Ronove Posted March 9, 2014 Author Posted March 9, 2014 (edited) Yeah, there's nothing fun about losing tools. Not only did her moveset get smaller(like every other character), she also lost a character specific mechanic, ADC But yea, about her being ordinary, I totally understand this sentiment. He is probably referring more to her combo theory, since it is super streamlined and simplified compared to what she had in AC/ACR. She is based off of her #R counterpart, and in that game she really only had 2 combos. Obviously, if you were greedy and really wanted to optimize, there were more combos to learn but honestly it was unnecessary and didn't make much of a difference. And right now, it looks to be the same for Xrd Millia In contrast, she had a ton of variation in AC/ACR combos, and could do things like spend meter(for air FB disc) or use pin early to optimize and get high damage dustloops, etc. I think most of her ACPR tools will gradually come back in the later iterations of Xrd. I certainly do miss the possibility of using FB Disc not just as a oki tool but within situational combos (which is what Nakamura seems to miss the most). ACPR Millia was a lot more "freestyle" in terms of combo flexibility and options. On paper Xrd Millia feels "poorer" compared to that but I think we're still seeing only the tip of the iceberg of what she can do with the new system mechanics. [edit] I've just had a look at Woshige's comments and they pretty much share the same sentiments as Nakamura's: so far the new things Millia can do are less "impressive" than the things she's lost so overall he thinks that she's sort of gotten boring to use. Also due to the nerf to her pin her neutral approach has been reduced to "jump>see what the opponent is doing>move". She can't be as aggressive like she could be in ACPR. Edited March 10, 2014 by Ronove
BladeOfJustice7 Posted March 9, 2014 Posted March 9, 2014 Oh I didn't know Woshige was playing the game. And it seems that Millia and Slayer got hurt pretty bad with the immense revisions Daisuke made to Xrd from AC/ACR. What with the removal of a lot of moves and specifically FB's. In the case of Ky, Durandal Call/Grinder Seals more than make up for Ky's loss of FB's and add an interesting dynamic to how you want to play him. But I do agree that Millia doesn't appear as threatening in this version compared to her AC/ACR counter parts. I never personally played a Millia but I could see her oki not being as terrifying as it used to be, not to say she doesn't look strong. But her getting a knockdown on you isn't as much of a coin flip as before. Her abare and combo variation I think will go up with time though honestly in my opinion.
Goldenrody Posted March 9, 2014 Posted March 9, 2014 Oh I didn't know Woshige was playing the game. And it seems that Millia and Slayer got hurt pretty bad with the immense revisions Daisuke made to Xrd from AC/ACR. What with the removal of a lot of moves and specifically FB's. In the case of Ky, Durandal Call/Grinder Seals more than make up for Ky's loss of FB's and add an interesting dynamic to how you want to play him. But I do agree that Millia doesn't appear as threatening in this version compared to her AC/ACR counter parts. I never personally played a Millia but I could see her oki not being as terrifying as it used to be, not to say she doesn't look strong. But her getting a knockdown on you isn't as much of a coin flip as before. Her abare and combo variation I think will go up with time though honestly in my opinion. I think she is still very good. It's very clear from what we know of the changes and from the available footage that she is still one of the stronger characters in the game. But the issue here is the fun factor. Her playstyle is not as interesting as it was in the previous two GG games
Ronove Posted March 9, 2014 Author Posted March 9, 2014 (edited) But her getting a knockdown on you isn't as much of a coin flip as before. Her abare and combo variation I think will go up with time though honestly in my opinion. I feel the opposite. I see her okizeme and neutral evolving because the YRC system and her new Rose Install show there's room for new ideas, but as far her tachimawari goes it's way more limited and with way less options at hand compared to the things she could do in ACPR. I agree with Goldenrody that most likely what both Nakamura and Woshige miss is that fun factor that comes from the many possibilites that Millia had at her disposal for both her tachimawari and her combo theory, that sort of ability of "freestyling" any hit into a meaningful knockdown or corner carry thanks to FB Disc/FB Longinus, CH pin etc Her tachimawari in Xrd looks pretty straightforward and not as flexible as in ACPR. Edited March 9, 2014 by Ronove
BladeOfJustice7 Posted March 9, 2014 Posted March 9, 2014 What is "Tachimawari"? I just read it means something that has to do with "movement"? And i think Rose Install will add some flexibility to her as well. Usually a non-gimmicky install has a lot of options and things to figure out with time especially with a character like her, and no one as of knows what to do with it as of yet except for tkBad Moon x n. Gonna go watch Woshige and Nakamura in AC/ACR now lol. I hear she has a bad matchup against Sol, that wasn't always the case was it? She seemed to have either favorable or even matchups in AC and more so ACR in my eyes at least.
Ronove Posted March 9, 2014 Author Posted March 9, 2014 (edited) Tachimawari is a term that could be sort of likened to "neutral game" though it's not exactly the same. Even the japanese have a tough time defining it because it subtly does change its meaning depending on the game. Generally, tachimawari is considered to be a character's ability to convert hits and situations with the least risk and obtain the best return. So it doesn't only apply to neutral but to the offense as well. It's something that's related to the quality of a character's normals/specials coupled with a character's movement options. In Millia's case that means converting neutral and offense into damage and knockdown without taking huge risks. In ACPR she could convert with relative ease air-to-air/air-to-ground/ground-to-ground hits into knockdowns without having to gamble on particularly risky normals/moves. In Xrd this aspect has been limited. Besides the lack of FB Disc, they've reduced the untechable time of some of her moves so it's hard to convert certain hits into combos. She can still do regular basic things but it's definetely harder to push the opponent to the corner or get a damaging combo out of situational hits without spending meter for RCs. p.s. there's a nice japanese article that describes tachimawari better than I ever could, if people are interested I could translate it. It's a worthy read. Edited March 9, 2014 by Ronove
Ronove Posted March 9, 2014 Author Posted March 9, 2014 (edited) Please translate. Will do then, it's going to take a while because it's a pretty long article, but again, it's worth it. Back to Millia, the latest Technopolis vids showed that Chroming Rose oki doesn't exactly work too well against Faust. His crouching hitbox comfortably evades the roses while Badmoon gets push-blocked away: link Edited March 10, 2014 by Ronove
BladeOfJustice7 Posted March 10, 2014 Posted March 10, 2014 Lol Faust and his 9'0 feet tall hitbox is too strong... Have people experimented with her command roll coupled with her Rose install, at the very least on knockdown in mid screen? And I still do believe there is a lot of room for characters to develop in Xrd, Ky players are only just starting to really see what Grinder Seals and Durandal Calls can do for Ky on neutral and on offense, and he's a significantly easier character to learn than Millia. I honestly just worry for Chipp and Potemkin at this point. But Millia's Rose Install I see having a lot of potential to make her a strong contender with it's Ouroboros-like properties, I believe someone here called both of them "Freestyle Install Supers".
Ronove Posted March 10, 2014 Author Posted March 10, 2014 (edited) I totally forgot to mention it but Millia can combo off her throw if Chroming Rose is active. Roses will pop up right after the throw connects and juggle the opponent allowing Millia to dash in with the usual 5S2H air combo route. [edit]Damn, Daiji showing off so many new cool tricks: midscreen point-blank Garden YRC oki into CH 2K. I wonder if it's just going to be a shenanigan or if it really is a viable oki option. I guess there's a chance it could be vulnerable to reversal throws...? It'd be interesting to know how big Secret Garden's YRC window is. [edit 2] more Turbofall YRC tricks Edited March 10, 2014 by Ronove
BasiKs Posted March 10, 2014 Posted March 10, 2014 Pretty new to GG (just picked it up in the past couple months), but experienced tournament FG player (primarily SF4 series). Just made this acct and wanted to chime in to say @Ronove: translating that article would be awesome, and I look forward to it if you decide to do it. And thanks for all the insight here guys - I don't really have much to contribute to the discussion - though, from what I've seen in videos, Millia looks like she's going to be a very fun character in Xrd, with lots of room for creativity.
Wild Candy Posted March 11, 2014 Posted March 11, 2014 Personally, I think Millia still looks pretty awesome in Xrd, so I'm still pretty hyped for it. I'm still a rookie when it comes to Millia, so I'm not completely aware of some of the more advanced tactics, but I'm confident more combos will become apparent as the game ages, and Charming Rose will definitely be a fun new toy to play with. Anyway, what do you guys think about XRD Millia?
Ronove Posted March 11, 2014 Author Posted March 11, 2014 I like Xrd Millia. She's probably less "freestyle" when it comes to convert situational hits into combos but I'm liking all the new YRC tricks and oki that's gradually being discovered. I've also been wondering if jH isn't special cancelable anymore because I can't think of a reason why players wouldn't end her BnBs with Badmoon. Unless Badmoon's untechable time has been nerfed a lot then it's just a matter of getting a proper knockdown. If jH is still special cancelable then it'd be interesting to see if it's possible to do jH Turbofall YRC into relaunch.
Stellarcircle5 Posted March 11, 2014 Posted March 11, 2014 I sort of think that the new game engine sorts of helps to iron out some things that were kind of dumb. For example, FB Pretty Maze was REALLY good, almost a bit too good in my opinion. H-Tandem YRC looks like a fairer version of it. I am however not a fan of her air dash cancels being gone as I find it will make her pressure game even weaker (I love cancelling a dash in j.S). In terms of how her matchups go, they seem mostly similar in that characters with strong normals can still give her a hard time. Overall she seems like a "fairer" Millia than before, but I don't let that discourage me because by design she is still really good and she can still steamroll people once she gets her oki going. iaintevenmad.jpg
Teyah Posted March 11, 2014 Posted March 11, 2014 I like Xrd Millia. She's probably less "freestyle" when it comes to convert situational hits into combos but I'm liking all the new YRC tricks and oki that's gradually being discovered. I've also been wondering if jH isn't special cancelable anymore because I can't think of a reason why players wouldn't end her BnBs with Badmoon. Unless Badmoon's untechable time has been nerfed a lot then it's just a matter of getting a proper knockdown. If jH is still special cancelable then it'd be interesting to see if it's possible to do jH Turbofall YRC into relaunch. j.H is still special cancellable, it's just that it doesn't combo into much unless you hit with it and you're below the enemy. I remember seeing one match where the Millia ended a combo with j.H(3) and cancelled into Pin, and the Pin actually OTG'ed the enemy after they were knocked down by j.H because of how slow it starts up now.
NitroNoodlez Posted March 11, 2014 Posted March 11, 2014 As long as hair car frc(yrc) j.k still exists and is still good then I'm sure I'll love Xrd Millia.
Ronove Posted March 11, 2014 Author Posted March 11, 2014 (edited) j.H is still special cancellable, it's just that it doesn't combo into much unless you hit with it and you're below the enemy. I remember seeing one match where the Millia ended a combo with j.H(3) and cancelled into Pin, and the Pin actually OTG'ed the enemy after they were knocked down by j.H because of how slow it starts up now. Hmmm...so it's just jH being slower and having a ton of pushback then.. I guess that this likely means that it's going to be required to do 2366H upon landing if we want to do a quick dash>disc oki. Given that H Disc is slower in Xrd I can't see 66>236H being fast enough for that purpose. Edited March 11, 2014 by Ronove
Mumm-Ra Posted March 11, 2014 Posted March 11, 2014 I think Teyah meant that the pin is the slower one, not j.HS
Ronove Posted March 11, 2014 Author Posted March 11, 2014 Hmm. Still the pushback seems to be probably too much to be able to follow with Badmoon as ender. I can't really picture any other valid reason why players wouldn't use it atleast to end midscreen combos.
Mumm-Ra Posted March 11, 2014 Posted March 11, 2014 (edited) Maybe the untech time was decreased? Also is the 2S>5P reverse gatling still in? Edited March 11, 2014 by Mumm-Ra
Ronove Posted March 11, 2014 Author Posted March 11, 2014 (edited) Maybe the untech time was decreased? Probably. I mean, it's been confirmed that jD's untech time has been decreased so I guess it wouldn't be weird if the same thing applied to Badmoon too. Also is the 2S>5P reverse gatling still in? No idea about this, there's no mention of it in the jBBS nor on Twitter. Speaking of twitter, Nakamura actually hasn't totally ruled out playing Xrd Millia. He said he's basically waiting for more footage to be available so that he can study and figure things out. It's a bit funny but he's eagerly awaiting for a-cho's Eki-chan video footage as much as we are, haha. Edited March 11, 2014 by Ronove
Stellarcircle5 Posted March 11, 2014 Posted March 11, 2014 I would be really sad if Nakamura dropped Millia. He has always been my favorite player and I'm really excited to see what he brings to Xrd.
Ronove Posted March 11, 2014 Author Posted March 11, 2014 short discussion with JUN regarding Chroming Rose: besides using it for corner oki, he thinks that a setup involving midscreen 2D > Chroming Rose could also be interesting, because Millia could either do forward roll (and even do it twice) or IAD over the opponent and in both cases the roses would pop-up and put the opponent into blockstun or juggle in case of hitconfirm.
Zouf Posted March 14, 2014 Posted March 14, 2014 I will main Millia in Xrd but i feel like she's seriously lacking in damage and she needs a lot of heat yet she doesn't build it so fast. Yet she looks very cool to play.
Ronove Posted March 14, 2014 Author Posted March 14, 2014 Millia has never dealt huge damage like other characters do though. As for needing meter I disagree, meter gain in Xrd is stupid fast.
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