Assault Lily: Bouquet – 06 – Trial by Fire Lily

After a decidedly slice-of-life episode last week, Assault Lily delivers an almost entirely action-packed outing at its halfway point. The new Hitotsuyanagi Squad (notably named for Riri, not Yuyu) was going to simply sit back and observe as Alfheim takes care of an approaching Huge.

But this isn’t any old Huge: it’s a battle-hardened Restore that’s able to withstand their Neunwelt Tactic finishing move. With Alfheim’s Magie spent and their CHARMs damaged or destroyed, Riri & Co are thrust into a real battle far earlier than expected.

For her part, Riri doesn’t shrink before the task at hand, rushing to pick up the ball Alfheim dropped. Yuyu joins her, but is soon paralyzed by the discovery that the captured CHARM at the core of the huge is her old CHARM Dainsleif…the weapon with which she stabbed her old senpai Misuzu.

Yuyu’s PTSD kicks in and her Rare Skill Lunatic Tracer is activated, and her chaotic, indiscriminate slashing makes it impossible for the others to join the battle. Riri jumps in to try to calm Yuyu, blocking her attacks and trying to reassure her that she’s not alone and needn’t despair.

It’s Misuzu who told Yuyu that Lilies are essentially Huge who have retained their hearts and thus aren’t controlled by the Magie they wield. But if there’s a Lily closer to an out-of-control Huge than any other, it would be Yuyu while under the influence of Lunatic Tracer.

Yuyu snaps out of Lunatic Tracer, but she’s still an emotional mess. As the other team members rush in to harass the huge and pull Dainsleif out of it, Riri tries to pick up the pieces with Yuyu. Yuyu starts to tremble and weep, calling her Rare Skill nothing but a horrific curse that makes her hate and attack everyone and everything.

She doesn’t even want Riri to look at her, she’s so worthless and volatile … but Riri isn’t interested in Yuyu’s self-pity party. She doesn’t care how many times she has to pull Yuyu out of her berserk rage or how much she’ll be cut in the process, she’ll never stop doing it. Yuyu can take that to the bank. Yuyu sports some wonderfully subtle facial expressions and her seiyu Natsuyoshi Yuuko really nails her anguished state.

With Yuyu sufficiently calmed (perhaps thanks to Riri unknowingly using her “Charisma” Rare Skill) and the CHARM removed, the squad regroups and Thi Mai produces the Neunvelt bullet, which she has Fumi fire first, producing an orb of Magie that changes color and grows in power as it is progressively passed from one CHARM to the other. Nine Lilies, Nine Worlds.

It’s a beautifully choreographed sequence that almost feels like a game of aerial lacrosse. Riri and Yuyu catch the final pass of the orb together and thrust it into the heart of the Huge, obliterating it once and for all, and the nine Lilies of Hitotsuyanagi Squad spread themselves out on the soft sunlit grass, reveling in their first victory.

It’s a huge win (no pun intended) as it shows that despite its members’ individual eccentricity, they had both the talent and the leadership to get the job done, while bailing out an established squad that didn’t have their best day. As Alfheim’s Lilies have their CHARMs repaired by Moyu, she doubts it was only Dainsleif that contributed to this latest Huge’s power. This was a great win, but it might end up looking like an easy one if the Huge have other tricks up their sleeves.

Rating: 4/5 Stars

Macross Delta – 22

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Well, with a big battle coming up and the show deciding to check in once more on Cassim, it was pretty clear from the cold open that this was going to be the swan song for, to date, the most three-dimensional Windermeran on the show.

But first, a note about the shot that establishes the Chaos fleet the last two episodes: could it have killed them to zoom in a little more and let us get a nice look at that fleet? It’s a nitpick that expresses my desire for a big space/aerial battle after a string of episodes that were more about developing characters. And we got one.

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After a quick chat between two of the simpler characters in Macross, Mikumo (who lives to sing) and Hayate (who lives to fly), everyone salutes Captain Johnson and the Elysion enters a fold gate. All of a sudden, we’re back in the shit, as Chaos teams up with the liberated Vordorian military to strike against Randall.

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But that turns out to be only a means of diverting and splitting Lloyd’s forces, as Delta and Walkure’s true desination is Windermere itself, by way of a fold gate opened on Alfheim. The only way to open that gate is for Walkure to give the protoculture structure everything they have.

At first, Freyja doesn’t do that, because she’s still scared Hayate and/or Mirage will go nuts. But after a quick slap by Mikumo, combined with the urgings of Hayate and Mirage, Freyja is back in the game.

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Turns out she was right to worry: the song does make Hayate go berserk, just when locked in a dogfight with Cassim (who is fighting like this is his last battle, because it is). Just as Hayate and Mirage helped snap Freyja out of her funk, Mirage and Freyja snap Hayate out of his Var before irreparable damage is done, and the battle resumes.

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By the time Hayate has his senses back, the platoon has bought Walkure adequate time, the gate opens, and they fly through, emerging in Windermere’s atmo. Two Aerial Knights: one of the twins and Cassim, follow, and take out Walkure’s shuttle.

Remembering vividly what happened to Flay in Gundam SEED I naturally worried about the idols’ transport getting hit, but they all survive the attack, with Arad and Mirage catching Kaname and Freyja out of the sky.

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All that’s left is for Hayate to stay alive long enough for Cassim to burn (or freeze) out, which is what happens. Interestingly, no other Windermerean defense is around, allowing Hayate and Mirage to land their planes so they, along with Freyja, can pay respect to their fallen adversary and acquaintance.

Cassim’s time may be up, but Hayate, Freyja, and Mirage’s Windermerean adventure has just begun. Freyja is finally home. There’s still quite a bit left to do, and Lloyd probably isn’t going to roll over and let them destroy his life’s work. We’ll see whose wind prevails.

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Sword Art Online – 20

Kirito and Leafa arrive at the meeting place just in time to stop the Salamanders. Kirito claims to be an ambassador for the “Spriggan-Undine Alliance” that will join with the Sylphs and Cait Siths if the Salamanders attack, but General Eugene doesn’t believe him, and challenges him to a duel. Using his Spriggan skills to create an occluding smoke cloud, Kirito grabs Leafa’s sword and surprises Eugene with a dual-wielding attack. Sakuya heals Eugene, who agrees to withdraw for now. Sakuya contacts Sigurn and banishes him from the Sylph. Kirito and Leafa continue to Arun. High up in the World Tree, Asuna enters the correct key code on the door and escapes, but must now navigate the tree’s maze of branches.

Is it just us, or is Kirito growing more insuffrably noble by the episode? He dispatches one of the (if not the) most powerful players in the game with authority, and is then clung to and yanked on by no less than three comely lasses, because Kirito is like a heroin-catnip parfait for the ladies. It’s a good thing this is all taking place in virtual reality. In any case, Kirito’s fight convinces both the leader of the Salamander attack force and his men to withdraw and they all gain respect for the Spriggans, whom everyone seems to hold in high regard (isn’t that racist, BTW?)

Now that Kirito has dealt relatively easily with a problem Leafa thought would be much bigger and more hazardous, they can continue on to the base of the World Tree, where Kirito seeks to rescue his true love – and he ain’t even gonna give all these other floozies the time of day. And with Asuna escaping her cell (which we hope wasn’t intentional on Oberon’s part so as to mess with her, though we wouldn’t put it past him), it looks like Kirito isn’t far from facing off against Foe Numero Uno. The issue of Sugu/Leafa and Kazuto/Kirito not knowing each others’ real-life identities, seems to have been shelved for now. Maybe they’ll never know.


Rating: 7 (Very Good)