RicePigeon Posted May 4, 2019 Author Posted May 4, 2019 05/03/19: (Gensokyo Reloaded) Sanae Kochiya updated GR Sanae has been updated with several major changes. Sprites realigned. Fixed numerous sprite errors. [System] Minor adjustments to Sanae's regular hurtbox in most states. [System] Minor 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] Corrected forward dash startup time (4f->5f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Corrected back hop/air dash landing times (9f->8f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a heigt restriction when ascending. Added a crouch turning animation. Fixed angledraw issues with the goddess helpers. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 5x: Hit velocity slightly increased. 5y: Damage decreased (50->45). 6y: No longer loses overhead properties when chained into. 6y: Hurtboxes adjusted. 6z: Proration decreased (80%->85%). Pillar Toss: Projectile now disappears if Sanae is hit. Pillar Toss: Now flags recovery frames once the projectile's active frames have ended. Pillar Toss: Fixed IKEMEN exclusive visual issue where the Onbashira effect helpers would incorrectly generate a shadow. Iron Ring: Aerial version now has a separate animation that uses the regular aerial hurtbox. Iron Ring: Suwako now disappears if Sanae is hit. Iron Ring: Damage decreased (35x3->34x3) Iron Ring: Proration increased (95%x3->93%x3). Iron Ring: Suwako gauge now only starts recharging once Suwako has completely disappeared. 2x: Corrected inability to conserve forward dash momentum into the attack. 2x: Secondary hurtbox and hitbox moved down slightly. 2x: Hitbox size decreased. 2y: Can now be blocked high, horizontal range slightly increased. j.5x: Damage decreased (40->35). j.5x: Proration increased (92%->90%). j.5y: Damage decreased (60->55). j.2y: No longer hits overhead, hitstun decreased by 5f. j.2y: Can no longer guard or airdash until landing. j.5z: Damage decreased (80->75). Throw: Now applies 90% normal proration. Throw: Corrected inability to conserve forward dash momentum into the attack. Wind Call: Projectile now disappears if Sanae is hit. Wind Call: Proration increased (96%x3 -> 94.7%x3). Omijuki Bomb: Projectile is now destroyed if Sanae is hit. Omijuki Bomb (Good Luck): Damage decreased (80->75), block damage increased (8->15). Omijuki Bomb (Great Luck): Damage decreased (150->130), block damage decreased (30->26). Omijuki Bomb (Bad Luck): Homing projectile is now destroyed if Sanae is hit. Omijuki Bomb (Bad Luck): Fixed various debug errors. Omijuki Bomb (Poor Luck): Damage decreased (20x10->17x10), block damage decreased (4x10->3x10) Omijuki Bomb (Poor Luck): Fixed bug where proration would continue to be applied every frame after the attack had hit 10 times. Wind Goddess ~ Thrust: Aerial versions now have separate animations that use the regular aerial hurtbox. Wind Goddess ~ Thrust: Damage decreased (120/130/140->110/120/130). Wind Goddess ~ Thrust: Proration increased (85%->80%). Wind Goddess ~ Thrust: Kanako gauge now only starts recharging once Kanako has completely disappeared. Wind Goddess ~ Pillar: Aerial versions now have separate animations that use the regular aerial hurtbox. Wind Goddess ~ Pillar: Projectiles are now destroyed if Sanae is hit before they become visible. Wind Goddess ~ Pillar: Recovery frames are now flagged 1 frame after the pillars spawn. Wind Goddess ~ Pillar: Kanako now disappears 6 frames earlier, but the Kanako gauge takes 6 frames longer to fully charge. Wind Goddess ~ Pillar: Moved Kanako down so that she now appears mostly on screen from a grounded camera y-position. Earth Goddess ~ Snare: Suwako now disappears if Sanae is hit, but only if she's not leaping out of the ground. Earth Goddess ~ Snare: Damage decreased (48x3->42x3). Earth Goddess ~ Snare: Proration slightly increased (95%x3->94.7%x3). Earth Goddess ~ Snare: Suwako gauge now only starts recharging once Suwako has completely disappeared. Earth Goddess ~ Shield: Suwako gauge now only starts recharging once Suwako has completely disappeared. Cobalt Spread: Projectile is now destroyed if Sanae is hit. "Charm of Good Commerce": Damage increased (11x23->12x23), block damage increased (1x23->2x23). "Charm of Good Commerce": Proration increased (99%x23->98%x23). "Forgotten Ritual": Now flags recovery frames once the active frames have ended. "Night of the Supernova Storm": Now flags recovery frames once the active frames have ended. "Moses's Miracle": Now applies 45% proration. Filled out missing readme move entries.
RicePigeon Posted May 8, 2019 Author Posted May 8, 2019 05/07/19: (Gensokyo Reloaded) Yuyuko Saigyouji updated Yuyuko has been updated with some balance and system changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Updated outdated Recovery frame flags to current standards. [System] Updated outdated Hitdef triggers to current standards. [System] Corrected regular jump landing time (6f->4f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Corrected back hop/air dash landing times (6f->8f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. Forward Dash Skid: Changed animation, animation time reduced (12f->8f). Forward Air Dash: Startup reduced by 3 frames, distance travelled slightly reduced. Backward Air Dash: Removed negative x-velocity multiplier. 6y: No longer loses overhead properties when chained into. j.2z: Startup reduced (17f->13f). j.2z: No longer has block restrictions. 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. Butterfly Dream Dance: Fixed IKEMEN exclusive visual issue where the butterfly effect helpers would incorrectly generate a shadow. Ghastly Dream: Corrected recovery frame flag time.
RicePigeon Posted May 9, 2019 Author Posted May 9, 2019 05/08/19: (Gensokyo Reloaded) Youmu Konpaku updated GR Youmu has been updated with some balance and system changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected regular jump landing time (5f->4f). [System] Corrected forward dash startup time (3f->5f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Forward dash skid animation time increased (6f->8f). [System] Corrected back hop/air dash landing times (10f->8f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 6y: No longer loses overhead properties when chained into. 2x: Corrected inability to conserve forward dash momentum into the attack. j.2z: Groundbounce proration increased (75%->72%). Throw: Now applies 90% normal proration. Guard Cancel Counter: No longer gains counterhit bonuses. Slash of Life & Death [3rd hit]: Fixed a bug where spirit was being deducted even if the move had made contact. Insightful Sword: Move is no longer tied to the spirit mechanic, now uses old level 3 hitbox duration and old max level damage. Insightful Sword: No longer gains counterhit bonuses. Netherworld Reflection Slash: Move is no longer tied to the spirit mechanic, now uses old level 3 hitbox duration. Crescent Moon Slash [all versions]: Move is now a hard knockdown. Crescent Moon Slash [y and z versions]: Fixed a bug where proration was being applied incorrectly. Crescent Moon Slash [y and z versions]: Spirit is now applied on each successful hit. Lotus Stance Cut: Fixed a bug where the final hit of the projectile was not adding spirit. Lotus Stance Cut: All versions now move a fixed distance. "6-Root Cleansing": Now functions as a command grab instead of a full-body counter. Now has startup invincibilty.
RicePigeon Posted May 12, 2019 Author Posted May 12, 2019 05/12/19: (Gensokyo Reloaded) Reisen & Cirno updated GR Reisen and GR Cirno have been updated with a few changes. [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] Fixed timing issues with groundbounce angledraw and offset. [System] Corrected forward dash startup time (4f->5f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. 6y: No longer loses overhead properties when chained into. Ice Charge: Can now be used out of the ground dashes. "Icicle Fall": Can now be used out of the ground dashes. "Perfect Freeze": Can now be used out of the ground dashes. Filled out missing readme move entries.
RicePigeon Posted May 15, 2019 Author Posted May 15, 2019 05/14/19: (Gensokyo Reloaded) Komachi updated GR Komachi has been updated with a few changes. [System] Small adjustments to hurtboxes in numerous states. [System] Minor adjustments to some common state animations. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Corrected regular jump startup time (4f->5f). [System] Corrected regular jump landing time (6f->5f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 5y: Damage increased (65->70). 6y: Damage increased (75->80). 6y: No longer loses overhead properties when chained into. 2x: Hitbox moved down slightly. 2z: Corrected an oversight where Komachi was returning to the wrong animation once the attack had finished. j.5y: Hit & block velocities decreased. Wind on the Last Journey (x version): Move now has 12 frames of startup invulnerability.
RicePigeon Posted May 15, 2019 Author Posted May 15, 2019 05/15/19: (Gensokyo Reloaded) Mima updated GR Mima has been updated with a few changes. [System] Minor adjustments to some common state hurtboxes and 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] Corrected regular jump landing time (5f -> 4f). [System] Corrected forward dash startup time (4f -> 5f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 5x: Damage increased (20->25). 5y: Damage decreased (49->45). 6y: No longer loses overhead properties when chained into. 2x: Corrected inability to conserve forward dash momentum into the attack. j.5z: Damage increased (65->70). Throw: Now applies 90% normal proration. Guard Cancel Counter: No longer gains counterhit bonuses. Green Spread: Fixed Hitdef trigger issue which prevented the move hitting an opponent if its hitbox also overlapped with a projectile. Meteor Strike: Adjusted hitboxes of X and Y versions, Z version is now a projectile counter. Meteor Strike (counterattack): Fixed a bug where the move could cancel into Spellcards before the counterattack had hit. Meteor Strike (counterattack): Horizontal range increased. Meteor Strike (counterattack): Startup slightly reduced (12F->11F). "Orreries Sun" (Rings): Hitbox is no longer active while Mima is in hitstun.
RicePigeon Posted May 19, 2019 Author Posted May 19, 2019 05/19/19: (Gensokyo Reloaded) Byakuren updated GR Byakuren has been updated with a few changes. Regular hurtbox sized decreased. [System] Corrected regular jump landing time (6f->4f). [System] Air dashes now have a height restriction when ascending. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 6y: No longer loses overhead properties when chained into. 2y: Changed voice clip. Dance of Hanuman (1st and 2nd hits): Changed to soft knockdowns to mirror the third hit. Durga's Soul (counterattack): Changed to a hard knockdown to mirror its non-counterattack counterpart. "Brilliance of Mahavairocana": Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
RicePigeon Posted May 22, 2019 Author Posted May 22, 2019 05/21/19: (Gensokyo Reloaded) Youmu updated GR Youmu has been updated with a few changes. 5y: Changed attacking sound clip. 5z: Can now only chain into 6y starting from a spirit level of 2. Insightful Sword (counterattack): Fixed a bug where the move could cancel into Spellcards before the counterattack had hit. "Secret of Life and Death" Spellcard now plays the level 1 activation sound if Power is lower than 2000.
RicePigeon Posted May 24, 2019 Author Posted May 24, 2019 05/23/19: (Gensokyo Reloaded) Ichirin updated GR Ichirin has been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [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] Corrected forward dash startup time (4f->5f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Dash skid times are now consistent regardless of Unzan is active or inactive. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. 6z: No longer loses overhead properties when chained into. 2x: Corrected inability to conserve forward dash momentum into the attack. Throw: Now applies 90% normal proration. Guard Cancel Counter: No longer applies counterhit bonuses. Raging Running Fist (Unzan Inactive): Recovery frames are now flagged properly. Hanging Cloud's Iron Hammer: Recovery frames are now flagged properly. Handful of Floating Cloud: Recovery frames are now flagged properly. "Deadly Wind of Penitence": Recovery frames are now flagged properly. "King Kraken Strike": Recovery frames are now flagged at the correct time.
RicePigeon Posted May 24, 2019 Author Posted May 24, 2019 05/24/19: (Gensokyo Reloaded) Suika updated GR Suika has been updated with a few changes. [System] Air dashes now have a height restriction when ascending. [System] Corrected time in which the forward dash can be jump cancelled. [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] 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 timing issues with groundbounce angledraw and offset. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. Guard Cancel: No longer gains counterhit bonuses. 2x: now carries momentum over from a dash. 6y: No longer loses overhead property on chaining.
RicePigeon Posted May 26, 2019 Author Posted May 26, 2019 05/26/19: (Gensokyo Reloaded) Mamizou updated GR Mamizou has been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Forward dash startup increased by 2f. [System] Corrected jump cancel timings on forward dash. [System] Air dashes now have a height restriction when ascending. [System] Corrected certain debug errors if p2 is not present. [System] Added missing hit ground from fall sounds. [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. 2x: Now carries momentum from a dash. 6y: No longer loses overhead properties when cancelled into. Animal Lute Priest: Recovery time increased by 2f. Now disappears if Mamizou is hit. Animal Lute Priest: Projectile hitbox size decreased. Youkai Karakasa Transformation: Fixed a scaling error that would occur upon colliding with another projectile. Youkai Tsurube Transformation: Damage decreased (100->90), recovery time on all versions increased by 4f. Youkai Tsurube Transformation: Projectile hitbox size decreased, projectile hurtbox size increased. Utsusemi Jizo Transformation: Landing recovery increased by 3f, landing damage increased (80->90).
RicePigeon Posted May 30, 2019 Author Posted May 30, 2019 05/30/19: (Gensokyo Reloaded) Reimu updated GR Reimu has been updated with a few changes. Revamped the character's file structure. [System] Updated common states to the latest Gensokyo Reloaded character standards. [System] Minor adjustments to Reimu's regular hurtbox in most states. [System] Minor adjustments to some common state animations. [System] Updated Hitdef triggers to current standards. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Corrected regular jump landing time (6f->4f). [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards. [System] Forward air dash velocity multiplier decreased (x0.75->x0.9). [System] Backward air dash velocity multiplier decreased (x0.75->x0.85). [System] Repositioned dash effects. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [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] Rudimetary state tree based A.I. implemented. 5x: Revised hurtbox placements. 5y: Revised hurtbox placements. 5z: Revised hurtbox placements. 6x: Fixed a bug introduced in a previous update where the move wasn't causing wallbounce on counterhit. 6y: No longer loses overhead properties when chained into. 3z: Fixed issue where opponent could recover prematurely. j.5x: Revised hurtbox placements. j.5y: Second and third hits no longer have block restrictions. j.5z: Revised hurtbox placements. Throw: Corrected inability to conserve forward dash momentum into the attack. Guard Cancel Counter: No longer gains counterhit bonuses. Ascension Kick: Can no longer carry momentum over from a forward dash. Dimensional Rift: Can no longer carry momentum over from a forward dash. Rain Dance: Aerial versions now have separate animations that use the regular aerial hurtbox. Rain Dance: Can no longer carry momentum over from a forward dash. "Fantasy Seal": Aerial version now has a separate animation that uses the regular aerial hurtbox. "Fantasy Seal": Fixed debug flood that would occur if P2 was somehow missing.
RicePigeon Posted June 1, 2019 Author Posted June 1, 2019 06/01/19: (Gensokyo Reloaded) Kanako & Remilia updated GR Kanako & GR Remilia have been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected regular jump start time (4f->5f). [System] Corrected regular jump landing time (6f->5f). [System] Corrected forward dash startup time (6f->4f). [System] Corrected jump cancel timings for grounded forward dash. [System] Corrected Forward dash skid animation time (10f->8f). [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 helpers would incorrectly generate a shadow. [System] Minor corrections to hurtboxes. 2x: Now carries horizontal momentum from a dash. 6z/j.6z: Recovery frames are now flagged properly. 3z: No longer loses overhead properties when cancelled into. Throw: Now applies standard 90% proration. Guard Cancel: Now longer gains counterhit bonuses. Sky God: Wind Summon: Recovery frames are now flagged at the proper times. Sky God: Onbashira: Recovery frames are now flagged at the proper times. God Sign "Beautiful Spring-like Suiga": Recovery frames are now flagged at the proper times. [System] Adjustments to common state animations and hurtboxes. [System] Updated outdated Recovery frame flags to current standards. [System] Updated outdated 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] Corrected regular jump landing time (5f->4f). [System] Corrected back hop/air dash landing times (11f->8f). [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. Fixed visual issue where the tech recovery explod was being affected by palfx. Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow. Ground Backward Dash: Cancel window reverted. 2y: Can now be blocked high. 6z: No longer loses overhead properties when chained into. j.5z: Groundbounce counterhit proration multiplier decreased (85%->90%). Throw: Now applies 90% normal proration. Guard Cancel: No longer gains counterhit bonuses. Chain Gang [X & Y]: Now disappears if Remilia is hit.
RicePigeon Posted June 5, 2019 Author Posted June 5, 2019 06/05/19: (Gensokyo Reloaded) Patchouli updated GR Patchouli has been updated with a few changes. Revamped the character's file structure. Realigned certain gethit sprites. [System] Updated common states to the latest Gensokyo Reloaded character standards. [System] Minor adjustments to hurtboxes in most states. [System] Minor 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] Corrected regular jump start time (5f->4f). [System] Corrected regular jump landing time (5f->4f). [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards. [System] Corrected forward dash startup time (2f->4f). [System] Corrected time in which the forward dash can be jump cancelled. [System] Corrected Forward dash skid animation time (9f->8f). [System] Corrected back hop/air dash landing times (10f->8f). [System] Repositioned dash effects. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Air dashes now have a height restriction when ascending. [System] Replaced cornerpush system. [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] Rudimetary A.I. implemented. All Normals and Command Normals: Hurtboxes adjusted slightly. 6y: No longer loses overhead properties when chained into. 5z: Can no longer cancel into 6y. j.5x: Hitbox repositoned, size increased. j.5x: Startup decreased (7f->5f). Throw: Corrected inability to conserve forward dash momentum into the attack. Throw: Now applies 90% normal proration. Guard Cancel: No longer gains counterhit bonuses. Summer Red: Hurtboxes adjusted slightly. Summer Red [Air]: Adjusted effects to reflect projectile trajectory. Sylphae Horn: Corrected visual bug when projectiles fire. Sylphae Horn: Now fires 2 additional projectiles during Philosopher's Stone. Winter Element: Geyser now disappears if Patchouli is hit before it becomes active. Winter Element: Spellcard cancel timing adjusted. Autumn Blade: Hurtboxes adjusted slightly. "St Elmo's Pillar": Hurtboxes adjusted slightly. "St Elmo's Pillar": Recovery frames are now flagged properly. "Royal Flare": Hurtboxes adjusted slightly.
RicePigeon Posted June 11, 2019 Author Posted June 11, 2019 06/10/19: (Gensokyo Reloaded) Yuuka updated GR Yuuka has been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected regular jump start time (6f->5f). [System] Corrected regular jump landing time (4f->5f). [System] Corrected jump cancel timing of forward dash. [System] Corrected Forward dash skid animation time (10f->8f). [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 issue where certain attacks could not carry momentum from a dash. j.2z: Recovery frames are now flagged at the correct time. Throw/Air Throw: Now apply standard 90% Proration. Fantastic Spring Flowers: Recovery frames are now flagged properly. CoolAnimeHustler 1
RicePigeon Posted June 20, 2019 Author Posted June 20, 2019 06/19/19: (Gensokyo Reloaded) Koishi updated GR Koishi has been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected jump cancel timings of the forward dash. [System] Backward dash: Can now be cancelled into ground Normals. [System] Backward dash/Air Backward Dash: Startup reduced (8f->6f). [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 helpers would incorrectly generate a shadow. 2x: Now carries momentum from dashes. 6y: No longer loses overhead properties when cancelled into. 4z: Recovery frames are now flagged properly. Throw: Now applies 90% standard proration. Guard Cancel Counter: No longer gains counterhit bonuses. Fidgety Snatcher: Recovery frames are now flagged properly. Growing Pain: Recovery frames are now flagged properly. Growing Pain: Now disappears if Koishi is hit. Unanswered Love: No longer erroneously hits overhead. Catch & Rose: Recovery frames are now flagged properly. "Ancestors are Watching You": Recovery frames are now flagged properly.
RicePigeon Posted June 22, 2019 Author Posted June 22, 2019 06/22/19: (Gensokyo Reloaded) Marisa updated GR Marisa has been updated with a few changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected forward dash startup time (4f->5f). [System] Corrected jump cancel timings of forward dash. [System] Decreased forward air dash startup time (9f->6f). [System] Corrected back hop/air dash landing times (10f->8f). [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] Corrected error where certain Normals would not carry momentum from a dash. [System] A.I. improved. 5y: Now moves Marisa forwards slightly. 6y: No longer loses overhead property when cancelled into. Throw: Now applies standard 90% prorate. Guard Cancel: No longer gains counterhit bonuses. "Master Spark": Fixed scaling bug on the laser effect.
RicePigeon Posted June 29, 2019 Author Posted June 29, 2019 06/28/19: (Gensokyo Reloaded) Mokou updated GR Mokou has been updated with several changes. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor 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] Corrected regular jump landing time (6f->4f). [System] Corrected forward dash startup time (8f->5f). [System] Corrected jump cancel timings of forward dash. [System] Corrected back hop/air dash landing times (10f->8f). [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] Corrected error where certain Normals would not carry momentum from a dash. 6y: No longer loses overhead properties when cancelled into. j.2z: Fixed angledraw bug that would occur when Mokou lands. Throw: Now applies 90% standard proration. Guard Cancel Counter: No longer gains counterhit bonuses. Self-Harming Fire Talons [3rd hit, all versions]: Mokou now leaves the ground slightly later, y-velocities lowered to compensate. Blazing Bamboo Tube: Recovery frames are now flagged properly.
RicePigeon Posted July 3, 2019 Author Posted July 3, 2019 07/02/19: (Gensokyo Reloaded) Eirin Yagokoro updated GR Eirin has been updated with several changes. Slight reorganization of file structure. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Minor revision to turning animations. [System] Added missing anim 5150. [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] Corrected regular jump landing time (8f->4f). [System] Dash behavior updated to current standards. [System] Repositioned dash effects. [System] Corrected jump cancel timings of forward dash. [System] Air dashes now have a height restriction when ascending. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Updated how the Spellcard ring effect is handled. [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. 6y: No longer loses overhead properties when cancelled into. 5z/8z: Corrected bug where charged versions would still only fire 1 arrow. 5z/8z: Damage per arrow now scales inversely to amount of arrows fired. Throw: Now applies standard 90% prorate. Guard Cancel Counter: No longer gains counterhit bonuses. Burst Shot [Air]: No longer preserves trajectory, now recoils Eirin backward. Elixir [All]: Recovery frames are now flagged properly. Elixir -Sulfuric Acid-: Fixed an oversight where the debuff wasn't being applied to opponents hit by the acid splash.
ShinnAsukaYESTaylorSwiftNO Posted July 10, 2019 Posted July 10, 2019 Uh..... @RicePigeon? I'm currently having a problem with your GR-style Utsuho Reiji. I'm having troubles trying to insert her into my roster via Tunglashor's VSelect program. For some reason, if I ever insert her into my roster in some way, shape, or form, VSelect always automatically crashes all of a sudden after loading. So, can you at least try to fix it in your next update? The MUGENite formerly known as StrikeFreedomGirl555 https://thewhitedevil27.neocities.org/
PlasmoidThunder Posted July 10, 2019 Posted July 10, 2019 Try re-saving the sprite file. Project LG said: God knows you shit out characters like a friggin' gumball machine.
ShinnAsukaYESTaylorSwiftNO Posted July 10, 2019 Posted July 10, 2019 On 7/9/2019 at 8:50 PM, PlasmoidThunder said: Try re-saving the sprite file. Then, how do I do that? Oh, never mind, I figured it out and it works now. Thanks. However, VSelect still crashes only if I even try to reload my roster. So, that's causing that issue then? The MUGENite formerly known as StrikeFreedomGirl555 https://thewhitedevil27.neocities.org/
RicePigeon Posted July 24, 2019 Author Posted July 24, 2019 07/23/19: (Gensokyo Reloaded) Mamizou Futatsuiwa updated GR Mamizou has been updated with a few balance changes. [System] Walk & Dash speeds decreased. 6z: Now requires 1 leaf to use. j2z: Now requires 1 leaf to use.
RicePigeon Posted July 25, 2019 Author Posted July 25, 2019 07/24/19: (Gensokyo Reloaded) Utsuho Reiuji updated GR Utsuho has been updated with a few system and minor gameplay changes. [System] Air dashes now have a height restriction on ascending from a jump. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Fixed issues with groundbounce & wallbounce behaviors. [System] Corrected regular jump landing time. [System] Corrected forward dash startup time. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. 6y: No longer loses overhead properties when cancelled into. Radiant Blade: Command changed to D,DB,B+X/Y/Z Reimplemented Flare Up Special (F,D,DF+X/Y/Z) with revised behavior.
RicePigeon Posted August 4, 2019 Author Posted August 4, 2019 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.
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