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Flandre Scarlet [UPDATED - 12/09/20]


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Whoa hey, so I decided to edit RicePigeon's Flandre.

 

GblhvDj.png

 

Video preview:

Spoiler

 

 

The idea to rework her moveset dates back to early February, but it took a while to plan everything out and subsequently edit it all in, plus a month or so of beta testing and such; also remember to factor in my innate ability to procrastinate like nobody's business.

 

I'll be brutally honest, while at first I was OK with Flan's moveset, I gradually grew to dislike it over time because to me it just feels like an amalgamation of two completely different characters whose movesets don't really work well together at all, much less on a character who was stated to have unrelenting rushdown and close-range pressure. In short, I found her boring and incredibly linear; that is of course my opinion, so don't take that as fact.

 

That's enough of me being unnecessarily mean, so here's the changelog:
 

Spoiler

- [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- [System] Updated outdated Recovery frame flags to current standards.
- [System] Updated outdated Hitdef triggers to current standards.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 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.
- Sprite file has been rebuilt and reorganised, removing unused sprites and palette indexes.
- Adjustments to sprite alignment.
- Sprites have been colour separated.
- Now has 30 palettes in total.
- Victory quotes have been redone.
- 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.
- 5z: Fixed bug where proration wasn't applied properly.
- 2y: Fixed visual bug with effect during hitstun.
- 3y: No longer loses overhead properties when chained into.
- j.5x: Fixed visual bug with effect during hitstun.
- j.5y: Fixed visual bug with effect during hitstun.
- j.5z: Replaced with a new move. Old input remapped to j.2z.
- j.2z: Groundbounce counterhit proration multiplier decreased (85%->90%).
- Throw: Normal proration decreased (85%->90%).
- Throw: Can now be used in midair.
- Starbow Break: Removed. Replaced with Comet Bow.
- Catadioptric: Removed. Replaced with Straight Flush.
- Destroyer Claw: Reworked. Now features full startup invulnerability, with the version instead determining the inv duration.
- New Special: Destruction Arrow ([⁠B⁠],F + x/y/z in the air).

- Royal Flush: Command changed to [F],B + x/y/z.
- Royal Flush: All versions now prorate to 80% if all hits connect, damage values adjusted to compensate.
- Royal Flush: Hitboxes and hitvels adjusted to allow each hit to more reliably connect against airborne opponents.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Taboo "Laevatein": Completely redone.
- Taboo "Four of a Kind": Removed. Replaced with Forbidden Barrage "Starbow Break".
- Taboo "Weapon of Mass Destruction": Damage decreased (45*49xN->40xN).
- Taboo "Weapon of Mass Destruction": Power gains adjusted.
- Taboo "Weapon of Mass Destruction": Explosion now hits fullscreen.
- Secret Barrage "And Then Will There Be None?": Is no longer a one-hit KO, various attributes adjusted to compensate.
- Secret Barrage "And Then Will There Be None?": Usage restrictions removed.
- Secret Barrage "And Then Will There Be None?": Fixed visual bug where reflections would still be drawn during cinematic.


Wew lad.

 

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Flandre updated. Playtesting against _Data_Drain_ showed off some unintentional stuff that's now been fixed.

 

- Comet Bow: Effect now disappears if Flandre is hit before leaving the ground.

- Straight Flush: Effect now disappears if Flandre is hit before leaving the ground.

- Secret Barrage "And Then Will There Be None?": Fixed power gains with finisher version.

- Secret Barrage "And Then Will There Be None?": Fixed issue where Flandre would enter the finisher animation despite the opponent surviving the attack.

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  • 3 weeks later...

Time for another update. Some of these changes were actually implemented a small while ago for testing purposes, but I forgot to make mention of them.


- Comet Bow: Blockstun decreased by 2f.
- Comet Bow [X ver]: Startup increased by 2f.
- Comet Bow [Y ver]: Hitvels reduced.
- Comet Bow [Y ver]: Recovery increased by 4f.
- Comet Bow [Y ver]: Damage increased (70->90).
- Straight Flush: Fixed inability to counterhit.
- Destruction Arrow: Blockstun decreased by 2f.
- Destruction Arrow: Recovery on hit/whiff increased by 5f, hitvels adjusted to compensate.
- Destruction Arrow: Recovery on block increased by 2f.
- Royal Flush: Y hitvels increased on penultimate hit.
- Forbidden Barrage "Starbow Break": Fixed issues when hitting Helpers and characters when armoured.
- Taboo "Weapon of Mass Destruction": Fixed visual issues during superpause.

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  • 5 weeks later...

Why is it when I try to insert this character into my roster in some way, shape, or form, VSelect always automatically crashes all a sudden after loading? It doesn't happen when I insert the original into my roster so what's causing this to occur? And could you please at least try to address this error in your next update?

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No idea because the version I have doesn't. Seems to be an issue with the (now previous) public version that I must've somehow fixed when I added an effect to Flan's sprite file a small while ago.

 

I was waiting for potential bug reports or literally anything substantial before updating her again, but this'll have to do.

 

- Fixed issue that caused VSelect to crash upon loading Flandre.
- Royal Flush: Added dust effect.

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  • 1 month later...

Going under the assumption the global changes for GR characters have been finalised...

 

- [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.
- 5z: Recovery increased by 1f.
- 5z: Hurtboxes adjusted during recovery frames.
- 2z: Recovery decreased by 2f.
- Throw: Opponent no longer affects camera movement during the aerial version.
- Comet Bow: Blockstun decreased by 2f.
- Comet Bow: Hitvels reduced.
- Comet Bow [X ver]: Projectile invulnerability removed.
- Comet Bow [X ver]: Recovery decreased by 4f.
- Comet Bow [Y ver]: No longer hits overhead.
- Comet Bow [Y ver]: Startup decreased by 2f.
- Comet Bow [Y ver]: Recovery decreased by 6f.
- Destruction Arrow: Increased the interval between the ring effects being drawn.
- Destruction Arrow: Hitvels adjusted.

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  • 1 month later...
  • 10 months later...

It's been a while, but then I actually forgot to post about an update I made a few months ago. Rice has made global changes to the system, so I had to implement them, but also featured is a fix to Royal Flush as well as a few slight nerfs based on feedback and my own observations. Not mentioned is a change to one of her win poses because I didn't deem it significant enough.

 

=====================================
08/30/20 - Version 2020.08.30
=====================================

- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Throw tech window increased (7f->15f).
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- Ground Dash velocities adjusted.
- 2x: Hit velocity changes from 2020.05.28 reverted.
- 2x: Hitbox size slightly decreased.
- 2z: Hit velocity on block increased.
- j.5x: Altered momentum when cancelled from a Ground Dash.
- j.5x: Hitstun & Blockstun reduced by 1f.
- j.5x: Active frames adjusted (3(6)3->2(4)2).
- j.5x: Hitpause increased.
- j.5y: Altered momentum when cancelled from a Ground Dash.
- j.5y: Startup increased by 1f.
- j.5z: Altered momentum when cancelled from a Ground Dash.
- j.5z: Startup increased by 1f.
- j.5z: Hit velocity on block decreased.
- j.2z: Altered momentum when cancelled from a Ground Dash.
- j.2z: Startup increased by 1f.
- Throw: Fixed IKEMEN-exclusive bug.
- Throw: Removed fall parameter glitch.
- Throw: Hitbox size decreased.
- Air Throw: Altered momentum when cancelled from a Ground Dash.
- Air Throw: Fixed IKEMEN-exclusive bug.
- Air Throw: Removed fall parameter glitch.
- Air Throw: Hitbox size decreased.
- Destroyer Claw: Damage adjusted (110/120/130->100/120/140), block damage adjusted (22/24/26->20/24/28).
- Destroyer Claw: Proration multiplier decreased (75%->80%).
- Destruction Arrow: Hit velocity on block decreased.
- Royal Flush: Fixed an issue where the first hit didn't apply proration and the final hit applied proration twice. Damage
values adjusted to compensate, though the total damage is unchanged.
- Forbidden Barrage "Starbow Break": Damage decreased (227->221), block damage decreased (47->44).
- Forbidden Barrage "Starbow Break": Recoil velocities when colliding with the screen edge increased.
- Forbidden Barrage "Starbow Break": Target hitpause on final hit decreased.

=====================================
05/28/20 - Version 2020.05.28
=====================================

- 5x: Hitvels reduced (4.5 -> 4).
- 2x: Hitvels reduced (4.5 -> 4).
- 2y: Blockstun reduced by 2f.
- Taboo "Laevatein": Fixed a hitvel issue when used against armoured opponents.

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  • 2 weeks later...

Previous update introduced a few bugs, hah. Air throw can now be teched, which is a thing as of the latest character updates.

 

- Air Throw: Fixed inability to air tech.
- Air Throw: Fixed an issue where the opponent would enter the wrong state when knocked away.
- Air Throw: Opponent now faces Flandre when knocked away.
- Taboo "Laevatein": Fixed debug errors.

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