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Everything posted by Ronove
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more info from JUN's twitter regarding Millia: - 2 hit Tandem Top + Purple RC after hitconfirming is pretty strong - RCing at the very end of her throw animation seems to work well, the opponent falls down slowly and she can get a full combo off it. - If you land on ground during jD's active frames Millia can follow up with 2HS - 6P and c.S cannot be jump canceled anymore like in +R - even if you mash Lust Shaker the move will always end at fixated number of hits. - Purple RCing her Winger makes the opponent wall bounce
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
info from JUN's twitter regarding Millia: - 2 hit Tandem Top + Purple RC after hitconfirming is pretty strong - RCing at the very end of her throw animation seems to work well, the opponent falls down slowly and she can get a full combo off it. - If you land on ground during jD's active frames Millia can follow up with 2HS - 6P and c.S cannot be jump canceled anymore like in +R - even if you mash Lust Shaker the move will always end at fixated number of hits. - Purple RCing her Winger makes the opponent wall bounce -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Honestly wouldn't it be better if she doesn't need to use her pin to score a knockdown? It'd mean that you can keep it and use it right away as part of her oki/wakeup pressure. Not that I'd complain if she keeps the same type of pin enders like in AC/+R -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
New bits of Millia info from the jBBS: - New routes jS>jD and jK>jD - jump canceling jD and airdashing right after allows Millia to pull off something similar to AC's airdash cancel combos - something like 2HS>jK jS jD>jc airdash>jS jHS gets Millia a knockdown as well as a bit of corner carry -
New bits of info: - New routes jS>jD and jK>jD - jump canceling jD and airdashing right after allows Millia to pull off something similar to AC's airdash cancel combos - something like 2HS>jK jS jD>jc airdash>jS jHS gets Millia a knockdown as well as a bit of corner carry
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
whoa @ people already moaning about a game that is not even officially out yet and that they likely won't even touch in another 6 months atleast. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
I don't really know Venom that much but I suppose he's referring to ground throw combos. Like following up with 6HS, I guess. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
- 2D is short - Ball arrangement is the same as usual - Bishop is the same - Can easily combo off both air and ground throws. Same for 6HS. - Venom can't do a double jump off his teleport but instead he flips back, even when behind an opponent. - Both Carcass and Stinger have less advantageous frames on block, the sweep is short and it's easy for the opponent to get away from pressure. - Can't connect QV off 5HS but it seems S Morbid knocks a grounded opponent down. However it has no advantageous frames so it feels like you can't really do it again often. - No idea what he means to say about Bishop Runout... either that the move can be done in the air too or that it leaves the opponent airborne? No idea on this sorry. :\ - His teleport is fun to use. -
H disc longer startup is a bit worrying, let's hope it's still good enough to set up oki.
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Sadly not much info available just yet. Let's hope that with the last loketests there'll be some kind folks on twitter/jBBS that will share more details. That said, I do think that it's probably a given that she should be able to YRC her Tandem Top. The lack of FB Pretty Maze isn't really that tragic and I'm looking forward to see Secret Garden oki as well and if there have been any significant changes to it.
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Agreed. Though, given that there's still one final loketest there's still a very slight chance to see ADC back. Btw, the fact that Longinus is still there is pretty interesting, I take it though that it won't cost any meter in Xrd given that there's no official forcebreak mechanic.
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-Will update with some sort of header later- Sadly there hasn't been that many info on her Xrd counterpart during the loketests. Besides her new moves and new super, changes during the loketests were: - only one version of Silent Force (S version) - 6K being considered an air move (still has to be confirmed from what frame this would actually occur) - no airdash cancelable normals (has to be confirmed) - she has somehow retained her FB Longinus (you can see that in the latest trailer ArcSys released) And that's it. Let's hope more video footage will be available soon in the following weeks. :v New info from the 4th loke test:
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BuruRaji D - BlazBlue Radio Discussion [The new season!!]
Ronove replied to kosmos badgirl's topic in Zepp Museum
Heh, so according to BuruRaji's latest ep Sugita mains Johnny in GG. Kind of expected it since he's a fan of Wakamoto. -
Astral Heat: Overdrive April 19th London, UK
Ronove replied to Zoular's topic in International Events
Wish I could have gone, but "busy" would be a euphemism to describe the load of the work I had in the last weeks. Are you guys planning to organize this again in the following months? Also, GG results/vids? -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Whew. That's better. +R's K pin will be missed but S version is definetely enough. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
So I read on Twitter that Millia doesn't have her pin move anymore. I seriously hope that's not true. I can live without her FBs but DON'T TOUCH HER PIN ARCSYS. Please. :< -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Well, it's not like we're stuck with a bad game anyway. :v But yeah, I'll likely be green with envy knowing I won't be able to get my hands on the game until console release. Though I am seriously looking forward to see how many of the old GG japanese veterans will make a comeback. -
Ill try provide my 2 cents First important thing for anyone who'd like to learn Millia: don't get obsessed with damage, your main goal is to score a knockdown because Millia's strenght relies on her strong okizeme. While it's good practicing combos starting from 2H in order to muscle memorize her basic BnB's, always remember that in a real match the chances that you to land a "raw" 2H are almost slim to none. So once you learn her aerial BnBs (with all the varations depending on the character you're up against whether it's low/medium/heavy weight/johnny), start practicing hitconfirms from her most common pokes/neutral moves like 5K/2K, antiair jK, air-to-ground situations, hitconfirms from counterhit pin etc. Her midscreen combos usually work just as fine at the corner. Timing is almost about the same in general, for some characters it's harder to get a proper knockdown at the end just like you do midscreen but you have a variety of enders you can choose in order to get the knockdown right. You'll start noticing which ones you need to use as you practice her BnBs and also against human opponents, Millia is one of those characters which allows you to adjust your combos on the fly if you notice that the opponent is too high above you or too low during the combo. It's habit you'll slowly and unconsciously develop on your own. Practice. I had the same problem as well when I picked her up and sometimes I still do screw up on player 2 side. But if you practice regularly it'll become second habit and you'll notice you don't even need to rush the input too much in order for the airdash cancel to come out at the proper timing/height. Millia is pretty "basic" in terms of technical skills. While she does have a good number of moves that you can FRC, usually the one you'll be using the most out of them is her FRC Iron Savior (214p FRC) since it's a strong mixup tool. There are other things like FRC on both her Tandem Tops but they're more like matchup specific tools than general ones. Check Wiki above, it has the latest frame data and general mechanic info as well. Keep in mind that Millia is not a pressure-based character. It's not like she can't put pressure, but it's far from being as threatening as other characters'. Depending on the matchup, if the opponent has blocked your blockstring you may want to consider to temporarily "retreat" and get back playing neutral. If you decide to keep pressuring, keep in mind the distance you've put between you and your opponent. If you're up close you better end your blockstring with a jump cancelable move so that you can keep pressure up with her pin, if you've already put some distance thanks to the pushback than you can try ending it with a FRC'd S Tandem Top. Just be aware that in both cases she's still taking a degree of risk depending on whether your opponent is aware of these options or not. It's a matter of conditioning your opponent to respect you before you start relying on these strategies. Her combos in this latest installment are actually pretty easy, IMHO. What makes her "hard" is the fact that she has low health and requires you to have a solid neutral game and know how to move well around. She can't mindlessly rush in even if she has the strongest projectile in the whole game (the pin), if you do that you're bound to get severely punished. If you see a Millia doing jD combos midscreen it's not from the latest version of the game. With the current version these combos are not possible anymore and the only time you'll see jD used will be at the corner on just a small portion of the cast. As for players to follow, I don't know if AKA is still active, but you'll certainly find videos of Woshige, Nakamura, JUN and other japanese players that still regularly play. You use it to get a proper knockdown. I'd say midscreen it's almost a given that you end your BnB with Badmoon because it'll keep the opponent within the Tandem Top range as well. Corner, it depends on height and character you're comboing against. If you have the pin with you then you might want to go for the pin ender instead. Practice. Just input the directions right away after you've completed the 214H, do it as fast as you can. You mean hitconfirming from the air? That's something you'll gradually learn with time. Also, even if you do land a hit on the ground it's not a given that you might be able to go into 2H anyway. Don't get obsessed in finding a way to get into 2H. That's the wrong way to play Millia. Get obsessed to get a knockdown. Let's say you land a far 5S, you can't get the 2H because the opponent is already too far away, but maybe it's not too far away to follow with 5H 2D and score a knockdown so you can start playing your okizeme game. Or let's sat you're up in the air and hitconfirm a jK, maybe you're not close enought to the ground to be able to land and get your 2H relaunch, but you can adjust it so that you can immediately convert that aerieal hitconfirm in her airdash cancel bnbs. Again it's something you'll gradually learn, and I suggest you watch a lot of videos of Woshige/Nakamura so you can see what choices they make when these situations occur. It is. It's not immediately "essential" for someone who's just started learning both game and character, but it's a tool you'll eventually want to learn to use in order to strenghten your mixup. It's a tool that really depends on matchup and on who you're up against. Learn to defend properly first with regular blocking, FD and instant blocks. Add Slashback only once you've gotten good with the rest first.
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'Sup Maho! Is it going to be BB-only or is there a chance to have GG as well? Anyway, I'm interested, though I have to say that Rennes is not exactly a comfortable location to reach in terms of traveling expenses. Still, thanks a lot for letting us know of it so soon, it's certainly easier to plan the trip knowing this more than a month prior. :V
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[January 18-19 2014] DokuSaru Arcsys & Marvel (Liege, Belgium)
Ronove replied to kurama_tengu's topic in International Events
Aight. I wouldn't mind flying to Brussels since the flight is pretty cheap (19 + 19 bucks) but I just noticed one "small" detail... the entry fee for each tournament is a bit too much expensive for me. Like, if I were to join GG singles only (no team tourneys, no other games), that would already be €20. If I wanted to do both GG and BB singles/team I'd have to pay €65 total. That's little overkill IMHO. :\ -
[January 18-19 2014] DokuSaru Arcsys & Marvel (Liege, Belgium)
Ronove replied to kurama_tengu's topic in International Events
I really don't get why you're hosting GG and P4U on 360, if BB is on PS3. People who might want to travel from abroad will find this inconvenient if they are planning to partecipate for BB and for another tournament, given that not everyone has a dual modded stick or a Qanba one. You either should have gone full PS3 or atleast make it PS3-only for all of the ArcSys titles. :\ -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
I expect his supers to be an install one called Knight Gown and the other one called Another Stich in the Wool. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Really? I thought that'd be his wakeup DP -
With all the things she can do as part of her oki I don't think you should focus too much on just blocking 6K or TK Badmoon on reaction anyway. :P
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
No, she's never had one and THANK GOD for that. Her high parry is already a great tool on its own, if she could parry lows as well that'd be a tad too much.