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Lie Meiling & Hong Meiling updated (03/27/13)


RicePigeon

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04/27/13: Meiling Duo updated.

Changelog:

Lie Meiling:


==========================================
Version 2013.04.27 (2.0.1)
==========================================
Changes from version 2013.03.31

- Juggle System revamped
- Actual throw is now delayed a bit.
- Throw can now be teched out of. See Throw in move section for details.
- Added ability to instant airdash.
- Hitvelocities slightly reduced on all normals.
- Hitstun on j.Y and j.Z reduced.
- j.Z: Hitbox size of both hits reduced.
- j.Z: Startup increased by 3 frames
- j.Z: Number of active frames on first hit reduced.
- Ultraviolet Cannon: Command changed to Fwd+Z
- Ultraviolet Cannon: Recovery time increased. Damage slightly increased.
- Ultraviolet Cannon: Recovery animation changed. Effects added.
- Fwd+Y Overhead: Can no longer cancel into other normals
- Fwd+Y Overhead: Startup time increased by 5 frames
- Animations for Standing Light and Standing Medium attacks switched. Startup & recovery adjusted accordingly.
- Dashes can no longer be cancelled into normals on first frame.
- Standing Medium: Forward velocity removed.
- Standing Medium: Frame advantage changed to +4/-1 on hit/block.
- Crouching Medium: Recovery time reduced by 1 frame.
- Crouching Medium: Frame advantage changed to +1/-2 on hit/block.
- Four Star Sword: Z version now pushes Lie backward

- Colorless "Dichromatic Spark": Spellcard text added for both versions.
- Colorless "Dichromatic Spark": Startup animation for air version changed.
- Strike Sign "Roc's Fist": Spellcard text added.
- Piercing Heaven "Youkai Armageddon": Command added to readme file. Spellcard text added.
- Raging Youkai "Hells Instantaneous Murder": Grabbing animation on hit changed
- Raging Youkai "Hells Instantaneous Murder": Now plays different sound if opponent is KO'ed.
- Raging Youkai "Hells Instantaneous Murder": New winpose added if move KOs opponent.



Hong Meiling:


===================================
04/27/13 - Version 2013.04.27
===================================

Changes from version 6.0:

- Meiling is now 1.0 exclusive
- Life decreased 1000 -> 900
- s.Medium (5y): Animation changed. Now launches opponent on hit.
- s.Medium (5y): Can now be jump cancelled on hit before frame 17
- New Command Normal: Fwd + Y (6y)
- s.Heavy (5z): Animation timings adjusted
- s.Heavy (5z): Now knocks opponent down on hit.
- New Command Normal: Fwd + Z (6z)
- c.Light (2x): Animation timing & hitboxes adjusted. Damage increased.
- c.Medium (2y): Damage increased. Animation timing adjusted. No longer hits OTG. No longer trips opponent.
- c.Heavy (2z): Changed to DF+Z command normal. New sweep kick c.Heavy added in its place.
- New Command Normal: Fwd + Down + z (3z): old c.Heavy/2z, no longer causes wallslam.
- j.Light (8x): Active frames increased. Damage increased
- j.Medium (8y): Animation changed. Damage increased.
- j.Heavy (8z): Animation timing changed. No longer causes wallbounce.
- New Command Normal: Down + Fwd + any attack in air (3x, 3y, or 3z): Divekick.


- Fragrant Wave: Command changed to QCB+x/y/z (214x/y/z)
- Fragrant Wave: Horizontal range of projectile hitbox decreased.
- Fragrant Wave: X version is now a fake out. Y version now hits 3 times, Z version now hits 5 times.
- Fragrant Wave: Z version now has lower body invincibility during startup.
- Fragrant Wave: Z version no longer requires 500 power.
- Tremor Kick: Startup increased on all versions. All versions now deal identical damage.
- Tremor Kick: X version no longer knocks opponent down. Recovery time increased.
- Tremor Kick: Z version recovery time decreased. Now causes crumple on hit.
- Tremor Kick: Z version no longer requires 500 power.
- Tremor Kick: All versions no longer hit OTG.
- Tremor Kick: All versions now have the same hitbox size range.

- New Special: Cyclone Light Step (QCF+x/y/z, 236x/y/z)
- New Special: Searing Rainbow Fist (xxxx yyyy or zzzz)
- New Special: Scarlet Cannon (DP+x/y/z, 623x/y/z)

- Strike Sign "Roc's Fist": Animation is now a 3 part attack.
- Strike Sign "Roc's Fist": Command changed to QCFx2+atk (236236x/y/z).
- Qi Sign "Fierce Tiger's Strength": Command changed to QCBx2+atk (214214x/y/z)
- Qi Sign "Fierce Tiger's Strength": Is now a lvl 1 super
- Qi Sign "Fierce Tiger's Strength": Unblockable effect removed. See spellcard section for more details.

- New Spellcard: Flower Sign "Colorful Light Lotus Flower Palm" - QCF,QCF+x+y+z (236236xyz)

- Removed Specials:
 Sky Dragon Kick
 Crescent Kick
 Descending Flower Slam

- Removed Spellcards:
 Rainbow Sign "Radiant Rainbow Fist"
 Qi Sign "Star Pulse Shot"
 Tremor Sign "Earth Dragon Wave"
 Falling Strike "Mountain Splitter"
 Li's Rage "Zhenfan's Way of the Dragon"
 Hundred Fist "Northern Mountain Breaker"
 Star Qi "Star Pulse Earth-Moving Shot"

- Custom cornerpush implemented
- Damage scaling redone
- All voices changed to english.
- Implemented Target Combos. See Movelist for details.
- Juggle system redone.
- Throw redone.
- Throw can now be teched out of.




 

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  • 4 weeks later...

So you're back with Touhou characters RicePigeon. I hope for you'll have no problems this time.

 

If you're referring to that C&D notice, it was confirmed to be fake.

 

Also might as well post these while I'm at it:

 

 

Known Issues (Both):

  • Trip guard not enabled
  • Standing Medium cannot be done from a dash
  • Jump land can be cancelled into specials and supers, but not normals
  • Hitdefs and damage scaling are only calculated on the first possible frame of attacks
  • Resets in the corner can cause a psuedo-infinite

Known Issues (Lie):

  • Four Star Sword can cause large amounts of frame advanatage if done close to ground
  • Axe Kick can can cause more than one ground bounce per combo, leading to infinites
  • Raging Youkai can hit in instances where it shouldn't
  • Dive kick lacks a height restriction
  • Command for Ultraviolet Flip takes precedence over Axe Kick where it shouldn't

Known Issues (Hong):

 

  • Scarlet Cannon doesn't apply juggle points correctly, causing an infinite
  • P2 animation on throw causes an extra bounce that shouldnt happen
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If you're referring to that C&D notice, it was confirmed to be fake.

 

Also might as well post these while I'm at it:

 

 

Known Issues (Both):

  • Trip guard not enabled
  • Standing Medium cannot be done from a dash
  • Jump land can be cancelled into specials and supers, but not normals
  • Hitdefs and damage scaling are only calculated on the first possible frame of attacks
  • Resets in the corner can cause a psuedo-infinite

Known Issues (Lie):

  • Four Star Sword can cause large amounts of frame advanatage if done close to ground
  • Axe Kick can can cause more than one ground bounce per combo, leading to infinites
  • Raging Youkai can hit in instances where it shouldn't
  • Dive kick lacks a height restriction
  • Command for Ultraviolet Flip takes precedence over Axe Kick where it shouldn't

Known Issues (Hong):

 

  • Scarlet Cannon doesn't apply juggle points correctly, causing an infinite
  • P2 animation on throw causes an extra bounce that shouldnt happen

Well, it was strange because many people makes Touhou characters and I don't think all those creators have a permission to use sprites and other things.

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No plans to update Yuugi. Minoo's stuff is hard to work with.

 

That and I'd rather be focusing my attention on a new character that isn't an update, of which I'm already in the process of doing.

What a shame...

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If I can find someone who'd be willing to resprite Yuugi or at least provide additional sprites to the ones Minoo originally had I'll consider it. Especially given it would make certain attacks I had in mind fit her better.

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