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RicePigeon

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  1. Touhou: Gensokyo Reloaded has been updated to v3.0.2.2, resolving a game-breaking bug with Sakuya's World and other miscellaneous issues. Download link is the same.
  2. There are ways of criticizing people's work and addressing the issues present, but making comments like these is not the way to go about it. How many times have you been told not to double/triple/quadruple post unless said posts have some kind of substance? Any further posts like the ones above will be deleted on sight and the users given infractions.
  3. Should work now. Check under "hide post"
  4. Touhou: Gensokyo Reloaded v3.0.2.1 has been released! This one's an actual bugfix patch as opposed to what the previous version ended up being. Download link is the same, but we've included two patch versions: FOR v3.0.2 is for the majority of you who have been running v3.0.2, while FOR V3.0.1 is for anyone who hasn't already updated their game from v3.0.1 to v3.0.2. Patch notes: https://plasmoidthunder.neocities.org/thgr/patch_3.0.2.1.html
  5. We're proud to announce the release of Gensokyo Reloaded version 3.0.2. This updates resolves several system issues that were present, as well as a few minor balance changes to the cast. Download Link: https://1drv.ms/f/s!ApLvCUDLkbLnkXnS3xZ5rXRS4UN1 Full Changelist: https://plasmoidthunder.neocities.org/thgr/patch_3.0.2.html
  6. 03/14/21: (Incident Zero) Four characters updated IZ Meiling, IZ Sakuya, IZ Youmu, and IZ Yukari have been updated. All characters now follow a new file structure and can be downloaded as a bundle or separately. See instructions on the downloads page for more info. Added the following characters to the file structure: Meiling, Sakuya, Youmu, Yukari [Common][System] Reorganized file structure, all IZ characters now share a common System file. [Common][System] Fixed bug where characters were vulnerable to grabs during pre-jump frames. [Common][System] Fixed graphical bug involving dash effects during superpauses. [Common][System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [Common][System] All characters now use a new buffer system, as the old system was causing visual oddities. [Common][System] Holding Down while taunting against Stupa's Training now completely refills the Spirit Gauge. [Common][System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [Common][System] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Common][System] Taunting to refill Spirit meter against Stupa's Training no longer occurs if Spell Trance is active. [Meiling][System] Corrected command priority between Sky Dragon Kick/Scarlet Cannon and Kick of Showering Brilliance/Water Taichi Fist. [Meiling][System] Added Lie Meiling mode (accessed by pressing U,U,D,D,B,F,B,F,D,U when palette #10 is highlighted during palette selection). [Meiling] Water Taichi Fist: Damage increased (50/60/70->50/65/80), fixed oversight that would allow two projectiles on screen at once. [Meiling] "Colorful Light Lotus Flower Palm": Fixed bug that would occur if Meiling trades hits with opponent. [Youmu][System] Fixed oversight where certain attacks would not add Spirit gauge during Type-ß. [Youmu] "Sword of Meditation": Added safeguard that prevents 2nd hit onward from whiffing against airborne opponents if the first hit connects. [Yukari][System] Portrait & Superportrait updated. [Yukari][System] Fixed oversight that made air dashes cover more horizontal distance than intended. [Yukari][System] Adjusted command priority between Specials; Fantasy Firefly Nest now takes command priority over Full Moon Umbrella and Illusionary Rift. [Yukari][System] Corrected gravity values on several of Yukari's attacks. [Yukari] "Spell Overdrive": Fixed various system bugs that would occur when Spellcards are used.
  7. 02/17/21: (Incident Zero) Nine characters updated IZ Aya, IZ Iku, IZ Momiji, IZ Nitori, IZ Reimu, IZ Sanae, IZ Sumireko, IZ Suwako, and IZ Tenshi have been updated. All characters now follow a new file structure and can be downloaded as a bundle or separately. See instructions on the downloads page for more info. Added the following characters to the file structure: Aya, Momiji, Nitori, Sanae, Suwako. [System][Common] Reorganized file structure, all IZ characters now share a common System file. [System][Common] Fixed bug where characters were vulnerable to grabs during pre-jump frames. [System][Common] Fixed graphical bug involving dash effects during superpauses. [System][Common] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System][Common] All characters now use a new buffer system, as the old system was causing visual oddities. [System][Common] Holding Down while taunting against Stupa's Training now completely refills the Spirit Gauge. [System][Common] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System][Common] Taunting to refill Spirit meter against Stupa's Training no longer occurs if Spell Trance is active. [System][Common] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [System][Common] Major revisions to buffer system made. [System][Aya, Reimu] Charge commands no longer require direction to be held while Spell Overdrive is active. [Aya] Tengu Drum: Adjusted leaping behavior. The arc of Aya's leap now more closely resembles the original move it was based on. [Aya] "Illusionary Dominance": Sped up effects on hit. Aya gotta go fast(er). [System][Iku] Fixed bug where Spellcards would still cost Power during Spell Overdrive. [Nitori] Guard Cancel: Fixed oversight where counterhit indicator would erroneously appear. [Nitori] Water Bomb Giant Swing: Fixed bug where attack could be erroneously performed with 623x+y+z and 421x+y+z [Nitori] "Spell Overdrive": Fixed oversight where velocity bonuses to walking & dashing was not being applied correctly. [Nitori] "Kappa's Cover Fire": Fixed oversight where 50% minimum scale was not being applied. [Sanae] 2x: Corrected sprite misalignment. [Sanae] 2y: Corrected sprite misalignment. [Sumireko] Air Throw: Fixed oversight where tech window was too short. [Suwako] "Mr. Mishaguchi": Corrected Ikemen-exclusive bug, fixed issue where lifebars would flash during cinematic. [Tenshi] Adjusted command priority between Beams of NonPerception and Sword of Non-Perception.
  8. Unfortunately, this happens way too often over there, and not just to people coming here but pretty much to any forum that isn't MA. Unless you're here to deliberately cause trouble, we never ban people simply for what MUGEN websites they visit.
  9. Diary - Feb 6: Mew gave birth. We named the newborn "Mewtwo".
  10. He's been at it for almost 10 years, if he hasn't stopped now then he's most likely never going to stop. He's either a REALLY desperate failtroll, or he has a mental illness; I'm never 100% sure which one it is.
  11. 01/31/21: (Incident Zero) Four characters updated IZ Iku, IZ Reimu, IZ Sumireko, and IZ Tenshi have been updated. All characters now follow a new file structure and can be downloaded as a bundle or separately. See instructions on the downloads page for more info. Added the following characters to the new file structure: Iku, Reimu, Sumireko, Tenshi. [System][Common] Reorganized file structure, all IZ characters now share a common System file. [System][Common] Fixed bug where characters were vulnerable to grabs during pre-jump frames. [System][Common] Fixed graphical bug involving dash effects during superpauses. [System][Common] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System][Common] All characters now use a new buffer system, as the hold system was causing visual oddities. [System][Common] Holding Down while taunting against Stupa's Training now completely refills the Spirit Gauge. [System][Common] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [Iku] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Iku] Forward dash & horizontal jump velocities increased. [Iku] Jumping velocities & gravity adjusted, Iku's jumps should now feel slightly floatier. [Iku] Fixed incorrect gravity values on certain attacks. [Iku] Veils Like Wind: Damage & Projectile Damage increased (50->60). [Reimu] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Reimu] Corrected incorrect gravity values on certain attacks. [Reimu] Ascension Kick: Damage increased (80/90/100->90/110/130). [Reimu] Ascension Kick [Z ver]: Startup invulnerability removed. [Sumireko] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Tenshi] 6z: Fixed how proration & Type-B spirit gains are handled. [Tenshi] 2z: Fixed how proration & Type-B spirit gains are handled. [Tenshi] Sword of Scarlet Perception: Fixed how proration & Type-B spirit gains are handled.
  12. Regardless of who's right or wrong in this case, what gave you the impression that it was okay for a member of staff to respond in the way you did, including dropping homophobic slurs?
  13. 01/16/21: (Gensokyo Reloaded) Eight characters updated GR Marisa, GR Mima, GR Yuuka, GR Byakuren, GR Ichirin, GR Mamizou, GR Yukari, and GR Meimu have been updated with bugfixes and balance changes. [System] Fixed bug where Marisa was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue where Marisa could not tech recover backward or forward. [System] Fixed graphical bug where Marisa's Star Gauge would not update during superpauses. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Miasma Sweep: Fixed how recovery frames & proration are handled. "Sungrazer": No longer plays its own BGM during successful hit. [System] Fixed bug where Mima was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed an oversight where Mima would erroneously turn midair while "Orreries Sun" is active, instead of while Flight Mode is active. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 3z: Guard velocity increased. Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely. Air Throw: Opponent no longer affects camera movement. "Orreries Sun": Fixed bug where Orreries animation would persist during pauses. "Flare Star": Can now be used while airborne. "Flare Star": Damage increased (50xN,150->60xN,180; Damage range effectively increased from 300~500->360~600). [System] Fixed bug where Yuuka was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit message would erroneously appear during throws. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. 5x: Corrected hitspark position. 5z: Fixed graphical bug where dash effects would persist through superpauses. 2z: Guard velocity increased. 3z: Guard velocity increased. Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely. Air Throw: Fixed bug with camera following opponent. Flytrap: Fixed oversight where juggle flag was not being set, causing the move to erroneously link into itself. Flower Parasol Charge: Fixed oversight where juggle flag was not being set. Flowers in the Wind: Fixed how proration & recovery frames are handled. "Beauty of Nature": Fixed how proration is handled. "True Master Spark": No longer plays its own BGM on hit. [System] Fixed bug where Byakuren was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue with certain effects not being affected by superpauses. [System] Fixed issue with charge gauge not updating properly under certain situations. [System] Fixed timing issue with background darkness effect during certain spellcards. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5y: Opponent's fall gravity corrected. 6y: Opponent's fall gravity corrected. 5z: Opponent's fall gravity corrected. 6z: Opponent's fall gravity corrected, fixed how proration is handled. 2y: Opponent's fall gravity corrected. 2z: Opponent's fall gravity corrected, fixed opponent not bouncing after being knocked down. j.5x: Opponent's fall gravity corrected. j.5y: Opponent's fall gravity corrected. j.2y: Opponent's fall gravity corrected, first hit now causes a hard knockdown, fixed 2nd hit not sending opponent into correct reset state. j.5z: Opponent's fall gravity corrected. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Skanda's Leg: Fixed handling of proration, fixed hit/guard sound bug that would occur if Byakuren hit on the last active frames of each hitbox. "Brilliance of Mahavairocana": Opponent's fall gravity corrected. "Angiras Knowledge": No longer plays its own BGM on hit. [System] Ichirin's hurtbox will now immediately change upon Unzan being activated/deactivated in all allowed common states. [System] Idle and walking animations will no longer restart if Unzan is activated/deactivated. [System] Jump start will now use the correct hurtbox when Unzan is active. [System] Fixed bug where Ichirin was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed bug where grabs would erroneously display the counterhit indicator. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2y (Unzan active): Can no longer KO an opponent via chip damage. 2z (Unzan active): Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Small Kamitate Cloud: Fixed hitstun value against airborne opponents. [System] Fixed bug where Mamizou was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Leaf Counter no longer recharges during superpause. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Guard velocity on 2nd hit increased, fixed how proration is handled. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Animal Lute Priest: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Tsurube Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Karakasa Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Karakasa Transformation: Fixed how proration is handled. "Youkai World Gate of 100 Demons": Removed coding oversight that accidentially gave projectile counterhit bonuses. "Band of 808 Tanuki": Now gains damage bonus on counterhit. Illusionary Rift [X ver]: Post-teleport startup increased by 5f. Illusionary Rift [Y ver]: Post-teleport startup increased by 6f. Illusionary Rift [Z ver]: Post-teleport startup increased by 1f, blockstun decreased by 4f. Ride the Waves: Maximum projectile capacity decreased (10->4). Fight the Ocean: Fixed bug where combo counter would not increase properly, fixed graphical issue with projectile tails when projectile is destroyed. Fight the Ocean: Damage increased (13xN->19xN), power gains per hit increased (10xN/5xN->18xN/9xN). [System] Fixed bug where Meimu was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed bug where Meimu was unable to ground recover left or right. [System] Fixed bug where counterhit indicator would erroneously appear during grabs. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Formless Wave [Z ver]: Fixed oversight where incorrect animation was being used. Ascension Cutter: Fixed how proration & flagging of recovery frames are handled. Boundary of Shadow and Substance: Removed flashing effect. "Eldritch Abomination": Fixed how hitsounds & proration are handled. "Molecular Splitter": Fixed Ikemen exclusive bug that could occur when move trades hits with opponent. [Boss][System] Fixed various visual and audio issues that occured if a Spell Card or Last Word was used after Meimu had been K.O.'d or during her final attack. [Boss][System] Fixed error where proration was being applied twice. [Boss] "End of Fantasy -Gensokyo Reloaded-": Fixed an issue where "Feel the Formlessness of Chaos!" would not be interrupted if Spell Break was inflicted during the move's startup. [Boss] "End of Fantasy -Gensokyo Reloaded-": Spell Break gauge now depletes by a static 110% of damage taken regardless of difficulty. [Boss] "End of Fantasy -Gensokyo Reloaded-": Armor proration value increased (85%->90%), Spell Break gauge no longer slowly regenerates over time.
  14. Nice try, Weegee, but we know it's you. IP history doesn't lie.
  15. 01/01/21: (Gensokyo Reloaded) Seven characters updated Rounding off 2020 and ringing in 2021, GR Sanae, GR Kanako, GR Utsuho, GR Koishi, GR Hong Meiling, GR Lie Meiling, and GR Remilia have been updated with bugfixes and balance changes. Part 2 of 2. [System] Fixed bug where Sanae was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z/j.6z: Can no longer KO an opponent via chip damage. 4z/j.4z: Can no longer KO an opponent via chip damage, fixed inability to be performed during air dashes. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Wind Goddess ~ Thrust: Fixed issue where counterhit hitstun bonus was not being applied. "Forgotten Ritual": Now gains counterhit bonuses. "Moses's Miracle": Fixed issue where attack was not giving player 2 the proper amount of powergain on hit or block. 6z/j.6z: Can no longer KO an opponent via chip damage. [System] Fixed bug where Utsuho was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed visual issue with Utsuho's klaxon effects. [System] Fixed issue where Utsuho could begin charging Control Rod before the round begins. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Shortened length of Utusho's klaxon intro. 2z: Guard velocity decreased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Rocket Dive: Camera no longer snaps to Utsuho's vertical position during recovery. Rocket Dive: Fixed issue where the intended Spell Card and Last Word cancel conditions were being ignored. Flare Up: Invulnerability is now lost when cancelling the move while charging. "Creeping Sun" [Air]: Now turns to face the opponent when launching the projectile. "Giga Flare": No longer turns to face opponent a second time when used. "Tera Flare": No longer turns to face opponent a second time when used. "Tera Flare": No longer plays an exclusive BGM upon activation, fixed issue where certain effects would not persist during superpause. "Yatagarasu Dive": Now turns to face opponent when used. "Uncontrollable Dive": Now turns to face opponent when used. [System] Fixed bug where Koishi was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed cancel flags to prevent certain moves from being cancelled when they shouldn't. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 4y: Can no longer KO an opponent via chip damage. 2z: Hit velocity on block increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Fidgety Snatcher: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents. Fidgety Snatcher: Adjusted how proration is handled. Catch & Rose [X ver]: Adjusted how move is handled to prevent an issue that would occur when Koishi trades hits. Catch & Rose [X ver]: Fixed bug where Counterhit indicator would erroneously pop up. Unanswered Love: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, adjusted how proration is handled. "SuperEgo": Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, fixed flagging of recovery frames. "Brambly Rose Garden": No longer plays its own BGM on hit, now plays a new 100% more heart-throbbing adventurous sound effect. 4y/j.4y: Can no longer KO an opponent via chip damage. [System] Fixed issue where Lie could not tech recover backward or forward. "Bad Lady Scramble": No longer turns to face opponent.
  16. 12/30/20: (Gensokyo Reloaded) Eight characters updated (Part 1 of 2) Rounding off the year 2020, GR Cirno, GR Eirin, GR Reisen, GR Mokou, GR Komachi, GR Youmu, GR Yuyuko, & GR Yukari have been updated with bugfixes and balance changes. 2y: Can no longer KO an opponent via chip damage. 3y: Projectile can no longer KO an opponent via chip damage. [System] Fixed bug where Eirin was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue where Eirin could not tech recover left or right. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-. 6y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-. 5z: Can no longer KO an opponent via chip damage. 2y: Now sends airborne opponents into the correct reset state. 2z: Guard velocity increased. j.5z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed timing where Throw proration flag was set prematurely. Burst Shot [Air]: No longer turns to face opponent when used. "Lunar Weapon -Brahmastra-" [Air]: Now turns to face opponent when used. [System] Fixed bug where Reisen was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed visual glitch involving Reisen's flask display not updating during superpauses. [System] Fixed issue where Reisen could not tech recover backward or forward. 2y: Can no longer KO an opponent via chip damage. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Undersense Break: Corrected hitstun bonus from counterhits. Spell Breaking Drug: Now always has a full stock when facing against Stupa's Training character. "Lunatic Echo": Projectiles now ricochet off the ground, no longer turns to face opponent when used. "Lunatic Red Eyes": Fixed bug where proration was only being applied once, regardless of how many times the attack hits. [System] Jump & Air velocities adjusted to be consistent with their ground counterparts. [System] Fixed bug where Mokou was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added visual indicator for when Spontaneous Combustion is active. [System] Fixed visual bug where Recoverable Life gauge was not updating during superpauses. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Fixed bug where Wallbounce would not occur on the last possible active frames of the attack. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Self-Harming Fire Talons: Improved buffer window of cancelling into self on movecontact. [System] Fixed issue where Komachi could not tech recover backward or forward. [System] Fixed issue where Youmu could not tech recover backward or forward. 1y: Can no longer KO an opponent via chip damage. "Death Lance": Now turns to face opponent on use. "Sense of Cherry Blossom": Now turns to face opponent on use. "Laplace's Demon" [Air]: Now turns to face opponent on use.
  17. 12/19/20: (Gensokyo Reloaded) Six characters updated GR Alice, GR Chen, GR Suika, GR Youmu, GR Yukari, & GR Yuyuko have been updated with bugfixes and balance changes. [System] Fixed bug where Alice was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Walk and dash speeds slightly increased. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Added small revisions to win & taunt poses. All Normals: Fixed counterhit hitstun bonus not being applied against airborne opponents. All Attacks: Corrected opponent's fall gravity values. All Attacks: Corrected hitstun value against airborne opponents. f.2y: Fixed bug involving proration not applying on the last possible active frames of the attack. f.2z: Guard velocities increased, opponent now turns to face Alice when hit. c.2z: Opponent now turns to face Alice when hit, guard velocities adjusted. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Doll Placement: Opponent now turns to face Alice on hit. Doll Activation: Opponent now turns to face Alice on hit. Thousand Spear Dolls: Fixed counterhit hitstun bonus not being applied against airborne opponents, opponent now turns to face Alice on hit. Thousand Spear Dolls: Fixed bug involving proration not applying on the last possible active frames of the attack. "Return Inanimate": Fixed bug with visual effect persisting through superpauses. "Goliath Doll MkII": Fixed bug with visual effect persisting through superpauses, Adjusted recovery frame flags, Opponent now turns to face Alice when hit. "Lemmings Parade": Fixed bug with visual effect persisting through superpauses, Opponent now turns to face Alice when hit. [System] Fixed bug where Chen was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Fixed issue with horizontal charge buffer that caused Chen to lose charge during turning animations. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Implemented new character-specific intro against Yukari Yakumo. 5z: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Immortal Sage's Rumbling [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack. Immortal Sage's Rumbling [Z followup]: Fixed bug in flagging of recovery frames. Jumping Crossing Scales [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack. Jumping Crossing Scales [Z followup]: Fixed bug in flagging of recovery frames. "Soaring Bishamonten": Fixed graphical bug involving effects during superpauses. [System] Fixed bug where Suika was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit indicator would erroneously activate during throws. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2y: Guard velocity increased. 2z: Guard velocity increased. j.5y: Fixed bug involving proration not applying on the last possible active frames of the attack. j.5z: Fixed graphical bug on effect, effect sound no longer persists if effect disappears. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Kidnapping Oni: Fixed issue where vaccuum effect would persist during superpauses. Kidnapping Oni: Fixed issue with command input during turning animations. "Throwing Mt. Tokagushi": Startup invulnerability now lasts until end of grab active frames. "Throwing Mt. Tokagushi": Adjusted timing of superpause; grab active frames now occur immediately following superpause. "3-Step Destruction": Fixed bug involving proration not applying on the last possible active frames of the attack. "Missing Purple Power": Fixed bug where initial hit was not gaining bonus damage on counterhit. "Missing Purple Power": Fixed proration bug that occurred if Suika hit on the last active frame of the attack. "Missing Purple Power": Corrected counterhit hitstun bonuses on MP & HP Attacks. "Giant Oni of Earth's Axis": Fixed bug where initial hit was not gaining bonus damage on counterhit. "Giant Oni of Earth's Axis": Now flags recovery frames properly. [System] Fixed bug where Youmu was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed graphical issues with Spirit Level gauge. [System] Myon now changes color based on Youmu's current Spirit Level. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Insightful Sword: Myon now performs a follow up attack if counter is successful during "Secret of Life and Death". Insightful Sword: Fixed oversight where move would erroneously gain hitstun bonuses on counterhit. Insightful Sword: Now gains a hitpause bonus at max spirit level. Crescent Moon Slash: Fixed bug involving proration not applying on the last possible active frames of the attack. Crescent Moon Slash: Ground and Air versions now properly share the same juggle flag. Slash of Life and Death: Improved buffer window of cancelling into self on movecontact. "Meditation": Fixed bug in handling of recovery frames. "Slash of Present": Fixed bug involving proration not applying on the last possible active frames of the attack. "6-Root Cleansing": Fixed Ikemen exclusive bug that would occur if Youmu traded hits with an opponent. "6-Root Cleansing": Fixed oversight where move would erroneously display counterhit indicator. "Secret of Life and Death": Adjusted method of handling Myon's hitboxes during landing frames. "Secret of Life and Death": Myon now utilizes her own proration variable separate from Youmu's, which is copied at the beginning of each attack. This should result in each hit of Myon's attacks dealing near identical damage to Youmu's. "Secret of Life and Death": Minimum & Maximum durations decreased (Min: 5 sec -> 4 sec, Max: 12.5 sec -> 10 sec). "Matsuyoi Reflecting Satellite Slash": Fixed oversight where counterhit bonus damage was not being applied. [System] Fixed bug where Yukari was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit hitstun bonuses on Normals were not being applied to airborne opponents. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. Implemented new character-specific intro against Chen. 5y: Opponent's fall gravity corrected. 6y: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. 5z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. 2y: Opponent's fall gravity corrected. 2z: Opponent's fall gravity corrected, vertical hit velocities adjusted to compensate for fixed gravity. 3z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected, horizontal guard velocity increased. j.5x: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. j.5y: Opponent's fall gravity corrected. j.2y: Opponent's fall gravity corrected. j.5z: Corrected hitstun value against airborne opponents. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Illusionary Rift: Corrected hitstun value against airborne opponents. Zen Temple Butterfly: Corrected hitstun value against airborne opponents. Urashima's Box: Corrected hitstun value against airborne opponents. Fight the Ocean: Corrected hitstun value against airborne and guarding opponents. Gazing Eye: Corrected hitstun value against airborne opponents. Boundary of Mind and Foot: Corrected hitstun value against airborne opponents. "Chen": Corrected hitstun value against airborne opponents. "Ran Yakumo: Corrected hitstun value against airborne opponents. "Quadruple Barrier": Changed handling of hitboxes, corrected hitstun value against airborne opponents, corrected flagging of recovery frames. "Laplace's Demon": Corrected hitstun value against airborne opponents. "Danmaku Bounded Field": No longer plays an exclusive BGM on hit. [System] Fixed bug where Yuyuko was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Fixed bug involving proration not applying on the last possible active frames of the attack. j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Eternal Wandering: Fixed bug where incorrect hitstun value was being applied to airborne opponents. Lance of the Swallowtail Crest: Fixed bug where incorrect hitstun value was being applied to airborne opponents. Ghostly Butterfly: Fixed bug where incorrect hitstun value was being applied to airborne opponents. "Ghastly Dream": Fixed bug where incorrect hitstun value was being applied to airborne opponents. "Ticket to the Netherworld": Fixed bug where incorrect hitstun value was being applied to airborne opponents.
  18. Had to reupload Remilia since the version that was uploaded still had an incorrect version of one of her files, so redownload if you've already done so.
  19. 12/05/20: (Gensokyo Reloaded) Six characters updated GR Cirno, GR Koakuma, GR Meiling, GR Lie Meiling, GR Reimu, & GR Remilia have been updated with bugfixes and balance changes. As part of a restructuring of the site, the Characters and Hosted characters sections have been merged. [System] Fixed bug where Cirno was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Guard Cancel: Fixed bug where move erroneously gained counterhit hitstun bonuses. 5y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Hit velocity on block increased. j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw. Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely. Icicle Sword: Fixed bug with certain effects persisting through superpauses, fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. Ice Charge: Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. "Ice Tornado": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. "Great Crusher": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. [System] Fixed bug where Koakuma was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where lifebars were still visible during intro sequence. [System] Book display no longer shows during intro sequence. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5z: Corrected counterhit hitstun bonus not being applied. 2x: Corrected counterhit hitstun bonus value. j.5x: Player 2 now faces Koakuma on hit. Throw: Fixed timing where Throw proration flag was set prematurely. Voile's Swords: Fixed a visual issue where the background of the effect graphics was partially visible. Voile's Swords: Improved buffer window of cancelling into self on movecontact. Devil's Kiss: Fixed graphical bug involving effects during superpauses, fixed issue with hitsounds. Devil's Kiss: Fixed issue where Koakuma would not turn to face opponent. Devil's Kiss: Fixed bug where Counterhit indicator would erroneously pop up during grab animation. Lesser Key of Solomon [Autumn Edge]: Fixed graphical bug during superpauses. "Danmaku Repelling Shield": Fixed timing of when timer gauge appears. "Silent Selene": Koakuma now goes into an automatic activation animation before the laser activates. [System] Fixed bug where Meiling was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed incorrect flag that prevented certain victory quotes from being used. [System] Removed aura effect from Palette 12. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Implemented new character-specific intro against Lie Meiling. 3z: Guard velocity increased. 3z [Fierce Tiger]: Fixed bug involving proration not applying on the last possible active frames of the attack. j.3x/y/z: Hitstun against airborne opponents increased. j.5z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Fragrant Wave: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. Cyclone Light Step: Fixed graphical bug involving effects during superpauses. Cyclone Light Step: Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. Cyclone Light Step [Fierce Tiger]: Adjusted how proration is handled, fixed bug involving flagging of recovery frames. Tremor Kick: Fixed graphical bug involving effects during superpauses. Descending Flower Slam: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. Scarlet Cannon: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. "Colorful Windchime": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. "Roc's Fist": Fixed graphical bug involving effects during superpauses, fixed timing of effects. "Roc's Fist": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. "Fierce Tiger's Inner Strength": Fixed graphical bug involving effects during superpauses. [System] Fixed bug where Lie was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. Implemented new character-specific intro against Hong Meiling. 6y: Fixed bug involving proration not applying on the last possible active frames of the attack. j.5z: Hitstun value vs airborne opponents increased, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Monochrome Hurricane: Adjusted recovery frame flags. Black Dragon Rising: Fixed bug involving proration not applying on the last possible active frames of the attack, Adjusted recovery frame flags. Ashura Warp: Fixed bug where Lie would be sent into an erroneous state when attempting to cancel into Piercing Heaven "Youkai Armageddon". Youkai Flip [Z followup]: Fixed bug where throw proration flag was not being applied. "Dichromatic Spark": Fixed bug involving certain effects persisting through superpauses. "Roc's Fist": Fixed bug involving proration not applying on the last possible active frames of the attack. "Youkai Armageddon": Fixed bug involving certain effects persisting through superpauses. "Descent of the Black Dragon": Fixed bug involving certain effects persisting through superpauses. "Wrath of the Ragong Youkai": Fixed bug involving certain effects persisting through superpauses, fixed minor graphical issue with Spellcard text. [System] Fixed bug where Reimu was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed an oversight that prevented certain victory quotes from being used. [System] Adjusted sprite drawing priority on certain attacks. [System] Fixed issue with horizontal charge buffer that caused Reimu to lose charge during turning animations. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Added missing sound effect from intro & win poses. 6x: Corrected opponent's fall gravity. 6y: Corrected opponent's fall gravity. 4xyz/6xyz: Corrected opponent's fall gravity. 2y: Corrected bug where counterhit hitstun bonus was not being applied. 2y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Guard velocities adjusted, opponent fall gravity increased. j.5x: Corrected opponent's fall gravity. j.5y: Corrected issue with effect persisting through superpause, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: No longer turns to face opponent on startup. Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw. Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely. AirThrow: Fixed bug with camera following opponent. Rain Dance: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames. "Fantasy Seal": Corrected opponent's fall gravity. "Fantasy Heaven": Corrected opponent's fall gravity & other visual discrepancies, fixed bug where grab portion would erroneously count as a counterhit. "Fantasy Nature": Corrected behavior that would prevent unintended targetstating if hit was traded, Last Word BGM removed. [System] Fixed bug where Remilia was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed bug where air dash limiter was resetting in instances where it shouldn't. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Dash velocities slightly decreased. [System] Distance covered by air dashes decreased, altered momentum on Air Normals when cancelling from an Air Dash. Corrected typo in one of Remilia's victory quotes. 5y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Guard velocity increased. j.2y: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed minor bug in flagging of recovery frames. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Demon Lord Walk: Fixed incorrect hitstun bonus on counterhit being applied. Demon Lord Cradle: Fixed incorrect hitstun bonus on counterhit being applied. Vampire Kiss: Fixed issue where cornerpush would be improperly applied, fixed issue where target would be stuck in hitstate if Remilia was struck. Vampire Kiss: Fixed issue where move would erroneously gain counterhit bonuses. "Demon King Cradle": Fixed incorrect hitstun bonus on counterhit being applied, fixed minor bug in flagging of recovery frames. "Bad Lady Scramble": Fixed incorrect hitstun bonus on counterhit being applied. "Scarlet Devil": Fixed oversight where incorrect hitstun value was being applied to airborne opponents. "Millenium Vampire": Fixed bug where life drain effect wasn't occuring on certain multi-hit attacks. "Millenium Vampire": Fixed bug involving effects not persisting through superpause.
  20. Had to remove the poll & change the thread title as they could have easily been construed as inflammatory. We don't mind discussion on Mugen Archive, as long as its kept civil.
  21. 11/22/20: (Gensokyo Reloaded) Four characters updated GR Kanako, GR Patchouli, GR Sakuya, & GR Komachi have been updated with bugfixes and balance changes. [System] Fixed bug where Kanako was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Horizontal jump velocities slightly increased. 2z: Guard velocity increased. 3z: Guard velocity increased. j5x: Hitbox extended vertically downward. j5z: Fixed minor bug involving hitting the final hit on the very last active frame. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Omiwatari God Cross: Fixed bug where 2nd & 3rd hits would ignore juggle flags. Sky God" Wind Tunnel: Fixed bug where pushing effect would continue during superpause. Misayama Hunting Ritual: Fixed incorrect hitstun bonuses on counterhit, fixed issue with proration flags. "Beautiful Spring-like Suiga": Fixed timing issue with flagging of recovery frames. "Virtue of Wind God": Fixed incorrect hitstun bonuses on counterhit, BGM removed. [System] Fixed bug where Komachi was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed minor bugs in Spellcard & Palette selector. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5x: Hitbox size extended, recovery decreased by 2f, blockstun increased by 1f. 5y: Startup decreased by 1f, recovery decreased by 2f, blockstun increased by 1f. 6y: Startup decreased by 2f, recovery decreased by 3f, blockstun increased by 1f. 6z: Now forces crouching opponents into a standing state on hit. 2x: Hitbox size extended, startup decreased by 1f. 2y: Recovery decreased by 2f. 2z: Guard velocity increased. Throw: Fixed timing where Throw proration flag was set prematurely. Spirits of the Firm: Recovery decreased by 2f. Wind on the Last Journey: Fixed bug where active Hitdefs would not update automatically, now flags recovery frames properly. Wind on the Last Journey: Damage adjusted (17xN/16xN/15xN->19xN/19xN/12xN). Wind on the Last Journey [X ver]: Startup decreased by 1f. Wind on the Last Journey [Y ver]: Startup decreased by 2f. Wind on the Last Journey [Z ver]: Startup decreased by 9f, now moves forward during initial startup. Lonely Bound Spirits: Startup decreased by 6f, explosion damage increased (85->90), recovery decreased by 11f. The Endless Way: Pillar now disappears if Komachi is hit. Nautical Sign "Flow of the River": Now checks for the move hitting as a condition to apply proration. Nautical Sign "Flow of the River": Now flags recovery frames properly. "Scythe of Final Judgement": Startup decreased by 4f, recovery decreased by 5f. "Short Life Expectancy": Startup decreased by 7f. [System] Updated a few victory quotes. [System] Fixed bug where Patchouli was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Fixed incorrect hitstun value & counterhit hitstun bonus not being applied against airborne opponents on most Normals. 5x: Corrected fall acceleration for airborne opponents. 5y: Corrected sprite drawing priority, fixed bug involving proration not applying on the last possible active frames of the attack. 6y: Corrected sprite drawing priority. 5z: Corrected fall acceleration for airborne opponents. 6z: Now causes a hard knockdown. 2x: Corrected fall acceleration for airborne opponents. 2y: Corrected fall acceleration for airborne opponents. 2z: Opponent now turns to face Patchouli when hit, p2 guard velocity increased. j5x: Corrected fall acceleration for airborne opponents. j5y: Corrected fall acceleration for airborne opponents. j5z: Corrected fall acceleration for airborne opponents, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: No longer turns to face opponent on startup. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Summer Red [Ground]: Recovery decreased by 2f. Autumn Blade [Y ver]: Recovery decreased by 4f. Autumn Blade [Z ver]: Recovery decreased by 7f. Emerald City: Fixed bug where counterhit hitstun bonuses were not being applied, fixed improper hitstun value vs airborne opponents. Winter Element: Fixed improper hitstun value vs airborne opponents, now hits OTG. "St. Elmo's Pillar": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Elemental Harvester": Fixed issue where effects would desynch during p2 superpauses, opponent now turns to face Patchouli when hit. "Elemental Harvester": Fixed improper hitstun value vs airborne opponents. "Royal Flare": Fixed issue where effects would desynch during p2 superpauses. "Royal Flare": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Philosopher's Stone": Fixed issue where effects would desynch during p2 superpauses. "Philosopher's Stone": Fixed improper hitstun value vs airborne opponents. "Philosopher's Stone": Duration decreased (14 sec -> 12 sec), cooldown between crystal usage decreased (3 sec -> 2.5 sec). [System] Fixed bug where Sakuya was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. Does not apply to pause from Sakuya's World. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Removed timestop effect from Sakuya's intros, which caused issues with player 2 intros in some characters. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed minor oversight in cornerpush values for various Normals & other attacks. [System] Corrected Hitstun values & Counterhit bonuses for airborne opponents on most attacks. 5y: Damage increased (43->45). 4y: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". 4y: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Now sends airborne opponents into the correct reset state. 2z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. j5y: Fixed bug where attack applied incorrect y acceleration to airborne opponents. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Sense of Thrown Edge: Now has a maximum limit of 2 sets when used during "Sakuya's World". Sense of Thrown Edge: All knives in a set now fire in 2f intervals between each knife. Sense of Thrown Edge: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Sense of Thrown Edge: Damage increased (9xN->13xN). Sense of Thrown Edge: Fixed issue with juggle flags that would cause knives to whiff. Bounce/No-Bounce: Damage increased (11x6->12x6), damage during "Sakuya's World" unaffected. Bounce/No-Bounce: Now has a maximum limit of 2 sets when used during "Sakuya's World". Bounce/No-Bounce: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Bounce/No-Bounce: Fixed issue with juggle flags that would cause knives to whiff. Cross-Up Magic: Renamed "Close-Up Magic", fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Cross-up Magic: Fixed proration bug that would occur if the character hit on the last active frames of each hitbox. Close-Up Magic [Ground]: Power gains adjusted (26x3/20x4/24x5->27x3/25x4/24x5). Close-Up Magic [Air]: Power gains adjusted (26x3->27x3). Vanishing Everything: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Damage increased (39,45/49,45/55,56->49,55/59,55/65,66). "Killing Doll": Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. "Inscribed Red Soul": Fixed issue where projectiles did not interact with Yukari Yakumo's Ride the Waves Special. "Sakuya's World": Fixed oversight where foreground stage elements were not disabled. "Deflation World": Revised flashing effects. "Jill the Ripper": Fixed minor graphical issue with stage darkening effect carried over from "Sakuya's World". "Jill the Ripper": Fixed bug where attack applied incorrect y acceleration to airborne opponents. "Deflation World": Now deals extra damage when done at point-blank range.
  22. 11/01/20: (Gensokyo Reloaded) Mamizou, Ichirin, & Reimu updated GR Mamizou, GR Ichirin, & GR Reimu have been updated with bugfixes and balance changes. 5z: Hitbox vertical range increased, startup decreased by 3f, recovery increased by 2f. 6z: Now gains damage bonuses from "Prosperity of Infinite Tanuki". 2z: Hitbox horizontal range increased. j5x: Hitbox now extends behind Mamizou. j5y: Hitbox vertical range increased. j5z: Hitbox horizontal range increased. j2z: Damage decreased (85->80), now causes a groundbounce on counterhit, hitbox horizontal range slightly increased. j2z: Hitbox priority increased (will now trade in some instances where it would have previously been beaten out by another attack). j2z: Now gains damage bonuses from "Prosperity of Infinite Tanuki". Animal Lute Priest: Now gains damage bonuses from "Prosperity of Infinite Tanuki". Youkai Tsurube Transformation: Projectile no longer affected by melee attacks. Now loses a leaf when Mamizou herself is hit. Youkai Karakasa Transformation: Projectile now hits twice, with second hit causing knockdown, velocities & hit velocities adjusted. Youkai Karakasa Transformation: Damage adjusted (70x1->35,40), proration adjusted (0.85x1->0.92x2), Active frames adjusted (12f->9f,(4f),2f). Youkai Karakasa Transformation: Recovery frames increased by 8f. "Bunbuku Hot Soup Bathtub": Revised sound effects. "Youkai World Gate of 100 Demons": Corrected oversight where missing sound effect was not playing. "Prosperity of Infinite Tanuki": Damage bonus increased (20%->25%). [System] Maximum Life decreased (1100->1000). [System] Unzan active hurtboxes decreased. [System] Walk & Dash speeds increased, now moves slightly slower while Unzan is active. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. [System] Unzan gauge depletion rate decreased (approx 300% dmg -> 200% dmg). [System] Unzan gauge regeneration rate decreased (Regular: 5gps->4gps (Approx 200f->250f), Broken: 3gps->2gps (Approx 334f->500f)). [System] Ichirin no longer takes chip damage when blocking while Unzan is active, but Unzan gauge now depletes during this time. 5z (Unzan active): Hitbox size decreased & position adjusted. 5y (Unzan inactive): Hitbox size increased. 5y (Unzan active): Hitbox position adjusted. 2y (Unzan inactive): Hitbox size increased. 2y (Unzan active): Hurtbox & projectile hitbox sizes decreased, recovery frames decreased by 3f. 2z (Both): Hit velocity on block increased. 6z (Unzan inactive): Hurtbox size decreased, recovery frames decreased by 6f, damage decreased (100->90). j5x/j5y/j5z (Unzan active): Fixed graphical bug where Unzan's animation would loop. j5x (Unzan inactive): Hitbox size increased & repositioned. j5x (Unzan active): Completely revised, now differentiated from Unzan inactive version. j5y (Both): Fixed counter hit stun bonuses. j5y (Unzan inactive): Hurtbox after active frames reduced. j5y (Unzan active): Hitbox size decreased. j5z (Unzan inactive): Startup decreased by 1f, active frames increased by 4f. j5z (Unzan active): Hitbox & hurtbox sizes decreased, proration increased (70%->75%). j5z (Unzan active): now properly causes a knockdown against airborne opponents. Throw: Tech window increased (7f->15f). Throw: Fixed Ikemen-exclusive bugs. Raging Running Fist: Can no longer be used if Unzan is inactive, all versions changed to the former inactive versions. New Special: Returning Treasured Rings: D,DF,F + x/y/z (236p) while Unzan inactive. Hanging Cloud's Iron Hammer: Startup decreased by 6f on all versions, projectile now comes out 2f earlier. Hanging Cloud's Iron Hammer: Proration increased (75%->80%). North Mountain Wind of Mercy: Hurtbox size decreased, proration increased (65%->75%). Handful of Floating Cloud: Groundbounce velocity increased, throw animation recovery decreased by 10f. Handful of Floating Cloud: Now utilizes its own juggle flag, fixed Ikemen-exclusive bugs. Handful of Floating Cloud: Proration increased (50%->75%). New Special: Small Kamitate Cloud: F,D,DF + x/y/z (623p) while Unzan inactive. "Deadly Wind of Penitence": Hurtbox on Ichirin no longer extends forward. "Foreseeing Nyuudou Cloud": Hurtbox sizes increased. "Thunderous Rage of an Angry Old Man": Fixed Ikemen-exclusive bugs. "Thunderous Rage of an Angry Old Man": Startup invulnerability now lasts past active frames, superpause now occurs later in startup. 4xyz/6xyz: No longer puts Reimu in an airborne state. Hakurei Amulet [Ground]: Recovery increased by 1f. Ascension Kick: Opponent now turns to face Reimu on hit. "Fantasy Nature": Fixed an issue that would cause the opponent to be mispositioned.
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