Showing posts with label translation project. Show all posts
Showing posts with label translation project. Show all posts

Tuesday, May 28, 2013

Ride to Victory Translation Part 8: Gouki


Card Capital


Is the guy who won against my little sister in a cardfight at this shop?


Gouki-san? Whatever is wrong?


I've come to play my sister's rival!



Rival!?



My name is Daimonji Gouki. And my sister's name is Nagisa. Bring out the one who interfered with my little sister and Kamui's journey of love!


Ha. So it's you? That's a good expression you've got there. But as Team Handsome's leader, I won't be silent! This is a challenge! Face me in a fair fight! If you have the courage, come to Card Shop Handsome. You can run if you're scared.


Gouki-san. He's full of spirit. What do you plan to do?



...I see. You'll go. Yeah. Do your best!

Card Shop Handsome


Gouki-san, he came!



He's got a lot of guts, ka-boom.


You came. I've been waiting. Because you've against my little sister, Team Handsome's all troubled by you. Take a good look, at the power of the Granblue pirate deck!



Grade 0
x1 Skeleton Assault Troops Captain (FVG)
x2 Rick the Ghostie HT
x3 Hook-wielding Zombie DT
x3 Knight Spirit CT
x1 Rough Seas Banshee CT
Grade 1
x1 Gust Jinn
x1 Dandy Romario
x3 Evil Shade
x1 Ripple Banshee
Grade 2
x3 Ruin Shade
x2 Captain Nightmist
x2 Three Star Chef, Pietro
Grade 3
x3 King of Demonic Seas, Basskirk
x4 Master Swordsman, Nightstorm
(Above are the confirmed cards that we've seen; there are around 20 cards missing from this list, but until complete data can be assembled it should give you an idea of what to expect from Gouki.)

Gouki's Granblue deck is geared toward making the best out of any game, no matter how bad it's going. That said, there are a lot of ways for this to go wrong. The key units to watch out in a typical build of this kind are Samurai Spirit, Captain Nightmist, and the Deadly series as well as Cocytus, but only Captain Nightmist has been sighted Gouki's initial decklist so far. The way these units operate is that when they're in the drop zone, Gouki can counterblast 1 and retire a Granblue rearguard to call them from the drop; Nightmist specifically requires a grade 1 or greater rearguard. Furthermore, Nightmist has just an 8000 base but gets +3000 power when another Nightmist is in the drop zone, so Gouki can have a consistent 16-18000 line and every time he intercepts with Nightmist or you retire it, he can just call it back again next turn, though not without a loss in card advantage.

The way that Gouki gets these cards into the drop zone outside of using them to defend is through the Shade series. Evil Shade gives a 10000 total boost to the vanguard line by sending 2 cards from the top of the deck to the drop zone when he boosts, while Ruin Shade goes from 9000 to 11000 when she attacks through the same cost. Evil Shade also forms a consistent 22000 line with any of Gouki's grade 3s, so even if you had a consistent Majesty Lord Blaster deck at this point Gouki would be able to manage pressure on the vanguard line.

The main issue with Gouki's deck is that it's not fully invested in the idea. This deck avoids using anything but minor counterblasts, because its focal grade 3 is Basskirk, a megablast. Basskirk soulcharges 1 at the start of Gouki's main phase and gets +2000 power, so he can have a consistent 20000 line with Romario, and this also starts off a countdown to the fight. Five to six turns after he rides Basskirk, Gouki will have 8 soul and can get off Basskirk's megablast, but only if he also has five open damage to counterblast with. This is why Pietro's in the deck--Gouki's plan is to use the cheaper counterblast 1 skills from Nightmist and Assault Troops to set up, then unflip them with Pietro and/or by healing damage so that he can have his megablast ready. Six turns is a long time to wait for the win condition, but Gouki speeds it up by using Rough Seas Banshee's skill to move her to the soul and draw 1, improving his consistency by getting access to more cards from the deck while also cutting down on how long he has to wait for the effective timer on Basskirk's skill to finish.

However, trying to devote so much to both the field management and the megablast means that Gouki is effectively stuck trying to strike a middleground between two different strategies, being exceptionally good at neither of them. The megablast itself lets him call up to five Granblue from the drop zone, which will usually increase his card advantage and can be a game-ending maneuver if done well. Usually what you end up with is Gouki not being able to get off the megablast because you aren't letting Pietro's attacks hit while he has two counterblast flipped and/or Gouki becomes unwilling to use skills that could turn the fight around because he's trying to save up for a long-term strategy.



Muu. It's my loss. It seems I misjudged your power.



You beat Gouki-san, that's amazing!



I'm surprised ka-boom!


Nagisa will shed a lot of tears. She has a formidable enemy now. Well, feel free to come and play anytime. Team Handsome welcomes you.


Tuesday, April 30, 2013

Ride to Victory Translation Part 6: Shop Tournament Finals

←Part 5

Card Capital


Everyone, thank you for waiting. At last, it's the shop tournament finals. Which one will seize the championship laurel? Let's hope for a wonderful fight.


...Hnn. Foolish.


Kai is really strong so, I think it's best to fight with all your strength from the very beginning.



That's right. That Kai guy is about next in strength to the great Morikawa. Don't let your guard down. You're my disciple.


Haha...if Kai hears you, I'm sure he'll be be mad.



I saw your fight with Aichi. It seems you're growing in your own way, but I will confirm on this field whether or not your victory was just by chance. Picture it. Us touching down on the planet Cray, in our own forms. Let's go!



「ライド・ザ・ヴァンガード!この世の全てのものを焼き尽くす黙示録の炎! 」
"Ride the Vanguard! Burn everything in this world to ashes with your apocalyptic fire!"
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x4 Dragon Monk, Genjo HT

x4 Embodiment of Spear, Tahr CT
x4 Blue-Ray Dracokid CT
x4 Gattling Claw Dragon DT
Grade 1
x3 Wyvern Guard, Barri

x2 Embodiment of Armor, Bahr
x4 Demonic Dragon Mage, Kimnara
x2 Flame of Hope, Aermo
x4 Flame of Promise, Aermo
Grade 2
x4 Burning Horn Dragon
x4 Berserk Dragon
x2 Dragon Knight, Nehalem
Grade 3
x4 Dragonic Overlord The End
x4 Dragonic Overlord
The match with Kai is undisputed as the hardest part of the entire shop tournament sequence. His deck is better composed than previous opponents, and he's smarter than them too. Since RTV is pre-January 1st restrictions, Kai is playing with four copies of Dragonic Overlord The End and Conroe as his first vanguard. This is a big step up from previous matches, since what Kai can do in one fight he can do in any, no strings attached.

Kai's basic strategy revolves around fielding his boss card, The End. If he rides Dragonic Overlord and then The End in sequence, End's power will be at 13000 for the rest of the fight, meaning that he can shrug off the upper half of all rearguard combinations with just 5000 shield, and even if he's forced to ride The End first he'll still have an 11000 base power to fall back on. Kai can get a 21000 power vanguard line going either way, with Bahr when his crossride is active or with Flame of Promise otherwise. Both of those cards can be searched by Conroe with a simple counterblast 1. In this fight, you absolutely need to not let The End's attack hit; the reason is that if it does so, The End can counterblast 2 and persona blast to stand, which means that Kai is now getting a second twin drive and one extra card overall. Four checks all but guarantees him a trigger, so letting that attack hit can devastate you.

Getting that second copy of The End in hand for the persona blast is also not difficult, because he's running Flame of Hope, whose skill lets Kai change out a card from his hand to draw another when an attack that Hope boosts, hits. So with just these five cards, Kai already has a ton of synergy going, in addition to the two critical triggers that he's running in the deck, which make him a lot more threatening than Emi or Izaki were. His draw trigger, Gattling Claw Dragon, is also one of the few of its kind that isn't a dead draw, as Kai can counterblast 1 and soulcharge it to retire one of your grade 0s, primarily a retreating first vanguard like Wingal Brave. Kimnara can do the same thing for grade 1s, and all this works back toward giving him additional turns for Flame of Promise's soulblast to make a 21000 power vanguard or rearguard Overlord.

Kai's AI is pretty good about all this, too. He'll use Kimnara and Gattling Claw for cheap early attack or boosts, then use their skills afterward to get them off the field while removing your rearguards. And in addition to everything else that's going on, Kai also has access to Dragonic Overlord's counterblast 3. Overlord gets +5000 power and stands whenever its attack hits a rearguard once the counterblast is paid, which can get Kai a third drive check in the vanguard circle or provide a means of destroying your intercepts in the rearguard. This deck was professional Cardfight throughout 2012, and a lot of the difficulty associated with fighting it comes from all of the different, equally destructive moves that Kai can pull out at any given point.

The best way to take this on is to accept earlier damage, then shut down Kai's attacks in the mid to lategame by destroying key rearguard lines (Burning Horn and Bahr, either Overlord and Flame of Promise etc.) while focusing your resources on stopping his vanguard. If you can maintain steady 18000 power rearguards throughout, you can negate a key part of his crossride's advantage, and wear him down gradually. Furthermore, Kai isn't running Bellicosity Dragon in this deck, so once his counterblast is exhausted it's gone for good.

Note that while most fights in the game are worth 750 VP, and the semifinals were worth 850 VP, beating Kai is worth 5000 VP. You're really earning it.



Hm. Not bad. Your victory against Aichi was not just luck.



The shop tournament champion has been decided! Everyone. Please applaud freely~



You did it! Congratulations on your victory.


You beat that Kai jerk! Fitting for Kamui the great's rival.


Super surprising!



SS yo!



This guy's really worthy of being my rival.



Haha...


HH yo.



As expected of my disciple. Well, this much is natural.



Hey, if Kai hears you he'll be mad.



...



What's wrong, Misaki? That's a depressed look you have there.



That guy, I feel like he was holding back.


"That guy," you mean Kai? Surely, you're just imagining things?



Today I tested your ability. I'm looking forward to the next time we meet.



Ah, Kai-kun. You're already going home?



Unsociable as always.



...Kai-kun.

←Part 5

Monday, April 29, 2013

Ride to Victory Translation Part 5: Shop Tournament Semifinals

←Part 4
Card Capital


The intense fights go on at the shop tournament's much anticipated finale. The semifinals are beginning! The first match is, the favorite to win through the round Sendou, and [Player Name] contending.


Wow! I was looking forward to being able to fight you. So that we have no regrets, let's fight fair and square with all our strength.


Whoever wins this fight will be well worth seeing.



Hmm? Won't Aichi win?


I wonder about that. I think you shouldn't be taking her lightly.


Having come this far, she could advance to the next round. Make no mistake, she has real ability.


Huff, huff...it looks like I made it in time for the semifinals. I almost missed it eating lunch. Good grief, it's because you guys asked for seconds on gyoza.


We're very sorry.


VS yo...

Gyoza are Japanese dumplings similar to pot stickers. The word actually has a long o ("gyouza") sound in Japanese, but like "Tokyo" this is one of those things that was omitted after the word was adopted to English.



Be quiet. The match is starting.


Aichiii! [Player Name]-san! Both of you, do your beeest!



Now, it's beginning. My Royal Paladin allies, lend me your strength!


「降臨せよ、戦士達の主!騎士王、アルフレッドにライド!」
"Enter the fray, king of all knights! I ride the King of Knights, Alfred!"
Grade 0
x1 Stardust Trumpeter (FVG)
x3 Yggdrasil Maiden, Elaine HT
x3 Margal DT
Grade 1
x3 Little Sage, Marron
x4 Flash Shield, Iseult
x1 Lake Maiden, Lien
x1 Pongal
Grade 2

x3 Blaster Blade
x1 Knight of Silence, Gallatin
x1 High Dog Breeder, Akane
Grade 3
x2 King of Knights, Alfred
x2 Soul Saver Dragon
(Above are the confirmed cards that we've seen; there are around 25 cards missing from this list, but until complete data can be assembled it should give you an idea of what to expect from Aichi.)

Aichi's deck is a fairly cut and dry Alfred/Soul Saver Dragon deck that just about anyone that's taken a glance at the deck recipes from 2011 can recognize, but there's a glaring hole in it. The first vanguard is Stardust Trumpeter, not Barcgal or even Wingal Brave. This is to conform with the game's internal restricted list, and Trumpeter does guarantee that he keeps one more soul for Saver Dragon where he couldn't guarantee Brave going back in, but Margal would actually give Brave a lot of synergy with this deck since he'd have a 17000 Blaster Blade and Brave vanguard line going, which almost guarantees a no-guard to get Brave in while also thinning his deck. Furthermore, basically no one has ever run SSD with Stardust Trumpeter because the Drangal and Galahad line was so much more efficient for both getting you the extra soul and an extra card lead. Now, there is a good reason that the game has to not use Drangal or Brave here because they need to differentiate Aichi from a couple other in-game characters, but it really would have been better for the game to break its own rules this one time to let Aichi have Barcgal as his first vanguard.

So, he's not going to be getting any extra advantage early in the fight, and he's gonna have to look to other sources for that fifth soul. Aichi's deck is pretty good on this front. Pongal gets him one more soul with his counterblast while also adding Soul Saver to the hand, and he can be a search target for two different cards, Akane and Alfred. Akane has an 8000 base and can call any Royal Paladin High Beast for a counterblast 2 when she's called or ridden, which nets Aichi a one-card lead. Other than Pongal, she can also target Margal, then move it to the soul for +3000 power and as another option toward the fifth soul.

Be wary of giving Aichi too much damage to play around with, because his AI loves Blaster Blade's counterblast 2 more than anything else in the deck and will freely retire your rearguards at the first chance it gets. On the other hand, it has trouble with Alfred. While the King of Knights is generally thought to be the one boss card that needs no introduction, I'll go over his skills just in case. In the vanguard circle Alfred can't be boosted, but he gets +2000 power for each Royal Paladin rearguard, which means that if your vanguard is at 10000 or less power, you have to drop 20000 in shield to make him need two triggers to hit. The majority of offensive vanguards from BT01-BT07 fall into that category, so Aichi already has a good way to force his critical triggers through and get you to five damage faster. Alfred's other skill is an expensive counterblast 3 to superior call any grade 2 or lesser Royal Paladin, which makes it difficult to combo to anything but nonetheless it's one card more that he doesn't have to put down from his hand.

The trouble here is that Aichi's AI doesn't handle Alfred's counterblast well. He prioritizes Blaster Blade and Pongal, which means that even when it would be better to conserve more of his hand for defense, he'll call from the hand just in case he can get those cards out later on.

The reason that Alfred getting you to five damage is so important is for Soul Saver Dragon, one of the very first explosive attack cards in Cardfight. On-ride SSD can soulblast 5 to give three Royal Paladin rearguards +5000 power, and on-attack she gets +3000, so you have a consistent 21000+ power vanguard line as well as two rearguards pushing 21000+. Luckily, Aichi doesn't seem to run Palamedes this early in the game, so you don't need to worry about 26000+ rearguard lines, but that's still a lot to defend against and you'll probably need to let one attack through. You can try to go after his front row to weaken the skill, but unless you're playing Kagerou or Narukami, if Aichi has a good back row out and gets Pongal going, you're in for a very destructive endgame.



It's my loss. You're amazing.  You've become strong in such a short time. I lost, but I can feel that it was a good fight, and it was fun. At last, the finals are next. I think it will be an intense fight, but do your best.


The next round is coming up, so please make your preparations.

←Part 4