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Teyah

[Xrd] Millia - Changes & Frame Data

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Here is a rundown of the changes that Millia has experienced going from GGXXAC+R to GGXrd. All frame data listed here is approximate and could be off by a frame, so it's meant to be an approximation with a ~1F margin of error.

General
- Cosmetics: Has a new outfit, new idle stance, new animation for entering crouching stance, and new walking forwards / backwards animations. All other non-attack animations are mostly the same.
- Has a unique animation for blocking overhead attacks (other characters do too)
- Slower acceleration on forward run, this is more of a universal change though
- Slower top speed when running. universal change
- Jump is slightly floatier, again a universal change for most characters
- Air dash: Startup: 5F -> 6F. Slower movement seems like a universal change.
- Backdash: Total time: 11F -> 13F. As above. But maybe it was too good before.
- Health: Reduced. Seems to be the lowest in the game when she is out of guts range (last 1/3 of health bar). Inside of guts range she has okay-ish health. Overall she may be lower than Chipp now though.


Normals

5P - Startup: 7F (same). Looks the same as in +R (7/5/6), not #R (5/5/6). Haven't seen it chained into itself on whiff, so it probably can't be, which would make it identical to its AC and +R versions.
5K - Startup: 5F (same). Looks the same as in previous games.
5Sc - Startup: 7F (same). Noticed a lot of players trying to use this to AA but getting CH out of it, seems like it has a much bigger hittable box now. :(
5Sf - Startup: 7F (same). Looks the same as in previous games.
5H - Startup: 6F (same). Slightly different visual animation but effectively used the same way as in previous games.
5D - Startup: 27F (same). Frame data looks like 27/4/20 which would make it around -10 on block (at a distance, so somewhat safe). Dust has a new animation - Millia rolls backwards in a low profile stance, and a rose pops up at her previous location and launches the enemy. Looks like it has potential as an evasive anti-air, or also as an anti-throw tactic where you run up to the enemy's face and dust to retreat / catch their throw mash attempt.
6P - Startup: 7F -> 9F. Still looks to have upper body invulnerability which makes it useful as anti-air. Also has a slight visual change to the animation.
6K - Startup: 20F (to hit crouchers) -> 22F. Slight speed nerf that makes this move much more blockable on reaction. Can still link a far 5S after hit, so likely still +8 on hit. Huge frame advantage on CH against crouching enemies, at least +18 - enough time to run up and land a 5Sc. Also still has lower body invulnerability during the flip.
6H - Startup: 16F (same), 2nd hit startup: 24F. New animation - Millia now flips a large strand of hair at the enemy. Hits twice, 1st hit is jump cancellable and the 2nd hit is an overhead. Can use this to end air combos after Pin, but only in the corner since you need to hit with it when the enemy is very low to the ground for both hits to hit. Could possibly be used as a meaty attack by making only the 2nd part hit (overhead), but since it knocks down on ground hit, followups aren't possible.

2P - Startup: 5F (same). Looks the same as in previous games.
2K - Startup: 5F (same). Looks the same as in previous games.
2S - Startup: 9F (same). Looks the same as in previous games.
2H - Startup: 11F (same). Untechable time is likely similar to #R and AC, and not shortened like in +R. Same as in previous games otherwise.
2D - Startup: 13F (same). Looks the same as in previous games.

j.P - Startup: 5F (same). Looks the same as in previous games.
j.K - Startup: 4F (same). Looks the same as in AC and onwards (level 2 attack).
j.S - Startup: 10F (same as #R j.S).
j.H - Startup: 8F (same as +R j.2H and #R j.H). Untechable time increased from +R, back to #R status where it knocks down at even a fairly high height (eg. after a complete dust combo). Looks like it hits a larger area, and plummets opponent downwards very quickly on hit. This means that ending a combo in j.H -> Bad Moon is not usually possible, and even j.H -> Pin doesn't work when Millia is too high up, since the Pin takes longer to travel to get to the enemy now.
j.D - Startup: 17F -> 11F. Similar start-up to her j.D from pre +R. Still chains/combos from a j.K like in AC. However, does not knockdown on hit against a grounded opponent, similar to in #R.

Throw - Similar to her throw in #Reload as it provides knockdown, and a limited ability to combo afterwards (much more limited than in #R). Can hit a far 5S on Faust and possibly a 2P or 5P on others. Most players just take the knockdown and do a running disc.

Air throw - Looks to be the same as in pre-AC (untechable).

Dead Angle Attack - Looks the same as in previous games. Knocks down against grounded enemy, gives lots of time for oki.


Specials

Lust Shaker - Startup: 10F (same). Mashed version can have longer startup by up to 8F since you gatling to 5S and then cancel that into Lust Shaker, causing 5Sc -> SSSS lust shaker to not combo - so always use 214S!

Tandem Top (S) - Startup: 11F (same). You can now follow Tandem Top S immediately with Tandem Top H / Secret Garden (previously you had to wait 42F before you could do either of these). Otherwise looks the same as in previous games.

Tandem Top (H) - New animation: Millia raises her arm and summons the disc from the air. Total time: 32F -> 35F. Startup (time until it hits): 60F -> 72F. Now hits twice instead of just once. Disc now disappears if Millia is forced to block. Remains fully untechable with wall bounce near corner.

Roll: Total time: 24F -> 26F (with no followup). Followups possible beyond 14F (15~26F). Is in CH state during the move. Roll -> throw is a little harder to use as a legit tactic due to nerfed roll speed. However, now the roll has follow-ups you can do!

-> Digitalis: Startup: 7F(!). New move - a very fast, high damage poke from the initial roll. Launches slightly on regular hit (does not knock down though; they can tech). Similar to her Longinus force break from AC and +R, it even wall-sticks on CH. After using Roll -> Digitalis enough you might be able to sneak in and...

-> Follow-up Roll: Total time: 20F. Very similar to first roll, but much faster. Can be used to roll -> throw similar to in previous games. But obviously very telegraphed due to the first roll. Good to mix in after conditioning opponent with Roll -> Digitalis.

-> Follow-up Lust Shaker: Not sure about this one - probably the same properties as regular Lust Shaker (see above).

Iron Saviour - Startup: 17F (same). Travels a bit slower, but otherwise same as in previous games.

Bad Moon - Startup: 11F (same), ~16F for lowest TKBM (same). Still unreactable!

Turbo Fall - Hard to tell, but looks same as in previous games.

Silent Force (S) - Only has S version of Pin now. Startup: 11F (same!), but travels much, much slower. When done right after inputting an air dash, looks to be fast enough to allow Millia to get in. Not so useful for baiting and counter hitting antiairs when done late after an airdash, due to slow startup and slow speed, as the enemy's antiair would be in recovery by the time the Pin reaches them, so you won't get a CH.

Secret Garden - Total time: 74F (same). Startup (time until hit): 56F (same). Not cancellable with D like in Slash onwards.


Overdrives

Winger - Startup: 5+1F (same). Has a fancy cutscene now - otherwise looks the same as before. Millia no longer has the air version of Winger though (2nd half of the move only).

Emerald Rain - Startup: 4+2F -> 4+5F. Similar to in previous games despite being a little slower. Unknown if it still has strike invincibility.

Chroming Rose - New super. Startup: 25+12F. Causes roses to trail behind her every time Millia does an action (movement, normal moves, special moves). Lasts for roughly 8 seconds. Amazing super that lets Millia do repeated mixups between Bad Moon and Iron Saviour, with the rose trail appearing during the recovery of each move so that the opponent cannot escape.

 

During recovery, Millia is not in CH state.  Also if she is hit between the time when her tension drains but before the screen freeze, Chroming Rose still activates - both of these can be seen here.

 

Iron Maiden (Instant Kill) - New animation - Millia stabs you with about 1,000 pins, very cool. With 100% tension it should be possible to combo into it, possibly via Chroming Rose -> IK super freeze activation -> IK, or via air combo -> Pin, RC, land and activate + IK.

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Will update with more info in the future. Please feel free to discuss move properties/changes and the like here. :eng101:

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The biggest change to me is her pin being slower and 6H's knockdown properties, which sort of limits her oki options since she can't obtain orb oki from regular air BnBs anymore.

One thing I'm wondering is if her Digitalis is somewhat "safe" on block.

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Oh whoa I could swear it was there. Anyway Bad Moon is still 11F startup and still sorta safe on block. So at least we still have one unreactable overhead left.

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Then why does noone use bm ender in combos? Saw eki-chan attempt it in the first acho vid with him in it but it hit the opponent otg.

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Then why does noone use bm ender in combos? Saw eki-chan attempt it in the first acho vid with him in it but it hit the opponent otg.

It's probably because of jH's pushback, or maybe Badmoon's untech time got shortened just like jDs. Or it could be a combination of both things.

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Yeah, it is definitely due to the pushback/plummet effect of j.H, which is greatly increased over her old +R j.2H. Looking at both Bad Moon and Silent Force, they both have the same startup (11F) as in all previous games, so it doesn't have as much to do with these moves as much as the effect of the j.H. Bad Moon travels slow so it won't catch the enemy as they fall (more quickly than before), and now Pin travels slowly too, so that often doesn't catch them either.

Though Pin is still the faster of the two, and will catch them if they're high enough. So we'll need to gauge Millia's height in relation to the enemy when deciding if we can follow up with Pin or not, similar to what is done in +R with when we decide to relaunch with 5Sc or not.

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Yeah I had noticed that j.HS knocks the opponent down way more "reliably" than before, or at least that's how I see it. Makes sense it's harder to followup with Bad Moon if that's the case.

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Though Pin is still the faster of the two, and will catch them if they're high enough. So we'll need to gauge Millia's height in relation to the enemy when deciding if we can follow up with Pin or not, similar to what is done in +R with when we decide to relaunch with 5Sc or not.

Corner still seems to be a good place where it might be possible to follow with pin, problem is that 6H's changes kind of deny the possibility of doing good old pin>6H corner ender. Nevermind I just checked around discussions and it seems to be possible!

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Updated with revisions to Roll - thankfully it's not nearly as bad as I originally had thought (the guy who was using it was just waiting way too long to attack). It's only slightly slower than her XX roll. Also updated with 6H notes, since yeah I did see it working after an air combo to j.H xx Pin. 

 

So this is hilarious, and also kind of ridiculous - if you hit Millia out of her new Chroming Rose after her tension bar drains but before the screen freeze, she will still power up even though it doesn't look like the overdrive has activated.  See here: https://www.youtube.com/watch?v=99E-P6GUC18#t=15m42s

 

Unfortunately it looks like rather tight timing for this to happen, as Slayer hit Millia just one or two frames after her bar drained but before the freeze would have happened, so don't count on this occurring too often.  Also his j.H wasn't a CH (thank god) as it looks like Millia enters recovery frames for the super right when her tension drains.

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So basically she still managed to activate Chroming Rose and she doesn't get CH'd because she was already past her recovery frames...?

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Yup that's basically it.  But really it'll probably be very rare to see it happen in practice.  If in the future you do see your tension drain though, remember that you're actually in Chroming Rose - and your opponent probably doesn't know it! :eng101:

 

Also some minor updates on things I've noticed:

 

6H - just saw that the first hit of 6H is jump cancellable - saw it being used after a 236H mixup hit in the corner.  (236H, 6H j.KSD, etc)

So it'll be like +10 damage and a bit of extra meter on corner combos, better than nothing I guess.

 

5Sc - I see people getting CH out of this move left and right.  Since the move looks like it's the same speed as before, most likely the priority of this move has been nerfed.  Specifically it looks like Millia's hittable box is much larger during this move right when the wing appears on the ground (so there's little chance of a trade, high chance of a straight CH to Millia).  If any of you play/played MvC3, it reminds me of the nerf in Dante's 5B antiair, it went from being pretty great in vanilla MvC3 to pretty bad and now hardly sees any use in UMvC3.

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Hitbox nerf to her c.S would suck quite a bit. I love that move, jump cancelable, can work as quasi-antiair too... I really hope its hurtbox didn't get too big.

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