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Goldenrody

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Everything posted by Goldenrody

  1. Youtube http://www.youtube.com/watch?v=f3jeQmwScgw http://www.youtube.com/watch?v=GOLLfpGrRQY http://www.youtube.com/watch?v=FQ5DRCyK38o http://www.youtube.com/watch?v=x-MD9QNxmlM http://www.youtube.com/watch?v=p7jSBcX9IX0
  2. I noticed this too. It seems kind of inconsistent to me. Now that there is more footage out, there are several instances where H Tandem clearly disappears when Millia blocks something. But then there are also other times where it persists anyway. I think the move properties may have been changed, like "Disc disappears if Millia blocks before frame x". Noticed also that j.d indeed does not knock down a grounded opponent on hit. It also has different properties on counterhit. If the opponent is far from a corner, a CH j.d will just knock down, but if opponent is near corner, then there will be a wallbounce instead. However, the wallbounce is actually techable, so Millia needs to quickly get over there and do a followup combo to get a real knockdown. Chroming Rose super seems quite good. As Ronove mentioned earlier, the super lasts for quite a long time, and if Millia lands a TK Badmoon, then the roses will pick up the opponent afterwards allowing for a easy followup combo. The damage is low, but imo it's not really a big deal cause Millia's damage is always below average. The more important thing is what happens if the opponent blocks TK Badmoon: the roses will still appear and keep the opponent in blockstun, so Millia gets to continue pressure.
  3. Central Hachiouji Random 3on3 http://www.youtube.com/watch?v=mmhhKq8ziSg http://www.youtube.com/watch?v=frVL_t50b_0 http://www.youtube.com/watch?v=re8IWL4jBDI
  4. 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!
  5. Horibuna match video archive now has a Gundam section. Suits are divided by cost, and also by the series they come from! http://horibuna.web.fc2.com/EXVSFB/index.html
  6. 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.
  7. Thanks for all the feedback! I've expanded the OP a bit and added some of your suggestions. I finally got the chance to play some real matches with her today. Really pleased with her FB changes: she always felt like an incomplete suit in vanilla EXVS to me, so all of the buffs really help. It's great that she has actual cancel routes now along with increased BR ammo.
  8. Probably not. The game is reportedly based off of #Reload, and even without ADC her corner carry in that game was pretty much just as good as it is now. I am pretty sad at the removal of the ADC though. It is really what makes her combo theory so interesting in AC and +R. Even though Millia's strongest incarnations were in games where she didn't have ADC(X, XX, #R), she was so plain compared to what we have now.
  9. AW YEA GURL ZMT-S33S Gottrlatan Pilot: Katejina Loos HP: 580 Series: Mobile Suit Victory Gundam JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/46.html Dustloop wiki page: http://www.dustloop.com/wiki/index.php?title=Gottrlatan_%28EXVSFB%29 Movelist Ranged weapons [A] Beam rifle Standard BR [CSa] Micro missile Fires out several missiles at an upwards angle, spread out. Can be directionally influenced as follows: holding 8 will make the missiles explode far away, while holding 2 makes them explode closer! Causes vernier, so don't throw it out when you're being shot at. Since it takes a while for the missiles to explode, this move isn't suitable for pokes and landing punishes. The best way to use this move is to predict where the opponent(s) are going to move, and throw a CSa in that direction. It can sometimes be used as a form of self defense, mainly if you get put into a bad situation when getting rushed down by a strong melee suit like Master or Quanta. You can blow yourself up with it, which will do less damage than a full melee combo from the opponent. [AB] Mega beam cannon Spread shot Gerobi, requires her to stop and fire. Is a great tool to punish horizontal movement, especially if the opponent(s) are not jumping. [AC] Mega beam cannon and micro missile A more conventional straight shot gerobi with a twist! -Additionally shoots out missiles that have decent tracking. Many times, missiles will still hit even if the gerobi misses -Does not require her to stop and shoot. Thus, she can AC while boost dashing to get some momentum In terms of damage and muzzle correction/tracking, her AC gerobi is below average compared to similar weapons of other suits. However, the momentum preservation is quite useful, and the missiles have much better tracking than the gerobi as well as higher damage. The reload time on this move is quite good as well, so don't worry too much if your AC gerobis are not hitting their target often. Sometimes, it's more important to just have the missiles on screen to force your opponent to move [bC] Summon Rig Contio Rig assist, fires out several gatling beams before a larger beam finisher. Can be useful if cover fire is needed [2BC] Summon Rig Contio Rig assist, this time it flies over to the opponent and stuns if it connects. Has GREAT tracking. If Gott shoots him in the back, he will explode, doing a ton of damage to everything around him. In general, is a very useful neutral game tool to force opponents to move. Can also be used defensively if you are about to be landing punished Melee [5B] (up to 3x) Kick->Cutter->Kick. Pretty standard melee string. Generally outclassed by 6b and 2b though [8B] (up to 2x) Beam cutter->Cannon bash [4/6B] (up to 3x) Beam tonfa attack. Has a decent horizontal hitbox. This is the go-to melee for rainbow step wars [4/6BB2B] Similar to previous melee string, the final horizontal melee followup is instead a 2b, which is a kick that launches the opponent up. [2B] (up to 3x) Uppercut x 2->Slash. Her fastest melee [CC8B] (aka BD Melee) Beam shield attack->Beam tonfa. Has a decent amount of forward movement, so it can be useful for pursuing if you want to melee. [CSb] (mash B afterwards for more dmg) aka the Katejina hug. This move... is hilariously bad. Although it does have a bit of superarmor during its startup animation, it is slow and requires you to be pretty close to the opponent. More importantly, even if the grab hits, you have to keep mashing B to get damage which keeps you immobilized... meaning that there is zero cut resistance. Mobile Armor(MA) mode Gottrlatan can dock with the Mega beam cannon and enter MA mode by inputting a sidestep while holding down the C button. Her MA mode isn't all that useful. Since she is already quite fast in Mobile Suit mode, she doesn't gain much from being in MA mode. She does get a new melee though, which is: [5B] A cannon bash with no followups. Pretty much the same thing as the 2nd hit of her 8bb string Cancel routes A->AB, AC Anything->CSa, CSb Core Strategy/Advice Gottrlatan is meant to be played as a back suit. Though she is decently fast with a great turn radius, she has an unusually low amount of health for a 2.5k suit(there are even some 2k suits who have more HP than her!). In addition, most of her best weapons require her to not be locked by the opponent(s). However, if needed, her melee(primarily BD melee and 6b) are surprisingly good. Basic gameplan is: Use 2bc rig summon and BR to force movement. Support your partner, and hit unsuspecting opponents with the AC gerobi for great damage when they're paying more attention to your partner(who is hopefully playing front). AB gerobi is amazing for punishing ground movement, and CSa is useful for controlling horizontal space. Be careful though: because many of her best moves hit wide areas, the risk of hitting your partner with friendly fire is quite high. Full Boost changes BR count 6 → 10 2BC guidance nerfed AC got slightly larger During CSa you can input up / down to affect the explosion timing CSb lowered to 2sec, drains slower as well Videos http://horibuna.web.fc2.com/EXVSFB/EXVSFB_sd2fsdfvdvsda.html Recommended partners Note: This is taken from the JP wiki 3000: Master, Turn A, Full Cloth 2500: The O, Gottrlatan(lol), Tallgeese, Strike Noir 2000: Exia 1000: Zaku Kai, Berga Giros, GunEZ
  10. That matchup chart is actually a national one, taken from the win/loss statistics of everybody who has a player card registered. You can also see the data on the GG Player's Guild website here http://sp.ggacpr.net/diagram_view.php
  11. Lots of matches in newest a-cho casual set Nakamura vs Ruu(BR) http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=3m59s http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=12m29s Nakamura vs LOX(JA) http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=15m40s http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=30m25s http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=47m19s http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=55m18s Nakamura vs Kedako(MA) http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=35m50s http://www.youtube.com/watch?v=5O7Gs-Bpdpc#t=51m37s Woshige vs FAB(PO), Nage(FA), Kishitaka(SO), Teresa(JA) http://www.youtube.com/watch?v=VZjBIFqiKUM#t=27m22s
  12. Agreed, #R Millia just seems really dry compared to AC and AC+R Millia. I hope that she'll at least get airdash cancels again in the final version..
  13. There is also Day/Dei, who is somewhat of an OG player. He's the #1 ranked Testament and also the 16th ranked player overall right now. You can see him play twice in the a-cho pre arc revo 2on2 http://www.youtube.com/watch?v=-YLN_gVcnu0
  14. You should also mention where you're located, since the subpar netplay makes long distance matches difficult to play in
  15. Youtube playlist http://www.youtube.com/playlist?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR Mikado Pre Arc Revo West vs East Japan 25on25 http://www.nicovideo.jp/watch/sm20950169 http://www.nicovideo.jp/watch/sm20950186 http://www.nicovideo.jp/watch/sm20950218 http://www.nicovideo.jp/watch/sm20950238 http://www.nicovideo.jp/watch/sm20950261 http://www.nicovideo.jp/watch/sm20950289 http://www.nicovideo.jp/watch/sm20950746 http://www.nicovideo.jp/watch/sm20950819 http://www.nicovideo.jp/watch/sm20950911 http://www.nicovideo.jp/watch/sm20951013 http://www.nicovideo.jp/watch/sm20951082 http://www.nicovideo.jp/watch/sm20951169 http://www.nicovideo.jp/watch/sm20951305 Youtube playlist http://www.youtube.com/playlist?list=PLhsXh_3znPcdAuIgF4cWMAzUdL7UN0I_6
  16. If you have nico premium, you can still timeshift the stream archive for the next week. However, even if you don't have premium, Mikado does record all of their events, so they will have it uploaded to Nico for all of us to watch soon enough.
  17. pre Arc Revo Cup Exhibition match set recorded by Famitsu FAB(PO) vs Nage(FA) http://www.youtube.com/watch?v=JikT5kWGsZc
  18. Aren't you in Japan? My friend Brett(who also lives in Japan) streams GG netplay all the time and he has no problem finding matches
  19. It is Koichi, according to his Twitter
  20. Goldenrody

    AC+R: Videos

    Lots of Kazuki goodness recently 2013/3/15 a-cho post ranbat Gachi set Kazuki vs Ruu http://www.youtube.com/watch?v=niVdEWSVGCs 2013/3/15 a-cho post ranbat casuals Kazuki vs Kedako , BLUE http://www.youtube.com/watch?v=_l1dyaJI4LQ
  21. Only if you combo into SB Bufu. However, I don't think it's worth it because many times the opponent isn't feared in these situations so the damage is very low.
  22. Arc Revolution Cup qualifiers at Koiwa Leisureland http://www.youtube.com/watch?v=08hAwPS5kvw http://www.youtube.com/watch?v=OoHLFobdmWA http://www.youtube.com/watch?v=P7f3IhSjmkU First AC+R footage of Isa's Eddie! I've went ahead and filled in the player names and characters used with timecodes in the Youtube comments
  23. Sorry for the belated reply, I haven't checked these subforums in a long time... Anyway, I think you played decently. Just need to tighten up execution a bit and learn more matchup specific stuff. For example, there were several instances where president had clearly messed up a puddle unblockable setup, but you got hit by it anyway. It will take some time to be able to spot what a correct UB setup looks like. When the setup is done correctly, you have to block high and then switch to low block in 1 frame, which is pretty much impossible to do consistently. When it's not done correctly and Eddie is flying too high or too low, then you can just block low. Also remember that you can delay cancel j.s. This also applies to airdash cancelling it too. I noticed in some instances, you would airdash cancel j.s in pressure, but you would do it extremely early so that the airdash would overshoot, allowing your opponent to just throw you when you landed behind them. In general, when you make your opponent block a fairly high j.s, delay the airdash cancel so that you don't overshoot. Last thing I can think of is pin usage. A lot of times you would use pin at really awkward moments, where even if the pin hit it wouldn't give much of a benefit. It's a bit general, but it's hard to give concrete advice on something like this.
  24. No, you can use them both during pressure too, like off a blocked 5k or 2k. They both have slightly different advantages, too: j.236p : faster, but unsafe on block(-12) 6k: slower, but safe on block(+1) j.236p gives you a knockdown already, but if you want to combo off of it without disc you need to spend 50% to RC. 6k can combo into.. 214p: need to be fairly close. If you're in corner, can FRC the 214p and keep the combo going 236s: need to be fairly close. If you're in corner, can link a 5p/5k after the wallbounce and keep the combo going 236236s: need 50% meter 214s: if you have 25% meter, input the Longinus(214d) followup to get a knockdown. If you're near corner, can pick up opponent from groundslide and keep the combo going 236236s is a great super that Millia needs to get damage off of certain ground moves. 6k combos into it so it's a way to some damage off of the overhead. But more importantly it gives her a nice way to combo off of far slash. Normally, the only thing she can do off of far slash is combo into sweep, which kind of sucks since f.S is her best ground poke. But with 236236s she can get some decent damage + a knockdown.
  25. http://www.youtube.com/GcomWajiro2 Some 1.10 matches with LOX(JA), Isamu(VE), Yasu(SL), Takarin(AX), Daikiba(RO), Boushi(IN)
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