Ronove Posted February 8, 2014 Author Posted February 8, 2014 More Millia info from Nakamura: - due to Lust Shaker's longer activation frames it's not possible anymore to do 5HS>LS - the corner combo ender Pin>6HS seems to be possible only on a few characters - no 2S>5P and 6P>6HS gatling routes - if jD hits a grounded opponent it won't knock them down
Wild Candy Posted February 8, 2014 Posted February 8, 2014 Hearing some of this information from the last Loctest kinda has me a little worried. I wonder why they nerfed Millia so hard, it wasn't like she was extremely broken to begin with. She had no cheap strategies of gimmicks to fall back on, other then keeping momentum with crazy mix ups and oki, and even then, that requires quite a bit of skill to really become really terrifying.
Ronove Posted February 8, 2014 Author Posted February 8, 2014 These are not severe nerfs at all. It's not like they're removing the most important aspects of her game plan. If anything, they're tuning some of the things that made her too good in the previous installments.
Stellarcircle5 Posted February 8, 2014 Posted February 8, 2014 One thing that has me scratching my head is the removal of her already incredibly limited number of gatling routes. They were generally pretty lousy in +R, so I don't understand why they keep getting rid of them. Is 2K, 5S, 5HS, 2D all we are gonna have by the end of this? It's starting to feel like it. But hey, Millia is still Millia. She will probably still be gdlk
Ronove Posted February 8, 2014 Author Posted February 8, 2014 Honestly the only real serious nerf IMHO is c.S not being jump cancelable as it does somewhat hurt her pressure, but other than that it looks like her gameplan still seems to be roughly the same and as long as it remains like that she'll be a solid character, IMHO.
Goldenrody Posted February 8, 2014 Posted February 8, 2014 (edited) Honestly the only real serious nerf IMHO is c.S not being jump cancelable as it does somewhat hurt her pressure, but other than that it looks like her gameplan still seems to be roughly the same and as long as it remains like that she'll be a solid character, IMHO. Yeah... jump cancellable c.S is something she has had since well, forever. I don't really understand the logic in removing this Most of the other changes don't really seem like nerfs: they're just reverting Millia back to her #Reload state. There is one change that really stands out to me though, and that is j.d. I wonder if j.d not knocking down is for normal hit only? I would hope that she still gets the wallbounce on counterhit. I'm also curious as to how the new j.h behaves. It is the helicopter, right? I wonder if it's like XX and #Reload's, where it gives a free knockdown from pretty much anywhere. Or if it's like the +R j.2h, where it has greatly reduced untech time. Edited February 8, 2014 by Goldenrody
Ronove Posted February 8, 2014 Author Posted February 8, 2014 From what I've read Nakamura mentioned jD not knocking a grounded opponent down, but maybe it still does knockdown an airborn opponent? Also is it just me or they've removed the Millia-copter again?
NitroNoodlez Posted February 8, 2014 Posted February 8, 2014 You mean the pre-Slash j.H and +R j.2H? I saw it in leaked videos from earlier loketests, but idk about this loketest. I reeeallly hope that they don't remove it for the final build.
Ronove Posted February 8, 2014 Author Posted February 8, 2014 I totally forgot it used to be jH rather than j2H before Slash/+R. I guess it should be in Xrd then. :v
Ronove Posted February 9, 2014 Author Posted February 9, 2014 From ElvenShadow: If Millia gets hit out of the startup of chroming rose she loses the meter and gets no super. Millia has 3 follow ups to her forward roll. K does another f roll immedietly after. It will always go towards the opponent. S does lust shaker. HS is the new lance thrust move that knocks away and down, wall sticks on counter near corner She can YRC her teleport dive at any time until she hits the ground YRC on her teleport at anytime sounds potentally pretty interesting. Third followup of her roll is no doubt her old FB Longinus.
Fortune Posted February 9, 2014 Posted February 9, 2014 That Digitalis move looks like a potential "get off me" move, I wonder if how we can take advantage of its wallstick. S Disc is also supposed to wallstick right?
Ronove Posted February 9, 2014 Author Posted February 9, 2014 from JUN's twitter, more Millia stuff: - Rose super still works while doing mixup stuff like TK Badmoon etc - If the opponent gets hit by one of the roses you can pick him up with 2H into a full combo, however the damage you get isn't that much - overall the Rose super is not worth using given the little reward you get and the meter requirements (and Millia needs meter for other stuff). The only time when it could be worth it is when it's used combination with Iron Savior.
Ronove Posted February 11, 2014 Author Posted February 11, 2014 from Nakamura: - Millia's Chroming Rose super lasts for about 6 seconds. If you manage to land TK Badmoon or Iron Savior at the corner while this super is active you can pick up the opponent with one of the roses into a combo. However you won't gain any meter during the combo itself. - He played +R after trying Xrd and he felt +R was faster. He thinks in general overall actually there isn't a huge speed difference but it's more like moves having longer hitstop (he used Millia's pin as comparison) and characters feeling heavier.
Ronove Posted February 19, 2014 Author Posted February 19, 2014 (edited) First small things I noticed: - Millia can easily do corner S Tandem into 5S 2H without having to link 5P - Disc oki seems to be almost the same, it's not completely reversal safe (but it wasn't either in previous GGs) but it still seems to last long enough to bait and punish DP/reversal attempts - jH/Milliacopter seems to be good enough to get a knockdown, no pin required unless going for Secret Garden oki - lots of hitstop/hitstun on counterhit H Tandem, looks incredibly easy to confirm - corner combos using pin to get the relaunch - seems like Millia can pick her pin up right away? No delay at all unlike the +R nerf Edited February 19, 2014 by Ronove
Goldenrody Posted February 20, 2014 Posted February 20, 2014 (edited) I just watched a Millia player go through arcade mode on the Fantasista stream. I saw c.5s get jump cancelled numerous times on both hit and block, so I think that bit of info from the last loketest was either erroneous or changed at the last minute for the release build. I also saw c.5s gatling and combo into 2d, which is something she hasn't had since GGX! Edited February 20, 2014 by Goldenrody
NitroNoodlez Posted February 20, 2014 Posted February 20, 2014 I also noticed you have a lot of time to confirm off of a RC'd hair car even midscreen since it causes a reeeeallly long floating state. Also Winger and Emerald Rain cause wallbounce, even midscreen.
Ronove Posted February 20, 2014 Author Posted February 20, 2014 I just watched a Millia player go through arcade mode on the Fantasista stream. I saw c.5s get jump cancelled numerous times on both hit and block, so I think that bit of info from the last loketest was either erroneous or changed at the last minute for the release build. I also saw c.5s gatling and combo into 2d, which is something she hasn't had since GGX! Saw that too. Personally it's great news that she can jump cancel her c.S, it's simply too useful in a variety of situations. Most likely all of the players at the loke tests complained or simply ArcSys realized how more bland Millia would turn out if they removed that. :v
No Limitz Posted February 20, 2014 Posted February 20, 2014 (edited) Seems like H tandem disappears on block? It's in the Millia vs Sol match at the end of a round in the Arc Live video. Can't time stamp on my phone. Edited February 20, 2014 by No Limitz
fiendmaw Posted February 20, 2014 Posted February 20, 2014 (edited) Seems like j.H blows them away really far,I don't see pinless(hell even with pin)rejump combos happening anymore.Maybe there's a slight chance with the new j.D route,but I doubt it. Also seems like if you YRC Secret Garden the projectile straight up dissappears. Edited February 20, 2014 by fiendmaw
Ronove Posted February 21, 2014 Author Posted February 21, 2014 (edited) Seems like j.H blows them away really far,I don't see pinless(hell even with pin)rejump combos happening anymore.Maybe there's a slight chance with the new j.D route,but I doubt it. Also seems like if you YRC Secret Garden the projectile straight up dissappears. Would be a little too good if we could YRC Secret Garden As for jH, if it's a midscreen combo it looks like Millia needs to do dash H Tandem.... unless it's possible to do the good old jH Badmoon ender. Edited February 21, 2014 by Ronove
Ronove Posted February 22, 2014 Author Posted February 22, 2014 (edited) After watching enough matches I think it's pretty safe to say that her pin got slowed down A LOT. It travels really slowly, anyone can clearly see it crossing the screen without having to put much effort compared to old pin where it'd be blazingly fast and nearly impossible to see when shot upclose or midrange. I certainly do not like this change, while it's true that her pin was probably the best projectile in the game now it looks quite the opposite, it's so slow that I can't see opponents getting too scared of it. This is definetely going to hurt Millia's neutral game, opponents will figure this out and won't likely respect her air game the same way they used to in previous GG. [edit] in the jBBS people have also been pointing out that if opponent gets hits by silent force in the air they get blown away, even on counterhit. This sorta makes it pretty impossible to combo off it, unless this occurs near the corner I guess. Again, another very subtle change that does hurt Millia's neutral game. :\ looks like it's possible but it's definetely harder. As long as the opponent remains close to the ground when hit by the pin Millia can still combo off it. [edit 2] JUN's saying on twitter that despite these subtle yet annoying nerfs there's new things to experiment with Xrd Millia, so it's pretty early to say that she looks weaker than her AC's counterpart and he's saying that people should be looking forward to experiment more before panicking. Reactions on the jBBS so far are pretty mixed as well. Lot of complaints about slower Silent Force/Tandem Top/Secret Garden, positive thoughts on new gatling routes and on YRC's potential (YRC H Tandem seems to be considered really strong) and easier to confirm H Tandem. Edited February 23, 2014 by Ronove
TheRealBobMan Posted February 23, 2014 Posted February 23, 2014 Hey, it looks like at 16:14 of this video (http://www.nicovideo.jp/watch/sm22950624), Millia's H-disc hits twice. Was that confirmed before now? I've seen several complaints about it being slower, but if it hits twice that's a worthwhile change right?
NitroNoodlez Posted February 23, 2014 Posted February 23, 2014 2 hit Tandem Top definitely makes it easier to confirm your mixups into a followup combo.
Ronove Posted February 23, 2014 Author Posted February 23, 2014 Yes it hits twice now. It's "ok", honestly I never felt her disc to be hard to confirm but I guess they've changed that for new players. It's an okay buff. I would have preferred to keep the same speed for her disc though.
Wild Candy Posted February 23, 2014 Posted February 23, 2014 I don't think the slower start up to the Tandem Top Oki is too worrisome. It'll just require some timing adjustments that a lot of Millia Players aren't used to in Xrd. It just forces the player to be smarter about their Oki and mix ups. What I find more worrisome is the nerfed Pin Speed, and the lack of air dash cancels. Those are going to hurt Millia's neutral and mix up games tremendously. Oh well, I've seen characters get hit harder with the nerf bat in a fighter game. I'm sure as time passes, people will be able to make Millia shine. (Let's face it, all of the players are looking slightly amateur because of recently the game was launched)
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