Jump to content
Dustloop Forums

Ronove

Moderators
  • Posts

    1,050
  • Joined

  • Last visited

Everything posted by Ronove

  1. part 4 to 7 http://www.youtube.com/watch?v=x3Izc_yLAok http://www.youtube.com/watch?v=4kZMIxfLBdM http://www.youtube.com/watch?v=ru-zXgQ7oxk http://www.youtube.com/watch?v=TIOB3bVbIPI
  2. More Daiji vs Axl vs Faust vs Axl 2 vs Slayer vs Zato vs Slayer 2 vs Sol vs Zato 2 vs Zato 3
  3. http://www.youtube.com/watch?v=Xqn4yX3Ds4M http://www.youtube.com/watch?v=S-shfCMnLB4 http://www.youtube.com/watch?v=HrVMmwv8t8s
  4. a few quick things I caught from quickly skimming through the last batch of Millia vids (Daiji's ones): - Millia can combo into her Digitalis off CH 5H. When close to the corner and with 50% meter this leads to her full corner BnB. - Turbofall late YRC seems to be a really good tool to punish antiairs with long recovery. Basically the YRC is performed shortly before touching ground while using the slowmotion window to dash in and punish. It's even better when she can do this as a crossup maneuver.
  5. Daiji's Millia is back: vs Zato vs Bedman vs Sol vs Sol 2 vs Ky vs Zato vs Ky 2 vs Ky 3 vs May
  6. http://www.youtube.com/watch?v=4LSQtv_mZ2A http://www.youtube.com/watch?v=RJolbMDgcJs http://www.youtube.com/watch?v=tsSBk4osoow http://www.youtube.com/watch?v=Slh9wy8ULCw http://www.youtube.com/watch?v=xIFI7CDJWx4 http://www.youtube.com/watch?v=wSz9QPaR9n0
  7. It's "unfair" if you think about the time one might have invested into learning certain necessary FRCs but I wouldn't say it got dumbed down. It's just a purely execution matter, and that's it really. Having YRCs and RCs being easier to pull off is not substracting anything at all from the game's depth. A fighting game's depth doesn't lie in the execution but simply on how much the player is forced to actively think and react during a match. Look at VF5, it's a game that doesn't really require any exceptional execution skills bar a few exceptions, and it still is immensely deep. And of course I am not saying that execution isn't important because otherwise we'd all be playing chess rather than fighting games, but certainly I do not despise ArcSys' attempt to have the players think less about execution barriers and think more about how to outsmart their opponents.
  8. You can find a lot of info both in the ACR Millia subforum and also at Goldenrody's website, so for detailed questions I'd advise you ask there so that this topic won't turn into a ACR Millia discussion thread. But if you're fine with a very brief answer then: generally the first thing you should be learning is to work on gaining a knockdown from the most frequent situations and the oki that comes after that. Learn her pokes, learn how to get in with her pin, antiairs and air-to-air hitconfirms etc. Make almost every hitconfirm lead into a knockdown when possible. It doesn't matter if you start with a simple ground BnB or a simple aerial one. You'll learn to maximize damage eventually but the priority has to go first to her neutral/tachimawari and oki setups (both disc oki and orb oki). She doesn't have godlike pokes/normals so you have to know when it's the right moment to push buttons and when you just want to move around and bait the opponent.
  9. Honestly I don't know about that. Eki-chan seems to be pretty frustrated by this match-up. There's also the fact that there are currently a lot of Sol players and not many Chipp ones.
  10. Well... yes and no. I mean, I really liked Millia's FBs and FRCs in ACR, but I can see the reasoning behind Xrd's system and it looks pretty interesting too because it's not a "dumbed down" revision but rather a different approach to meter management. I am curious to see more and more YRC and hopefully PRC applications in setplay. On paper YRCs could be providing even more depth than FRCs did.
  11. Don't worry about it. I am not saying that FRCs wouldn't be welcome, it's just that in my eyes they would be far too good given the way Xrd system is. As for Millia, think of this: in ACR you can S Tandem FRC in order to keep pressuring the opponent. It's a pretty good option for only 25% (though not as great as haircar FRC). In Xrd you see Millias doing 5S 5H RC instead. Now it's clear it would be better to just spend 25% rather than 50%, but if by absurd we were to include that FRC in Xrd, how many times do you think we'd be seeing Millia purposely saving 50% if she has both YRCs and FRCs available both for setplay and for specific hitconfirms? Yeah, maybe there would still be occasions where a red RC has its fair and legit uses but it would go against the purpose of making players ponder on meter management. They would likely pick the 25% routes (YRCs and FRCs) more often and leave the 50% ones for the situational scenarios.
  12. Sure, but if it were to be reduced to that then it would sort of defeat the purpose of Xrd of putting more emphasis on 50% RCs. Xrd already has YRCs which cost 25%. Let's suppose we bring in FRCs too on some of the moves of each character. With the way Xrd's RC system works (slowdowns), it's pretty hard to imagine a situation where a player would purposely decide not to spend 25% for both YRCs and FRCs rather than purposely deciding to save more meter for 50% RCs, even with the amazingly quick meter gain that Xrd has. Red/Purple RCs would become more "occasional" tools rather than being equally important.
  13. Guys, I am not talking about ACR. I am talking about Xrd. Look at the way they've implemented the current system: if they were to add ACR's FRCs the chances that regular red RCs would be used would drop A LOT. If you want old FRCs you would have to ditch the current system. The way they've designed Xrd is to have players give more thought on whether they want to spend 25% right away for YRC or save it for RCs. In ACR there were a lot of FRCs and FBs that were just far too more convenient than just saving up meter for 50% RCs. I can't remember when's the last time I saw a Millia using a red RC in ACR rather than always using 25% for Iron Saviour FRC or FB Disc. On the other hand in Xrd I'm seeing Millias either using 25% for Disc YRC or saving up meter for 5S 5H RC hitconfirms, or even Rose install. That's what IMHO is depth, because there's not one single best way to spend that meter, but you have different good ways depending on how you want to play the matchup. It's a different take that's not necessarily substracting depth. On the opposite, I think it's adding even more given that you can YRC almost anything. If we really want to complain about an aspect of the system, is that we have yet to see purple RCs being meaningfully used.
  14. More thoughts from eki-chan: Toughest matchup for Millia is Sol. As he said earlier, Ky, Slayer and May are also disadvanteagous matchups but compared to Sol they're all manageable. He also says that Millia is still really strong, it's just that Sol is simply far too good and better in every single aspect (tachimawari/neutral, meter gain, damage output, normals etc). He thinks that the two best characters in the game are Sol and Zato. However Zato is considered a slightly favourable matchup for Millia (while Ogawa says he's having a really hard time against Millia). Also Eki-chan has won the most recent ranbat at a-cho, so hopefully we might finally witness some footage of the currently best ranked Millia in Japan.
  15. That way regular 50% red RCs would become useless.
  16. Satou is probably just messing around, I think. On the other hand, there's also AGF using Millia. Now that's good news. :O
  17. According to his twitter page it looks like Satou's been using Millia in Xrd.
  18. There are no videos yet but I know that Nakamura and JUN are both playing Xrd and sticking with Millia. [edit] Apparently Satou's been using Millia too. And U-zen (kind of surprised me, I'd expect him to pick I-no). ---- on another note, according to Eki-chan: Sol, Ky, May, Slayer and Chipp feel like unfavourable matchups. Specifically Sol and Ky seem to give Millia the hardest time.
  19. Takadanobaba Mikado 2/27 Singles Tournament http://www.nicovideo.jp/watch/sm23018664 http://www.nicovideo.jp/watch/sm23018783 http://www.nicovideo.jp/watch/sm23018973 Goi Gamechariot 2/28 http://www.nicovideo.jp/watch/sm23018145 more to come...
  20. Again, more infos regarding Millia's Chroming Rose, coming from the JBBS. As we've already seen, Millia can make use of the roses as part of her okizeme. Apparently they found a loop that allows to capitalize pretty well off it. The oki setup is supposed to work like this: - HS tandem > YRC > Chroming Rose > [TK Badmoon>Rose] x7 > 6HS > oki again Basically if the opponent gets hit by first TK Badmoon>Rose you can go on with the same string 6 times more into oki again. It can be done anywhere (midscreen, corner). The user also mentioned trying this against Sol and reducing his health by half.
  21. It's really too early to be able to really measure the value between Xrd and AC/+R Xrd is way too far from being completely figured out, game's only like what, one week and half old? It's really impossible to be able to make a fair and reasonable comparison yet. However, IMHO with the way the RC system works (I'm referring to YRCs) I'd say that there seems to be a lot of potential for far more depth and interesting things compared to the previous games. It's up to the players to bring that out and figure how to successfully make use of it. But it's going to take time, even though we're already seeing many interesting applications.
  22. Central Hachiouji Random 3on3 remaining parts (part 1 to 3 available at Goldenrody's youtube channel) part 4 http://www.nicovideo.jp/watch/sm22989879 part 5 http://www.nicovideo.jp/watch/sm22990891 part 6 http://www.nicovideo.jp/watch/sm22997532
  23. Quality post right here.^ I fully agree with this. It reminds me of VF5's Wolf, which imho is another really good example of a well designed grappler (not to mention the system as well), where whoever has to face him has good options to shut down his offense, you "only" need to read one step ahead/better than him and minimize risky situations. It's also something that somehow applied to Pot in previous GG, he could capitalize on good reads and smart neutral but it wasn't about desperately turning it around or having the opponent play lame (like it happens in BB in a lot of matchups vs Tager) to avoid being randomed out by a 720.
  24. New bit of info, again from Nakamura and Eki-chan: when a CH digitalis occurs on a grounded opponent near the corner you can follow up with a combo. However if you hit an airborne they'll be able to tech away. Still has to see whether this works the same way for a CH jD as well.
  25. Damn, as usual Kubo makes Slayer look so sick. BDC > IAD to evade Axl's normals is some scary shit.
×
×
  • Create New...