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Ronove

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Everything posted by Ronove

  1. Agreed. Right now people are still experimenting and somehow taking bets when using YRCs in new uncommon situations, but it's thanks to this system that lies the potential to add a few layers of depth. And I am not talking only about strategies but also playing styles. You know, as much as I love AC and +R I've always felt that Millia's gameplan in these iterations has always been pretty straightforward with very little room for variety only in specific situations. With the new tools they've given her and the current YRC system I'm already witnessing two completely different ways in meter management, both with pros and cons but both efficient. This is the sort of depth that I personally like.
  2. The way it looks to me from this first week is that the new RC system allows for even more creativity and freestyle than old RC/FRC system allowed to. In one of the recent vids I've seen a Millia YRCing at the end of her Turbofall (in the previous GG you could only FRC at the very beginning of the move, making it pretty useless) on a jumping opponent to do a crossunder antiair. It was beautiful. Seeing things like this after the first week really makes you think about the many layers that are hidden within this new system.
  3. For me it's the complete opposite: this is the game that will sell me a PS4. While I do trust that ArcSys will strive to make sure that PS3 version will run at 60fps, I'd rather get the PS4 just to rule out any slight possibility of incurring in slowdowns and other potential issues.
  4. Another subtle change: her 6H now hits twice, the second hit seems to be an overhead. Not that I'd recommend using this move as overhead anyway but it's still worth knowing. Also it really is a sad thing that CH jD's techable time has been reduced. In one of Daiji's vids you can see corner CH jD occurring and the opponent still manages to quickly tech before Millia can pick him up into a combo. My guess is that it might only work on characters with huge hitboxes and likely with the aid of 5P rather than trying to go for 5S2H pickup or jK pickup.
  5. +R is more than enough to teach you about her neutral game and okizeme, even if the combo routes are different the core of her gameplay has remained similar. versus Chipp she says "you've become even quicker than last time" versus Potemkin "you've become harder than last time"
  6. Chroming Rose makes Secret Garden corner oki look completely obsolete. on a side note, I am laughing at Millia's winning sentences, there's not a single one without a double entendre.
  7. After watching all of Daiji's Millia vids I think it's pretty safe to say that Chroming Rose has a lot of potential. As I suspected it does work amazingly well with crossups, both with her roll, dash under and her Turbofall too. with 75% meter she could technically do H Tandem FRC into Chroming Rose and technically open up a nice variety of options that go beyond the regular ones. Loving it!
  8. Mikado 3on3 http://www.nicovideo.jp/watch/sm22958797 http://www.nicovideo.jp/watch/sm22958867 http://www.nicovideo.jp/watch/sm22958930 http://www.nicovideo.jp/watch/sm22959432 http://www.nicovideo.jp/watch/sm22959611
  9. no official news but I think we can safely assume that PS3 version will run at 720p and PS4 at 1080p.
  10. No idea. My good ol' EX color palette is there (pink hair + white/black clothes) and that's all that matters to me.
  11. Some of you guys may already know about this but there's a nice website that lists all of currently available videos for each Xrd character (sorted by matchup), including of course Millia: http://horibuna.web.fc2.com/GGXrd/GGXrd_MI.html It does get updated pretty regularly and it's worth checking out once in a while, just in case not all of the available vids get uploaded on youtube.
  12. It could be useful in neutral against in-your-face characters like Chipp but right now the general opinion among japanese players seems to be that it's best used at the corner. Activating Chroming Rose and doing TK Badmoon on a cornered opponent seems to be a good way to keep up pressure and allow Millia to attempt more mixups. If a rose hits it leads to a full combo though the damage won't be anything to write home about. I'm curious to see people try and experiment with it, it might turn out to be a really nice tool to use when going for crossups/Turbofall as well.
  13. No way. Rest assured, it's still a good tool. It simply got slower but that doesn't mean you don't have to use it in neutral. All it means is that people who use Millia will have to be more careful and less trigger-happy if they want the opponent to keep respecting her. Pin in previous GG was probably even a tad too good, in +R it was even dumber because she'd have K pin which was stupidly good in a variety of situations. If you're not going to threat the opponent with her pin you're not playing Millia's neutral at her full extent. tl;dr Millia's Xrd pin is less herp derp like in old GG, but still good enough
  14. Yep, and in one of the most recent streams (this one, I guess: http://live.nicovideo.jp/watch/lv170360017, wish it'd be possible to save this and upload it on YT) we can see Chroming Rose finally being used in a meaningful way. I noticed that it's not only useful when combined with TK Badmoon but it looks like it could be pretty sweet coupled with crossups and Turbo Fall. As pointed out it doesn't lead to huge damage but if it can help Millia keep scoring knockdowns without losing momentum that's really more than enough to make it worth using. I'm also wondering if jH isn't special cancelable, because I can't think of a good reason why jp players are not ending their midscreen combos with Badmoon. Everytime it's just jH which pushes the opponent a bit far away forcing Millia to 2366H as she lands. Corner ender > pin > Secret Garden seems possible in Xrd too by the way.
  15. The lack of airdash cancel is irrelevant because she can jump cancel>airdash anyway.
  16. 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.
  17. 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.
  18. again from Okayama Fantasista: Millia vs Axl
  19. 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.
  20. 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
  21. Talking about Mikado, apparently there's going to be the first Xrd tournament today (Thursday) at 8 pm local time. Let's hope Jonio will record this, there's a good chance we'll be seeing a lot amazing players including the return of old faces (like Kusoru).
  22. 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
  23. courtesy of Kurushii GGXrd Arc Live 3: Millia vs Zato-1 Millia vs Sol Millia vs Chipp
  24. Tournament: 04m00s Shinyoko Bedman (Bedman) Vs. RH+ (Ky) 09m50s Tsunoe (Chipp) Vs. Sakamura (Faust) 13m30s Galaxy Kawasaki (Millia) Vs. Yuka Sommelier (Zato1) 16m45s Shirei (Sol) Vs. Game Center Arashi (May) 20m50s ProgrammerT (Potemkin) Vs. Kachigatari Ozawa (Slayer) 24m50s Yanki (Sol) Vs. Shinyoko Bedman (Bedman) 28m30s Kami no Okori-man (Axl) Vs. Deguchi (Venom) 33m30s Samurai Planner Kyo (I-No) Vs. Wiseman Endou (Slayer) 37m30s RH+ (Ky) Vs. Tsunoe (Chipp) 41m50s Galaxy Kawasaki (Millia) Vs. Shirei (Sol) 47m00s Yanki (Sol) Vs. Kachigatari Ozawa (Slayer) 50m50s Deguchi (Venom) Vs. Samurai Planner Kyo (I-No) 56m20s Tsunoe (Chipp) Vs. Galaxy Kawasaki (Millia) 01h00m00s Yanki (Sol) Vs. Deguchi (Venom) 01h08m40s Tsunoe (Chipp) Vs. Yanki (Sol)
  25. Tournament's starting
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