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RicePigeon

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  • Birthday February 4

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Infinitely Better Than Everyone Else 10th Degree Black Belt Ouroborus

Infinitely Better Than Everyone Else 10th Degree Black Belt Ouroborus (30/30)

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  1. Diary - Feb 6: Mew gave birth. We named the newborn "Mewtwo".
  2.  Happy birthday, my favorite bird dude. You're among my greatest influences for MUGEN content creation foray, you deserve it.  🎂

  3. He's been at it for almost 10 years, if he hasn't stopped now then he's most likely never going to stop. He's either a REALLY desperate failtroll, or he has a mental illness; I'm never 100% sure which one it is.
  4. 01/31/21: (Incident Zero) Four characters updated IZ Iku, IZ Reimu, IZ Sumireko, and IZ Tenshi have been updated. All characters now follow a new file structure and can be downloaded as a bundle or separately. See instructions on the downloads page for more info. Added the following characters to the new file structure: Iku, Reimu, Sumireko, Tenshi. [System][Common] Reorganized file structure, all IZ characters now share a common System file. [System][Common] Fixed bug where characters were vulnerable to grabs during pre-jump frames. [System][Common] Fixed graphical bug involving dash effects during superpauses. [System][Common] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System][Common] All characters now use a new buffer system, as the hold system was causing visual oddities. [System][Common] Holding Down while taunting against Stupa's Training now completely refills the Spirit Gauge. [System][Common] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [Iku] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Iku] Forward dash & horizontal jump velocities increased. [Iku] Jumping velocities & gravity adjusted, Iku's jumps should now feel slightly floatier. [Iku] Fixed incorrect gravity values on certain attacks. [Iku] Veils Like Wind: Damage & Projectile Damage increased (50->60). [Reimu] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Reimu] Corrected incorrect gravity values on certain attacks. [Reimu] Ascension Kick: Damage increased (80/90/100->90/110/130). [Reimu] Ascension Kick [Z ver]: Startup invulnerability removed. [Sumireko] Fixed how proration & Type-B spirit gains are handled on multi-hit attacks. [Tenshi] 6z: Fixed how proration & Type-B spirit gains are handled. [Tenshi] 2z: Fixed how proration & Type-B spirit gains are handled. [Tenshi] Sword of Scarlet Perception: Fixed how proration & Type-B spirit gains are handled.
  5. Regardless of who's right or wrong in this case, what gave you the impression that it was okay for a member of staff to respond in the way you did, including dropping homophobic slurs?
  6. 01/16/21: (Gensokyo Reloaded) Eight characters updated GR Marisa, GR Mima, GR Yuuka, GR Byakuren, GR Ichirin, GR Mamizou, GR Yukari, and GR Meimu have been updated with bugfixes and balance changes. [System] Fixed bug where Marisa was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue where Marisa could not tech recover backward or forward. [System] Fixed graphical bug where Marisa's Star Gauge would not update during superpauses. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Miasma Sweep: Fixed how recovery frames & proration are handled. "Sungrazer": No longer plays its own BGM during successful hit. [System] Fixed bug where Mima was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed an oversight where Mima would erroneously turn midair while "Orreries Sun" is active, instead of while Flight Mode is active. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 3z: Guard velocity increased. Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely. Air Throw: Opponent no longer affects camera movement. "Orreries Sun": Fixed bug where Orreries animation would persist during pauses. "Flare Star": Can now be used while airborne. "Flare Star": Damage increased (50xN,150->60xN,180; Damage range effectively increased from 300~500->360~600). [System] Fixed bug where Yuuka was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit message would erroneously appear during throws. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. 5x: Corrected hitspark position. 5z: Fixed graphical bug where dash effects would persist through superpauses. 2z: Guard velocity increased. 3z: Guard velocity increased. Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely. Air Throw: Fixed bug with camera following opponent. Flytrap: Fixed oversight where juggle flag was not being set, causing the move to erroneously link into itself. Flower Parasol Charge: Fixed oversight where juggle flag was not being set. Flowers in the Wind: Fixed how proration & recovery frames are handled. "Beauty of Nature": Fixed how proration is handled. "True Master Spark": No longer plays its own BGM on hit. [System] Fixed bug where Byakuren was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue with certain effects not being affected by superpauses. [System] Fixed issue with charge gauge not updating properly under certain situations. [System] Fixed timing issue with background darkness effect during certain spellcards. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5y: Opponent's fall gravity corrected. 6y: Opponent's fall gravity corrected. 5z: Opponent's fall gravity corrected. 6z: Opponent's fall gravity corrected, fixed how proration is handled. 2y: Opponent's fall gravity corrected. 2z: Opponent's fall gravity corrected, fixed opponent not bouncing after being knocked down. j.5x: Opponent's fall gravity corrected. j.5y: Opponent's fall gravity corrected. j.2y: Opponent's fall gravity corrected, first hit now causes a hard knockdown, fixed 2nd hit not sending opponent into correct reset state. j.5z: Opponent's fall gravity corrected. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Skanda's Leg: Fixed handling of proration, fixed hit/guard sound bug that would occur if Byakuren hit on the last active frames of each hitbox. "Brilliance of Mahavairocana": Opponent's fall gravity corrected. "Angiras Knowledge": No longer plays its own BGM on hit. [System] Ichirin's hurtbox will now immediately change upon Unzan being activated/deactivated in all allowed common states. [System] Idle and walking animations will no longer restart if Unzan is activated/deactivated. [System] Jump start will now use the correct hurtbox when Unzan is active. [System] Fixed bug where Ichirin was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed bug where grabs would erroneously display the counterhit indicator. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2y (Unzan active): Can no longer KO an opponent via chip damage. 2z (Unzan active): Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Small Kamitate Cloud: Fixed hitstun value against airborne opponents. [System] Fixed bug where Mamizou was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Leaf Counter no longer recharges during superpause. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Guard velocity on 2nd hit increased, fixed how proration is handled. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Animal Lute Priest: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Tsurube Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Karakasa Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses. Youkai Karakasa Transformation: Fixed how proration is handled. "Youkai World Gate of 100 Demons": Removed coding oversight that accidentially gave projectile counterhit bonuses. "Band of 808 Tanuki": Now gains damage bonus on counterhit. Illusionary Rift [X ver]: Post-teleport startup increased by 5f. Illusionary Rift [Y ver]: Post-teleport startup increased by 6f. Illusionary Rift [Z ver]: Post-teleport startup increased by 1f, blockstun decreased by 4f. Ride the Waves: Maximum projectile capacity decreased (10->4). Fight the Ocean: Fixed bug where combo counter would not increase properly, fixed graphical issue with projectile tails when projectile is destroyed. Fight the Ocean: Damage increased (13xN->19xN), power gains per hit increased (10xN/5xN->18xN/9xN). [System] Fixed bug where Meimu was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed bug where Meimu was unable to ground recover left or right. [System] Fixed bug where counterhit indicator would erroneously appear during grabs. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Formless Wave [Z ver]: Fixed oversight where incorrect animation was being used. Ascension Cutter: Fixed how proration & flagging of recovery frames are handled. Boundary of Shadow and Substance: Removed flashing effect. "Eldritch Abomination": Fixed how hitsounds & proration are handled. "Molecular Splitter": Fixed Ikemen exclusive bug that could occur when move trades hits with opponent. [Boss][System] Fixed various visual and audio issues that occured if a Spell Card or Last Word was used after Meimu had been K.O.'d or during her final attack. [Boss][System] Fixed error where proration was being applied twice. [Boss] "End of Fantasy -Gensokyo Reloaded-": Fixed an issue where "Feel the Formlessness of Chaos!" would not be interrupted if Spell Break was inflicted during the move's startup. [Boss] "End of Fantasy -Gensokyo Reloaded-": Spell Break gauge now depletes by a static 110% of damage taken regardless of difficulty. [Boss] "End of Fantasy -Gensokyo Reloaded-": Armor proration value increased (85%->90%), Spell Break gauge no longer slowly regenerates over time.
  7. Nice try, Weegee, but we know it's you. IP history doesn't lie.
  8. 01/01/21: (Gensokyo Reloaded) Seven characters updated Rounding off 2020 and ringing in 2021, GR Sanae, GR Kanako, GR Utsuho, GR Koishi, GR Hong Meiling, GR Lie Meiling, and GR Remilia have been updated with bugfixes and balance changes. Part 2 of 2. [System] Fixed bug where Sanae was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z/j.6z: Can no longer KO an opponent via chip damage. 4z/j.4z: Can no longer KO an opponent via chip damage, fixed inability to be performed during air dashes. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Wind Goddess ~ Thrust: Fixed issue where counterhit hitstun bonus was not being applied. "Forgotten Ritual": Now gains counterhit bonuses. "Moses's Miracle": Fixed issue where attack was not giving player 2 the proper amount of powergain on hit or block. 6z/j.6z: Can no longer KO an opponent via chip damage. [System] Fixed bug where Utsuho was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed visual issue with Utsuho's klaxon effects. [System] Fixed issue where Utsuho could begin charging Control Rod before the round begins. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Shortened length of Utusho's klaxon intro. 2z: Guard velocity decreased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Rocket Dive: Camera no longer snaps to Utsuho's vertical position during recovery. Rocket Dive: Fixed issue where the intended Spell Card and Last Word cancel conditions were being ignored. Flare Up: Invulnerability is now lost when cancelling the move while charging. "Creeping Sun" [Air]: Now turns to face the opponent when launching the projectile. "Giga Flare": No longer turns to face opponent a second time when used. "Tera Flare": No longer turns to face opponent a second time when used. "Tera Flare": No longer plays an exclusive BGM upon activation, fixed issue where certain effects would not persist during superpause. "Yatagarasu Dive": Now turns to face opponent when used. "Uncontrollable Dive": Now turns to face opponent when used. [System] Fixed bug where Koishi was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed cancel flags to prevent certain moves from being cancelled when they shouldn't. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 4y: Can no longer KO an opponent via chip damage. 2z: Hit velocity on block increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Fidgety Snatcher: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents. Fidgety Snatcher: Adjusted how proration is handled. Catch & Rose [X ver]: Adjusted how move is handled to prevent an issue that would occur when Koishi trades hits. Catch & Rose [X ver]: Fixed bug where Counterhit indicator would erroneously pop up. Unanswered Love: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, adjusted how proration is handled. "SuperEgo": Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, fixed flagging of recovery frames. "Brambly Rose Garden": No longer plays its own BGM on hit, now plays a new 100% more heart-throbbing adventurous sound effect. 4y/j.4y: Can no longer KO an opponent via chip damage. [System] Fixed issue where Lie could not tech recover backward or forward. "Bad Lady Scramble": No longer turns to face opponent.
  9. 12/30/20: (Gensokyo Reloaded) Eight characters updated (Part 1 of 2) Rounding off the year 2020, GR Cirno, GR Eirin, GR Reisen, GR Mokou, GR Komachi, GR Youmu, GR Yuyuko, & GR Yukari have been updated with bugfixes and balance changes. 2y: Can no longer KO an opponent via chip damage. 3y: Projectile can no longer KO an opponent via chip damage. [System] Fixed bug where Eirin was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed issue where Eirin could not tech recover left or right. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 5y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-. 6y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-. 5z: Can no longer KO an opponent via chip damage. 2y: Now sends airborne opponents into the correct reset state. 2z: Guard velocity increased. j.5z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed timing where Throw proration flag was set prematurely. Burst Shot [Air]: No longer turns to face opponent when used. "Lunar Weapon -Brahmastra-" [Air]: Now turns to face opponent when used. [System] Fixed bug where Reisen was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed visual glitch involving Reisen's flask display not updating during superpauses. [System] Fixed issue where Reisen could not tech recover backward or forward. 2y: Can no longer KO an opponent via chip damage. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Undersense Break: Corrected hitstun bonus from counterhits. Spell Breaking Drug: Now always has a full stock when facing against Stupa's Training character. "Lunatic Echo": Projectiles now ricochet off the ground, no longer turns to face opponent when used. "Lunatic Red Eyes": Fixed bug where proration was only being applied once, regardless of how many times the attack hits. [System] Jump & Air velocities adjusted to be consistent with their ground counterparts. [System] Fixed bug where Mokou was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added visual indicator for when Spontaneous Combustion is active. [System] Fixed visual bug where Recoverable Life gauge was not updating during superpauses. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Fixed bug where Wallbounce would not occur on the last possible active frames of the attack. 2z: Guard velocity increased. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Self-Harming Fire Talons: Improved buffer window of cancelling into self on movecontact. [System] Fixed issue where Komachi could not tech recover backward or forward. [System] Fixed issue where Youmu could not tech recover backward or forward. 1y: Can no longer KO an opponent via chip damage. "Death Lance": Now turns to face opponent on use. "Sense of Cherry Blossom": Now turns to face opponent on use. "Laplace's Demon" [Air]: Now turns to face opponent on use.
  10. 12/19/20: (Gensokyo Reloaded) Six characters updated GR Alice, GR Chen, GR Suika, GR Youmu, GR Yukari, & GR Yuyuko have been updated with bugfixes and balance changes. [System] Fixed bug where Alice was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Walk and dash speeds slightly increased. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Added small revisions to win & taunt poses. All Normals: Fixed counterhit hitstun bonus not being applied against airborne opponents. All Attacks: Corrected opponent's fall gravity values. All Attacks: Corrected hitstun value against airborne opponents. f.2y: Fixed bug involving proration not applying on the last possible active frames of the attack. f.2z: Guard velocities increased, opponent now turns to face Alice when hit. c.2z: Opponent now turns to face Alice when hit, guard velocities adjusted. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Doll Placement: Opponent now turns to face Alice on hit. Doll Activation: Opponent now turns to face Alice on hit. Thousand Spear Dolls: Fixed counterhit hitstun bonus not being applied against airborne opponents, opponent now turns to face Alice on hit. Thousand Spear Dolls: Fixed bug involving proration not applying on the last possible active frames of the attack. "Return Inanimate": Fixed bug with visual effect persisting through superpauses. "Goliath Doll MkII": Fixed bug with visual effect persisting through superpauses, Adjusted recovery frame flags, Opponent now turns to face Alice when hit. "Lemmings Parade": Fixed bug with visual effect persisting through superpauses, Opponent now turns to face Alice when hit. [System] Fixed bug where Chen was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Fixed issue with horizontal charge buffer that caused Chen to lose charge during turning animations. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Implemented new character-specific intro against Yukari Yakumo. 5z: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Immortal Sage's Rumbling [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack. Immortal Sage's Rumbling [Z followup]: Fixed bug in flagging of recovery frames. Jumping Crossing Scales [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack. Jumping Crossing Scales [Z followup]: Fixed bug in flagging of recovery frames. "Soaring Bishamonten": Fixed graphical bug involving effects during superpauses. [System] Fixed bug where Suika was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit indicator would erroneously activate during throws. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 2y: Guard velocity increased. 2z: Guard velocity increased. j.5y: Fixed bug involving proration not applying on the last possible active frames of the attack. j.5z: Fixed graphical bug on effect, effect sound no longer persists if effect disappears. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Kidnapping Oni: Fixed issue where vaccuum effect would persist during superpauses. Kidnapping Oni: Fixed issue with command input during turning animations. "Throwing Mt. Tokagushi": Startup invulnerability now lasts until end of grab active frames. "Throwing Mt. Tokagushi": Adjusted timing of superpause; grab active frames now occur immediately following superpause. "3-Step Destruction": Fixed bug involving proration not applying on the last possible active frames of the attack. "Missing Purple Power": Fixed bug where initial hit was not gaining bonus damage on counterhit. "Missing Purple Power": Fixed proration bug that occurred if Suika hit on the last active frame of the attack. "Missing Purple Power": Corrected counterhit hitstun bonuses on MP & HP Attacks. "Giant Oni of Earth's Axis": Fixed bug where initial hit was not gaining bonus damage on counterhit. "Giant Oni of Earth's Axis": Now flags recovery frames properly. [System] Fixed bug where Youmu was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed graphical issues with Spirit Level gauge. [System] Myon now changes color based on Youmu's current Spirit Level. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Insightful Sword: Myon now performs a follow up attack if counter is successful during "Secret of Life and Death". Insightful Sword: Fixed oversight where move would erroneously gain hitstun bonuses on counterhit. Insightful Sword: Now gains a hitpause bonus at max spirit level. Crescent Moon Slash: Fixed bug involving proration not applying on the last possible active frames of the attack. Crescent Moon Slash: Ground and Air versions now properly share the same juggle flag. Slash of Life and Death: Improved buffer window of cancelling into self on movecontact. "Meditation": Fixed bug in handling of recovery frames. "Slash of Present": Fixed bug involving proration not applying on the last possible active frames of the attack. "6-Root Cleansing": Fixed Ikemen exclusive bug that would occur if Youmu traded hits with an opponent. "6-Root Cleansing": Fixed oversight where move would erroneously display counterhit indicator. "Secret of Life and Death": Adjusted method of handling Myon's hitboxes during landing frames. "Secret of Life and Death": Myon now utilizes her own proration variable separate from Youmu's, which is copied at the beginning of each attack. This should result in each hit of Myon's attacks dealing near identical damage to Youmu's. "Secret of Life and Death": Minimum & Maximum durations decreased (Min: 5 sec -> 4 sec, Max: 12.5 sec -> 10 sec). "Matsuyoi Reflecting Satellite Slash": Fixed oversight where counterhit bonus damage was not being applied. [System] Fixed bug where Yukari was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Fixed oversight where counterhit hitstun bonuses on Normals were not being applied to airborne opponents. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. Implemented new character-specific intro against Chen. 5y: Opponent's fall gravity corrected. 6y: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. 5z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. 2y: Opponent's fall gravity corrected. 2z: Opponent's fall gravity corrected, vertical hit velocities adjusted to compensate for fixed gravity. 3z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected, horizontal guard velocity increased. j.5x: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected. j.5y: Opponent's fall gravity corrected. j.2y: Opponent's fall gravity corrected. j.5z: Corrected hitstun value against airborne opponents. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Illusionary Rift: Corrected hitstun value against airborne opponents. Zen Temple Butterfly: Corrected hitstun value against airborne opponents. Urashima's Box: Corrected hitstun value against airborne opponents. Fight the Ocean: Corrected hitstun value against airborne and guarding opponents. Gazing Eye: Corrected hitstun value against airborne opponents. Boundary of Mind and Foot: Corrected hitstun value against airborne opponents. "Chen": Corrected hitstun value against airborne opponents. "Ran Yakumo: Corrected hitstun value against airborne opponents. "Quadruple Barrier": Changed handling of hitboxes, corrected hitstun value against airborne opponents, corrected flagging of recovery frames. "Laplace's Demon": Corrected hitstun value against airborne opponents. "Danmaku Bounded Field": No longer plays an exclusive BGM on hit. [System] Fixed bug where Yuyuko was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Added workaround that would resolve a bug in Stupa's Training character. [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. 6z: Fixed bug involving proration not applying on the last possible active frames of the attack. j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Eternal Wandering: Fixed bug where incorrect hitstun value was being applied to airborne opponents. Lance of the Swallowtail Crest: Fixed bug where incorrect hitstun value was being applied to airborne opponents. Ghostly Butterfly: Fixed bug where incorrect hitstun value was being applied to airborne opponents. "Ghastly Dream": Fixed bug where incorrect hitstun value was being applied to airborne opponents. "Ticket to the Netherworld": Fixed bug where incorrect hitstun value was being applied to airborne opponents.
  11. Had to reupload Remilia since the version that was uploaded still had an incorrect version of one of her files, so redownload if you've already done so.
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