Jump to content

Haruhi Suzumiya by Nep Heart


Nep Heart

Recommended Posts

  • 3 weeks later...

 Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance.

 

all characters:

 

- Corrected another cornerpush quirk.
- Revised counter hit notification and Burst icon FXs. 
- Added recovery notification FX.
- Added a juggle meter that appears under opponent whenever they are being juggled.
- Fixed a bug in projectile reflectors for all characters who have one.
- Corrected buffering on all half-circle commands for those that have it.
- Corrected issue where Spell Bonuses failed against super/hyper armor.
- Fixed aerial guard crush/counter hit custom hitstates.

 

Haruhi:

 

- Reduced hitstun on all aerial normals.

Link to comment
Share on other sites

  • 3 weeks later...

 It's that time again with Doppel Nanase being ready for release in a week or two. All characters are updated in advance.

 

Haruhi Suzumiya:

 

- Fixed hit velocities of air normals to make chaining easier.
- Fixed gethit bug in all SOS Assists that sometimes messed with their availability meter.

 

All Characters:

 

- Tweaked guard crush system for more consistency.
- Updated burst buffering for more consistency.
- Tweaked cornerpushing and guard velocities for more consistency.
- Tweaked current lv3/v5 FX to make them flow better.

Link to comment
Share on other sites

  • 3 weeks later...

 

All Characters:

 

- New mechanic; guard cancel dash.
- Burst can now recharge faster while the character is taking damage.
- Various sound improvements.
- Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers.
- Repositioned juggle meter to account for more convenient viewing during corner juggles.
- Tweaked cornerpush on all characters for slightly more leniency and more consistency.
- Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained.
- Fixed super jump bug that gave control too soon.

 

Haruhi Suzumiya:

 

- Fixed a positioning bug for SOS Live custom state.
- Fixed weird air dash quirk that gave control before acceleration.
- Fixed hitflag and guardflag errors on all versions of Chou Yusha-Thunder.
 

Link to comment
Share on other sites

 Very quick update since there was an annoying bug I accidentally left behind while updating the burst system.

 

- Corrected a bug where burst couldn't be used until you get hit after the start of a round.

Link to comment
Share on other sites

  • 3 weeks later...

Seeing as how Nayuki is going to be released some time this week, you know the drill...

 

All Characters:

- Revamped juggle system; instead of being based on move count like before, it's based on a timer now.
- Introduced hitstun decay system.
- Increased damage on all normals and uniformed damage scaling across everyone to be 30% minimum to accommodate the new juggle system.
- More moves are made untechable to accommodate the new juggle system. In addition, grounded normals that force targets to stand now cause soft knockdown now.
- Hitstun increased to various extents for all normals and special to accommodate for introduction of hitstun decay.
- Burst now comes with a meter below the icon that tells the player its recharge status as well as a cross-out that will appear over said icon whenever the character is in hitstates that they cannot burst out of.
- Guard Crush damage reduced by 33% across all characters except for Akyuu, whose is reduced by 66%.
- Fixed counter hit and spell bonus bugs.
- Adjusted cornerpush to occur only on hit.
- Fixed bug that caused Gold Burst to be read too late.
- Revised super finish aesthetics.
- Debug now allows player to have a "cheat sheet" to view juggle timer, hitstun decay and damage scaling.

 

Haruhi Suzumiya:

- Fixed a few custom state bugs.
- j.2y has overall more lag with start-up and landing's increased frames. Also has a height restriction now.
- SOS Rise (version z) captures airborne targets more reliably now.
- Fixed SOS Variety bug that made it fail against super armor.
- SOS Live damage reduced from 37.5% total life to 36% total life.
- SOS Live now is a multi-hit move.
- Many specials have increased damage.

Link to comment
Share on other sites

 A minor bug in Haruhi was found, which also clashed with the juggle limiter.

 

- Fixed bug that would make hard knockdown from all versions of SOS Rave fail its get-up check on P2. Also tweaked velocity of said move as extra assurance.
- Fixed bug where invalid combo detector failed to register ground bounce as an exclusion.

 

 You can go redownload her to get the fix.

Link to comment
Share on other sites

  • 1 month later...

All Characters:

- Overhauled every characters' read me text file.
- Command for guard cancel counter has been changed to F+x+y.
- Fixed burst bug that forced it even without input.
- Fixed bugs for post-battle states.
- Improved/fixed more sound aesthetics.
- More normals are made incapable of jump canceling on block.
- Tweaked custom knockdown to prevent alternative get-up options from ceasing their function.
- Juggle timer reduced from 9 seconds down to 4 seconds. Juggle timer restoration with each hit and super pause are increased proportionately to compensate.
- Revised Counter Hit from doing 100% bonus damage down to 25% bonus damage, however, damage scaling is mitigated by 25% for starting combos off a counter hit.
- Mechanics are now divided into different tiers in terms of how commonly shared they are; Universal Abilities for mechanics in which all characters share, Series Abilities for mechanics in which only characters from a corresponding series share and Unique Abilities in which only that specific character has.
- Introduced Guts.
- Everyone's down.bounce.yaccel value has been practically doubled, emulating knockdowns closer to that of EFZ.
- To compensate for introduction of Guts and juggle timer being lowered, all normals and most supers have their damage increased and damage scaling slightly increased and minimum damage scaling decreased.

 

Kadokawa characters:

- Introduced Reflection Guard.
- Introduced Blast.

 

Haruhi Suzumiya:

- Damage on Esper Clash reduced, cooldown time slightly increased.
- Moved SOS Assists HUD to the bottom of screen.
- Lowered damage on air throw, but now ignores damage scaling.
- SOS Swing (version x) no longer reflects hyper projectiles.

Link to comment
Share on other sites

Quick update to correct a system mechanic.

 

- Guts works correctly on first hit of being combo'd.

 

An example of what it looks like in action when properly working. Yes, that's the same exact combo.

 

anYV4Oj.png
B97ii3F.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...