rximmortal
Active Member
Hi there again!!!
I am about to share all Viable information about Mila combos and loops i found so far. I hope it will be of great help to some players
So some advanced tutorials first:
3PP - give you a sit down stun which guarantee you 18 unholdable frames , which means that all moves up to 18 frames , including 18th frame are safe and guarantee after you connect with 3PP.
7K - fully charged - give you a sit down stun which guarantee you at least 23+ unoholdable frames.
Lets begin.
From all my expirience i figured out that IF the first hit of 3PP connect than the 2nd one hit in 19 of 20ty situations. Same goes for KP but it is like 15 of 20 situations.
-Combos with 3PP-
There is a difference in combos if you start with Critical hit Or just with Critical stun.
So these are the difference:
+ 4H+K (Just critical stun) , 3PP , P+K , ( After this you can continue with these moves
-P,6P , 2H+K (this gives you a guarantee force tech vs non heavy weight chars) (Force tech LOOP)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
+4H+K (As Counter Hit or any other move as counter hit will give the same result) , 3PP , P+K :
-P,6P,2H+K (Pseudo Force tech Loop)
-P,6P,P , 3H+K (Pseudo Force tech Loop)
If your oponent start to hold MID , than you can add Normal Punch (High) before 3PP , you can make 6T (Throw Loop) or you can go for KP combos:
-Combos with KP-
+4H+K (CS) , (3P or P) , KP :
-P,6P , 2H+K (this gives you a guarantee force tech vs non heavy weight chars) (Force tech LOOP)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
+4H+K (CH) , (3P or P) , KP :
-P,6P,2H+K (Pseudo Force tech Loop)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
IMPORTANT : If you face a Heavy characters you can go always for this combo ending , after P+K or KP - > 3PP , 6PP. ( This works on all weights and guarantee you near 90-100dmg , with minimal risks)
-Combos with 7K-
+4H+K (in this situation it dosnt matter if it is CH or not) , 7K ( charge full -> this goes to 3 situations
-If oponents make Counter hold and miss -> take down stun and gurantee Critical burst with 6P+K.
-If oponents holds block ( Guard crush which left you with +25 frames advantage)
-If you do not charge 7K and just hit normaly with it , you go in stun game , which of my expirience your best way is , 4K , T , H , K (launch). If your oponet makes too many holds you must always go for 6T (Throw Loop).
The last step of combos and loops is how to actually finish them:
(Force tech LOOP)
- 66T , P P P (TakeDown LOOP)
- 66P (High guard crush) , (On Block 6T or 2P , 4K , T (TakeDown LOOP) )
- 66K (Mid guard crush) , (On block 2P , 4K , T (TakeDown LOOP) or 2H+K)
-4K , T (Take Down LOOP)
(Pseudo Force tech Loop) - this is non guarantee force tech.
-2P, 4K , T (TakeDown LOOP)
(TakeDown LOOP) - If your oponents interupts your P P P series
- You are in advantage no matter what move you chose here , but your best options are these:
- 2P , 4P -> Stun game.
- P -> 3PP combos
- 6T (Throw Loop) - if your oponets keep block or try to hold.
(Throw Loop)
- K , 6T (Throw Loop)
- K , 214T (TakeDown LOOP)
- K , 4K ,T (TakeDown LOOP)
- KP , 3H+K (Pseudo Force tech Loop)
- 66P (High guard crush)
- 66K (Mid guard crush)
On Launch You can finish combos with these moves:
- P,6P,P , P,6P,6P
- P , 6P, P , P+K , P P P (TakeDown LOOP)
- 3PP , 6PP
- P,6P,P , 3H+K (Pseudo Force tech Loop)
I think this is pretty much Most of my offense game.
As you can see , my strategy is to play with minimal risk ( Maximum 1 or 2 chances of being Hold).
And all my combos finishes with LOOPS which follows to another LOOP and another until your oponents dies or guess correctly.
Have fun i hope this information be helpful.
I am about to share all Viable information about Mila combos and loops i found so far. I hope it will be of great help to some players
So some advanced tutorials first:
3PP - give you a sit down stun which guarantee you 18 unholdable frames , which means that all moves up to 18 frames , including 18th frame are safe and guarantee after you connect with 3PP.
7K - fully charged - give you a sit down stun which guarantee you at least 23+ unoholdable frames.
Lets begin.
From all my expirience i figured out that IF the first hit of 3PP connect than the 2nd one hit in 19 of 20ty situations. Same goes for KP but it is like 15 of 20 situations.
-Combos with 3PP-
There is a difference in combos if you start with Critical hit Or just with Critical stun.
So these are the difference:
+ 4H+K (Just critical stun) , 3PP , P+K , ( After this you can continue with these moves
-P,6P , 2H+K (this gives you a guarantee force tech vs non heavy weight chars) (Force tech LOOP)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
+4H+K (As Counter Hit or any other move as counter hit will give the same result) , 3PP , P+K :
-P,6P,2H+K (Pseudo Force tech Loop)
-P,6P,P , 3H+K (Pseudo Force tech Loop)
If your oponent start to hold MID , than you can add Normal Punch (High) before 3PP , you can make 6T (Throw Loop) or you can go for KP combos:
-Combos with KP-
+4H+K (CS) , (3P or P) , KP :
-P,6P , 2H+K (this gives you a guarantee force tech vs non heavy weight chars) (Force tech LOOP)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
+4H+K (CH) , (3P or P) , KP :
-P,6P,2H+K (Pseudo Force tech Loop)
-6P , P+K , 2T , P P P. (TakeDown LOOP)
-P,6P,P , P,6P, 6P
IMPORTANT : If you face a Heavy characters you can go always for this combo ending , after P+K or KP - > 3PP , 6PP. ( This works on all weights and guarantee you near 90-100dmg , with minimal risks)
-Combos with 7K-
+4H+K (in this situation it dosnt matter if it is CH or not) , 7K ( charge full -> this goes to 3 situations
-If oponents make Counter hold and miss -> take down stun and gurantee Critical burst with 6P+K.
-If oponents holds block ( Guard crush which left you with +25 frames advantage)
-If you do not charge 7K and just hit normaly with it , you go in stun game , which of my expirience your best way is , 4K , T , H , K (launch). If your oponet makes too many holds you must always go for 6T (Throw Loop).
The last step of combos and loops is how to actually finish them:
(Force tech LOOP)
- 66T , P P P (TakeDown LOOP)
- 66P (High guard crush) , (On Block 6T or 2P , 4K , T (TakeDown LOOP) )
- 66K (Mid guard crush) , (On block 2P , 4K , T (TakeDown LOOP) or 2H+K)
-4K , T (Take Down LOOP)
(Pseudo Force tech Loop) - this is non guarantee force tech.
-2P, 4K , T (TakeDown LOOP)
(TakeDown LOOP) - If your oponents interupts your P P P series
- You are in advantage no matter what move you chose here , but your best options are these:
- 2P , 4P -> Stun game.
- P -> 3PP combos
- 6T (Throw Loop) - if your oponets keep block or try to hold.
(Throw Loop)
- K , 6T (Throw Loop)
- K , 214T (TakeDown LOOP)
- K , 4K ,T (TakeDown LOOP)
- KP , 3H+K (Pseudo Force tech Loop)
- 66P (High guard crush)
- 66K (Mid guard crush)
On Launch You can finish combos with these moves:
- P,6P,P , P,6P,6P
- P , 6P, P , P+K , P P P (TakeDown LOOP)
- 3PP , 6PP
- P,6P,P , 3H+K (Pseudo Force tech Loop)
I think this is pretty much Most of my offense game.
As you can see , my strategy is to play with minimal risk ( Maximum 1 or 2 chances of being Hold).
And all my combos finishes with LOOPS which follows to another LOOP and another until your oponents dies or guess correctly.
Have fun i hope this information be helpful.