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Everything posted by Ronove
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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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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Why on earth would ArcSys rebalance the game so soon when not even a single month has passed since the game's launch? You can't be serious. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Pachi's paragraph on R. Valentine: Ramletherl is the concept of a fighter who is able to fight by indipendently controlling her various separated weapons. Depending on the situation she can fight in various ways by equipping her swords or with her separate attacks, and whe she uses her familiars her playstyle can change a lot. Furthermore in order to be able to perform several combinations attacks, one of her unique traits is to be able to combine all these peculiar moves and tricks continuously even in close combat. Whether she's fighting with he swords equipped, with her projectiles or through combination plays, she has so many weapons at hand that even just moving her around is going to be fun. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Translation of the first paragraph: Ramletherl is a tricky character who can position her familiars on screen, and fight at the same time with them by equipping her two huge swords. In order to swarm the opponent with various followup moves, she's able to perform various combination attacks according the player's plan. Moreover she has both projectile moves to keep the opponent in check and a command grab. It's a character with a high hidden potential. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
It's just about her. The rest of the article briefly describes her playing style (there's also a small paragraph about her role in the story) and there's a small "interview" with Pachi on how they came up with her concept. -
[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
That article says that R. Valentine is going to become a playable character in a few days with the next update. [edit]I'm going to translate the bits about her gameplay later, unless anyone does it before me. -
2104/3/7 A-cho post-ranbat casuals Maruyama (Millia) vs Kedako (May) 2014/3/12 Monte50 Tournament Eki-chan (Millia) vs Kedako (May) Eki-chan (Millia) vs Oppia (Ky) 2014/3/10 Port24 Issha Casuals Nanore (Slayer) vs Daiji (Millia) Hosshii (Ky) vs Daiji (Millia) Uki (Sol) vs Daiji (Millia) Takuan (May) vs Daiji (Millia) Uki (Sol) vs Daiji (Millia) 2 Uki (Sol) vs Daiji (Millia) 3 2014/3/11 Sasashima Casuals Ky vs Millia Ky vs Millia 2 Millia vs Chipp Millia vs Chipp 2 Millia vs Sol Millia vs Millia Millia vs Chipp 3 Millia vs Sol 2 Millia vs Sol 3 Millia vs Sol 4 Millia vs Chipp 4 Millia vs Chipp 5
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https://www.youtube.com/watch?v=6yMetyd7tHA https://www.youtube.com/watch?v=xtZOiW41txw https://www.youtube.com/watch?v=DwUP5P-Egiw https://www.youtube.com/watch?v=PhBEC9thNsk https://www.youtube.com/watch?v=5T9-7tlnyOc https://www.youtube.com/watch?v=CpdOUuym_K0
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May 2015 would be fine for me, though of course I suppose Summer '15 would likely be the most popular option. I am planning to go to Japan next year anyway, but if TSB Japan were to happen for real I would obviously try and organize my trip during the same period so that I could attend to it.
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short discussion with JUN regarding Chroming Rose: besides using it for corner oki, he thinks that a setup involving midscreen 2D > Chroming Rose could also be interesting, because Millia could either do forward roll (and even do it twice) or IAD over the opponent and in both cases the roses would pop-up and put the opponent into blockstun or juggle in case of hitconfirm.
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Probably. I mean, it's been confirmed that jD's untech time has been decreased so I guess it wouldn't be weird if the same thing applied to Badmoon too. No idea about this, there's no mention of it in the jBBS nor on Twitter. Speaking of twitter, Nakamura actually hasn't totally ruled out playing Xrd Millia. He said he's basically waiting for more footage to be available so that he can study and figure things out. It's a bit funny but he's eagerly awaiting for a-cho's Eki-chan video footage as much as we are, haha.
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Hmm. Still the pushback seems to be probably too much to be able to follow with Badmoon as ender. I can't really picture any other valid reason why players wouldn't use it atleast to end midscreen combos.
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Hmmm...so it's just jH being slower and having a ton of pushback then.. I guess that this likely means that it's going to be required to do 2366H upon landing if we want to do a quick dash>disc oki. Given that H Disc is slower in Xrd I can't see 66>236H being fast enough for that purpose.
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I like Xrd Millia. She's probably less "freestyle" when it comes to convert situational hits into combos but I'm liking all the new YRC tricks and oki that's gradually being discovered. I've also been wondering if jH isn't special cancelable anymore because I can't think of a reason why players wouldn't end her BnBs with Badmoon. Unless Badmoon's untechable time has been nerfed a lot then it's just a matter of getting a proper knockdown. If jH is still special cancelable then it'd be interesting to see if it's possible to do jH Turbofall YRC into relaunch.
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3/9 Game Center Technopolis 2on2 vs Slayer vs Sol vs Faust 2014/3/8 GGXrd Freedom Yokohama Singles Tournament vs Sol vs Faust vs Faust 2
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2014/3/8 GGXrd Freedom Yokohama Singles Tournament http://www.nicovideo.jp/watch/sm23063399 http://www.nicovideo.jp/watch/sm23064419 http://www.nicovideo.jp/watch/sm23064583 http://www.nicovideo.jp/watch/sm23064787 http://www.nicovideo.jp/watch/sm23064934 http://www.nicovideo.jp/watch/sm23065040 http://www.youtube.com/watch?v=gWqWHxDU1p8 http://www.youtube.com/watch?v=G1yIP4qkBCs http://www.youtube.com/watch?v=PxdmYmBKg9w http://www.youtube.com/watch?v=RJrWL6Y4ySY http://www.youtube.com/watch?v=v0W2iHUHY1Y http://www.youtube.com/watch?v=WFKCZY3XCOw
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a-cho GUILTY GEAR Xrd-sign- 録画対戦会(2014.3.6) http://www.youtube.com/watch?v=8iCCSZZrLBY
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[Xrd] News & (Theoretical) Gameplay Discussion
Ronove replied to Shinjin's topic in Guilty Gear General
Seen the same thing happen to Ky's DP. -
I totally forgot to mention it but Millia can combo off her throw if Chroming Rose is active. Roses will pop up right after the throw connects and juggle the opponent allowing Millia to dash in with the usual 5S2H air combo route. [edit]Damn, Daiji showing off so many new cool tricks: midscreen point-blank Garden YRC oki into CH 2K. I wonder if it's just going to be a shenanigan or if it really is a viable oki option. I guess there's a chance it could be vulnerable to reversal throws...? It'd be interesting to know how big Secret Garden's YRC window is. [edit 2] more Turbofall YRC tricks
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Will do then, it's going to take a while because it's a pretty long article, but again, it's worth it. Back to Millia, the latest Technopolis vids showed that Chroming Rose oki doesn't exactly work too well against Faust. His crouching hitbox comfortably evades the roses while Badmoon gets push-blocked away: link
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Tachimawari is a term that could be sort of likened to "neutral game" though it's not exactly the same. Even the japanese have a tough time defining it because it subtly does change its meaning depending on the game. Generally, tachimawari is considered to be a character's ability to convert hits and situations with the least risk and obtain the best return. So it doesn't only apply to neutral but to the offense as well. It's something that's related to the quality of a character's normals/specials coupled with a character's movement options. In Millia's case that means converting neutral and offense into damage and knockdown without taking huge risks. In ACPR she could convert with relative ease air-to-air/air-to-ground/ground-to-ground hits into knockdowns without having to gamble on particularly risky normals/moves. In Xrd this aspect has been limited. Besides the lack of FB Disc, they've reduced the untechable time of some of her moves so it's hard to convert certain hits into combos. She can still do regular basic things but it's definetely harder to push the opponent to the corner or get a damaging combo out of situational hits without spending meter for RCs. p.s. there's a nice japanese article that describes tachimawari better than I ever could, if people are interested I could translate it. It's a worthy read.
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I feel the opposite. I see her okizeme and neutral evolving because the YRC system and her new Rose Install show there's room for new ideas, but as far her tachimawari goes it's way more limited and with way less options at hand compared to the things she could do in ACPR. I agree with Goldenrody that most likely what both Nakamura and Woshige miss is that fun factor that comes from the many possibilites that Millia had at her disposal for both her tachimawari and her combo theory, that sort of ability of "freestyling" any hit into a meaningful knockdown or corner carry thanks to FB Disc/FB Longinus, CH pin etc Her tachimawari in Xrd looks pretty straightforward and not as flexible as in ACPR.
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I think most of her ACPR tools will gradually come back in the later iterations of Xrd. I certainly do miss the possibility of using FB Disc not just as a oki tool but within situational combos (which is what Nakamura seems to miss the most). ACPR Millia was a lot more "freestyle" in terms of combo flexibility and options. On paper Xrd Millia feels "poorer" compared to that but I think we're still seeing only the tip of the iceberg of what she can do with the new system mechanics. [edit] I've just had a look at Woshige's comments and they pretty much share the same sentiments as Nakamura's: so far the new things Millia can do are less "impressive" than the things she's lost so overall he thinks that she's sort of gotten boring to use. Also due to the nerf to her pin her neutral approach has been reduced to "jump>see what the opponent is doing>move". She can't be as aggressive like she could be in ACPR.
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I wouldn't say she's boring at all. Daiji has been showing all the new and cool things that Millia can do. New YRC tricks, Rose install etc. Of course it's easy to understand why Nakamura wouldn't immediately get to like her either, given that all the ridiculous things she was able to do in ACPR are mostly gone.
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Nakamura's current thoughts on Millia, from Twitter: he thinks that Xrd Millia has somewhat lost that sort of spark/aura that made her feel great in ACPR. Millia ACPR could convert any hit into corner carry okizeme on any character and could easily get in most of the times. Without meter she could still rely on Secret Garden oki. In Xrd she can't quite do that and he thinks that she's become way more "ordinary". He also says that he might feel slightly bitter towards Xrd Millia simply because he's not winning as easily as he thought he would (sour grapes etc.), lol.