy corner</p><p>
Combo to 2H (ground launch), jf.K-S-H, ADC | j.D || ADC | falling j.D.</p><p>
- Works on several characters (specifics coming).  Vs Sol, sj.K-S-H.</p><p>
</p><p>
</p><p>
[Corner combos]</p><p>
</p><p>
Conditions: Millia 1/3rd or closer from enemy corner</p><p>
Aerial launch 5S-2H, j.D ||| ADC, j.K-D || ADC falling j.D | Bad Moon.</p><p>
- The first j.D should be a ju.D or jb.D if deeper in corner.  Works on most average-weight characters.</p><p>
</p><p>
Conditions: Deep in corner</p><p>
Combo to S Disc, 5P, jf.K-D |||| ADC j.K-D | ADC falling j.D (xx Bad Moon).</p><p>
- Works well on many normal weights; can also end with ADC j.H xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>General, non-specific combos - UNTESTED</span></strong></p><p>
</p><p>
</p><p>
[Corner combos]</p><p>
</p><p>
Conditions: Millia 1/3rd or closer from enemy corner</p><p>
Aerial launch 5P, jb.K-D ||| ADC, j.K-D || ADC falling j.D | Bad Moon.</p><p>
- The first j.D should be a ju.D or jb.D if deeper in corner.  May only work on chars with larger hitboxes (needs testing).  If so, omitting the last j.K may help.</p><p>
</p><p>
</p><p>
[Midscreen combos]</p><p>
</p><p>
Conditions: Millia farther than 2/3rds from enemy corner</p><p>
Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC falling j.D.</p><p>
- May only work on chars with larger hitboxes (needs testing).  If so, omitting the last j.K may help.</p><p>
</p><p>
Conditions: Millia farther than 2/3rds from enemy corner</p><p>
Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.D.</p><p>
- Should work on most normal weights.</p><p>
</p><p>
Conditions: Millia 2/3rds or closer from enemy corner, have Pin</p><p>
Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H.</p><p>
- Should work on many normal weights.</p><p>
</p><p>
Conditions: Millia 2/3rds or closer from enemy corner, have Pin</p><p>
Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H.</p><p>
- Should work on most normal weights.</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
<strong><span>Midscreen, character-specific combos</span></strong></p><p>
</p><p>
</p><p>
<span>Ky</span></p><p>
</p><p>
Conditions: Anywhere, have Pin</p><p>
Combo to 2H (ground launch), ju.S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D, ADC j.H xx S Pin, land, 6H.</p><p>
</p><p>
</p><p>
<span>Millia</span></p><p>
</p><p>
Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin</p><p>
Combo to 2H (ground launch), j.D || ADC j.K-D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC j.D.</p><p>
- Can also begin this combo with j.S-H | ADC j.D.</p><p>
</p><p>
Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin</p><p>
Combo to 2H (ground launch), j.S-H || ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC falling j.D.</p><p>
</p><p>
Conditions: Fullscreen</p><p>
Combo to 2H (ground launch), jc || j.K-D | ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D, ADC j.D.</p><p>
</p><p>
</p><p>
<span>Eddie, I-No</span></p><p>
</p><p>
Conditions: Close to corner after Disc hits</p><p>
Combo to 2H (ground launch), jf.H | ADC, j.D, ADC j.S | j.H, land, jf.K-D ||| ADC j.K-D || ADC | j.D.</p><p>
</p><p>
</p><p>
<span>Jam</span></p><p>
</p><p>
Conditions: Anywhere</p><p>
Combo to 2H (ground launch) |||| j.D || ADC j.K-D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D.</p><p>
- The 2H -&gt; j.D is reaaaaaaaalllllyyyyy late.</p><p>
</p><p>
</p><p>
<span>Potemkin</span></p><p>
</p><p>
Conditions: Millia 1/3rd or closer from enemy corner, have Pin</p><p>
Combo to 2H (ground launch), jf.H xx S Pin, j.D || ADC, j.K-D || ADC, falling j.D (xx Bad Moon).</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
<strong><span>Corner, character-specific combos</span></strong></p><p>
</p><p>
</p><p>
Conditions: GROUNDED, combo to 2H</p><p>
</p><p>
</p><p>
<span>Sol</span></p><p>
</p><p>
Combo to 2H (ground launch), j.K-D ||| ADC j.K-D, ADC | j.H, land 5S-2H, j.K-D | ADC j.H, ADC falling j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Millia</span></p><p>
</p><p>
Combo to 2H (ground launch), || j.K-D, ADC | j.H || ADC j.S-H, land, j.K-D || ADC j.D | ADC j.H | xx Bad Moon.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Conditions: GROUNDED, 6K xx Lust Shaker, FB Longinus (214D)</strong></p><p>
</p><p>
</p><p>
<span>Sol, Millia, Axl, Faust, Anji, Slayer, Zappa, I-no, Order Sol</span></p><p>
</p><p>
6K, LSFB, r.5Sc(2), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-D xx S Pin, falling j.D.</p><p>
</p><p>
</p><p>
<span>Ky, Eddie, Chipp, Venom, A.B.A</span></p><p>
</p><p>
6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.D | ADC j.S-H, land, ju.K-S-H, ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>May, Baiken, Dizzy, Jam, Bridget</span></p><p>
</p><p>
6K, LSFB, r.5Sc(2), 2H, jf.K-D | ADC j.D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H.</p><p>
- On May jump straight up j.K-D etc.  Note this is fucking hard but, it works on May.</p><p>
</p><p>
</p><p>
<span>Testament, Robo-Ky</span></p><p>
</p><p>
6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.H | ADC j.S-H, land, ju.K-S-H | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Potemkin</span></p><p>
</p><p>
6K, LSFB, r.5Sc(2), 2H, ju.S-H | ADC D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Conditions: AERIAL, after Disc hits</strong></p><p>
</p><p>
</p><p>
<span>Sol, Robo Ky, Order Sol</span></p><p>
</p><p>
Aerial launch, 6P-2H, ju.K-D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>May, Millia, Baiken, Jam, Dizzy, I-No, Bridget</span></p><p>
</p><p>
Aerial launch, 6P-2H, ju.D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Ky, Eddie, Chipp, Axl, Testament, Zappa, Slayer, A.B.A</span></p><p>
</p><p>
Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.</p><p>
- For Eddie &amp; Testament, you must jump towards them after 2H instead of straight up.</p><p>
</p><p>
</p><p>
<span>Anji</span></p><p>
</p><p>
Aerial launch, 6P-2H, ju.D || ADC j.D || ADC j.K-D, land, 5Sc(1)-2H, ju.D || ADC j.K-D | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Venom, Faust</span></p><p>
</p><p>
Aerial launch, 2H, ju.D || ADC j.H | ADC j.S-H, land, ju.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Johnny</span></p><p>
</p><p>
Aerial launch, 6P/5Sc(2)-2H, ju.S-H | ADC j.D | ADC falling j.D, land, j.S-H | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
<span>Potemkin</span></p><p>
</p><p>
Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D xx S Pin, land 6H.</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
<strong><span>Throw, character-specific combos</span></strong></p><p>
</p><p>
</p><p>
<span>Ky</span></p><p>
</p><p>
Conditions: Midscreen, have Pin</p><p>
Throw, r.5K jc | j.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D, ADC j.D, ADC j.D</p><p>
- Very slightly delay (1-2F) after the jump, but <em>before</em> the j.K.</p><p>
</p><p>
</p><p>
<span>Millia</span></p><p>
</p><p>
Conditions: Midscreen, have Pin</p><p>
Throw, r.5S-2H, j.H | ADC j.D, ADC j.S | H, land, j.K-D | ADC j.S-H | ADC falling j.H xx S Pin, land 6H.</p><p>
</p><p>
Conditions: Fullscreen, have Pin</p><p>
Throw, rj.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D.</p><p>
- If you really are fullscreen the combo ends there, since the pin will hit Millia right in the corner and really late, the falling j.D will be really low. If not, it continues: ADC j.H | ADC j.D.</p><p>
</p><p>
</p><p>
<span>Jam</span></p><p>
</p><p>
Conditions: Anywhere</p><p>
Throw, r.5K, j.K-S-H | ADC j.D | ADC j.D.</p><p>
</p><p>
Conditions: Millia farther than 1/3rd from enemy corner, good timing</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D</p><p>
</p><p>
Conditions: Millia 1/2 or less from enemy corner, have Pin</p><p>
Throw, r.5S-2H, jf.D | ADC, j.D | ADC, j.S-H, land, j.K-D xx S Pin, falling j.D | ADC, j.H, ADC falling j.D.</p><p>
</p><p>
</p><p>
<span>Slayer</span> - others tbd</p><p>
</p><p>
Conditions: Millia 2/3rds or more from enemy corner, have Pin</p><p>
Throw, r.5S-2H, j.H | ADC j.D, ADC j.S || j.H, land, j.K-S-H, | ADC j.D || ADC j.D xx S Pin, land 6H.</p><p>
- Once you rejump it gets hard but it works.  This is a corner to corner combo.</p><p>
</p><p>
</p><p>
KY</p><p>
</p><p>
throw, dash K -&gt; j.K-P-K-D -&gt; ad.K-D -&gt; ad.D (74 damage)</p><p>
throw, dash K-K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (80 damage)</p><p>
throw, dash 2H -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (92 damage)</p><p>
(midscreen)throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (92 damage)</p><p>
throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (92 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (93 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.K-D -&gt; ad.D (96 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (99 damage)</p><p>
(midscreen)throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, ad.D -&gt; ad.D (104 damage)</p><p>
</p><p>
JAM</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash j.K-P-S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (84 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (86 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.H -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (89 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (112 damage)</p><p>
</p><p>
POTEMKIN</p><p>
</p><p>
throw, 2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (74 damage)</p><p>
throw, 2H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (75 damage)</p><p>
throw, 2H -&gt; j.K-D -&gt; ad.H -&gt; ad.D (76 damage)</p><p>
throw, dash S(f)-2H -&gt; D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash S(f)-2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (81 damage)</p><p>
throw, 2H -&gt; iad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (83 damage)</p><p>
throw, 2H -&gt; iad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (87 damage)</p><p>
throw, 2H -&gt; j.S-H -&gt; ad.H/D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (89 damage)</p><p>
throw, 2H -&gt; iad.H -&gt; ad.S-H, land, 2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (89 damage)</p><p>
throw, dash S(f)-2H -&gt; j.S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (91 damage)</p><p>
throw, 2H -&gt; iad.H -&gt; ad.S-H, land, 2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (91 damage)</p><p>
(midscreen)throw, 2H -&gt; iad.H -&gt; ad.S-H, land, 2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (92 damage)</p><p>
throw, 2H -&gt; iad.H -&gt; ad.S-H, land, 2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (100 damage)</p><p>
throw, 2H -&gt; iad.H -&gt; ad.H, land, S©-2H -&gt; j.H -&gt; ad.H -&gt; ad.S-H, land, 2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D -&gt; 214S, land, 6H (101 damage)</p><p>
</p><p>
MILLIA</p><p>
</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (99 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (100 damage)</p><p>
throw, dash 2H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (107 damage)</p><p>
throw, dash 2H -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H/D (112 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (113 damage)</p><p>
(midscreen) throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D (128 damage)</p><p>
</p><p>
AXL</p><p>
</p><p>
throw, walk K -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (77 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.D (82 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (94 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (95 damage)</p><p>
(midscreen)throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (100 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; ad.S-H -&gt; 214H, falling j.D -&gt; ad.D (111 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (114 damage)</p><p>
</p><p>
CHIPP</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (99 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (103 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (119 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.S-H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (128 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (138 damage)</p><p>
</p><p>
SLAYER</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (72 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (76 damage)</p><p>
throw, dash 2H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (82 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (85 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (87 damage)</p><p>
throw, dash 2H -&gt; j.H -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (94 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D - &gt;ad.D (95 damage)</p><p>
throw, dash 2H -&gt; iad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (96 damage)</p><p>
(midscreen)throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (96 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (99 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (100 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, ad.D -&gt; ad.D (101 damage)</p><p>
</p><p>
ANJI</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (94 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (94 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (95 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.H, land, S© -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (103 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
throw, dash 2H -&gt; j.H -&gt; ad.S-H, land, 2H -&gt; hj.D -&gt; 214S, ad.D -&gt; ad.D (110 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.H, land, S©-2H -&gt; hj.D -&gt; 214S, ad.D -&gt; ad.D (111 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; 214H, falling j.D -&gt; ad.D (112 damage)</p><p>
</p><p>
ZAPPA</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (76 damage)</p><p>
throw, dash P-P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (81 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (83 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (90 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (90 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (91 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, ad.D -&gt; ad.H -&gt; ad.D (92 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (105 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (105 damage)</p><p>
</p><p>
EDDIE</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (92 damage)</p><p>
(midscreen)throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (92 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (95 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (110 damage)</p><p>
</p><p>
ORDER SOL</p><p>
</p><p>
throw, dash K -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (72 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (76 damage)</p><p>
(midscreen)throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (77 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (85 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (85 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (87 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (99 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (100 damage)</p><p>
</p><p>
SOL</p><p>
</p><p>
(corner only)throw, dash j.K-S-H -&gt; ad.D (73 damage)</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (76 damage)</p><p>
throw, dash j.K-P-S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (80 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (80 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (81 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (81 damage)</p><p>
throw, dash j.K-P-K-D -&gt; ad.H -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash 2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (86 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-P-K-D -&gt; ad.D (89 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (90 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (91 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (97 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (105 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (109 damage)</p><p>
</p><p>
VENOM</p><p>
</p><p>
throw, dash j.K-P-P-K-D -&gt; ad.H -&gt; ad.D (75 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (95 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (106)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (110)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, ad.D -&gt; ad.D (114 damage)</p><p>
</p><p>
BAIKEN</p><p>
</p><p>
throw, dash K -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (86 damage)</p><p>
throw, dash K-S© -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (91 damage)</p><p>
throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (91 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (105 damage)</p><p>
(midscreen)throw, dash 2H -&gt; iad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (118 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (122 damage)</p><p>
</p><p>
DIZZY</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (86 damage)</p><p>
throw, dash P -&gt; j.K-P-K-D -&gt; ad.D -&gt; ad.D (87 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (92 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (106 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (106 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D -&gt; ad.D (121 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; ad.D -&gt; 214S, falling j.D -&gt; ad.D (121 damage)</p><p>
</p><p>
BRIDGET</p><p>
</p><p>
throw, dash K -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (83 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (98 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H/D -&gt; ad.D (113-114 damage)</p><p>
(just a teaser for the tension list)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; ad.S-H -&gt; ad.D -&gt; 236D, land, dash 2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H/D -&gt; ad.D (121-122 damage)</p><p>
</p><p>
MAY</p><p>
</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
(midscreen)throw, dash K -&gt; j.K-P-K-D -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D -&gt; ad.D (87 damage)</p><p>
throw, dash S©-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (93 damage)</p><p>
throw, dash S(f)-2H -&gt; hj.D -&gt; 214S, ad.D -&gt; ad.D (97 damage)</p><p>
throw, dash 2H -&gt; iad.D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (101 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
</p><p>
FAUST</p><p>
</p><p>
throw, dash j.K-P-K-D -&gt; ad.H -&gt; ad.D (74 damage)</p><p>
throw, P -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (76 damage)</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (76 damage)</p><p>
throw, j.K-S-H -&gt; ad.H -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt;ad.D (80 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (90 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (92 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (105 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (106 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (109 damage)</p><p>
</p><p>
INO</p><p>
</p><p>
throw, dash P -&gt; j.K-P-K-D -&gt; ad. H -&gt; ad.D (77 damage)</p><p>
throw, dash P -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (84 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (94 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (94 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (95 damage)</p><p>
throw, dash j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D (95 damage)</p><p>
throw, dash 2H -&gt; iad.D -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (102 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land,j.K-S-H -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.D -&gt; ad.D (110 damage)</p><p>
</p><p>
JOHNNY</p><p>
</p><p>
throw, dash K -&gt; j.K-P-K-D -&gt; ad.K-D -&gt; ad.D (73 damage)</p><p>
throw, dash K-K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.H -&gt; 214S, land, 6H (84 damage)</p><p>
throw, dash S(f)-2H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D (92 damage)</p><p>
throw, dash S(f)-2H -&gt; hj.D -&gt; 214S, ad.D -&gt; ad.D (93 damage)</p><p>
throw, dash S(f)-2H -&gt; j.K-D -&gt; ad.K-D -&gt; ad.D -&gt; 214S, land, 6H (100 damage)</p><p>
</p><p>
ABA</p><p>
</p><p>
throw, dash K -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (62 damage)</p><p>
throw, dash K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (69 damage)</p><p>
throw, dash 2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (78 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (79 damage)</p><p>
throw, dash 2H -&gt; iad.H -&gt; ad.S-H, land, j.K-D -&gt; ad.K-D -&gt; ad.D (85 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.H -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (90 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, S©-2H -&gt; j.D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (94 damage)</p><p>
</p><p>
TESTAMENT</p><p>
</p><p>
throw, dash K -&gt; j.P-K-D -&gt; ad.K-D -&gt; ad.D (74 damage)</p><p>
throw, dash P -&gt; j.K-S-H -&gt; ad.D -&gt; ad.D (80 damage)</p><p>
throw, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (90 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (105 damage)</p><p>
throw, dash S(f)-2H -&gt; j.H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; 214H, falling j.D -&gt; ad.D (107 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.D -&gt; ad.S-H -&gt; ad.D, land, j.K-D -&gt; 214S, falling j.D -&gt; ad.H -&gt; ad.D (109 damage)</p><p>
</p><p>
ROBO-KY</p><p>
</p><p>
throw, dash K -&gt; j.K-P-K-D -&gt; ad.K-D -&gt; ad.D (65 damage)</p><p>
throw, dash S(f)-2H -&gt; j.(K-)D -&gt; ad.K-D -&gt; ad.D (81 damage)</p><p>
throw, dash S(f)-2H -&gt; j.S-H -&gt; ad.D -&gt; ad.D (82 damage)</p><p>
throw, dash 2P-K -&gt; j.K-S-H -&gt; ad.D -&gt; ad.S-H, land, j.K-S-H -&gt; ad.D -&gt; ad.D (74 damage)</p><p>
(midscreen)throw, dash S(f)-2H -&gt; j.H -&gt; ad.S-H, land, j.K-D -&gt; 214S, ad.D -&gt; ad.D (91 damage)</p><p>
</p><p>
</p><p>
---------------------------------------------------------------------</p><p>
</p><p>
<strong><span>Flashy/Difficult Non-B&amp;B Combos~</span></strong></p><p>
</p><p>
</p><p>
<span>Ky</span></p><p>
</p><p>
Conditions: Millia 2/3rds or closer from enemy corner</p><p>
Combo to 2H (ground launch), IAD j.S-H, land, j.K-D || ADC j.K-D | ADC j.D.</p><p>
</p><p>
Conditions: Millia farther than 1/3rd from enemy corner</p><p>
S©-2H -&gt; 2369D, land, dash S(f)-2H -&gt; j.D -&gt; ad.K-D -&gt; ad.D (knockdown) </p><p>
</p><p>
</p><p>
<span>Millia</span></p><p>
</p><p>
Conditions: Millia's back to corner (or closer)</p><p>
Combo to 2H (ground launch), IAD j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D (knockdown)</p><p>
</p><p>
</p><p>
<span>Potemkin</span> (lol)</p><p>
</p><p>
Conditions: Millia 1/3rd or closer from enemy corner</p><p>
Combo to 2H (ground launch), IAD j.H, ADC | j.H, land 5Sc etc.</p><p>
</p><p>
Conditions: Anywhere</p><p>
Combo to 2H (ground launch), IAD j.S-H, land 2H, jf.D || ADC, j.K-D | ADC | j.D, land 5K -&gt; etc.</p><p>
</p><p>
Conditions: Anywhere</p><p>
Combo to 2H xx Lust Shaker, Longinus (214D).</p><p>
- May work on other heavies / large hitbox characters</p><p>
- Can repeat if in corner <img src="https://www.forums.dustloop.com/uploads/emoticons/default_gonk.gif" alt=":gonk:"></p><p>
</p><p>
</p><p>
<span>Jam</span></p><p>
</p><p>
Conditions: Millia 1/2 or less from enemy corner</p><p>
Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-D ||| ADC, j.K-D | ADC j.D.</p><p>
</p><p>
Conditions: Millia 1/2 or less from enemy corner, have Pin</p><p>
Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-S-H xx H Pin, falling j.D ||| ADC, j.K-D | ADC j.D.</p>
]]></description><guid isPermaLink="false">419</guid><pubDate>Wed, 30 May 2007 06:55:16 +0000</pubDate></item><item><title>GGXXAC Millia Rage Combo Compilation</title><link>https://www.forums.dustloop.com/forums/topic/5736-ggxxac-millia-rage-combo-compilation/</link><description><![CDATA[
<p>Hey guys I made a compilation of all my millia combos I made in Accent core, I hope you enjoy <img src="https://www.forums.dustloop.com/uploads/emoticons/default_keke.gif" alt=":keke:"></p><p>
and check out my old movies too!</p><p>
</p><p>
Thanks!</p><p>
</p><p>
<strong>GGXXACP Millia Rage Combo Compilation </strong> - <a href="" rel="external nofollow">http://www.youtube.com/watch?v=15JXoubGGWk&amp;feature=plcp</a></p><p>
</p><p>
combos from:</p><p>
</p><p>
<strong>Darkness</strong> - <a href="" rel="external nofollow">http://www.youtube.com/watch?v=uCPEtthp6y0&amp;feature=plcp</a>  (millia)</p><p>
<strong>Switchback</strong> - <a href="" rel="external nofollow">http://www.youtube.com/watch?v=rWueCCNZ244&amp;feature=plcp</a>  (millia and eddie)</p><p>
<strong>Heaven or Hell 3: The two Sides (Heaven Side) -</strong></p><p>
<strong>Part 1</strong> - <a href="" rel="external nofollow">http://www.youtube.com/watch?v=123SpxoItHw&amp;feature=plcp</a> (All Chars)</p><p>
<strong>Part 2</strong> - <a href="" rel="external nofollow">http://www.youtube.com/watch?v=EAgJ-ffU4ps&amp;feature=plcp</a> (All Chars)</p><p>
</p><p>
</p><p>
I will make more combo movie on +R! see you there! <img src="https://www.forums.dustloop.com/uploads/emoticons/default_cool.gif" alt=":cool:"></p>
]]></description><guid isPermaLink="false">5736</guid><pubDate>Mon, 15 Oct 2012 14:35:21 +0000</pubDate></item><item><title>Alien in Paris (#R)</title><link>https://www.forums.dustloop.com/forums/topic/5577-alien-in-paris-r/</link><description><![CDATA[
<p>OK I've finally managed to catch the alien that appears in (#Reload online) Paris once in a while. His presence doesn't affect gameplay anyhow. You can encounter him pretty much in every game mode (yes, even in vs online). I'm pretty much sure most of you has already seen him at least once, but I send a picture as a proof</p><p>
<a class="ipsAttachLink ipsAttachLink_image" href="https://www.forums.dustloop.com/uploads/monthly_08_2012/post-22734-139515171491.jpg" rel="external nofollow"><img src="https://www.forums.dustloop.com/uploads/monthly_08_2012/post-22734-139515171491_thumb.jpg" data-fileid="980" alt="post-22734-139515171491_thumb.jpg"></a></p><p>
Was this easter egg present in the vanilla GGXX, XBOX version etc.?</p><p>
I also remember I found a Slash (I assume it was slash because the stage was dark, not sure right now) screenshot with a whole flying saucer flying in the background above the boat (at least what i remember) few years ago.</p><p>
</p><p>
Anyway, is this just an easter egg without deeper meaning, or does it have to do something with GG storyline? references anyone?</p>
]]></description><guid isPermaLink="false">5577</guid><pubDate>Fri, 24 Aug 2012 16:31:51 +0000</pubDate></item><item><title>Okizemes</title><link>https://www.forums.dustloop.com/forums/topic/5015-okizemes/</link><description><![CDATA[
<p>About different Oki set-ups for Millia</p>
]]></description><guid isPermaLink="false">5015</guid><pubDate>Tue, 29 May 2012 23:07:33 +0000</pubDate></item><item><title><![CDATA[AC Millia: Official Changes & Frame Data]]></title><link>https://www.forums.dustloop.com/forums/topic/76-ac-millia-official-changes-frame-data/</link><description><![CDATA[
<p><strong>AC Millia English frame data:</strong></p><p>
<a href="" rel="external nofollow">http://dustloop.com/guides/ggac/data/ac/millia.html</a></p><p>
</p><p>
</p><p>
Following is a list of confirmed changes for Millia from Slash to AC, taken from the Guilty Gear XX Accent Core Break Encyclopedia.</p><p>
</p><p>
</p><p>
<strong><span>Normals</span></strong></p><p>
</p><p>
<strong>5P</strong> - Startup: 5F -&gt; 7F.</p><p>
<strong>6P</strong> - No proration -&gt; Prorates 90%.</p><p>
<strong>6K</strong> - Startup: 17F -&gt; 18F, Recovery: 12F -&gt; 8F, Frame Adv. +3 -&gt; +5.  1~18F -&gt; 1~19F lower body invul.  19~20F -&gt; 20~21F leg invul.</p><p>
<strong>6H</strong> - Tension gain: 3.84 -&gt; 7.68.  No longer floor bounces on CH.</p><p>
<strong>2H</strong> - (Almost) untechable on CH -&gt; 48F untechable time on CH.</p><p>
<strong>j.K</strong> - Lv 1 -&gt; Lv 2, tension gain: 1.44 -&gt; 2.68.</p><p>
<strong>j.S</strong> - Air dash cancellable.</p><p>
<strong>j.H</strong> - Lv 2 -&gt; Lv 3.  Floats on grounded hit.  Air dash cancellable.  <em>Note: Untechable time is same as Slash (20F).</em></p><p>
<strong>j.D</strong> - Wall bounce on CH removed.  Untechable time: 14F -&gt; 20F on hit, 80F -&gt; 84F on CH.  Air dash cancellable.</p><p>
<strong>Throw</strong> - Damage: 65 -&gt; 55.  Frame Adv: +2 -&gt; +15 (followups now possible).</p><p>
<strong>Air throw</strong> - Range: 110 pixels -&gt; 88 pixels.  Full untechable -&gt; 60F untechable time.</p><p>
</p><p>
</p><p>
<strong><span>Specials</span></strong></p><p>
</p><p>
<strong>Lust Shaker</strong> - Damage: 18*n -&gt; 12*n.  Recovery: 6F -&gt; 8F.  Cancellable to follow-ups (Longinus, Iron Saviour, Roll) from 8F on.</p><p>
<strong>Tandem Top (S)</strong> - FRC'able on ~3-4F.</p><p>
<strong>Turbo Fall</strong> - Landing recovery: 9F -&gt; 12F.</p><p>
<strong>Silent Force (S)</strong> - Tension gain: 1.20 on hit -&gt; 2.40 on hit.  Untechable time on air hit: 40F -&gt; 28F.</p><p>
<strong>Silent Force (HS)</strong> - Startup: 14F -&gt; 16F.  Tension gain: 1.20 on hit -&gt; 2.40 on hit.  Untechable time on air hit: 40F -&gt; 28F.</p><p>
<strong>Secret Garden</strong> - Cancel: 20F -&gt; 21F.  Now in CH state during cancel. </p><p>
</p><p>
<strong>Force Break: Pretty Maze -NEW MOVE-</strong></p><p>
Command: 236 + D</p><p>
Floats on hit and pulls them in, untechable time: 35F.  On block, pulls them in.  In CH state till end of recovery.  Projectile appears after frame 4.  Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc dissipates.</p><p>
</p><p>
<strong>Force Break: Pretty Maze (aerial) -NEW MOVE-</strong></p><p>
Command: 236 + D (in air)</p><p>
Wall bounces on hit, untechable time: 40F. In CH state until Millia lands. Projectile appears after frame 6.  Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc dissipates.</p><p>
</p><p>
<strong>Force Break: Longinus -NEW MOVE -</strong></p><p>
Command: 214D (during Lust Shaker)</p><p>
Causes (untechable) sliding state: 55F, opponent slides for 37F.</p><p>
Inflicts 20F of guardstun on block. Forced proration: 80%.</p><p>
</p><p>
<strong>Winger</strong> - FRC'able on 23~24F.</p><p>
<strong>Iron Maiden</strong> - Now invincible to strikes on frame 5.</p><p>
</p><p>
</p><p>
If anyone notices any omissions / incorrect info, please send the corrections over via PM and they will be edited in.</p>
]]></description><guid isPermaLink="false">76</guid><pubDate>Wed, 07 Mar 2007 04:51:32 +0000</pubDate></item><item><title>Best AC Millia players?</title><link>https://www.forums.dustloop.com/forums/topic/686-best-ac-millia-players/</link><description><![CDATA[
<p>I'm pretty new to Guilty Gear. For reference, i'm looking for videos of good Millia players. So far the only guy i've seen thats really really good is Nakamura. 
Could you guys give me some other good players?</p>
]]></description><guid isPermaLink="false">686</guid><pubDate>Thu, 29 May 2008 02:55:03 +0000</pubDate></item><item><title>AC+ story mode path 2</title><link>https://www.forums.dustloop.com/forums/topic/2600-ac-story-mode-path-2/</link><description><![CDATA[
<p>having some trouble with the venom fight, getting a time-up w/out killing him or being killed</p><p>
is there a trick to it?</p><p>
and is time-up absolutely necessary?</p><p>
(i searched this already, so if a post exists, im sorry for not finding it)</p><p>
should note: im not particularly good at millia, or fighting games in general</p>
]]></description><guid isPermaLink="false">2600</guid><pubDate>Thu, 21 Oct 2010 00:37:55 +0000</pubDate></item><item><title><![CDATA[AC Millia: Videos & Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/75-ac-millia-videos-discussion/</link><description><![CDATA[
<p>Welcome to the new Accent Core Millia videos and discussion thread.  Feel free to post and discuss any and all AC Millia videos here.</p><p>
</p><p>
This post will be kept updated with active links to the new AC Millia videos, as they become available.  (Name translations are generously provided by the regulars in the <a href="" rel="external nofollow"><strong>GG:AC Video Posting thread</strong></a>)</p><p>
</p><p>
</p><p>
<strong>Currently active videos:</strong></p><p>
(Last updated: Sunday, January 6, 2008)</p><p>
</p><p>
</p><p>
<span><em>ttp://gamechariot.com/06frame_main.html</em></span></p><p>
-&gt; 06movie.html (3rd link from the top-right)</p><p>
</p><p>
KD (CH)　VS R-1 (MI)</p><p>
KD (CH)　VS　Kaqn (MI)</p><p>
KD (CH)　VS　Kaqn (MI)</p><p>
KD (CH)　VS R-1 (MI)</p><p>
KD (CH)　VS　Kaqn (MI)</p><p>
KK1 (IN)　VS　Kaqn (MI)</p><p>
</p><p>
R-1 (MI) vs Tsurugi (PO) </p><p>
KD (CH) vs Kakyun (MI) x2</p><p>
</p><p>
</p><p>
<span><em>ttp://blog.livedoor.jp/roz_to_beni/</em></span> (Bottom of right-sidebar)</p><p>
-&gt; <a href="" rel="external nofollow">http://www.filebank.co.jp/guest/honnnori/fp/abc</a></p><p>
Password: neyagawa</p><p>
</p><p>
Shou(MI) vs Defure(FA)</p><p>
Shou(MI) vs Nezu(RO)</p><p>
</p><p>
</p><p>
<strong><a href="" rel="external nofollow">AC MILLIA MATCH VIDS TORRENT - 2.3 GB</a></strong></p><p>
- Probably down.  Ask for a reseed if interested!</p><p>
</p><p>
Player info can be found <strong><a href="" rel="external nofollow">here</a></strong>.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Still-active links from previous thread:</strong></p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.megaupload.com/?d=D2RLAFJ5</a></em></span></p><p>
Three early AC Millia match vids, from joybox.</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.megaupload.com/?d=XP0YB3IE</a></em></span></p><p>
01/02/07 AC Millia joybox vids:  MI vs SO, MI vs SL</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://groups.myspace.com/blondehuntress</a></em></span></p><p>
2 AC vids: VS Potemkin and VS Venom.</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">https://netfiles.uiuc.edu/ro/www/SocietyforCompetitiveFightingVideoGames/movies/Hagure%20%28Slayer%29%20vs.%20Rena%20%28Millia%29.AVI</a></em></span></p><p>
Hagure (SL) vs. Rena (MI)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=2lmXnwx22BM</a></em></span></p><p>
R-1's Millia vs Sol, from game41</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=dOznZcO-Efo</a></em></span></p><p>
01/20/07 from Gamechariot: Koichi(Millia) vs. Kaqn(Order Sol) 5</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=FDaV7U-3CJ4</a></em></span></p><p>
01/21/07 from Gamechariot: Shadow(Eddie) vs. Kaqn(Millia)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=Wxca7T6-5bk</a></em></span></p><p>
Testament vs Millia</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=vFG0kFt1h5o</a></em></span></p><p>
01/27/07 from Gamechariot: J.T(Millia) vs. Dio(ABA)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=CU1vZ7ZJw94</a></em></span></p><p>
R-1's Millia vs Dizzy and Ky, in this 3 on 3.</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=pviE-2vF5B0</a></em></span></p><p>
GGXX:AC - Rikugou(BA), Kedako(MA) vs. Woshige(MI), P.C(SO)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=DbTXDTmIYb8</a></em></span></p><p>
02/21/07 from Gamechariot: Yukinose(Millia) vs. Kaqn(Axl)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=bvxRYTtof_8</a></em></span></p><p>
02/21/07 from Gamechariot: Yukinose(Millia) vs. Kaqn(Robo Ky) 2</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=xHLiWCrfriE</a></em></span></p><p>
02/24/07 from Gamechariot: risuka(SO) vs. kita^ru(KY), mugi(SL), 9(MI)</p><p>
</p><p>
<span><em><a href="" rel="external nofollow">http://www.youtube.com/watch?v=a86VWr9GKFE</a></em></span> </p><p>
03/24/07 むつき（millia）、イスケ（faust）、かみだのみ（zappa）vs クズミチ（slayer）、ペン（baiken）、コントラ（venom）</p>
]]></description><guid isPermaLink="false">75</guid><pubDate>Mon, 28 Aug 2006 09:22:32 +0000</pubDate></item><item><title>Millia site</title><link>https://www.forums.dustloop.com/forums/topic/811-millia-site/</link><description><![CDATA[
<p>Hey everyone, this sub-forum has been kind of dead discussionwise for a while, so here's a site that I made for Millia a few weeks ago.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.norematch.com</a></p><p>
</p><p>
My old site was originally on millia.hostwq.net, but that host has permanently died.  Goldenrody was kind enough to let me integrate my site into Norematch, so it is there now.</p><p>
</p><p>
There is some material on the site that is not work safe, like the doujins and fanart sections, so obviously don't go reading those if you have relatives around.  Most importantly, there's a pretty big gameplay section with matchups, match videos, normals and specials breakdown, and combos.  Go ahead and give me any feedback or corrections that you guys want, thanks!</p>
]]></description><guid isPermaLink="false">811</guid><pubDate>Thu, 25 Sep 2008 19:22:42 +0000</pubDate></item><item><title><![CDATA[How to not freaking 2H -> Disc]]></title><link>https://www.forums.dustloop.com/forums/topic/1033-how-to-not-freaking-2h-disc/</link><description><![CDATA[
<p>I realize that it says right in my signature that I'm bad at this game, but even still, this one is just <em>embarrassing</em>.  Sigh. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":("></p><p>
</p><p>
I'm trying to get some of Millia's air combos down, because I'm trying to improve and stuff.  I'm having trouble right out the gate, though, with the part where I 2H and then jump after them.  Yes, I'm having trouble with 2H-Jump.  <em>Argh.</em></p><p>
</p><p>
The problem is that the game's input is "generous" enough that 2H -&gt; 36 counts as 236H, and since Millia's normals are all special cancelable, I go for a jump after the 2H, and instead accidentally cancel it into H Tandem Top (Disc).  Obviously, this is completely useless in the context of trying to start an air combo, and gives the 2H'd opponent more than enough time to recover and get away.  I seem to do this at least a quarter of the time in training mode where I'm specifically paying attention and focusing on this and this alone and trying to break the habit, 50 to 75% of the time in actual matches where I get excited more easily.</p><p>
</p><p>
I try going from 2H to 9 <em>without</em> hitting 3 or 6 on the way, but that's deceptively hard with a pad.  I try waiting long enough after the 2H to force the game to recognize that it's not part of the same move and <em>then</em> jump, but that seems to mess up the combo timing.  I even tried jumping backwards instead of forwards, hoping the range of the j.D and the air dashes would make the combo still work anyway, but that's when I stopped canceling into H Tandem Top and started canceling into Secret Garden. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:"></p><p>
</p><p>
I fully expect the answer to this question to just be something like try harder/keep practicing/quit sucking at Guilty Gear so much, but just on the small off-chance that there's some miraculous trick to it that I'm overlooking....</p>
]]></description><guid isPermaLink="false">1033</guid><pubDate>Fri, 19 Jun 2009 18:12:07 +0000</pubDate></item><item><title>AC Millia: Combo Discussion</title><link>https://www.forums.dustloop.com/forums/topic/100-ac-millia-combo-discussion/</link><description><![CDATA[
<p>So...  I just got the game too, so I'll be able to contribute some stuff when I have free time.  With that said, here's some ideas that maybe someone can try out...

1. Relaunch Combos (it's a given)
2. Double Relaunch Combos (harder)
3. Cross-Up TK FB Disc Followups
4. Fun shit to do with Millia's new S Disc FRC...
5. FRC Turbofall Hyperspace Jump combos (lolz)</p>
]]></description><guid isPermaLink="false">100</guid><pubDate>Wed, 30 May 2007 11:41:36 +0000</pubDate></item><item><title>AC Millia Matchups!</title><link>https://www.forums.dustloop.com/forums/topic/111-ac-millia-matchups/</link><description><![CDATA[
<p>I see that there are combos, Frame data and video threads for AC Millia, So I figured that there should be one for Millia matchups. Although I just started playing GG I dont know any of her matchups to start this thread off:(. So dose anyone know what Woshige or Rena have to say about Her Matchups in AC?</p>
]]></description><guid isPermaLink="false">111</guid><pubDate>Sun, 03 Jun 2007 19:04:54 +0000</pubDate></item><item><title>Tougeki SBO 08 win/loss status of Millia players</title><link>https://www.forums.dustloop.com/forums/topic/923-tougeki-sbo-08-winloss-status-of-millia-players/</link><description><![CDATA[
<p>It seems that nobody posts here.<img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:">

I did some simple win/loss statistics on the performances of Millia players in Tougeki SBO 08.

6 Millia players in tournament: Woshige, Koichi, J.T, Nakamura, Tatsumi, Loop.


J.T: win 7 / loss 1.  A very nice record.
Wins: Shan (BR), P,P (SO), Lelouche (DI), MINT (TE), Tsubu (AB), Nikukyuu (CH), Nakamura (MI).  Loss: FAB (PO)

Koichi: win 4/ loss 2. Great performance, 4 wins are all by beating top Japaneses GG players.
Wins: Woshige (MI), Shounen (TE), Ruu (BR), Ha~ken (PO). Losses: KA2 (JA), Mugen (BR).

Woshige: win 1/ loss 1. Still not bad. 
Win: Endou (MA). Loss: Koichi (MI).

Nakamura: win 1/ loss 4. I guess this is why Japanese players never consider Nakamura as a TOP Millia player. But I still like his Millia playing style. 
Win: Tsujikawa (SL). Losses: Dry Ace (AN), Tori no Tate (TE), J.T (MI), Lime-Key (AN).

Tatsumi: win 0/ loss 1. Poor girl, she cried after Machabo~(KY)/her team lost to the opponent.
Loss: Tori no Tate (TE) 1:2. 

Loop: win 0/ loss 1. Not very familiar with him. It seems that his team is one of the weakest teams in Tougeki 08.
Loss: Nikukyuu (CH) 0:2.

In total, Millia win 13/ loss 10, a much better result than Tougeki 07 last year (win 2/ loss 3).

Comments are welcome. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_keke.gif" alt=":keke:"></p>
]]></description><guid isPermaLink="false">923</guid><pubDate>Wed, 31 Dec 2008 03:17:17 +0000</pubDate></item><item><title>A little trouble...</title><link>https://www.forums.dustloop.com/forums/topic/892-a-little-trouble/</link><description><![CDATA[
<p>uhm...i am trying to do throw, dash 5s 2H and throw 5k into their respective combos but I can't seem to get it to combo properly..either the 2H whiffs or the whole thing all together and for the 5k, it's  a bit hard to combo after that and it has less damage options, so i would like to use r.5S 2H...can anyone shed any light on this dilemma that I am having? <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">892</guid><pubDate>Fri, 14 Nov 2008 13:37:25 +0000</pubDate></item><item><title>Little help with Millia.</title><link>https://www.forums.dustloop.com/forums/topic/752-little-help-with-millia/</link><description><![CDATA[
<p>Don't beat me down on this k?
When I first started playing guilty gear, i started off with sol badguy and baiken, and i have to say that i can hold my own with them. I've tried a few others like potemkin (sp? eh.) and Zappa, but I just didn't like thier styles. After quitting for like, 3 months, I saw that accent core was comming out. Pre order baby! got mine the first day. Played it a few then quit for like, two weeks. I when i picked it up again, i got tired of playing with the same chars, so I said hey, lets try millia, she seems alright. But she was more than alright, she's a freakin combo tank! all her moves come together like sols, but with more combos powa then his, plus, he's easy enough to use. Problem is i noticed everytime i fight somone she takes more damage then normal kinda like chipp, but not as much. And! i'm kinda stuck on combos with her, the most i can do is like 12, that's it.

So, can anyone help me combo wise? also can anyone tell me that i'm not just seening things, she has low hp or somthing. 

Thanks.</p>
]]></description><guid isPermaLink="false">752</guid><pubDate>Thu, 10 Jul 2008 22:31:32 +0000</pubDate></item><item><title>Pinless Tactics</title><link>https://www.forums.dustloop.com/forums/topic/80-pinless-tactics/</link><description><![CDATA[
<p>I've been looking through other threads for a good game plan for Millia when you don't have her hair pin ready. I didn't see a whole lot and I want to be a good Millia player with/without her hairpin loops as sweet as they are. If anyone coulld help me out, I would greatly appriciate it.</p>
]]></description><guid isPermaLink="false">80</guid><pubDate>Thu, 05 Apr 2007 17:30:48 +0000</pubDate></item><item><title>AC Millia: TGS's Random Stuff...</title><link>https://www.forums.dustloop.com/forums/topic/200-ac-millia-tgss-random-stuff/</link><description><![CDATA[
<p>Thought I'd share some random Millia-related and general stuff with you guys here to at least get some forum activity going...  Anyways, this thread isn't just for my random stuff; feel free to post up some random stuff as long as it's guaranteed to work, and is at least feasible and reasonable to do during matches.  Guess I'll post up some stuff now...</p><p>
</p><p>
<strong>Ow, FUCK that move!  Dealing with Jam's FB Puffball</strong></p><p>
</p><p>
As most of us all have known for a while now, Jam's FB Puffball is fucking bullshit.  Fast startup, great range, safe on block (-1, I think), leads to her 6H corner loop, stuns like crazy, hurts like hell, goes through a bunch of attacks, and beats out a lot of attacks that just doesn't make sense.  And a lot of Jam's become trigger-happy with FB Puffball when they have the meter, due to it's low risk/high reward ratio.</p><p>
</p><p>
Unfortunately, Millia has a hard time defending against this move with conventional means.  Her 6P will at best TRADE with it, and the trade is not in your favor at all considering that you just got CH FB Puffball'ed while Jam only took a measly 22 or 23 damage.  All her other usual normal attacks lose to it, so don't bother trying to pre-empt it with a quick attack; you'll just end up hurting yourself.  Even worse, FB Puffball will definitely beat out your Discs, and hell, she can do FB Puffball on REACTION to you setting a Disc (not S Disc, though), which is a big no-no.  So how the hell does Millia deal with it?</p><p>
</p><p>
Aside from trying (and most likely failing) to Slashback the FB Puffball on reaction, Millia actually has a move that can beat it out.  Ironically it happens to be one of her least used moves in the game; her <em>Standing Dust</em>.  Yes, you read right; that slow-ass overhead beats out FB Puffball.  Apparently the upper body invincibility plus Millia's altered hitbox during her 5D allows her to avoid the FB Puffball and launch Jam during her recovery.  And yes, you can react to FB Puffball with 5D.  Hell, I think it even beats out her other 2 regular Puffballs.  So brush up on those ID combos, since they're actually useful against Jam.</p><p>
</p><p>
<strong>Help! I've fallen and I can't get up (against Potemkin)!  How to deal with his Gigantor Loop</strong></p><p>
</p><p>
This should be general information that applies to everyone else as well, so yeah.  If you've been paying any attention to any decent match vids involving Potemkin, you've noticed that Potemkin has a loop involving his Gigantor, Slidehead, and Heat Knuckle.  Basically he knocks you down with Slidehead, OTG's you into a combo ending with Heat Knuckle, then planting a meaty Gigantor on top of you as you wakeup, which primes you for another Slidehead.  If you don't know how to deal with it, that could be the end of the round for you right there.</p><p>
</p><p>
Nevertheless, if you've been paying attention to any Japanese Potemkin match vids lately, you've noticed that they stopped doing that loop now (except under certain conditions where it's truly guaranteed) because everyone and their mother knows how to escape it.  Preventing it from starting is one thing, but stopping it once it has started is another.  Here's a couple of ways to stop it once it has started:</p><p>
</p><p>
1. Burst to avoid the Slidehead after you block the Gigantor.  Easy way out, but that means you'd have to save your Burst in case shit happens instead of using it to avoid taking a shitton of damage.  Not advised unless absolutely necessary.</p><p>
</p><p>
2. Instant Block the Gigantor then jump or backdash to avoid getting knocked down by the Slidehead.  Preferred method to escaping the loop.  If you fuck up and get knocked down, you still have a chance if you still have your Burst.  So essentially, you'd have 2 chances to escape the loop.</p><p>
</p><p>
3. Use your character specific ability.  Namely Robo-Ky's delayed wake up, Jam's Parry, Baiken's Counters, etc.  Unfortunately this doesn't apply to Millia.  Boo.</p><p>
</p><p>
4. Dead Angle.  However, some character's Dead Angle attacks are completely useless in this situation and Slidehead will still knock them down.  Unfortunately, Millia is one of them.</p><p>
</p><p>
With that said, your best bet is to Instant Block the Gigantor, then take evasive actions.  However, once the Pot player gets used to it, they'll try to divert from the loop to try to punish your attempts at escaping (i.e. Heat Knuckle your jump or 6H your backdash), and in that case, it means that the loop is now done; it's no longer a loop anymore if you can escape it.</p><p>
</p><p>
<strong>Fall down, dammit!  Dealing with Slidehead</strong></p><p>
</p><p>
If you've played against a decent Pot, chances are he's got some Slidehead tricks.  A popular one is a blocked 6H into Slidehead.  The blockstun from his 6H prevents you from jumping out of the Slidehead.  How do you deal with it?  The same way you deal with his Giganter loop; Instant Block, then jump or backdash.  Instant Block the 6H, then you should be able to avoid the Slidehead.</p><p>
</p><p>
If the Pot resorts to random Slideheads, you should be able to IAD your way in after a whiffed Slidehead due to Millia's mobility, but if you're too far out to IAD inside in time, you can avoid his Slidehead and attack him at the same time by using Iron Savior; technically Millia is considered airborne during Iron Savior even though the move hits low, and Slidehead only knocks down grounded people and people within it's attack range if they're not blocking (but then again if you're within it's attack range, just block the damn thing).  With Iron Savior, you get to move closer to Potemkin, you send him flying far (hopefully into the corner), and you at least have enough time to summon Secret Garden safely.</p><p>
</p><p>
<strong>WTF, I died from THAT?!?  Millia's Dead Angle RC Trick</strong></p><p>
</p><p>
This trick has been known since the GGX days, but anyways...  Millia's Dead Angle RC Trick enables you to turn the tides around in your favor considering her crazy oki game or whatnot, at the cost of ALL your Tension (assuming you had 100% in the first place) and your opponent's willingness to attack you.  Since Millia's Dead Angle launches the opponent,  you can combo off of it by RC'ing it;  yeah, damage gets prorated to hell (like 90% I think), but if you think about the gains from it (full combo to carry the opponent to the corner, Disc oki or Secret Garden oki afterwards, all from a Dead Angle combo that does only about 10-15% damage), it might be worth it, especially if it's during an endgame phase where the opponent is almost dead and needs to get in to try to win.</p><p>
</p><p>
That's all I have for now...  More to come later.</p>
]]></description><guid isPermaLink="false">200</guid><pubDate>Sat, 29 Sep 2007 09:17:16 +0000</pubDate></item><item><title>GGXX#R Millia Guide</title><link>https://www.forums.dustloop.com/forums/topic/10-ggxxr-millia-guide/</link><description><![CDATA[
<p>Placeholder for preliminary Millia guide I am writing right now.  Will post when almost completed (around 90% or so). Currently about 85% finished.</p>
]]></description><guid isPermaLink="false">10</guid><pubDate>Mon, 12 Sep 2005 07:45:19 +0000</pubDate></item><item><title>Double jumping</title><link>https://www.forums.dustloop.com/forums/topic/451-double-jumping/</link><description><![CDATA[
<p>Double jumping to avoid getting hit (also cheating on the opponent to get a whiffed move by doing that). I see the effectiveness of this from other characters, but would this move be of any good for Millia? Her jumps are a bit different to other chars</p>
]]></description><guid isPermaLink="false">451</guid><pubDate>Wed, 05 Mar 2008 14:33:13 +0000</pubDate></item></channel></rss>
