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RicePigeon

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Posts posted by RicePigeon

  1. Youmu & Suika updated

     

    uxx3JYT.png
    • Youmu now gains slight damage increases on her Normals starting on Spirit Lvl 3.
    • Slash of Life & Death: Damage on 1st & 2nd hits increased (30/35/40->35/40/45).
    • Crescent Moon Slash: Base damage on 1st hit increased (80/60/60->85/65/65).
    • Heart Carving Cut: Now gains slight damage increase starting on Spirit Lvl 3.
    J61jXTK.png
    • 2y: Now causes an untechable knockdown.
    • Kidnapping Oni: All versions are now a command grab. Damage increased (100/140/190->140/170/200).
  2. Reimu, Yuuka, Flandre, & Reisen updated

     

    mZkpBT5.png
    • 6x: Adjusted wallbounce behavior on counterhit.
    • j.5z: Air Hitstun increased (14f->20f).
    • Rain Dance [X ver]: Startup decreased by 2f.
    • Rain Dance [Y ver]: Startup decreased by 2f.
    GZ3R1Y9.png
    • [System] Fixes to input priorities.
    • Guard Cancel: Startup Invuln time increased by 2f.
    • Fantasic Spring Flowers: Command changed to D,D+x/y/z
    • Thorny Rose: Command changed to D,DF,F+x/y/z
    • Flowers in the Wind: Now has full startup invincibility. Down version removed.
    AWazliz.png
    • Fixed minor sprite errors.
    • Starbow Break [X ver]: Adjusted recoil velocity on block.
    • Starbow Break [Y ver]: Landing recovery increased by 4f.
    • Starbow Break B: Landing recovery increased by 4f.
    • "Laevatein": Can no longer be blocked low, can now be airblocked.
    dvaDPcR.png
    • Fixed cloning bug on chaining of Reisen's Normals.
  3. IZ Yukari updated with several system changes

     

    QGzNqfZ.png
    • [System] Fixed bugs with counterhit system.
    • [System] Juggle & Reset system replaced with hitstun decay & air tech.
    • [System] Revised behavior of wallbounce hits.
    • [System] Dash behavior adjusted.
    • [System] Added visual indicator for when Throw Escapes can be done.
    • [System] Guard Cancels can no longer deal damage nor be cancelled into Spellcards.
    • [System] New System mechanic: Crush Attack (Type-A Only).
    • [System] "Spell Rage" Damage boost decreased from 20% to 15%.
    • j2H: Proration decreased (90%->75%).
    • Illusion Rift: Now has a RDP+A version while Dimensional Gap is active.
    • "Phantasm, Foam & Shadow": Now has complete startup invulnerability on Level 1 & 2 charges.
  4. 1 hour ago, GarfieldfanMUGEN said:

    I seriously tried uploading this to the Archive yesterday. All I thought when it was gone was "What the fuck is wrong with these people? Don't they know true art"

     

    I know plenty who would contest that statement, especially given the author's apparent "fetish", if you can even call it that. Most of the art is pretty questionable, especially the portraits and winposes. I get that she's supposed to be a succubus, yeah, but not even the original material Lilith was in crossed the line this Lilith has. And this kind of thing isn't something that Ohgaki limited to just his Lilith either, hence why I called it his fetish.

     

    Gameplay-wise, the design is pretty broken. Some moves do some questionable damage and there's a ton of shenanigans that can be done with that stun bar, which you can easily fill at least 50% with something as simple as a BnB.

     

  5. Game updated to version 2.6.0.3

     

    Full version download:
    http://www.mediafire.com/file/px19gcy34fqc1cc/Touhou Gensokyo Reloaded v2.6.0.3 FULL.zip

     

    Update patch (Requires version 2.6.0 or higher)
    http://www.mediafire.com/file/8cs37w1oqjjm951/Touhou Gensokyo Reloaded v2.6.0.3 update patch.zip

     

    Quote


    ===================================
    05/27/18 - Version 2.6.0.3
    ===================================

    Character updates:
    - All

     

    MISC updates:
    - Adjustments & bugfixes to Arcade Mode final boss

     

     

     

  6. Game updated to version 2.6.0.2

     

    Full version download:
    http://www.mediafire.com/file/tq7fi4luws3ehaf/Touhou_Gensokyo_Reloaded_v2.6.0.2_FULL.zip/file

     

    Update patch (Requires version 2.6.0 or higher):
    http://www.mediafire.com/file/ie9urk5qeri9rn6/Touhou Gensokyo Reloaded v2.6.0.2 update patch.zip


     

    Quote

     

    ===================================
    05/21/18 - Version 2.6.0.2
    ===================================

     

    Character updates:
    - All

     

    MISC updates:
    - Adjustments & bugfixes to Arcade Mode final boss

     

     

  7. Six characters updated

     

    jOVMesX.png
    • Fixed additional bugs in reset system.
    • 5x: Fixed erroneous hittime against airborn opponents.
    • 6y: Fixed bug where attack would only hit once.
    • j.5z: Fixed bug where attack would only hit once.
    • Monochromatic Hurricane: Fixed bug where attack would only hit once.
    • Black Dragon Rising: Fixed bug where attack would only hit once.
    X6n47Kk.pngHovA2wJ.pngjXcrR3V.png
    qUKvSgV.pngGZ3R1Y9.png
    • Fixed additional bugs to reset system.
  8. Mamizou updated

     

    HovA2wJ.png
    • j2z: Now causes an untechable knockdown.
    • New Command Normal: 6z.
    • Youkai Tsurube Transformation: Can no longer cancel into Spellcards before bucket swings in front of Mamizou.
    • Utsusemi Jizo Transformation: Fixed bug where proration was being applied twice.
    • Youkai Karakasa Transformation: No longer loses a leaf if hit by melee attacks.
    • "Bubuku Hot Soup Bathtub": Corrected bug where attack would always whiff if cancelled from Utsusemi Jizo Transformation.
  9. After a long 6 month hiatus, Gensokyo Reloaded has finally been updated to version 2.6.0, featuring minor system changes, a new character, and a new final boss.

     

    Link: http://www.mediafire.com/file/i443lq8fm733479/Touhou_Gensokyo_Reloaded_v2.6.0.zip

     

    Quote

     

    ===================================
    05/09/18 - Version 2.6.0
    ===================================

    Character updates:
    - All

     

    New Characters:
    - Suika

     

    Stage updates:
    - Scarlet Devil Mansion (Front Gate)
    - Outside World

     

    New Stages:
    - Hakurei Shrine (Night)
    - Gensokyo Field

     

    Removed Stages:
    - Space

     

    MISC Changes:
    - Reworked Arcade mode

     

     

  10. Fix for Combo Counter Reset Bug

    Compatibility:

    WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN
    yes.png
    yes.png
    yes.png
    yes.png

     

    For those of you who may or may not already know, but whenever you have a helper-based projectile hit an opponent and then destroy itself, this causes a peculiar bug to occur in where Mugen's combo counter will reset to 0, even if you continue the combo. The combo itself is a still valid, but the misleading aesthetics can be jarring. Fortunately, this problem is easily circumvented if one understands how targets work in Mugen.

     

    To put it simply, whenever a player or helper hits something else, that something else, whether it be another player or a helper, will be registered by the attacker by its playerid. Whenever something else hits that same object, the new attacker gains that object as a target, while the previous attacks drops the object as a target. As an example, suppose you do a simple combo of S.MP into Hadouken, the Hadouken in this case being a helper-based projectile; when P1 hits P2 with S.MP, P1 gains P2 on its list of targets. The moment P1 fires the Hadouken and the Hadouken hits P2, the Hadouken helper gains P2 as a target, while P1 drops P2 from its target list. The combo counter reset bug occurs whenever a helper destroys itself, which forces it to drop all targets it has prematurely while nothing else is claiming P2 as a target. The solution; have the helper last long enough until either a combo ends or a proper transfer of "target ownership" can occur by sending it to an intermediary "destruct" state;

     

    ; Universal Projectile Destruction
    [Statedef 999]
    type = A
    physics = N
    movetype = I
    anim = 1998 ; your blank animation
    velset = 0, 0
    ctrl = 0
    movehitpersist = 1
    
    [State 1112, nothitby]
    type = nothitby
    trigger1 = ishelper
    time = 1
    value = SCA
    ignorehitpause = 1
    
    [State 1112, NoShadow]
    type = AssertSpecial
    trigger1 = ishelper
    flag = noshadow
    ignorehitpause = 1
    
    [State 1112, End]
    type = destroyself
    triggerall = ishelper
    trigger1 = !numtarget
    trigger2 = numtarget
    trigger2 = target, time <= 1 && !(target, hitshakeover)
    ignorehitpause = 1

    Rather than calling a Destroyself controller directly, you'll be using a changestate controller to send the helper into this state instead, which satisfies both conditions outlined above. If your character has any system-specific mechanics such as Safe Fall, you'll also need to copy the associated targetstate controllers into this state as well.

     

    One thing to take note of is that, if you have anything that relies on numhelper=0 triggers, you'll need to accomodate for the new intermediate state. In Mugen 1.0 and 1.1, as well as in Ikemen, you can easily accomplish this through a cond statement, usually something along the lines of;

     

    triggerall = cond(numhelper(xxx)>0,cond((helper(xxx),stateno=999),1,0),1)

    Basically this is a substitute for numhelper(xxx)=0 that checks for the following logic; if helper #xxx exists, check to see if its in state 999; if it is, then return true, otherwise return false. Else, if helper #xxx doesnt exist, then return true.


     

     

  11. This Rem, hoo boy where do I start?

     

    mugen000.png?width=400&height=225

    Two easy infinites; one but mashing B, the other by mashing A. Both involve the fact that her launcher automatically jump cancels on hit, and can repeat infinitely after the groundbounce. I should also mention that both her launcher and full autocombo are both -3 on block, but considering how much distance there is between her and the opponent, good luck punishing her.

     

    Second, this...

    mugen003.png?width=400&height=225

    Even with the projectile limiter mechanic she has, meterless 300 damage with no scaling is absurd. I did mention she has no damage scaling, yes?

     

    mugen002.png?width=400&height=225

    This Rem also has some very questionable hitbox placement, but this move takes the cake; its huge, its super meaty, has ton of priority, is invincible on startup AND completely immune to Normals during the active frames for some odd reason. The only respite you got is the fact that its -9 on block AND drags you toward her, so at least its punishable? Still stupidly abuseable though.

     

    All of her Specials, save for one, also drain power from P2 for some reason.

     

    All of this was from 5 minutes of playtesting her, and this is only scratching the surface. I'm afraid of seeing what other problems this character has.

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