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Everything posted by Ronove
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
double post -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
I've translated the notes, at least the gameplay-related portion of it, let me know if there's anything that needs to be corrected: Patch 1.02 changes New Character & Stage - new character added, Ramlethal Valentine. - Valentine will be available at character select on all modes (Arcade, Versus, Training, M.O.M.) - New Stage added, "Japan" Additional System Functions - Stage Selection available for Versus mode - Last Mode Used memorized on the player's card Game Related Tweaks and Corrections - Blue Burst's invincibility properties on hit changed - Bursts can be grabbed - Dead Angle directional input added (down-forward) - Corrected a problem regarding "Maximum Number of Combo Hits" "Max Combo Damage" "Max Damage Dealt" on a player's profile page at the Guild website - During Danger Time, fixed a problem where both Non-RCable moves on hit and following hits of a combo would enter into Mortal Counter status - Fixed a problem where the screen would shake a little when trying to unsuccesfully Burst o press D simultaneously during a throw General Character Changes - Fixed an animation bug when the finishing blow would hit the opponent - The finishing blow now has a special effect Specific Character Changes - Fixed some of the moves of various characters that had armor property and would absorb more hits than usual May - Iruka-san Yoko and Iruka-san Tate's input priority changed Chipp Zanuff - Fixed Zansei Rouga so that the last part of the move only hits the opponent - Fixed Banki Messai so that it easily hits continuously until the end of the move Axl Low - Rashousen has been adjusted so that it easily hits even from behind and at the end of the move too. I-No - Fixed an attack detection problem with Koutsu Onkai when the note hits/explodes on the opponent Bedman - Increased the amount of tension gauge gained during special moves - Adjusted the amount of tension gauge gained while crawling -
If the move connects the slowdown effect goes away, so it's pretty unlikely that she should be able to comfortably follow up with Turbo Fall.
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If it connects it wouldn't be a YRC but a red RC though.
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2014/3/13 Takadanobaba Mikado Singles Tournament http://www.nicovideo.jp/watch/sm23112681 http://www.nicovideo.jp/watch/sm23112717 http://www.nicovideo.jp/watch/sm23112768 http://www.nicovideo.jp/watch/sm23112800 http://www.nicovideo.jp/watch/sm23112845 http://www.nicovideo.jp/watch/sm23112877 http://youtu.be/RPFrjXPXslg http://youtu.be/X7buopWsnYk http://youtu.be/bMmuKXZy5wI http://youtu.be/sEBpu4CU-Jw http://youtu.be/ElVHsOb7bY8 http://youtu.be/-bPDqnFJtTc 2014/3/17 Port24 Issha Casual Matches http://www.nicovideo.jp/watch/sm23130056 http://www.nicovideo.jp/watch/sm23130354 http://www.nicovideo.jp/watch/sm23130557 http://www.nicovideo.jp/watch/sm23130734 http://www.nicovideo.jp/watch/sm23130899 http://www.nicovideo.jp/watch/sm23131180 http://www.nicovideo.jp/watch/sm23131315 http://youtu.be/7iGrGX_f4Ik http://youtu.be/99E-P6GUC18 http://youtu.be/NrXIpHd3c2Y http://youtu.be/mmYAaKUUUcQ http://youtu.be/SYF7qipIjSk http://youtu.be/OiVrxDhf11w http://youtu.be/tmWRlzj4N-I
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It's cool, I noticed Daiji linked that video telling people who want to start learning Xrd Millia to give it a look.
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It's the same video I've linked above.
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From Daiji: Corner throw combo throw>f.5S>S Tandem>jK>jS>delay jD>jc AD>jS>delay jH>land 5K>c.5S>jK>jS>delay jD>jc AD>jS>delay jH (works on Sol, Millia, Potemkin, Axl) Midscreen corner carry combo (no pin required) (dash)c.5S>2H>jS>delay jD>jc AD>jS>delay jH(1)>land 5K>jK>jS>jD>jc AD>jP or jS>jH (works on Sol, May, Millia, Potemkin, Slayer, Bedman; you have to be glued to the opponent when starting this combo else it's going to be tough)
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
First one could be due to gunflame's hitbox actually reaching I-No's hitbox on the ground (very unlikely though), but the second one I can't really make any sense out of it. I mean, supposing that the move was RC'd out of the YRC window it should be a purple RC rather than a red RC... this actually makes sense, in both cases the opponents are OTG when the red RC occurs. -
2014/3/15 Miracle Dome Singles Tournament Sonata (I-No) vs Renji (Millia) Guri (Potemkin) vs Renji (Millia) Toyo (Potemkin) vs Renji (Millia) Kirin (Faust) vs Renji (Millia) Jiino (Ky) vs Renji (Millia)
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2014/3/15 Miracle Dome Singles Tournament http://www.nicovideo.jp/watch/sm23105376 http://www.nicovideo.jp/watch/sm23105444 http://www.nicovideo.jp/watch/sm23105515 http://www.nicovideo.jp/watch/sm23105583 http://www.nicovideo.jp/watch/sm23105651 http://youtu.be/4TKwmq6QBlc http://youtu.be/LPdsCOP8hbc http://youtu.be/lHvFoU4_i7M http://youtu.be/no_mWq8PbM0 http://youtu.be/M5n-pss_eGI
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
The arcade where they're playing is located in Fukuoka so I doubt it's Fiino. The name of the player shown on the vid says Seigi Shikkakusha 'Isamu'. So his nickname is Isamu. -
Hmm... no FRC in the game means Chipp cannot make his beta blade "safe". Also lack of forcebreaks. Haven't really seen Chipp's changes list in Xrd, will have to give it a look to see what else has changed that Millia could benefit from. Ironically I'd say things might have sort of gotten better for Millia in terms of converting certain stray hits? With jH now effectively knocking the opponent down alone it makes technically air-to-air jP/jK far more of a threat.
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Chipp has always been one of Millia's worst matchups. First off, Chipp's mobility is superior and makes it really tough for Millia to catch him and pin him down. He has better normals so Millia can't win the poking war either. Moreover, supposing that this hasn't changed in Xrd, Chipp should still be getting up faster than any other character (when he falls face down), meaning that Millia has a hard time playing oki against him given that combined with that he also has good wakeup options (DP, teleports). Secret Garden oki against him just doesn't work at all. So if things haven't really changed too much in terms of normals and movement Chipp still remains a headache for Millia. Thinking about it, it wouldn't be weird if Chipp players would just YRC as they get up and just teleport away. [edit] guess I was late by two minutes, Goldenrody and 4r5 summed it up better than I could
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Yeah, I was exactly thinking of a way to mess up the opponent's DP inputs actually. I was also thinking of YRC'ing Turbofall but that of course would not be a DP-proof setup anymore but more like a way to shorten Turbofall's recovery to allow Millia to hit sooner as she gets behind.
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This is just pure speculation, but I wanted to hear everyone's opinion of this. I've been thinking of how in general Turbofall might have become way more useful thanks to YRCs. Besides what we've already seen in Daiji's vids when he uses it in neutral combined with YRCs to bait and punish anti-airs, I was thinking of how to best make use of this on oki as well: specifically given YRC's slowdown effect, I was thinking that it wouldn't be a bad idea if Millia could do H Tandem YRC>TK Turbofall midscreen oki. Now, if Turbofall hasn't changed too much this means she could "abuse" the YRC's slowdown to atleast cover the startup portion of the move, meaning that if the opponent is mashing on something she could technically not only get behind but she could be able to punish with a CH too.
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Yeah. I was chatting with JUN on twitter a few days ago on how Xrd Millia benefits more from saving up to 50% meter rather than 25% because of how useful/good Chroming Rose is. Not that spending 25% for YRCs is a bad idea anyway (Daiji's vids are showing all the neat tricks she can do with YRC). It's just that in the mathcups where she seems to have the most trouble (vs Sol) it's probably vital to ride on momentum as much as possible and use Chroming Rose asap.
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Millia Basic Combo Video http://www.nicovideo.jp/watch/sm23094475 http://www.youtube.com/watch?v=klfM5tL-43I
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Millia Basic Combo Video http://www.nicovideo.jp/watch/sm23094475 http://www.youtube.com/watch?v=klfM5tL-43I
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Just edited my post. The delay is applied between jS and jH. I guess it's done in order to put Millia and the opponent closer to the ground so that her pin will connect properly. Yes you can bait DP's and you can YRC Tandem too but there's the risk of losing momentum. It doesn't mean that Tandem oki against these characters is a bad choice, but it's good to have garden oki as well because it's definetely going to keep them more honest and it won't cost you meter as well. And thinking about it, garden oki should technically allow Millia to set up Chroming Rose with nearly no risks either. This is just speculation though.
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Short discussion on twitter between Eki-chan and another player: it's possible for Millia to end her corner aerial combos with pin>6HS>garden oki. The "trick" is to cancel jH at the second hit with the pin > land and 6HS > Secret Garden. This is huge news because, as Eki-chan was lamenting, it's hard to keep momentum against Sol/Ky/Axl due to their DPs, but with garden oki it's obviously a different matter. [edit] the combo is: hitconfirm>5S2H> jSjD (against heavy characters it's jKjSjD) > jc AD jS -delay-jH(2)>pin>6H(2)>garden oki. Works on all characters.
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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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Millia has never dealt huge damage like other characters do though. As for needing meter I disagree, meter gain in Xrd is stupid fast.
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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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2014/3/1 Central Hachiouji Random 3on3 Hayashi no Yubi (Venom) vs JUN (Millia) Ichigomaru (Sol) vs AGF (Millia) Kyaro (Sol) vs JUN (Millia) Hayashi no Yubi (Venom) vs JUN (Millia) 2