Mila ''safe'' combos

rximmortal

Active Member
So hi there again. After some researchs , training and field tests, I come to share with you , some very usefull information , about how to deal combo mixups with minimum chance of being hold.
So the main idea of the combos are to mixup them in way to reach Sit-down stun as fast as possible.
So we have 3 situations after CH or Stun hit ( High starter , mid starter , low starter ).
We can achieve CH or stun hit with - 4H+K or 1P+K or any Coutner hit.

The main goal we aim at , is to successufully connect with the 3P.After we do it, the chance of combo being holded is nearly minimum.The 3PP string put your oponents in sit-down stun ( which means your next move all up to 17 frames will be UNHOLDABLE ). After the 3PP connects than we have guaranteed safe finishing with another 3PP ( because the first 3p is safe and the second P hits your oponent in the air so it is again unholdable) , than we finish with (6P, 3H+K )or (6PP) or (6PK , 3H+K or ground throw).
If we want to launch the oponent we use 4k,T,H,K after 3PP , but the last K is unsafe ( but still it is very hard to be holded).

So the combo looks this way.
-CH , 3PP , 3PP ( safe) , 6PP (safe).
-CH , P ( if they counters mid) , 3PP , 3PP (safe) , 6PK , 3H+K (if connects than we have force tech if not go for 2P than 4K,T and loop again)
-CH , P (if They counters mid) , 7P , P+K (put oponent in sit-down stun):
here we have 3 options :
1- 4K,T,H,K (launch)
2- 4K,T,H, 7P (repeat loop)
3- 3P(safe)P,3PP(safe),6PP(safe)

-CH(low) , 3PP , 3PP(safe) , 6P , 3H+K
-CH(low) , 2K (trip stun) , 4K,T,H,K (launch)

We always can go for 6T if the oponent holds too much.
So Most of the combos are nearly 100% safe after the first Hit connect. I field tested it and the oponent spams only mid holds really he capture 1-2 mids from 10 games.Each time when the First 3P connect the combo goes to the end.Thats happened because The sting between the first 3P and the 2nd P is like 15 frames which means that your oponent must press mid hold amazingly fast. And we conssider that he awready pressed it once and miss with it.
So post your comments and ideas for making the the set ups better :)
 

Yaguar

Well-Known Member
If they spam mid punch counter they'll catch you out on the first :3::P::P:
The biggest issue is that the first 3-4 hits can be held e.g. First strike (for CH), :P:, :3::P::P:. I know from experience you do usually get away with it though.
Next bit: :3::P: is 15 frames + 2 = 17. So couldn't they get a hold off before the next :3::P: ? (Doing this from maths, not tested it so you could be 100% right).

Last note, isn't there more damage from launching earlier and just throwing out something mundane than throwing a risky mid-punch combo out there?

On a side note slightly related to the thread title, safe combo's on block all end with the ":6::K:" knee at -5. E.g. :6::P::K:
 

Kakita

Member
All interesting combos, but I prefer to keep things simple as most things life, simple is always better.

Here's my logic on how to keep it safe (not too many stuns, quick launch, maintain pressure):

CH, 3PP, 3P (unholdable launch), P6PP, 3F+K (pseudo force tech).
CH, 9K (launch), P6PP, 3F+K (pseudo force tech).
CH, 4KTHK (launch), P6PP, 3F+K (pseudo force tech).
CH, 4KTHP (deep stun), 6P+K (CB!), P6PP, 3F+K (pseudo force tech).
CH, 4KTH2P, 6P (deep stun), 6P+K (CB!), P6PP, 3F+K (pseudo force tech).
CH, 3P, 4H+K (deep stun), 6P+K (CB!), P6PP, 3F+K (pseudo force tech).

After the pseudo if they tech by themselves, you follow with either 6P or 4K and TD cancel moves. If they try to either duck or attack you beat them out because you have advantage. Once they're stun you just repeat the process.
If they block then you 6T them and go from there.

There are other options especially after CB but that's those are the basics.

In most cases you don't spend too much time with the stun game and launch. If you want CB then in most cases you only need 2 extra stuns.

Let me know how it goes and enjoy Mila!
 

phoenix1985gr

Active Member
If they spam mid punch counter they'll catch you out on the first :3::P::P:
The biggest issue is that the first 3-4 hits can be held e.g. First strike (for CH), :P:, :3::P::P:. I know from experience you do usually get away with it though.
Next bit: :3::P: is 15 frames + 2 = 17. So couldn't they get a hold off before the next :3::P: ? (Doing this from maths, not tested it so you could be 100% right).

Last note, isn't there more damage from launching earlier and just throwing out something mundane than throwing a risky mid-punch combo out there?

On a side note slightly related to the thread title, safe combo's on block all end with the ":6::K:" knee at -5. E.g. :6::P::K:


I believe the +2 is only for on block (like trying to punish something) but i might be wrong
 

Nuke-Nin

Well-Known Member
Er, seems the closet im gonna get to mila's combo thread xD
:4::P::2::K: :~: :4::K::H+P::h::K: :~: :3::P::P: :~: :6::P::P:

The Fake TD Knee launches high enough for 3PP to connect on NH which sucks but eh,
 
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