Saturday, April 27, 2013

Ride to Victory Translation Part 3: Shop Tournament Round 1

←Part 2
Card Capital


Now, finally the shop tournament is beginning. To start with we'll announce the competition pairings. The first match of the first round will be [Player Name] versus Katsuragi Kamui!


Starting with the first round, you're the unlucky person that got matched with me, huh?



Nice to meet you.



N-U yo.



...I see. This is your first time joining the shop tournament. It's fine, man. After all, Kamui the great will loan you some cash. Let's fight with all our strength!


Kamui-san. You mean to say "a practice match."



PM yo...



R, really!? That's dangerous. I almost gave up this month's allowance.

The original joke is that Kamui was confusing 胸を貸してやる mune wo kashite yaru "to let a less skilled person practice on" with 金を貸してやる kane wo kashite yaru "to lend money." I almost gave up translating when I realized I would have to localize these.



Oh, boy...



OB yo...



Well, now that we've pulled ourselves together, this is the start of the first round. Both of you, do your best!


Even if you're nervous, it'll be okay. Relax, and your fight will go fine.



Let's go! Take a good look at Kamui the great's deck!



Kamui-san, do your best!


DYB!



Grade 0
x2 Battleraizer ST (FVG)
x3 Round Girl, Clara HT
Grade 1
x3 Death Army Guy
x1 The Screamin' and Dancin' Announcer, Shout
x2 Twin Blader
x2 Tough Boy 
Grade 2
x3 Genocide Jack
x3 King of Sword
Grade 3
x3 Asura Kaiser
x2 Death Metal Droid
(Above are the confirmed cards that we've seen; there are around 26 cards missing from this list, but until complete data can be assembled it should give you an idea of what to expect from Kamui.)

Kamui is the first opponent you'll encounter that has a retreating first vanguard. His AI favors moving it behind the vanguard, so that he doesn't have to dedicate a booster early on; because Death Army Guy is really a booster that he wants to save for his rearguards, Battleraizer helps him not have to worry about that until he hits grade 3 when he has more freedom of choice. The deck uses a lot of small counterblasts with Genocide Jack and Metal Droid, but is missing the unflipping engine from the early episodes of the anime. Genocide Jack is his preferred grade 2 ride, so be aware that because Jack gets +5000 when he's boosted by a Nova Grappler, he can pretty well take full advantage of his stand triggers by going in with rearguards at you first, then using Jack's power boost to nullify any triggers you damage check so that it still takes 15000 to fully stop. This also means that grade lock hurts him less than it would the other characters.

There doesn't seem to be any Death Army Lady in his deck for the practical reason that Kamui would have nothing to stand with Asura Kaiser's skill if he had an entire Death Army line going. Also note that his "worst case scenario" is a lot less worse than Izaki's, since that involves riding Death Metal who can still go 20-21000 each turn with a cheap counterblast, something that Kaiser cannot do. His main goal is to ride Kaiser, then field rearguards with Death Army Guy boosting; when Kaiser drive checks one of his grade 3s, he gets to stand the rearguard and Death Army Guy then stands himself, getting in an extra attack out of them at full-power. This gets really dangerous with Metal Droid, but because Kamui likes to dedicate to the field so early, his hand size is lower in the midgame and he ends up with a lot of grade 3s in hand when his strategy is going off, which makes defense harder to play for him. Because of this, you want to focus on stretching out the difference in damage, since while Kamui has a hard time defending once his damage zone expands, he has a very easy time replacing his rearguards. Battleraizer's ability to return to the deck also means that he maintains a high trigger ratio throughout the fight, but only on the offensive side of things.



I lost...you're pretty good.



Congratulations. You got through the first round!



It's our much-anticipated newcomer's debut. That was a fun fight just now.



All right, I decided! From now on I'm cheering for you.



W, wait Kamui-san!



WK!


It's fine. This girl's got good prospects. Do your best from now on!


←Part 2

Friday, April 26, 2013

Ride to Victory Translation Part 2: Hitsue Middleschool & Izaki

←Part 1
To advance the story, you need to find the next fighter in the sequence and fight them, using the L/R buttons to cycle through different points on the map. The next opponent is Izaki in Card Capital, but at this point you also have access to some of your first mission fights. Think of them as RTV's sidequests; not every character is always available at any given point, nor are all of their missions open from the start, so if you want to complete all of the side content it's better to do all of the ones that are available to you before advancing the story.

You can also choose to freefight Miwa in town. Fighting Miwa will get you trial decks other than the one that you chose at the start, with the same conditions as before that you get four copies of every card in the deck. Miwa uses decks that you don't already have, so you only need to fight him six times in all to get every deck.



Since you won against Morikawa, will you fight me next? When you're free, that is. I'll wait for you at Hitsue Middleschool.


Sounds fun. Count me in too.



Then, I'm also going.

Hitsue Middleschool


Thank you for coming. Then, let's fight right away!

Grade 0
x1 Ironclad Dragon, Shieldon  (FVG)
x1 Savage Shaman HT
x3 Black Cannon Tiger CT
x1 Pack Dragon, Tiny Rex ST
Grade 1
x1 Archbird
x2 Winged Dragon, Skyptero
x2 Savage Warrior
x3 Winged Dragon, Beamptera
Grade 2
x2 Ravenous Dragon, Megarex
x1 Vacuum Mammoth
Grade 3
x2 Tyrant, Deathrex
x2 Ravenous Dragon, Gigarex
x1 Raging Dragon, Blastsaurus
(Above are the confirmed cards that we've seen; there are around 36 cards missing from this list, but until complete data can be assembled it should give you an idea of what to expect from Izaki.)

The most dangerous setup Izaki can get out is a Deathrex vanguard line with Gigarex for rearguard attacks and a Skyptero in the rearguard. Deathrex gets +5000 power on-attack, so he'll go for 20000+ power each turn. When Deathrex's attack hits he's forced to retire a rearguard, which is where Skyptero comes in. When it moves from the field to the drop zone, Skyptero can counterblast 1 to return to the hand, negating the loss in advantage. Furthermore, when a Tachikaze rearguard goes to the drop zone, Gigarex will get +1000 power, so Izaki can use it to pick off your key 8-9000 power rearguards like Gordon or Masquerade. Blastsaurus doesn't do Izaki many favors, since while it thins the deck of a nontrigger unit, he still loses card advantage in the process and Izaki's four trigger spread isn't very useful in this deck.

Note that Izaki's AI sometimes screws up attack order when calling Beamptero or Skyptero as boosters, using unboosted lines prior to Deathrex rather than using the Beamptero/Skyptero line first. This is because he's trying to compensate for running stand triggers, but it instead ends in him retiring Beamptero/Skyptero for Deathrex's cost and losing his booster of the other line in the process, which means it only takes 5000 x 2 shield to stop both rearguard lines instead of 15000-20000 total. When he does attack correctly Izaki can either exploit the aforementioned Skyptero combo, or use Beamptero to power up another line by +3000 power, pumping Gigarex with Savage Warrior up to 210000. This is the limit of what he can do in terms of danger though, and there's not much reason for Vacuum Mammoth to be in the deck because so far nobody's found him to be using Savage King.



You're amazing! Good job.



Not bad. As expected of the one the great me is overseeing.



If you're this strong, maybe you should also participate in the shop tournament.



Come to think of it, the shop tournament is coming up.



That's right. If it's okay with you, why don't you try entering the shop tournament? I think that if you fight many kinds of people, surely you'll get stronger. I'll complete your entry for you. Let's meet up at the shop tournament.


Card Capital


You're participating in the shop tournament? Once you've finished your preparations, please tell me.
←Part 1

Thursday, April 25, 2013

News: Blaster Dark Revenger's Skills Revealed

This morning the latest issue of KeroKero Ace hit Japan, and among the previews for the DAIGO Special Set and Fighter's Collection 2013 was an ad for TD10: Purgatory Revenger with the long awaited skills of Blaster Dark Revenger enclosed. Two years ago, Blaster Dark's original incarnation in BT04: Eclipse of Illusionary Shadows was the first Shadow Paladin to ever be shown to the public, and his Revenger print follows suit.

(Imposed text; "Blessed are those who receive the light. Shadow has but one way it must go.")

Blaster Dark Revenger
Grade 2/Power 9000/Shield 5000
Shadow Paladin/Human/United Sanctuary
AUTO [Counter Blast (2)]: When this unit is placed on V or R, if you have a vanguard with "Revenger" in its card name, you may pay the cost. If you do, choose one of your opponent's rear-guards in the front row, and retire it.

On June 22nd, this will be the first pure Shadow Paladin unit to be released in twelve months. Although a copy of Blade Liberator, Dark Revenger is a marked improvement over his original incarnation as a consistent access point toward field control. The unit is not the "ultimate" Blaster Dark that some were hoping for, however; one of the defining features of the original was his vanguard defense, as he was the first grade 2 to get +1000 additional power when a specific grade 1 was in the soul, which allowed Shadow Paladin cardfighters to completely stop an attack from Blaster Blade and prevent Wingal Brave's skill from going off. The Revengers are interacting with both their Gold and Royal counterparts differently, right from the first card printed. Counterblast is also not as freely available for the Shadow Paladins as it is for the Gold Paladins, as Macha, Nemain, Vaha, Phantom Blaster and Ildona take up the entire damage zone many times over on their own. Dark Revenger's playability will ultimately be determined by the unique abilities of the remaining Revenger subgroup cards.

Among the other cards previewed in KKA are several special prints for FC2013; the original Blaster Dark and the SP print Itou Akira artwork of Phantom Blaster Dragon will both be reprinted with commemorative gold lettering over the illustration.

Wednesday, April 24, 2013

News: Bushiroad Sleeves Leak TD10 & 11 Cover Card Names

These sleeves are the public's first look at Star-Vader, Infinite Zero Dragon and Revenger of the Profound Illusion, Mordred Phantom.
Today Bushiroad's newly announced sleeves, among which were two cards from TD10: Purgatory Revenger and TD11: Star-Vader Invasion, revealed the names of two new units for the Shadow Paladin and Link Joker clans. Star-Vader, Infinite Zero Dragon and Revenger of the Profound Illusion, Mordred Phantom. Mordred Phantom in particular is drawing attention for being based on the literary Mordred, illegitimate son of King Arthur and a key antagonist in Arthurian literature. His artwork has drawn comparison to the previous two Gancelots of past trial decks, riding atop a black pegasus and wielding a sword similar to Gancelot's own.

Note that the kanji in Mordred's name 幽幻 can also be interpreted as "Dark Illusion," among many other variations. While there is no pronunciation guide as of yet, it may be read as Yuugen, which can make deliberate comparison to 幽玄 Yuugen the "Profound Darkness" or "Profound Mystery" one of the elements of Japanese aesthetic, meaning to imply more than what is before the viewer. The 幽 kanji can also mean "Secluded" and so can play off of the name of Mordred's Royal/Gold Paladin counterpart, the "Solitary" Gancelot. While the Revenger subgroup seems to be bringing a new play style to the Shadow Paladins, Mordred is providing some continuity between the old and the new, as the fourth "Phantom" unit that the clan has received.

Saturday, April 20, 2013

Ride to Victory Translation Part 1: Card Capital & Morikawa



Cardfight!! Vanguard Ride to Victory!! is a Cardfight simulator released on the Nintendo 3DS on April 11, 2013. At the time of this writing, there is no announced western release. While there is still ample time for a publisher to pick it up, Cardfight Pro will be providing a full translation for the game's core story, which will double as a walkthrough on certain game mechanics and fights. Initially, mission fights and side events will not be covered.

Acknowledgments: In addition to my own efforts, this guide was made possible by the information gathered and generously provided by Matibari, Miwawan, Miwawan's sister and Twotaileddemon, as well as the gameplay videos recorded by Kuropon and others.

I will be including the original honorifics in this translation. My policy as the translator in this project is that because you are unlikely to see them in the official product, this other translation will be your only opportunity to see them in action within the game, and there may be something to take away from that. Since almost every westerner that's read a manga after 2002 is familiar with them, there shouldn't be any problems with readability. Pronoun-wise, the real English game script would probably substitute he/she based on the player's choice of character, but my translation will assume a female main character.

With regards to character creation, Ride to Victory!! allows the player to choose one of six characters for their single save file. These are divided by personality and gender, and each character has unique in-fight dialogue for riding, calling, defending and activating a limit break. The personalities are Hotblooded, Cool and Dark, and Hotblooded-kun (at left) has generally been used as the mascot for the game. While the player is free to rename them, they have default names and the default nickname is based on your 3DS username. Following character creation, RTV boots you right to Card Capital's front doors.


Within the translation, I'll be formatting text like this;


This is dialogue.

This is Touya's commentary.

This is in-game narration.

Card Capital


Oh, a customer? Welcome to Card Capital. Are you interested in Vanguard? That's good.
Don't be shy, come in.


Welcome.



Yo! It looks like this is your first time. You wanna fight me?



Don't rush her, Kamui-kun. I'm Sendou Aichi. It's nice to meet you.




 ...Hm.



 Let's begin the introductions. These four are the pride of Card Capital. The national championship winning Team Q4!


...Well, right now Kai-kun is only with Q4 in certain circumstances.


 What do you think? Amazing, right? If you do your best, you can become great like us.



That's really arrogant.



Beyond really.



What's that supposed to mean!?


I'm glad that you're interested in Vanguard. It's nice to meet you.



Let's fight right away! Eh? You want to fight but you don't really understand the rules yet? If that's the case, I'll teach you. We should fight together so that you'll remember them better. Don't be tense. Relax, ask for help and have fun.

At this point Aichi throws a rulebook at you to flip through.



What do you think? Do you understand how to play? Even after reading that, at first you may not be able to help feeling that the rules seem complex, but while fighting you should be able to familiarize yourself with them. Anytime you have something you don't understand, you can always ask.


The manager wants to talk to you.



Do you get how to play now? It won't be so difficult. Now that you know how to play, I have good news for you. I wan you to have fun with Vanguard for a long time and get playing right away, so here's a trial deck as a present!



As expected, manager. You're really generous!



Not at all, it's my pleasure. As someone who loves Vanguard, I'm going to support you with all my power.


 ...Before that, let me describe the trial decks a little. There are several kinds of trial decks. The difference is the clan that makes up the deck. Clans are the affiliated team of the cards in the deck. Each clan is characterized by a different way of fighting. So, to figure out what kind of deck suits you, answer a few of Aichi-kun's questions.



 I understand. Then, will you answer my questions?

Aichi's questions are answered on the bottom screen. They're basically phrased to be binary questions.
1. Is this your first time playing Vanguard?
2. When you answer a question, do you take the time to ponder it?
3. Between old things and new things, which is better?
4. When you have a tough problem, do you give up right away?
5. Between attacking with the strongest power once, or attacking with a weaker power many times, which is better?


Thanks. This is the deck that suits you the most.



Hoho. [Clan Name]? That clan's characteristic is...

Shin's dialogue changes depending on how you answered the questions. Sendou will recommend one of the Royal Paladin, Kagerou, Nova Grappler, Oracle Think Tank, Gold Paladin, Narukami or Aqua Force trial decks, and Shin will explain their strategy. For example, if your result is Royal Paladin, Shin will explain that you can search and call specific units to the field from the deck, and that it's very good at deploying a force from many types of units.



Well, choose the trial deck you like.

Regardless of what result you get, you then get to personally choose from TD01-TD07. While you can always refer to the deckbuilding advice section, I'll still be providing line-by-line strategy. I'll get to which choices are the best further down; while in the real world, trial decks are a matter of personal preference, Ride to Victory has a certain mechanic that can give you a stronger start at the beginning of the game from specific decks.



Yeah. I think that deck suits you. Thanks, manager.



No, no. Thanks aren't needed. I love Vanguard, so it's natural. But, that trial deck is special. I'm giving you four of every card. If you put the same card in your deck multiple times, drawing that card will be easier during a fight! And, and, I'll give you this freebie!

(Technically, Shin said that he put four of every card in the deck, but this is misleading; the extra copies of those cards are in your collection, while the deck you have is a normal TD.)
So, Shin gives you four copies of each of your trial deck's cards to customize your deck with. There are two sides to this, because while it greatly expedites the speed of building a good deck, it also has the potential to make RTV much easier than it's supposed to be. In my first history article I explained why the Goku deck was so strong and prolific as a pro deck early in Cardfight's history, and RTV ups the ante by letting you have four Goku and four Dragonic Overlord right out of the box, which with the four Berserk Dragons that are already in there lets you pretty well control the opponent's field.

With Berserk or Goku you can for example, take out their vanguard booster so that on their turn you can drop just 10000 shield and require two triggers for them to pass (if you have Overlord as your vanguard, Berserk can become a no-pass maneuver) and strain their resources immensely over the course of the game. And since RTV gives you access to every booster set right from the onset, once you have your copies of Barri from BT01, you can then go right into building up Dragonic Overlord The End with BT05.

But beyond even the establish decks, there a couple trial decks that very specifically benefit from this mechanic. TD04: Maiden Princess of the Cherry Blossoms suddenly has four Goddess of Flower Divination Sakuya, meaning that with Dark Cat and Apollon to get Sakuya's continuous skill off more easily, and the copies of Milk already built in, she can go for a consistent 24000-power line right from the first fight you get into. A vanguard line that can hit anticrossride numbers with minimal maintenance is pretty well off right now.

TD05: Slash of the Silver Wolf is probably the deck that came to most English cardfighters' minds, since now you have four Garmore for a vanguard line that can consistently break 26000 through limit break and Charjgal, while also being able to consistently get out Garmore's CB2 to fill the field. TD02 likes to control the opponent's field, but TD05 likes to control its own and that makes for an aggressive deck that will push the early game opponents over the edge. The Gareth and Beaumains that come for free can also be a good lead-in to building an Ezel deck, because of another point covered further down.

TD07: Descendants of the Marine Emperor is the last of these to benefit, since four Navalgazer with four Dorothea is a consistent 23000 line that has the option to go for 26000 when it needs to, and Xenophon is probably the best alternative vanguard the trial decks will give you this side of Goku-Overlord. This is probably the most popular choice that I've see Japanese players making, to the point where some of them never convert to Maelstrom.

Shin also gives you a free booster pack; note that the in-game odds for any given box are different from the real world odds, since you can get 6 of the same R from the same box, but in this particular instance it doesn't matter. That's because Shin's pack corresponds to the trial deck that you chose, and save for one particular deck the data shows that it always contains one RRR of the same clan as your deck. These are the confirmed cards; 
VG-TD01: Shining Swordsman of the Sanctuary will get you VG-BT01: Descent of the King of Knights with King of Knights, Alfred as its rare card. 
VG-TD02: Raging Dragon of the Empire will get you VG-BT01: Descent of the King of Knights with Demonic Dragon Mage, Kimnara as its rare card. (This is because you already have four Overlord from Shin.)
VG-TD03: Golden Mechanical Soldier will get you VG-BT01: Descent of the King of Knights with Asura Kaizer as its rare card. 
VG-TD04: Maiden Princess of the Cherry Blossoms will get you VG-BT01: Descent of the King of Knights with CEO Amaterasu as its rare card. 
VG-TD05: Slash of the Silver Wolf will get you VG-BT06: Breaker of Limits with Incandescent Lion, Blond Ezel as its rare card.
 VG-TD07: Descendants of the Marine Emperor will get you VG-BT08: Blue Storm Armada with Blue Storm Dragon, Glory Maelstrom as its rare card.
And these are educated guesses on the remaining packs, as data is still being gathered;
VG-TD06: Resonance of Thunder Dragon will get you VG-BT06: Breaker of Limits with Dragonic Kaiser Vermillion as its rare card.
We're still getting these tables together, so expect the confirmed list to be updated soon. TD05 has the additional benefit of a built-in superior ride thanks to this pack. At that point, all you really need is your second critical trigger and copies of Mark, so Gold Paladin and Kagerou are definitely the fastest to build, with TD04 and 03 coming in as the runners-up thanks to EB04 and 05 being pure Oracle/Grappler boosters.



That's amazing! If you use this booster pack, you can strengthen your trial deck.



In other words, you can choose a strong deck construction. By skillfully combining cards together in your deck and using them to fight, you can become strong. And with everyone in Team Q4, aim for the national championship together!


That's right! It's nice to meet you. Let's fight and have fun!

"The Final Goal is the National Championship!"
From here the game explains its basic goals and flow. You proceed from the shop tournament level, to the regional tournament level and then to the national level. Note that Ride to Victory operates under the September 25th restriction from 2011; you cannot set Barcgal as your first vanguard. The January 1st restrictions are not in effect though, so cards like The End and Silent Tom can be used with impunity.



Oh? It seems we have a customer.



Fuhahahaha. Today as well, I will weave the great Morikawa's strongest legend!



Hey there!



...Yo, Aichi.



Morikawa-kun. Miwa-kun. And Izaki-kun. Let me introduce you to my new friend.



Hoho. A noob, perchance. My great name is Morikawa Katsumi, the strongest fighter.



Again, Lose-umi is saying arrogant things.



It's Katsumi! Ka-tsu-mi!



The newcomer has a nice face. Somebody be her opponent.



Interesting! What do you think, noob? Will you fight me? Card Capital's strongest fighter will let you butt horns with him. Come on!



Grade 0
x1 Lizard Runner, Undeux (FVG)
x4 Dragon Monk, Genjo HT
x4 Dragon Dancer, Monica DT
x4 Embodiment of Spear, Tahr CT
x4 Lizard Soldier, Gan-Lu ST
Grade 1
x4 Embodiment of Armor, Bahr
x3 Iron Tail Dragon
Grade 2
x4 Dragon Knight, Nehalem
Grade 3
x4 Hell Spider
x4 Vortex Dragon
x4 Demonic Dragon Berserker, Yaksha
x4 Ravenous Dragon, Gigarex
x3 Seal Dragon, Blockade
x3 Dual Axe Archdragon 
Morikawa's deck is one of the least well put together of the franchise, but his loss isn't entirely guaranteed. He'll spend a lot of fights gradelocked and won't have a lot of boosters to call, so mainly you want to take advantage of his weakened vanguard line by stopping it with 10000 shield grade 0s whenever possible, and to a lesser degree you can count on his rearguards being weakened as well. When he does get to grade 3, it gets a little dangerous. The best thing that he can do is superior ride Yaksha early on, then switch over to Hell Spider, Vortex Dragon or Blockade. Reason being, Hell Spider gets +3000 power when all of your rearguards are at rest, and Vortex gets +2000 at the start of each turn, so with Bahr as his booster that's a 20-21000 power vanguard line at a point in the game when you don't yet have perfect defense cards to stop him with.

Blockade's continuous skill will stop you from intercepting, something which is dangerous in typical fights but at the trial deck stage can force you to drop 10000 shield on attacks that only demand 5000 power normally. TD03-TD07 have it the worst if he hits Blockade because each of these decks comes built in with especial intercept units like NGM Prototype, Nemean Lion and Titan of the Infinite Trench. Since their skills give them +5000 shield when intercepting, normally you would want these units out, but Blockade locks them where they are so that their low power hurts your formation if you have a 6000 or lower booster behind those units. TD05-07 can circumvent this the best, since you can sub in extra copies of Sleygal Sword and Charging Chariot Knight/Djinn of the Lightning Flare and Brightjet Dragoon, while TD07 can put additional Algos and Coral Assault in place of Titan, but 03 & 04 will have a rougher time.

Also note that Hell Spider's counterblast 2 works in the rearguard circles as well as the vanguard, and it doesn't demand a Megacolony vanguard to activate, so Morikawa can freeze up your play field in a couple different ways when he actually does get the ball rolling. Since the deck is so low on counterblast, Iron Tail Dragon effectively doubles as additional copies of Bahr, so a strong Spider or Vortex line is pretty easy for him to pull out if he pulls one of his Nehalem first. That said, the stand triggers don't really do him any favors and with only 4 grade 2s in the deck, it's entirely possible that he'll never get past grade 1.



Grr...the great Morikawa lost...it's because my horoscope's fortune was bad that this didn't go differently!


Is today's excuse your horoscope? As usual, you've learned nothing.



Lose-umi is Lose-umi, after all. As long as his grade 3 obsession is alive, he can't win.



Certainly, balancing however many of each grade you have is important. Morikawa-kun's deck has a certain characteristic that...


Wasn't very helpful...was it?



I-I don't think such things but...



Fuu. Quite good, aren't you. Out of consideration for that strength, I'll make you one of my disciples.


Oi oi! Don't trouble them.



What you say! To come into my amazing consideration is an honor. Isn't that right, Aichi!



...Hahaha. Morikawa-kun...