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RicePigeon

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  1. 12/26/19: Charizard updated Charizard has been updated to correct a recently discovered bug. [System] Corrected implementation of Just Defend system, documentation added.
  2. 12/22/19: (Gensokyo Reloaded) Yukari and Meimu updated GR Yukari and GR Meimu have been updated with several system fixes. This will most likely be the last update for the GR characters for a while unless some major bug creeps up. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Miscellaneous common state fixes and adjustments. [System] Walk and dash speeds slightly decreased. Consolidated character file structure of regular & boss versions. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Corrected jump cancel timings of forward dash. [System] Air dashes now have a height restriction when ascending. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Corrected regular jump start time. [System] Corrected regular jump landing time. [System] Corrected forward dash startup time. [System] Corrected Forward dash skid animation time. [System] Corrected back hop/air dash landing times [System] Adjusted how the character handles landing sounds in certain basic states. [System] Added missing turn animations. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. [Boss ver] Revised appearance of intro dialogue cutscenes in Arcade mode. Guard Cancel: No longer gains counterhit properties. 2x: Now carries momentum from a dash. 6y: No longer loses overhead properties when cancelled into.
  3. 12/21/19: (Gensokyo Reloaded) Byakuren & Sakuya updated GR Byakuren and GR Sakuya have been updated with several system fixes. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Added numerous state numbers that were missing from the tick fix code. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Air forward dash no longer preserves previous trajectory during startup. [System] Corrected friction behavior on air dash landing states. [System] Miscellaneous common state fixes and adjustments.
  4. After recent events, we had to update the news rules to be consistent with our general policy on nsfw characters, specifically on loli/shota characters.
  5. 12/15/19: Charizard updated Charizard has been updated with a few fixes and changes to address recent feedback. [Readme] Added missing documentation of Charizard's double jump. [System] Fixed potential issue with incorrect move text appearing during Supers. [System] Minor corrections to screen darkening effect during Supers. [System] Corrected Z-Power Gauge not resetting between rounds. [System] Added additional victory quotes. s.MP: Damage increased (45->50). s.HP: Damage increased (70->80). c.MP: Damage increased (50->55). c.HP: Damage increased (80->100), now creates a dust effect. j.MP: Hitbox extended, should no longer whiff at point blank range. j.HP: Damage increased (70->80). Flame Burst: Damage increased (55->60). Flamethrower: Damage per hit increased (30xN->32xN). Seismic Toss: Damage increased (140/140/160->160/160/180). Flame Charge: Damage increased (70/80/90->70/85/100). Flare Blitz: Damage per hit increased (30xN->31xN), chip damage increased (2xN->5xN). Blast Burn: Damage per hit increased (125xN->130xN), chip damage decreased (22xN->18xN).
  6. 12/13/19: Charizard released Breaking away from Touhou characters for the first time, the fully evolved fire-type Kanto starter, Charizard has been released. Link: http://ricepigeon.neocities.org First release.
  7. 12/13/19: (Gensokyo Reloaded) Alice Margatroid updated GR Alice has been updated with several system and bug fixes. [System] Corrected issue involving certain Normals not being able to cancel into Specials or Spellcards. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Miscellaneous common state fixes and adjustments. [System] Air forward dash startup increased by 1f, trajectory is no longer preserved during startup. [System] Corrected friction behavior on air dash landing states.
  8. 12/08/19: (Gensokyo Reloaded) Six characters updated GR Eirin, GR Mamizou, GR Mima, GR Patchouli, GR Reimu, and GR Utsuho have been updated. Burst Shot: Move can no longer be used while another instance of the move's projectiles still exist. Elixir: Move can no longer be used while another instance of the move's flask helper still exists. Lunar Debris: Move can no longer be used while another instance of the move's projectiles still exist. Saturn V: Fixed an issue where the move could be used without releasing down. Youkai Amikiri Transformation: Corrected turning command input. Fixed a tick fix issue that would allow Mima to erroneously cancel Flight Mode startup into certain moves. Fixed a graphical issue with the taunt. Hakurei Amulet [All versions]: Corrected projectile limiting. Hakurei Amulet [Ground version]: Now turns to face p2 on startup. Control Rod [Air versions]: No longer turns to face p2 on startup. Rocket Dive [Air version]: No longer turns to face p2 on startup. "Giga Flare": No longer turns to face p2 on startup. "Yatagarasu Dive": Now turns to face p2 on startup. "Uncontrollable Dive": Now turns to face p2 on startup.
  9. 12/02/19: (Gensokyo Reloaded) Twelve characters updated GR Chen, GR Cirno, GR Eirin, GR Kanako, GR Mamizou, GR Marisa, GR Mokou, GR Patchouli, GR Reimu, GR Sanae, GR Utsuho, and GR Youmu have been updated. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Cait Sith of Mayohiga": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Palette remapping now functions correctly when the character turns. Fixed various angledraw errors on certain effects. "Heaven Spider's Butterfly Catching Web": Explosion now occurs on immediate contact if blocked. "Heaven Spider's Butterfly Catching Web": Now freezes the timer if the move successfully hits. "Heaven Spider's Butterfly Catching Web": Damaage multiplier for Sulfuric Acid is now consistent with other attacks (10%->15%). "Heaven Spider's Butterfly Catching Web": Move now always deals full Sulfuric Acid damage providing the first hit connects. "Heaven Spider's Butterfly Catching Web": Block damage decreased (100->77). "Heaven Spider's Butterfly Catching Web": No longer applies additional Sulfuric Acid damage on block. "Heaven Spider's Butterfly Catching Web": Added missing flask breaking effect. "Roche Limit": Fixed an issue where the move wasn't dealing additional Sulfuric Acid damage. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Bunbuku Hot Soup Bathtub": Now freezes the timer if the move successfully hits. "Band of 808 Tanuki": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Sungrazer": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. 6z: Active frames on first hit increased (1f->2f). [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Palette remapping now functions correctly when the character turns. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Updated command input detection in regards to turning. [System] Adjusted head position. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Fixed visual issue where the tech recovery palfx was only being applied for a single frame. Control Rod [Level 3]: Recovery frames are now flagged properly. Hell Geyser: Geysers now flag recovery frames peroperly. "Creeping Sun": Recovery frames are now flagged properly. "Giga Flare": Recovery frames are now flagged properly. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. Lotus Stance Cut: Additional projectile spawned during "Secret of Life and Death" now uses a seperate juggle value. "Secret of Life and Death": Timer countdown now ignores hitpause, buff duration is 25% longer to compensate for this.
  10. Three years ago I said that I was going to expand my boundaries as a MUGEN author and work on something that wasn't related to Touhou. Over the past few days, I've decided to start fulfilling that promise. So what inspired this? About 3 years ago (around the same time Gladiacloud was releasing his Pokemon characters and were being subsequently edited), some people expressed that there will never be any good Pokemon characters so I half-jokingly responded that I would take the task. Ultimately these plans were shelved in favor of working on Touhou: Incident Zero and I didn't get a chance to revisit them until now. While the gameplay won't directly be based on Gensokyo Reloaded or Incident Zero, it will take a few system mechanics that I've learned & adopted over those past years and incorporate them; no groove or level 3 select here, but will have a Z-Move mechanic that functions similar to how the Ultra gauge functions in Street Fighter 4.
  11. 10/10/19: (Gensokyo Reloaded) Ten characters updated GR Mima, GR Ichirin, GR Komachi, GR Reisen, GR Suika, GR Yuyuko, GR Remilia, GR Lie Meiling, GR Yuuka, and GR Koishi have been updated. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. "Thunderous Rage of an Angry Old Man": Now freezes the timer if the grab successfully connects. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Short Life Expectancy": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Backward Dash can no longer be jump cancelled, startup decreased (8f->6f). "Throwing Mt. Tokagushi": Now freezes the timer if the grab successfully connects. "Massacre on Mt. Ooe": Now freezes the timer if the grab successfully connects. "Missing Purple Power": Spellcard timer now starts with the gauge visibly full. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Reflowing of Gensokyo": Timer is now frozen immediately after the grab successfully connects. "Twin Spark": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code.
  12. 10/09/19: (Gensokyo Reloaded) Yukari updated GR Yukari has been updated with a few bugfixes. Shikigami "Chen": Corrected bug if Yukari is put in a custom state while Chen is active. Shikigami "Ran Yakumo": Corrected bug if Yukari is put in a custom state while Ran is active.
  13. 10/08/19: (Gensokyo Reloaded) Hong Meiling updated GR Meiling has been updated with a few changes. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. Fragrant Wave [x version]: Recovery frames are now flagged instantly. Fragrant Wave [z version]: Improved lower body invulnerability. Scarlet Cannon: Fixed an issue where the "Fierce Tiger Strength" versions weren't applying counterhit hitstun bonuses.
  14. 09/26/19: (Gensokyo Reloaded) Six characters updated GR Meiling, GR Lie Meiling, GR Mima, GR Reisen, GR Remilia, and GR Sanae has been updated with a few changes. [System] Minor adjustments to certain sprite alignments and common anims. [System] Adjusted head and mid positions. Revamped file structure. Sprites realigned. Overhauled much of the character's code. [System] Adjustments to common state hurtboxes. [System] Adjustments to common state animations. [System] Miscellaneous common state fixes and adjustments. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Replaced cornerpush system. [System] Air dashes now have a height restriction when ascending. [System] Cleaned up the combo condition. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. 5x: Revised hurtbox placements. 5x: Can no longer chain into 2x. 6y: No longer loses overhead properties when chained into. 5z: Revised hurtbox placements. 2x: Can now chain into itself. 2y: Can now chain into 5z and 6z. 2z: Revised hurtbox placements. j5y: Revised hurtbox and hitbox placements. j2y: Revised hurtbox placements. j5z: Lie's main hurtbox is now her regular aerial hurtbox throughout the attack. Throw: Both forward and backward variants now have brand new animations. Throw: Corrected inability to conserve forward dash momentum into the attack. Throw: Now applies 90% normal proration. Guard Cancel Counter: No longer gains counterhit bonuses. Black Dragon Rising: Can no longer carry momentum over from a forward dash. Black Dragon Rising: Landing state can now be cancelled into Spellcards if the move makes contact. Black Dragon Rising [X any Y versions]: Made it easier to hit low-profile opponents by extending the first hitbox down. Black Dragon Rising [Y version]: Lower body invulnerability changed to upper body invulnerability. Black Dragon Rising [Z version]: Vertical velocity decreased, landing recovery increased (14f-17f). Ultraviolet Flip [All versions]: Can no longer carry momentum over from a forward dash. Ultraviolet Flip [All versions]: Lie now transitions to her default aerial hurtbox upon becoming airborne. Ultraviolet Flip [No Followup]: Revised hurtbox placements. Ultraviolet Flip [X Followup]: Now only requires Lie to have reached the peak of the flip to activate. Ultraviolet Flip [X Followup]: Counterhit base damage reduced to be consistent with non-counterhit base damage (80->75), regular counterhit damage bonus will still apply. Ultraviolet Flip [X Followup]: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. Ultraviolet Flip [Y Followup]: Corrected hitdef attribution that erroneously flagged the attack as a Normal. Ultraviolet Flip [Y Followup]: Revised hurtbox placements. Ultraviolet Flip [Z Followup]: Can no longer hit crouching or airborne opponents. Ultraviolet Flip [Z Followup]: Damage increased (118->120). Ultraviolet Flip [Z Followup]: Now applies 90% normal proration. Ultraviolet Flip [Z Followup]: Whiff landing recovery increased (10f->17f). Ultraviolet Flip [Four Star Sword Followup]: Now only requires Lie to have reached the peak of the flip to activate. Descending Dragon Slam: Hurtboxes revised, Lie now uses her regular standing hurtbox throughout the attack. Monochromatic Hurricane [Ground versions]: Hurtboxes cleaned up, Lie now uses her regular standing hurtbox while grounded. Monochromatic Hurricane [All versions]: Recovery frames are now flagged properly. Monochromatic Hurricane [X version]: Chip damage slightly increased (12->13). Monochromatic Hurricane [Air version]: Attack now functions the same regardless of button pressed, damage/block damage is now a consistent 60/12. Seven Star Sword [All versions]: Lie's recovery frames are now flagged one frame after the final orb is in motion. Seven Star Sword [All versions]: Block damage slightly increased (2->3). Seven Star Sword [All versions]: Fixed an issue where proration was being applied twice for subsequent projectiles. Seven Star Sword [X and Y versions]: Orbs are now properly bound to Lie for the entirety of their startup. Seven Star Sword [X and Y versions]: Recovery frames increased by 4f. Seven Star Sword [X and Z versions]: Changed orb spawning order. Seven Star Sword [X and Z versions]: Adjusted spellcard cancel timings. Seven Star Sword [Z version]: Damage per hit decreased (23x5->20x5). Seven Star Sword [Z version]: Recovery frames increased by 6f. Four Star Sword: Corrected bug that erroneously gave projectiles counterhit properties. Four Star Sword: Damage per hit decreased (25x2->24x2), block damage per hit increased (3x2->4x2). Four Star Sword: Fixed an issue where proration was being applied twice for the second projectile. Four Star Sword: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. "Dichromatic Spark [Air version]: No longer turns to face the opponent. "Dichromatic Spark [Air version]: Lie starts falling 6f earlier, landing recovery increased (4f->10f). "Dichromatic Spark: Blast effect helper now destroys itself at the appropriate time. "Youkai Armageddon": Timerfreeze is now only applied if the move hits successfully. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed a minor error in the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code.
  15. 09/19/19: (Gensokyo Reloaded) Marisa updated GR Marisa has been updated with a few changes. [System] Additional miscellaneous common state fixes. [System] Adjusted head and mid positions. Witching Blaster [EX version]: Fixed juggle issue where the move would only hit once against airborne opponents.
  16. 09/17/19: (Gensokyo Reloaded) Komachi updated GR Komachi has been updated with a few changes. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Fixed a 1.1-exclusive issue where certain explods would reappear for a single frame after the parent helper was destroyed. 2 palettes replaced, 6 new palettes added.
  17. 09/16/19: (Gensokyo Reloaded) Youmu updated GR Youmu has been updated with a few changes, and features a few changes introduced in the Incident Zero version. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. Crescent Moon Slash: Can now be used in midair. "6-Root Cleasnsing": Fixed a 1.1-exclusive issue where certain explods would reappear for a single frame after the parent helper was destroyed. "Matsuyoi-Reflecting Satellite Slash": Added new visual effects from Incident Zero version of Youmu.
  18. 09/14/19: (Gensokyo Reloaded) Yuyuko updated GR Yuyuko has been updated with a few changes. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Lance of the Swallowtail Crest: Corrected juggle flag. Butterfly Dream Dance: Corrected juggle flag.
  19. 08/25/19: (Gensokyo Reloaded) Seven characters updated GR Chen, GR Cirno, GR Mamizou, GR Marisa, GR Meiling, GR Patchoulu, & GR Reimu have been updated with a few changes. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Dharmapala's Rampage: Can now only connect with standing oppoennts. "Flight of Itaden": Adjusted recovery animation. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Narrow Spark [X version]: Fixed an issue where the move couldn't be tech recovered. "Sungrazer": Various adjustments to how the cinematic's effects are handled. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Royal Flare": Sounds effects no longer continue to play if Patchouli is hit mid-attack. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Fantasy Nature": Various adjustments to how the cinematic's effects are handled.
  20. 08/09/19: (Gensokyo Reloaded) Reimu & Chen updated GR Reimu and GR Chen have been updated with a few changes. [System] Miscellaneous common state fixes and adjustments. [System] Spellcard text animations updated to current standards. [System] Miscellaneous common state fixes and adjustments. [System] Air Dash height restriction lowered. [System] Fixed an issue where custom stated opponents were getting up a frame too early.
  21. 08/08/19: (Incident Zero) Yukari Yakumo updated IZ Yukari has been updated with a few changes. [System] Updated various sound & visual effects on various moves. Bewitching Bait: Hit velocity adjusted. Full Moon Umbrella: Hit velocity adjusted. Illusion Manji Parasol: Now hits 3 times. Illusion Manji Parasol [Melee]: Damage per hit decreased (50xN->33xN), Proration per hit increased (92%->94.5%). Illusion Manji Parasol [Projectile]: Damage per hit decreased (38xN->26xN), Proration per hit increased (92%->94.5%). Illusionary Rift [Y ver]: Behavior drastically changed. Illusionary Rift [Z ver]: Behavior drastically changed.
  22. 08/04/19: (Gensokyo Reloaded) Five characters updated GR Eirin, GR Komachi, GR Mamizou, and GR Patchouli have been updated to fix a shared system issue. GR Meiling has also been updated with several fixes. [System] Corrected ground tech behavior. Reorganized file structure. Sprites realigned. [System] Adjustments to hurtboxes in some gethit states. [System] Adjustments to some common state animations. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Updated common states to current standards. [System] Repositioned dash effects. [System] Corrected jump cancel timings of forward dash. [System] Backward hop velocity multiplier decreased (x1.2->x1.0). [System] Corrected back hop/air dash landing times (4f->8f). [System] Forward air dash velocity multiplier decreased (x1.0->x0.75). [System] Backward air dash velocity multiplier decreased (x1.0->x0.75). [System] Air dashes now have a height restriction when ascending. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow. [System] Fixed an issue with palette 12 where the aura effect would disappear during a custom state. [System] Fixed a sprite conflict issue that caused one frame in the level 3 spellcard effect to show the incorrect sprite. [System] Rudimentary state tree-based A.I. added. [System] Corrected ground tech behavior. All ground Normals: Jump cancel criteria during "Fierce Tiger's Strength" adjusted, jump cancel is now possible within 5 frames of the move making contact (excluding hitpause). 5x: Revised hurtbox placements. 4y/j4y: Fixed an issue where the move could be used more than once in a juggle. 4y/j4y: Now disappears if Meiling is hit. 4y/j4y: Can now be jump cancelled during "Fierce Tiger's Strength". 6y: No longer loses overhead property when cancelled into. 6y: Jump cancel window during "Fierce Tiger's Strength" is now within 5 frames of Meiling landing if the move makes contact. 6y: Can no longer cancel into Heavy Normals during "Fierce Tiger's Strength". 5z: No longer causes a knockdown. 5z: Proration increased (80%->85%). 6z: Can now be jump cancelled during "Fierce Tiger's Strength". 2z: Revised hurtbox placements. 3z: Can now be jump cancelled during "Fierce Tiger's Strength". j5y: Revised hurtbox and hitbox placements. j3z: Revised hurtbox placements, hitbox moved up slightly. Throw: Now applies standard 90% proration. Guard Cancel Counter: No longer gains counterhit bonuses. Fragrant Wave: Can no longer conserve momentum from a forward dash. Fragrant Wave: Revised hurtbox placements. Cyclone Light Step: Revised hurtbox placements, hitbox moved up slightly. Cyclone Light Step ["Fierce Tiger Strength"]: proration decreased (0.95x3->0.947x3). Scarlet Cannon: Fixed an issue where one of the FX wouldn't show due to an erroneous destruction trigger. Descending Flower Slam: Aerial versions now have separate animations that use the regular aerial hurtbox. Descending Flower Slam [Ground versions]: Can no longer carry momentum over from a dash. Tremor Kick: Can no longer carry momentum over from a dash. "Roc's Fist": Revised hurtbox placements. "Colorful Windchime": Recovery frames are now flagged properly. "Fierce Tiger's Strength" Spellcard now plays the level 1 activation sound if Power is lower than 2000. "Colorful Light Lotus Flower Palm": Revised hurtbox placements. "Colorful Light Lotus Flower Palm": Hitpause time adjusted (1->0). "Colorful Light Lotus Flower Palm": Meiling no longer continues to phase through opponents past a certain point if the move is blocked. "Colorful Light Lotus Flower Palm": Damage/block damage increased (365/73->400/80). "Colorful Light Lotus Flower Palm": P2 Power gain on block increased (100->600). "Colorful Light Lotus Flower Palm": Recovery frames are now flagged properly.
  23. 08/03/19: (Gensokyo Reloaded) Alice, Sakuya, & Yukari updated GR Alice, GR Sakuya, & GR Yukari have been updated with several system fixes. [System] Ground Normals & Command Normals now reworked into close and far variants. [System] Close variants can be performed at any range by holding Back. [System] Aerial Normals & Command Normals now reworked into back jump & straight jump variants. [System] Back jump variants can be performed at any range by holding Back. [System] Air dashes now have a height restriction when going up. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Added missing anim 5150. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Corrected regular jump start time. [System] Corrected regular jump landing time. [System] Corrected forward dash startup time. [System] Corrected back hop/air dash landing times. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. [System] Fixed certain grounded attacks not carrying over horizontal momentum. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. [System] Corrected ground tech behavior. Guard Cancel: No longer gains counterhit properties. 4x: No longer loses overhead properties. 2x: Removed. 1x: Command changed to 2x. Throw: Now applies standard 90% proration. [System] Air dashes now have a height restriction when ascending. [System] Corrected timings of cancelling forward dashes into a jump. [System] Corrected Forward dash skid animation time. [System] Corrected back hop/air dash landing times. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Corrected regular jump start time. [System] Corrected regular jump landing time. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. Guard Cancel: No longer gains counterhit properties. Throw: Now applies a 90% base proration. Reorganized character file structure. [System] Common states updated to current standards. [System] Corrected jump cancel timings of forward dash. [System] Corrected forward dash startup time. [System] Air dashes now have a height restriction when ascending. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Corrected regular jump landing time. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. Guard Cancel: No longer gains counterhit bonuses. 6y: No longer loses overhead property when cancelled into. Throw: Now carries momentum over from a dash. Throw: Now applies standard 90% proration. Illusionary Rift [Z ver]: Corrected minor glitches, now lands 1f earlier. Gazing Eye: Now disappears if Yukari is hit. Shikigami "Chen": Now disappears if Yukari is hit.
  24. I think enough progress has been done on Sumireko that I can show off a few attacks All her basic standing Normals are complete so far. Sumireko is one of the few who can't rapid fire her standing LP, but hits twice much like in source. Standing MP is one of those moves with long active frames, so spacing it correctly can make it safe. Standing HP hits twice much like in source, hitting low on the first hit with the second hit serving as an anti-air, but has longer startup to compensate.
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