PlasmoidThunder Posted 45 minutes ago Posted 45 minutes ago Original post: https://mugenguild.com/forum/msg.2573676 Quote Original character by RicePigeon, THGR parity edit by DoomBowser. This release attempts to emulate the development build version of Cirno in THGR, but omits certain aspects that M.U.G.E.N can't replicate, such as hit and guard sound channels. Happy Cirno day, bakas! Changelog: Spoiler ------------------------------------- 2026/09/09 - GR Version 3.1.0 ------------------------------------- [System] - Adjusted aerial hurtboxes to be more consistent with other Touhou: Gensokyo Reloaded characters. - Command buffer times adjusted to be closer to Touhou: Gensokyo Reloaded's: 4f for Normals and Command Moves; 8f for Specials, Spell Cards, and Last Words (though this is through M.U.G.E.N's command buffer, so...). - Removed negative edge commands. - Sliding momentum no longer occurs when Cirno lands from a jump or backward hop. - Fixed a 1f delay issue when attempting to walk after a dash. - Crouch friction is now identical to stand friction. - Stand friction threshold decreased, crouch friction threshold increased. - Crouch walk can now instantly transition to and from standing. - Fixed an oversight where it was possible to dash with the dash macro while crouching. - Forward dash-jump (forward) x-velocity decreased, y-velocity increased. - Forward dash-jump (backward) velocities increased. - Added missing tick fix entry for backward hop/air dash land. - Horizontal air guard velocities decreased for all air guardable Normals, Command Moves, and Specials. - Counter hits no longer induce additional slide duration during knockback. - Counter hit bonuses now apply to the entirety of a multi-hit attack instead of just the first hit. - Fixed an issue where any multi-hit attack would erroneously reset the one-time proration flag of Cirno's multi-projectiles. - Fixed an issue where the one-time proration flag would not be reapplied if an opponent fell out of and got re-hit by the same multi-hit move. - Fixed recovery frames being erroneously flagged on melee multi-hit attacks if the last active frame of the penultimate hit connected. - Corrections to cornerpush behaviour; Cirno will now also temporarily halt cornerpush momentum during a superpause. - Refactored throw limiter code to remove unnecessary entries. - Throw invulnerability duration on getup decreased (12f -> 6f). - Tech recovery states now incorporate M.U.G.E.N 1.0's behaviour changes. - Removed WinMUGEN compatibility triggers that weren't necessary to begin with. [Normals] - 5x: Power gains decreased (40/20 -> 20/10). - 5x: Chaining the move into itself will how increase proration exponentially starting from the third 5x. - 5x: Recovery increased by 1f. - 5y: Hitbox size is now consistent across all active frames. - 5y: Hitstun and guardstun increased by 1f. - 5y: Opponent is now only pushed back after the third hit. - 2x: Power gains decreased (40/20 -> 20/10). - 2x: Chaining the move into itself will how increase proration exponentially starting from the third 2x. - 2y: Can no longer be used if another instance of any of the projectiles is still active. - 2y: Can no longer be whiff-cancelled into Specials, Spell Cards, and Last Words. - 2y: Fixed an issue where damage and proration would be inaccurate if projectiles hit on subsequent frames. - 2z: Friction is now only applied after the last active frame. - j.5x: Now loses its overhead property when used out of a backward hop. - j.5y: Guardstun decreased by 1f. - j.5y: Now loses its overhead property when used out of a backward hop. - j.5z: Lower hitbox removed. - j.5z: Is now an overhead if not used out of a backward hop. [Command Moves] - Throw/Air Throw: Can no longer beat out melee attacks, priority changed to 1 (lowest). - Throw/Air Throw: Improved target bindings for when Meimu is throwing an opponent backwards while in the corner. - Throw/Air Throw: Now applies a flat 50% proration that's no longer ignored by Spell Cards and Last Words; doesn't activate the one-time proration flag. - Throw/Air Throw: Now grants the opponent full invulnerability upon hitting the ground, preventing OTG followups. - Throw/Air Throw: Opponent now has sliding momentum when hitting the ground after bouncing. - Throw/Air Throw: Tech command changed to y+z. - Throw/Air Throw: A tech will now automatically occur if the move connects with an opponent who's in the startup of their own Throw (providing that throw uses state numbers 800~899). - Throw: Opponent will now suffer additional pushback during a tech if Cirno is in the corner. - Throw: Added recovery frame flag. - Air Throw: Corrected recovery frame flag timing. - Air Throw: Fixed an issue where Cirno could act before landing. - Air Throw: Sliding momentum now occurs on landing if the move was used after an air dash. - Air Throw: Landing recovery on whiff decreased by 4f. - Ice Hammer: Startup increased by 2f. - Ice Hammer: Revised effects. - Ice Hammer: Horizontal hit and ground guard velocities decreased. - Ice Hammer: Extended hurtbox duration decreased by 3f. - Midsummer Snowman: Melee portion now causes soft knockdown against airborne opponents. - Midsummer Snowman: Projectile portion can now be cancelled into Specials, Spell Cards, and Last Words if the projectile makes contact. - Ice Kick: Power gains slightly decreased (24xN/12xN -> 23xN/11xN). - Ice Kick: Fixed an issue where the move would continue to prorate after hitting 4 times. - Ice Kick: Fixed an issue where the move could potentially hit 5 times. [Specials] - B and C macros can now activate the respective z version of a Special. - Specials can no longer cause K.O.s via chip damage. - Guard Cancel: Now turns to face opponent on startup. - Guard Cancel: Pausetime decreased by 10f. - Guard Cancel: Invulnerability period after pause increased by 8f. - Guard Cancel: Hitbox width increased. - Guard Cancel: 2f of active frames converted to recovery, recovery further increased by 6f. - Guard Cancel: Can no longer K.O. an opponent. - Guard Cancel: Proration now bottoms out at 10%. - Guard Cancel: Opponents are now given full invulnerability when hit by the move until they have either finished teching or getting up. - Guard Cancel: Opponents can no longer tech forward when hit by the move. - Icicle Shot: Now turns to face opponent on startup. - Icicle Shot: Mash extension mechanics reworked. Each additional projectile now only requires a single press rather than continuous mashing. - Icicle Shot: Corrected recovery frame flags. - Icicle Shot: Adjusted cancel timings. - Icicle Shot: Now adheres to the correct minimum proration. - Icicle Sword: Fixed issues relating to ground bounce behaviours; bounce lasts for slightly longer. - Frozen Technique: Now turns to face opponent on startup. - Frozen Technique: Active frames no longer occur if Cirno is hit on the previous few frames. - Frozen Technique: Hitbox height decreased. - Frozen Technique: No longer resets juggle flags; in addition, the opponent is now considered to be airborne if the move is not the first juggle hit. - Frozen Technique: Corrected cancel timing. - Frozen Technique: Frozen state now lasts a fixed duration and can't be mash escaped. - Frozen Technique: Now causes soft knockdown in a juggle if an opponent has already been frozen in the same combo. - Frozen Technique [y and z]: Hitbox moved closer to Cirno. - Icicle Fairy Sculpture: Command changed to D,D + x/y/z. - Icicle Fairy Sculpture: Now turns to face opponent on startup. - Icicle Fairy Sculpture: No longer resets juggle flags; in addition, the opponent is now considered to be airborne if the move is not the first juggle hit. - Icicle Fairy Sculpture: Frozen state now lasts a fixed duration and can't be mash escaped. - Icicle Fairy Sculpture: Added recovery frame flag. - Icicle Fairy Sculpture: Landing frames can now be cancelled into Spell Cards and Last Words. - Ice Charge [Ground]: Now turns to face opponent on startup. - Ice Charge [Air]: Now uses aerial hurtboxes during startup. - Ice Charge [Followup]: Opponent can no longer quick getup after being knocked down. [Spell Cards & Last Words] - Name effects now fade in, it's also no longer possible to stack them by using another Spell Card immediately after the previous has ended. - B macro can now activate Spell Cards, C macro can activate them if the conditions to activate a Last Word haven't been met. - Minimum proration for Spell Cards decreased (20% -> 15%). - "Ice Tornado": Vertical hit velocity decreased. - "Ice Tornado": Proration increased (96% -> 95%). - Changed last Word activation sound. - Last Words now scale to 70% if used in a combo. - "Perfect Freeze": Opponent Power gain increased (500 -> 600). - "Perfect Freeze": No longer resets juggle flags; in addition, the opponent is now considered to be airborne if the move is not the first juggle hit. - "Perfect Freeze" {Ground]: Now uses ground hurtboxes. - "Great Crusher": Added missing counter hit damage bonus. [Miscellaneous] - General cleanup and optimisation. - Diversified attack startup sounds. - Fixed some issues with explods being orphaned. - Fixed an issue where certain helpers were exhibiting undesirable behaviours during opponents' pauses. - Colours on palette 1 are now accurate to Soku; other palettes using these colours have also had them changed. - Further colour adjustments on most other palettes. - Replaced palette 17. - Palette 10 changed to be config-swappable with palette 1. - Added 1 new palette. - Reorganised palettes. - Added ice shield graphic during guard. - Re-ripped certain graphical effects. - Adjusted hitspark positions on many attacks. - Fixed issues with A.I. jumpstart invulnerability. >> Get her here! << Feedback is appreciated. Unfortunately we had to kill him for leaking content Download here (in case the quote doesn't open properly). Project LG said: God knows you shit out characters like a friggin' gumball machine.
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