Cybele

Cybele Rou from Cynthia the Mission
Cybele Rou from Cynthia the Mission

So today I randomly remembered that I had ordered a Cybele Rou garage kit about a year and a half ago on e2046. I don’t know anything about garage kits and resin painting, but since Cybele is my favorite manga girl I couldn’t resist. Anyway, I remember the customer service representative telling me that they would ship it when they got more orders in, since it is kind of an obscure product. Well, it’s been 1.5 years now with no updates, so I guess Cynthia the Mission is super obscure! Maybe I should just cancel my order…

Also I have an ask.fm account now, so ask me anything there!

Saturn pad is the god

Really, it is. I wish I discovered these sooner; really could have saved myself a lot of pain. I also wish I knew about the USB and PS2 variants before so that I could have loaded up on them back when they were sold at a reasonable price. Nowadays they are super rare, so the price has skyrocketed. I was fortunate to get two USB Saturn pads on eBay for a great price, but you can see here that a new one goes for about $150. The PS2 variant is even more rare and is considered to be a collector’s item, so the price is that much more ridiculous. You can see here that the special Darkstalkers version goes for around $350. Pretty crazy that controllers can go for so much nowadays!

The way I obtained two is kind of interesting. I had been trying unsuccessfully to obtain one on eBay for about a week, and one day a listing popped up for a used white USB Saturn pad going for $50. I bought it immediately, and then a few minutes later an auction popped up for a used black USB Saturn pad starting at $50, from a different seller. It seemed a bit suspicious, but since these auctions usually end up at around $80-$90, I took the first bid thinking that I would get outbid very quickly. Surprisingly, I won that auction as the only bidder. So you can imagine what was going through my head at the moment. Won an auction that I intended to lose on a duplicate item. I was also suspicious since I was the only bidder, so maybe the seller had some negative history. In the end, the black Saturn pad(the one I got unintentionally) was amazing and is now my main FG controller, while the white Saturn pad is still good but has some minor problems.

Saturn pads have a reputation for being the best for fighting game pad warriors, and I can totally see why now. The dpad has an amazing design, and doesn’t grind the thumbs at all. Even the DualShock 2, the contryoller that I’m the most familiar with, kills my thumbs after a few hours of usage. So I definitely recommend all pad warriors to get a Saturn pad eventually. Especially if you’re getting old like me and don’t want to deal with messed up thumbs. Beware of the knockoffs though. There are a number of USB controllers made by different companies that are based on the Saturn design, but use greatly inferior materials. So avoid Retrolink. You also want to avoid the PlaySega pads. These are actually made by Sega, but they also use very low-quality materials.

Xrd Millia matchups

In general, most of her good matchups from the Guilty Gear XX series are now less advantageous. But at the same time, her traditionally bad matchups are now less bad. The main changes are in nerfs to her neutral game(pin, j.d, far slash, backdash) and her significantly toned down antiair game. Even her mixup is weaker because of Tandem Top disappearing on block, and less reward on a successful ground throw. On the other hand, the new roman cancel mechanics allow her to get more consistent damage off of stray ground hits and certain punishes, which alleviates one of the recurring weaknesses she had in the XX series.

Axl – Matchup still feels advantageous, but much less so than before. Maybe 5.5-4.5 now? He is harder to fight in neutral because of Millia’s pin nerf and Axl’s new Rensenbeam, but his offense is a lot easier to deal with because of no Rensen FRC and less gatlings. His DP is super annoying, and baiting it with crossups seems to be inconsistent because of its huge vertical hitbox.

Bedman – Feels like a solid 6-4. Bedman’s movement is one of the worst in the game and it is fairly easy for Millia to maneuver around the various projectiles and Deja Vu seals. His defensive options are also lackluster other than the alarm clock super. Admittedly, I have not fought much Bedman as he is an unpopular character, but it feels like she can just play passively in neutral and just wait for Bedman to overextend himself.

Chipp – Still her worst matchup by a huge margin. Feels like a 3-7 when playing, but is probably a 4-6 in reality. Fighting him in neutral is still a nightmare, even more so now since pin has more recovery and her AA options are much worse. She is basically at his mercy whenever he gets 25% meter. On the bright side, his offense is a little bit easier to block since air teleport FRC is gone. His midscreen damage output is also much lower than before since no Force Breaks and tk Alpha Blade combos are (kind of) gone. S and H Tandem Top YRC are godsends against him, so saving meter is key.

Elphelt – Matchup is probably even, but there is almost no margin of error since Millia can lose the round off of one hit. She has gorilla normals, so Millia can never win a poking war unless the Elphelt isn’t paying attention. Elphelt’s midrange is easily top class along with Faust and Ky, so even going for max range 2d is a risk. Best way to play is to be very noncommital, and try to make Elph retreat or overcommit. Then throw a pin and rush in for the offense, and ride the momentum. It is fairly important to get a height advantage in air-to-air exchanges, since Elphelt does not have any air normals that angle upwards. If she does the unblockable, it is very important to learn the proper Blitz Shield timing. Then you have to guess whether the shot will be immediate or delayed.

Faust – Matchup used to be quite advantageous in all of the XX games, but it feels dead even now. The nerfs to Millia pin, j.d, 6p, and her general hitbox all make life easier for Faust. His far slash is better, as Millia cannot run under it anymore. The new red roman cancel mechanics make it so that Faust has easier ways to convert his pokes to full combos. And the YRC system help out Faust tremendously in the neutral game. With that said, she is still much faster than him. S Disc YRC is amazingly useful when Faust is trying to fake his landings with j.2k FDC, so please save meter.

I-No – Matchup still feels good, but not as one sided as before. Maybe 5.5-4.5? Millia still runs circles around I-No, but the simplified HCL and VCL motion mean that it is much easier for the I-No player to snipe you midscreen. Tandem Top disappearing on block also means that Millia has no way of punishing I-No for doing reversal Longing Desperation. I-No’s offense is much scarier than before, because of VCL YRC and j.d FDC. Play very carefully in neutral, and don’t ever get knocked down.

Ky – eki-chan and Ruu(who plays Ky as a sub) say that Millia has a slight disadvantage here, but the matchup feels even to me. Ky’s new Xrd tools make his neutral game much stronger, especially seals and Stun Edge YRC. He can kind of play defensively, and just make Millia come to him. She is still much faster than him. Best way to play this seems to involve scaring him into moving backwards, and using the opportunity to throw a pin to start offense. He can keep you away very well, but eventually he will have to back off. That is the time to go in. The new red roman cancel also make it much easier to get full damage off of certain punishes, which was very difficult in the XX games.

Leo – Fairly certain this is a 6-4, but it’s a very weird matchup. Millia has a huge advantage in the neutral game, as Leo’s movement is lackluster. He also has a super low jump. However, his ground normals are surprisingly strong and he has great defensive options. He is also unique in that he has a way of punishing Millia’s midscreen blockstrings into disc, and even pin! Matchup boils down to playing non-commital and winning through small gains. Leo’s offense is quite scary, especially if you have no meter. It also doesn’t help that Millia’s fastest ground normal is 5f. He can win the round very quickly if he corners you, so avoid this at all costs and play a very safe neutral game.

May – I really have no idea, it’s probably even? Her damage output is a lot more manageable this time around, as you don’t lose 80% of your health off of one CH j.h. On the other hand, her new beachball and dolphin assists make her very difficult to approach. I find that it is best to play a slow, reactionary style and only go in when she overextends herself.

Potemkin – Probably the only good matchup that got even better in this version. Feels like a 6-4. Pot has lost a lot of tools: it is much easier to fight him in neutral since you don’t have to worry about j.s knocking down or CH j.h giving him a groundbounce. Offense is also easier to deal with: no more 6k overhead, and getting hit by Heat Knuckle isn’t so painful since he’s forced to always go for Extend. On the other hand, it feels impossible to antiair him now, and the new 6k Hammerfall Break strings build up guardbar super fast. It’s another matchup that boils down to playing a safe, low commitment neutral game.

Ramlethal – Matchup felt pretty even in GGXrd 1.04, but now feels like slight Millia advantage in 1.10. Maybe 5.5? Millia is much faster than Ram, and Ram’s neutral game has been severely weakened in 1.10 because of hittable swords. Her damage output is also a lot more reasonable in 1.10 too. Playing patient in the neutral game really helps. Ram will often try to fake her landings with sword set/recalls, so instead of aggressively going for antiairs, just back off and stay at midrange.

Sin – Matchup feels like a slight advantage, maybe 5.5. Sin’s damage output is crazy, probably the best in the game. However, he has trouble opening people up, and his offense is greatly dependent on the calorie gauge. His ground normals are also amazing, so it is pretty hopeless to try to play footsies with him. I have a lot of success with forcing Sin to chase Millia and to waste his calories. It is scary sometimes because of how fast he can crank up the guard bar. Sin’s air-to-ground game is quite poor, so this is one of the few matchups where Millia can aggressively pursue antiairs.

Slayer – Traditionally bad matchup for Millia, still feels like Slayer wins but it’s a bit easier than before. Maybe 4.5? No more FRCs and FBs mean that Slayer’s damage output under 50% meter is fairly manageable, but his toolset and normals are as effective as ever against Millia. Blitz Shield is quite strong against his offense and removes some of the guesswork out of dealing with Dandy followups.

Sol – This matchup… changed a lot. Millia had a good advantage in AC and AC+R, but it feels like Sol has the advantage now. Probably a 4.5-5.5. Basically, this was another matchup where Millia had a good advantage if she played a perfect, low commital neutral game, winning with small gains. But if she ever made a mistake, things could go south immediately. In Xrd, Sol’s neutral game is much better, as he has a divekick to delay his landings and crossup hitboxes on j.k. Divekick even goes into full combos in the corner. His ground normals also seem to have better hitboxes, as I can’t win poking wars against him anymore, not even at midscreen. Along with the many nerfs to Millia’s antiair options, the neutral game interaction is a lot scarier now. It feels like Millia has to take big risks to get her offense started, when it was the other way around in previous games.

Venom – Matchup used to be quite good for Millia. It’s still good for her, but not as one-sided as before. I’m gonna go with 5.5. Basically boils down to nerfs to many of Millia’s important tools(j.d, pin, 6p), and Venom getting a great metered, non-commital neutral game option with Stinger YRC.

Zato – This matchup hasn’t really changed, still as even as ever. Both characters can completely destroy the other off of one knockdown.