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RicePigeon

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    RicePigeon got a reaction from HappyDappy666 in [WIP] Diary - Feb 6   
    Diary - Feb 6: Mew gave birth. We named the newborn "Mewtwo".
     
     
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    RicePigeon got a reaction from ShiroTori in [WIP] Diary - Feb 6   
    Diary - Feb 6: Mew gave birth. We named the newborn "Mewtwo".
     
     
  3. Thank You
    RicePigeon got a reaction from Nep Heart in [WIP] Diary - Feb 6   
    Diary - Feb 6: Mew gave birth. We named the newborn "Mewtwo".
     
     
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    RicePigeon got a reaction from E TEENSTAR in Error code: 2F173/O   
    Thread has been restored.
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    RicePigeon got a reaction from kano1 in Ragnarok online Female Blacksmith by Andersonkenya   
    Moved
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    RicePigeon got a reaction from RobotMonkeyHead in Apply for Staff Role - Global Moderator   
    Nice try, Weegee, but we know it's you. IP history doesn't lie.
  7. Upvote
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    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.
  8. Upvote
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    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. Like
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    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. Upvote
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    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. Like
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    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.
  12. Upvote
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    12/05/20: (Gensokyo Reloaded) Six characters updated
    GR Cirno, GR Koakuma, GR Meiling, GR Lie Meiling, GR Reimu, & GR Remilia have been updated with bugfixes and balance changes. As part of a restructuring of the site, the Characters and Hosted characters sections have been merged.
     
    [System] Fixed bug where Cirno 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. Guard Cancel: Fixed bug where move erroneously gained counterhit hitstun bonuses. 5y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Hit velocity on block increased. j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack. Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw. Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely. Icicle Sword: Fixed bug with certain effects persisting through superpauses, fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. Ice Charge: Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. "Ice Tornado": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. "Great Crusher": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents. [System] Fixed bug where Koakuma 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 lifebars were still visible during intro sequence. [System] Book display no longer shows during intro sequence. [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. 5z: Corrected counterhit hitstun bonus not being applied. 2x: Corrected counterhit hitstun bonus value. j.5x: Player 2 now faces Koakuma on hit. Throw: Fixed timing where Throw proration flag was set prematurely. Voile's Swords: Fixed a visual issue where the background of the effect graphics was partially visible. Voile's Swords: Improved buffer window of cancelling into self on movecontact. Devil's Kiss: Fixed graphical bug involving effects during superpauses, fixed issue with hitsounds. Devil's Kiss: Fixed issue where Koakuma would not turn to face opponent. Devil's Kiss: Fixed bug where Counterhit indicator would erroneously pop up during grab animation. Lesser Key of Solomon [Autumn Edge]: Fixed graphical bug during superpauses. "Danmaku Repelling Shield": Fixed timing of when timer gauge appears. "Silent Selene": Koakuma now goes into an automatic activation animation before the laser activates. [System] Fixed bug where Meiling 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 incorrect flag that prevented certain victory quotes from being used. [System] Removed aura effect from Palette 12. [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. Implemented new character-specific intro against Lie Meiling. 3z: Guard velocity increased. 3z [Fierce Tiger]: Fixed bug involving proration not applying on the last possible active frames of the attack. j.3x/y/z: Hitstun against airborne opponents increased. j.5z: 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. Fragrant Wave: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. Cyclone Light Step: Fixed graphical bug involving effects during superpauses. Cyclone Light Step: Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. Cyclone Light Step [Fierce Tiger]: Adjusted how proration is handled, fixed bug involving flagging of recovery frames. Tremor Kick: Fixed graphical bug involving effects during superpauses. Descending Flower Slam: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. Scarlet Cannon: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses. "Colorful Windchime": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. "Roc's Fist": Fixed graphical bug involving effects during superpauses, fixed timing of effects. "Roc's Fist": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents. "Fierce Tiger's Inner Strength": Fixed graphical bug involving effects during superpauses. [System] Fixed bug where Lie 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 oversight that allowed certain moves to be cancelled when they should not be. Implemented new character-specific intro against Hong Meiling. 6y: Fixed bug involving proration not applying on the last possible active frames of the attack. j.5z: Hitstun value vs airborne opponents increased, 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. Monochrome Hurricane: Adjusted recovery frame flags. Black Dragon Rising: Fixed bug involving proration not applying on the last possible active frames of the attack, Adjusted recovery frame flags. Ashura Warp: Fixed bug where Lie would be sent into an erroneous state when attempting to cancel into Piercing Heaven "Youkai Armageddon". Youkai Flip [Z followup]: Fixed bug where throw proration flag was not being applied. "Dichromatic Spark": Fixed bug involving certain effects persisting through superpauses. "Roc's Fist": Fixed bug involving proration not applying on the last possible active frames of the attack. "Youkai Armageddon": Fixed bug involving certain effects persisting through superpauses. "Descent of the Black Dragon": Fixed bug involving certain effects persisting through superpauses. "Wrath of the Ragong Youkai": Fixed bug involving certain effects persisting through superpauses, fixed minor graphical issue with Spellcard text. [System] Fixed bug where Reimu 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 that prevented certain victory quotes from being used. [System] Adjusted sprite drawing priority on certain attacks. [System] Fixed issue with horizontal charge buffer that caused Reimu to lose charge during turning animations. [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 missing sound effect from intro & win poses. 6x: Corrected opponent's fall gravity. 6y: Corrected opponent's fall gravity. 4xyz/6xyz: Corrected opponent's fall gravity. 2y: Corrected bug where counterhit hitstun bonus was not being applied. 2y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Guard velocities adjusted, opponent fall gravity increased. j.5x: Corrected opponent's fall gravity. j.5y: Corrected issue with effect persisting through superpause, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: No longer turns to face opponent on startup. Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw. Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely. AirThrow: Fixed bug with camera following opponent. Rain Dance: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames. "Fantasy Seal": Corrected opponent's fall gravity. "Fantasy Heaven": Corrected opponent's fall gravity & other visual discrepancies, fixed bug where grab portion would erroneously count as a counterhit. "Fantasy Nature": Corrected behavior that would prevent unintended targetstating if hit was traded, Last Word BGM removed. [System] Fixed bug where Remilia 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 air dash limiter was resetting in instances where it 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. [System] Fixed oversight that allowed certain moves to be cancelled when they should not be. [System] Dash velocities slightly decreased. [System] Distance covered by air dashes decreased, altered momentum on Air Normals when cancelling from an Air Dash. Corrected typo in one of Remilia's victory quotes. 5y: Fixed bug involving proration not applying on the last possible active frames of the attack. 2z: Guard velocity increased. j.2y: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed minor 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. Demon Lord Walk: Fixed incorrect hitstun bonus on counterhit being applied. Demon Lord Cradle: Fixed incorrect hitstun bonus on counterhit being applied. Vampire Kiss: Fixed issue where cornerpush would be improperly applied, fixed issue where target would be stuck in hitstate if Remilia was struck. Vampire Kiss: Fixed issue where move would erroneously gain counterhit bonuses. "Demon King Cradle": Fixed incorrect hitstun bonus on counterhit being applied, fixed minor bug in flagging of recovery frames. "Bad Lady Scramble": Fixed incorrect hitstun bonus on counterhit being applied. "Scarlet Devil": Fixed oversight where incorrect hitstun value was being applied to airborne opponents. "Millenium Vampire": Fixed bug where life drain effect wasn't occuring on certain multi-hit attacks. "Millenium Vampire": Fixed bug involving effects not persisting through superpause.
  13. Upvote
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    11/22/20: (Gensokyo Reloaded) Four characters updated
    GR Kanako, GR Patchouli, GR Sakuya, & GR Komachi have been updated with bugfixes and balance changes.
     
    [System] Fixed bug where Kanako 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] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Horizontal jump velocities slightly increased. 2z: Guard velocity increased. 3z: Guard velocity increased. j5x: Hitbox extended vertically downward. j5z: Fixed minor bug involving hitting the final hit on the very last active frame. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Omiwatari God Cross: Fixed bug where 2nd & 3rd hits would ignore juggle flags. Sky God" Wind Tunnel: Fixed bug where pushing effect would continue during superpause. Misayama Hunting Ritual: Fixed incorrect hitstun bonuses on counterhit, fixed issue with proration flags. "Beautiful Spring-like Suiga": Fixed timing issue with flagging of recovery frames. "Virtue of Wind God": Fixed incorrect hitstun bonuses on counterhit, BGM removed. [System] Fixed bug where Komachi 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 minor bugs in Spellcard & Palette selector. [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. 5x: Hitbox size extended, recovery decreased by 2f, blockstun increased by 1f. 5y: Startup decreased by 1f, recovery decreased by 2f, blockstun increased by 1f. 6y: Startup decreased by 2f, recovery decreased by 3f, blockstun increased by 1f. 6z: Now forces crouching opponents into a standing state on hit. 2x: Hitbox size extended, startup decreased by 1f. 2y: Recovery decreased by 2f. 2z: Guard velocity increased. Throw: Fixed timing where Throw proration flag was set prematurely. Spirits of the Firm: Recovery decreased by 2f. Wind on the Last Journey: Fixed bug where active Hitdefs would not update automatically, now flags recovery frames properly. Wind on the Last Journey: Damage adjusted (17xN/16xN/15xN->19xN/19xN/12xN). Wind on the Last Journey [X ver]: Startup decreased by 1f. Wind on the Last Journey [Y ver]: Startup decreased by 2f. Wind on the Last Journey [Z ver]: Startup decreased by 9f, now moves forward during initial startup. Lonely Bound Spirits: Startup decreased by 6f, explosion damage increased (85->90), recovery decreased by 11f. The Endless Way: Pillar now disappears if Komachi is hit. Nautical Sign "Flow of the River": Now checks for the move hitting as a condition to apply proration. Nautical Sign "Flow of the River": Now flags recovery frames properly. "Scythe of Final Judgement": Startup decreased by 4f, recovery decreased by 5f. "Short Life Expectancy": Startup decreased by 7f. [System] Updated a few victory quotes. [System] Fixed bug where Patchouli 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. Fixed incorrect hitstun value & counterhit hitstun bonus not being applied against airborne opponents on most Normals. 5x: Corrected fall acceleration for airborne opponents. 5y: Corrected sprite drawing priority, fixed bug involving proration not applying on the last possible active frames of the attack. 6y: Corrected sprite drawing priority. 5z: Corrected fall acceleration for airborne opponents. 6z: Now causes a hard knockdown. 2x: Corrected fall acceleration for airborne opponents. 2y: Corrected fall acceleration for airborne opponents. 2z: Opponent now turns to face Patchouli when hit, p2 guard velocity increased. j5x: Corrected fall acceleration for airborne opponents. j5y: Corrected fall acceleration for airborne opponents. j5z: Corrected fall acceleration for airborne opponents, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: No longer turns to face opponent on startup. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Summer Red [Ground]: Recovery decreased by 2f. Autumn Blade [Y ver]: Recovery decreased by 4f. Autumn Blade [Z ver]: Recovery decreased by 7f. Emerald City: Fixed bug where counterhit hitstun bonuses were not being applied, fixed improper hitstun value vs airborne opponents. Winter Element: Fixed improper hitstun value vs airborne opponents, now hits OTG. "St. Elmo's Pillar": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Elemental Harvester": Fixed issue where effects would desynch during p2 superpauses, opponent now turns to face Patchouli when hit. "Elemental Harvester": Fixed improper hitstun value vs airborne opponents. "Royal Flare": Fixed issue where effects would desynch during p2 superpauses. "Royal Flare": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Philosopher's Stone": Fixed issue where effects would desynch during p2 superpauses. "Philosopher's Stone": Fixed improper hitstun value vs airborne opponents. "Philosopher's Stone": Duration decreased (14 sec -> 12 sec), cooldown between crystal usage decreased (3 sec -> 2.5 sec). [System] Fixed bug where Sakuya was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. Does not apply to pause from Sakuya's World. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Removed timestop effect from Sakuya's intros, which caused issues with player 2 intros in some characters. [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 minor oversight in cornerpush values for various Normals & other attacks. [System] Corrected Hitstun values & Counterhit bonuses for airborne opponents on most attacks. 5y: Damage increased (43->45). 4y: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". 4y: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Now sends airborne opponents into the correct reset state. 2z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. j5y: Fixed bug where attack applied incorrect y acceleration to 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. Sense of Thrown Edge: Now has a maximum limit of 2 sets when used during "Sakuya's World". Sense of Thrown Edge: All knives in a set now fire in 2f intervals between each knife. Sense of Thrown Edge: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Sense of Thrown Edge: Damage increased (9xN->13xN). Sense of Thrown Edge: Fixed issue with juggle flags that would cause knives to whiff. Bounce/No-Bounce: Damage increased (11x6->12x6), damage during "Sakuya's World" unaffected. Bounce/No-Bounce: Now has a maximum limit of 2 sets when used during "Sakuya's World". Bounce/No-Bounce: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Bounce/No-Bounce: Fixed issue with juggle flags that would cause knives to whiff. Cross-Up Magic: Renamed "Close-Up Magic", fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Cross-up Magic: Fixed proration bug that would occur if the character hit on the last active frames of each hitbox. Close-Up Magic [Ground]: Power gains adjusted (26x3/20x4/24x5->27x3/25x4/24x5). Close-Up Magic [Air]: Power gains adjusted (26x3->27x3). Vanishing Everything: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Damage increased (39,45/49,45/55,56->49,55/59,55/65,66). "Killing Doll": Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. "Inscribed Red Soul": Fixed issue where projectiles did not interact with Yukari Yakumo's Ride the Waves Special. "Sakuya's World": Fixed oversight where foreground stage elements were not disabled. "Deflation World": Revised flashing effects. "Jill the Ripper": Fixed minor graphical issue with stage darkening effect carried over from "Sakuya's World". "Jill the Ripper": Fixed bug where attack applied incorrect y acceleration to airborne opponents. "Deflation World": Now deals extra damage when done at point-blank range.
  14. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [GR Style] Eight characters updated (01/16/21)   
    11/22/20: (Gensokyo Reloaded) Four characters updated
    GR Kanako, GR Patchouli, GR Sakuya, & GR Komachi have been updated with bugfixes and balance changes.
     
    [System] Fixed bug where Kanako 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] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons. [System] Horizontal jump velocities slightly increased. 2z: Guard velocity increased. 3z: Guard velocity increased. j5x: Hitbox extended vertically downward. j5z: Fixed minor bug involving hitting the final hit on the very last active frame. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Omiwatari God Cross: Fixed bug where 2nd & 3rd hits would ignore juggle flags. Sky God" Wind Tunnel: Fixed bug where pushing effect would continue during superpause. Misayama Hunting Ritual: Fixed incorrect hitstun bonuses on counterhit, fixed issue with proration flags. "Beautiful Spring-like Suiga": Fixed timing issue with flagging of recovery frames. "Virtue of Wind God": Fixed incorrect hitstun bonuses on counterhit, BGM removed. [System] Fixed bug where Komachi 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 minor bugs in Spellcard & Palette selector. [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. 5x: Hitbox size extended, recovery decreased by 2f, blockstun increased by 1f. 5y: Startup decreased by 1f, recovery decreased by 2f, blockstun increased by 1f. 6y: Startup decreased by 2f, recovery decreased by 3f, blockstun increased by 1f. 6z: Now forces crouching opponents into a standing state on hit. 2x: Hitbox size extended, startup decreased by 1f. 2y: Recovery decreased by 2f. 2z: Guard velocity increased. Throw: Fixed timing where Throw proration flag was set prematurely. Spirits of the Firm: Recovery decreased by 2f. Wind on the Last Journey: Fixed bug where active Hitdefs would not update automatically, now flags recovery frames properly. Wind on the Last Journey: Damage adjusted (17xN/16xN/15xN->19xN/19xN/12xN). Wind on the Last Journey [X ver]: Startup decreased by 1f. Wind on the Last Journey [Y ver]: Startup decreased by 2f. Wind on the Last Journey [Z ver]: Startup decreased by 9f, now moves forward during initial startup. Lonely Bound Spirits: Startup decreased by 6f, explosion damage increased (85->90), recovery decreased by 11f. The Endless Way: Pillar now disappears if Komachi is hit. Nautical Sign "Flow of the River": Now checks for the move hitting as a condition to apply proration. Nautical Sign "Flow of the River": Now flags recovery frames properly. "Scythe of Final Judgement": Startup decreased by 4f, recovery decreased by 5f. "Short Life Expectancy": Startup decreased by 7f. [System] Updated a few victory quotes. [System] Fixed bug where Patchouli 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. Fixed incorrect hitstun value & counterhit hitstun bonus not being applied against airborne opponents on most Normals. 5x: Corrected fall acceleration for airborne opponents. 5y: Corrected sprite drawing priority, fixed bug involving proration not applying on the last possible active frames of the attack. 6y: Corrected sprite drawing priority. 5z: Corrected fall acceleration for airborne opponents. 6z: Now causes a hard knockdown. 2x: Corrected fall acceleration for airborne opponents. 2y: Corrected fall acceleration for airborne opponents. 2z: Opponent now turns to face Patchouli when hit, p2 guard velocity increased. j5x: Corrected fall acceleration for airborne opponents. j5y: Corrected fall acceleration for airborne opponents. j5z: Corrected fall acceleration for airborne opponents, fixed bug involving proration not applying on the last possible active frames of the attack. Throw: No longer turns to face opponent on startup. Throw: Fixed bug where Stupa's Training character could not tech the throw. Throw: Fixed timing where Throw proration flag was set prematurely. Summer Red [Ground]: Recovery decreased by 2f. Autumn Blade [Y ver]: Recovery decreased by 4f. Autumn Blade [Z ver]: Recovery decreased by 7f. Emerald City: Fixed bug where counterhit hitstun bonuses were not being applied, fixed improper hitstun value vs airborne opponents. Winter Element: Fixed improper hitstun value vs airborne opponents, now hits OTG. "St. Elmo's Pillar": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Elemental Harvester": Fixed issue where effects would desynch during p2 superpauses, opponent now turns to face Patchouli when hit. "Elemental Harvester": Fixed improper hitstun value vs airborne opponents. "Royal Flare": Fixed issue where effects would desynch during p2 superpauses. "Royal Flare": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents. "Philosopher's Stone": Fixed issue where effects would desynch during p2 superpauses. "Philosopher's Stone": Fixed improper hitstun value vs airborne opponents. "Philosopher's Stone": Duration decreased (14 sec -> 12 sec), cooldown between crystal usage decreased (3 sec -> 2.5 sec). [System] Fixed bug where Sakuya was vulnerable to grabs during pre-jump frames. [System] Fixed graphical bug involving dash effects during superpauses. Does not apply to pause from Sakuya's World. [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained. [System] Removed timestop effect from Sakuya's intros, which caused issues with player 2 intros in some characters. [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 minor oversight in cornerpush values for various Normals & other attacks. [System] Corrected Hitstun values & Counterhit bonuses for airborne opponents on most attacks. 5y: Damage increased (43->45). 4y: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". 4y: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug involving proration not applying on the last possible active frames of the attack. 5z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Fixed bug where attack applied incorrect y acceleration to airborne opponents. 2y: Now sends airborne opponents into the correct reset state. 2z: Fixed bug where attack applied incorrect y acceleration to airborne opponents. j5y: Fixed bug where attack applied incorrect y acceleration to 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. Sense of Thrown Edge: Now has a maximum limit of 2 sets when used during "Sakuya's World". Sense of Thrown Edge: All knives in a set now fire in 2f intervals between each knife. Sense of Thrown Edge: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Sense of Thrown Edge: Damage increased (9xN->13xN). Sense of Thrown Edge: Fixed issue with juggle flags that would cause knives to whiff. Bounce/No-Bounce: Damage increased (11x6->12x6), damage during "Sakuya's World" unaffected. Bounce/No-Bounce: Now has a maximum limit of 2 sets when used during "Sakuya's World". Bounce/No-Bounce: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. Bounce/No-Bounce: Fixed issue with juggle flags that would cause knives to whiff. Cross-Up Magic: Renamed "Close-Up Magic", fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Cross-up Magic: Fixed proration bug that would occur if the character hit on the last active frames of each hitbox. Close-Up Magic [Ground]: Power gains adjusted (26x3/20x4/24x5->27x3/25x4/24x5). Close-Up Magic [Air]: Power gains adjusted (26x3->27x3). Vanishing Everything: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World". Time Paradox: Damage increased (39,45/49,45/55,56->49,55/59,55/65,66). "Killing Doll": Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special. "Inscribed Red Soul": Fixed issue where projectiles did not interact with Yukari Yakumo's Ride the Waves Special. "Sakuya's World": Fixed oversight where foreground stage elements were not disabled. "Deflation World": Revised flashing effects. "Jill the Ripper": Fixed minor graphical issue with stage darkening effect carried over from "Sakuya's World". "Jill the Ripper": Fixed bug where attack applied incorrect y acceleration to airborne opponents. "Deflation World": Now deals extra damage when done at point-blank range.
  15. Upvote
    RicePigeon got a reaction from Chubby Ruby in Reminder regarding blacklisted websites   
    Reminder regarding blacklisted websites
    While Mugen Free For All strives to provide a warehouse directory for all M.U.G.E.N content made throughout the engine's existence, various creators across the world may choose to adopt different methods of hosting. While many of these sites are safe, some are not. Over the past few months, we've noticed a growing number of such sites, which we have had to remove. Either due to ethical/moral concerns over monetizing free content, or due to security exploits, we have had to blacklist these websites. We ask that you do not link to any of these blacklisted websites, as these links will be deleted on sight, with repeat violations warranting further disciplinary action if necessary. If you notice any of these links, we ask you to please use the report to staff function so that we may address them accordingly.
     
    The following websites/urls have been blacklisted due to known security vulnerabilities and/or unethical practices:
    2shared Adb.ug Adf.ly Cashfly Ceestyy.com Coinurl Destyy.com Easyurl.net Festyy.com Gestyy.com Link4ad.com Linkbucks Mugenarchive Sh.st Shortenurl.tk Shorte.st Urlcash as well as any website listed here  
    The following websites/urls, while not blacklisted, are discouraged due to requiring user registration:
    4shared  
  16. Like
    RicePigeon got a reaction from Nep Heart in [IZ Style] Iku, Reimu, Sumireko, & Tenshi updated (01/31/21)   
    10/25/20: (Incident Zero) Nitori Kawashiro released

    The sixteenth Incident Zero character, the kappa engineer Nitori Kawashiro has been released. Special thanks to Blade/Darkart and Pin for the sprites.
     
    Link: http://ricepigeon.neocities.org
     
    Sprites Archive: http://www.mediafire.com/file/5aq7sj0nrwebi9b/Nitori_THIZ_Sprite_Rips.zip/file
     
    First release.
  17. Upvote
    RicePigeon got a reaction from Disins in [IZ Style] Iku, Reimu, Sumireko, & Tenshi updated (01/31/21)   
    10/25/20: (Incident Zero) Nitori Kawashiro released

    The sixteenth Incident Zero character, the kappa engineer Nitori Kawashiro has been released. Special thanks to Blade/Darkart and Pin for the sprites.
     
    Link: http://ricepigeon.neocities.org
     
    Sprites Archive: http://www.mediafire.com/file/5aq7sj0nrwebi9b/Nitori_THIZ_Sprite_Rips.zip/file
     
    First release.
  18. Like
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    08/10/20: (Gensokyo Reloaded) Five characters updated
    GR Marisa, GR Meiling, GR Lie Meiling, GR Reisen, and GR Yuyuko have been updated with system changes and some rebalancing.
     
    [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. Throw: Fixed Ikemen-exclusive bug. Miasma Sweep [Y ver]: Damage changes from Version 2020.07.25 reverted. Miasma Sweep [EX ver]: Damage changes from Version 2020.07.25 reverted. Witching Blaster [EX ver]: Damage changes from Version 2020.07.25 reverted. Narrow Spark: Damage changes from Version 2020.07.25 reverted. "Master Spark: Damage changes from Version 2020.07.25 reverted. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] Damage dampener no longer uses attackmulset. [System] Throw tech window increased (7f->15f). [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. 5x: Opponent's fall gravity increased. 6y: Now sends airborne opponents into the correct reset state. 6y: Opponent's fall gravity increased. 5z: Startup decreased (11f->10f). 6z: Recovery decreased by 5f, now causes a wallbounce on counterhit. 2x: Opponent's fall gravity increased. 2y: Recovery decreased by 2f, blockstun increased by 1f, Opponent's fall gravity increased. 2z: Hitbox horizontal size slightly increased. 2z: Guard pushback velocity increased, opponent's fall gravity slightly increased. 2z: Recovery decreased by 4f, proration increased (0.7->0.75). 3z: Recovery decreased by 4f, move now continues with the "Fierce Tiger's Strength" version if the spellcard ends mid-attack. j.5x: Opponent's fall gravity increased. j.5z: Hitstun against airborne opponents increased, opponent's fall gravity increased. Throw: No longer turns to face P2 on startup. Throw: Fixed Ikemen-exclusive bug. Cyclone Light Step [X ver]: Blockstun increased by 4f. Fragrant Wave: Vertical hit velocity slightly increased. Fragrant Wave [X ver]: Total animation time decreased (25f->21f). Fragrant Wave [z ver]: Damage per hit increased (24->25). Fragrant Wave [z ver]: Opponent's fall gravity increased. Tremor Kick: Hitstun increased by 1f. Tremor Kick [X ver]: Blockstun increased by 8f. Tremor Kick [Y ver]: Blockstun increased by 5f, vertical hit velocity increased. Tremor Kick [Z ver]: Blockstun increased by 2f. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] Throw tech window increased (7f->15f). [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. Throw: Fixed Ikemen-exclusive bug. 5x: Proration increased (0.92->0.95). 5y: Proration increased (0.85->0.9). 5z: Proration increased (0.8->0.85). 2x: Proration increased (0.9->0.92). 2y: Proration increased (0.8->0.85). 2z: Proration increased (0.7->0.75). 2z: Hit velocity on block decreased, fixed oversight where counterhit bonuses were not applied vs airborne opponents. j5x: Proration increased (0.85->0.9). j5y: Proration increased (0.82->0.85). j2y: Proration increased (0.8->0.85). j5z: Proration increased (0.85x2->0.89x2). Monochromatic Hurricane [Ground]: Fixed bug where proration was being applied late. Monochromatic Hurricane [Y ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x3->0.9,0.92x2). Monochromatic Hurricane [Z ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x4->0.9,0.92x3). Seven Star Sword: Proration increased (0.85xN->0.947xN). Seven Star Sword [Y ver]: Damage decreased (18xN->17xN). Seven Star Sword [Z ver]: Damage decreased (21xN->17xN). Four Star Sword: Proration increased (0.85x2->0.92x2). Ultraviolet Flip [X Followup]: Proration increased (0.8->0.85). Ultraviolet Flip [Y Followup]: Proration increased (0.8->0.85). "Roc's Fist": Proration on 2nd hit decreased (0.7->0.6). [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] Throw tech window increased (7f->15f). [System] Damage proration no longer uses Attackmulset. [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. Air dash velocities decreased, now uses the same velocity as grounded dashes. Life Decreased (950->900). 5x: Recovery frames increased by 1f. 5y: Recovery frames increased by 1f. 6y: Startup increased by 6f. 5z: Recovery frames increased by 1f. 2z: Hit velocity on block increased. j5x: Startup increased by 1f. j5y: Startup increased by 1f, hitbox extended behind Reisen. j5z: Startup increased by 2f. Throw: Fixed Ikemen-exclusive bug. Mind Explosion [Air ver]: Startup increased by 1f. Mind Explosion [Air ver]: Landing recovery increased by 6f. "X-Wave": Hit velocity on block decreased. "Lunacy Ray": Recovery increased by 2f. "Lunatic Echo": Landing recovery increased by 7f. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. Throw: Fixed Ikemen-exclusive bug. 6z: Damage decreased (34xN->28xN). 1y: Damage changes from Version 2020.07.25 reverted. j2z: Damage changes from Version 2020.07.25 reverted. Eternal Wandering: Damage changes from Version 2020.07.25 reverted. Ghostly Butterfly: Damage changes from Version 2020.07.25 reverted. "Ghastly Dream": Damage changes from Version 2020.07.25 reverted. "Ticket to the Netherworld": X version now fires projectile at a slower speed.
  19. Like
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    08/01/20: (Gensokyo Reloaded) Komachi, Sanae, Yukari, & Mamizou updated
    GR Komachi, GR Sanae, and GR Yukari have been updated with system changes and some rebalancing. Mamizou also has been updated with an additional system fix.
     
     
    [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. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. [System] Changed method in which proration is applied to attacks. 5x: Startup decreased by 1f. 2x: Startup decreased by 1f. 6z: Recovery decreased by 5f. 2z: Hit velocity on block increased. New Special: Scythe of the Reaper (D,DF,F+x/y/z in air). "Scythe of Final Judgement": Fixed bug where move was not causing a Hard Knockdown, now hits OTG. "Short Life Expectancy": Now properly applies 0.5 proration on hit. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] Adjusted tech recovery behavior slightly. [System] Throw tech window increased (7f->15f). [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. 4z: Hitbox size adjusted & slightly increased. Suwako now begins attacking closer to the ground to avoid whiffing against certain crouched opponents. 4z: Damage decreased (34xN->28xN). 2z: Hit velocity on block increased. j2y: Proration increased (0.85xN->0.9xN) Omikuji Bomb: Bomb types now follow a predetermined pattern, instead of being chosen at random. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. [System] Throw tech window increased (7f->15f). [System] All combos now apply a one-time 75% prorate for the second attack onward. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. 2z: Hit velocity on block increased. Maxwell's Demon: Proration increased (0.75->0.85). [System] Proration system no longer uses Attackmulset. [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits. 6z: Damage changes from Version 2020.07.25 reverted. "Bunbuku Hot Soup Bathtub": Damage changes from Version 2020.07.25 reverted. "Youkai World Gate of 100 Demons": Damage & proration changes from Version 2020.07.25 reverted.
  20. Upvote
    RicePigeon got a reaction from OroCrimson in Potentially removing Mugen Archive from our site blacklist?   
    Someone brought up the phone verification thing in another discord a few days ago, so I'll sum up what I said then.
     
    Dizzy's claim that their discord server is lively is, frankly, bullshit. Unless the MA staff is actively deleting 90%+ messages on a daily basis, the activity that I've witnessed there is very minimal, if not 0, with only a few messages every other day or so. While I can't speak about implementing phone verification on their forums & site as a whole since this is news to me, I can speak from experience that phone verification, at least on Discord, does almost nothing to stop spam attacks. In the aftermath of the DDoS we received in early April, we elevated the security to require phone verification and, while this stopped spam accounts from posting messages in our discord, it did nothing to stop them from saying what they wanted to say by making their user name the message, many of which were targeting the same individual. In the meantime, several legitimate accounts were negatively affected by this and unable to access our discord server either because they were unable or unwilling to disclose a cell phone number for verification purposes, some going far as citing privacy concerns (and rightfully so); this led to us creating a workaround by granting known users a dummy "approved" role so they wouldn't be affected by this change, which we eventually rescinded because of the undue burden it was putting on legitimate users while doing nothing to stop the influx of spam accounts, and I have no doubt in my mind that something similar could happen to MA if they do decide to go through with this.
     
    Of course, if Dizzy is adamant on implementing this feature, he is either unable or (most likely) unwilling to take these negative repercussions into account.
     
    EDIT; Seeing as this thread seems to be going in the direction of a general MA discussion thread, I'll be allowing the posting of MA links here for the purposes of providing context.
  21. Upvote
    RicePigeon got a reaction from GTFoxN6Y in MvC2 Project: Katerina Kittycat WIP Thread   
    Why was this made in a separate thread? Merging.
  22. Upvote
    RicePigeon got a reaction from Basara-kun in Reminder regarding blacklisted websites   
    Reminder regarding blacklisted websites
    While Mugen Free For All strives to provide a warehouse directory for all M.U.G.E.N content made throughout the engine's existence, various creators across the world may choose to adopt different methods of hosting. While many of these sites are safe, some are not. Over the past few months, we've noticed a growing number of such sites, which we have had to remove. Either due to ethical/moral concerns over monetizing free content, or due to security exploits, we have had to blacklist these websites. We ask that you do not link to any of these blacklisted websites, as these links will be deleted on sight, with repeat violations warranting further disciplinary action if necessary. If you notice any of these links, we ask you to please use the report to staff function so that we may address them accordingly.
     
    The following websites/urls have been blacklisted due to known security vulnerabilities and/or unethical practices:
    2shared Adb.ug Adf.ly Cashfly Ceestyy.com Coinurl Destyy.com Easyurl.net Festyy.com Gestyy.com Link4ad.com Linkbucks Mugenarchive Sh.st Shortenurl.tk Shorte.st Urlcash as well as any website listed here  
    The following websites/urls, while not blacklisted, are discouraged due to requiring user registration:
    4shared  
  23. Thank You
    RicePigeon got a reaction from Kurodetsuki in [GR Style] Eight characters updated (01/16/21)   
    07/25/20: (Gensokyo Reloaded) Yuyuko, Mamizou, & Marisa updated
    GR Yuyuko has been updated with several buffs and slight reworking of her existing moves, along with some system changes. GR Mamizou and GR Marisa have also been
    updated with system changes and other tweaks, namely, a slight rework of Marisa's Star Charge system.
     
    [System] Hurtbox sizes slightly decreased. [System] Throw tech window increased (7f->15f). [System] All combos now apply a one-time 75% prorate for the second hit onward. [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right. 5x: Startup and Recovery frames decreased by 1f each. 5y: Startup decreased by 2f, Damage increased (45->55) 5y: Hitbox position adjusted, now hits above Yuyuko. 5z: Startup decreased by 2f, hitbox horizontal size slightly increased, vertical reach decreased. New Command Normal: 6z. 2X: Startup frames decreased by 1f 1y: Recoil velocity decreased. Projectile hitbox slightly increased. Frame gap between projectiles decreased (3f->2f). 1y: Damage per hit increased (25xN->32xN), projectile active frames increased by 5f 2z: Startup decreased by 1f, hit velocity on block increased. j5x: Startup decreased by 1f. j5y: Hitbox sizes on last 3 active frames slighly increased. j2z: Damage increased (30xN->37xN), active frames adjusted (2,3,4,5 -> 2(1)2(1)3(1)3), fixed bug that caused proration to be delayed. Lance of the Swallowtail Crest [Z ver]: Now hits OTG. Reverse Screens: Recoil velocity on all versions decreased. Eternal Wandering [All ver]: Wisps now all share the same hitbox & hurtbox, corrected bug with juggle flags. Eternal Wandering [All ver]: Projectile now spawns slightly further away from Yuyuko. Eternal Wandering [All ver]: Damage increased (15xN->219xN). Eternal Wandering [Y ver]: No longer hits grounded opponents, Startup decreased by 2f, Projectile velocity behavior changed. Eternal Wandering [Z ver]: Startup increased by 8f, recovery frames decreased by 14f. Projectile velocity behavior changed. Ghost Butterfly: Damage increased (20xN->24xN), corrected glitch where projectiles would fly at extremely faster or slower velocities than intended. Ghost Butterfly: Projectiles now slowly accelerate after hitting a wall/ceiling. "Ghastly Dream": Damage increased (31.5xN->40xN). "Ticket to the Netherworld": Projectile damage decreased (60->50), Explosion damage decreased (240->210). [System] All combos now apply a one-time 75% prorate for the second hit 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. Air Dash speeds increased. Now has approximately the same speeds as her grounded dashes. Guard Cancel: Changed to Youkai Amikiri Transformation. 6z: Damage increased (40,45->45,50). 2z: Hit velocity on block increased. Youkai Amikiri Transformation: No longer loses any leaves when used as a Guard Cancel. "Bunbuku Hot Soup Bathtub": Damage increased (50,22xN -> 80,25xN). "Youkai World Gate of 100 Demons": Damage increased (30xN->37xN), proration increased (0.95xN->0.96xN). [System] All combos now apply a one-time 75% prorate for the second hit 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. 2z: Hit velocity on block increased. Witching Blaster [All ver]: Star charges are now gained only when projectile makes contact. Witching Blaster [EX ver]: Damage increased (49x2->56x2), Now activated manually with D,DF,F + 2 atk Miasma Sweep [All ver]: Star charges are now gained only when move makes contact. Miasma Sweep [Y ver]: Damage increased (70,57->75,70). Miasma Sweep [EX ver]: Damage increased (80,80->90,90), now activated manually with F,D,DF + 2 atk. Witch Leyline [All ver]: Star charges are now gained only when move makes contact. Witch Leyline [EX ver]: Now activated manually with D,DB,B + 2 atk. Narrow Spark [All ver]: Star charges are now gained only when projectile makes contact. Narrow Spark [Y ver]: Damage increased (39x2->43.5x2). Narrow Spark [Z ver]: Damage increased (36.5x3->43x3). Narrow Spark [EX ver]: Damage increased (47x3->55x3), now activated manually with F,DF,D,DB,B + 2 atk. "Master Spark": Damage increased (15xN->19.5xN).
  24. Like
    RicePigeon got a reaction from GVA in [IZ Style] Momiji Inubashiri released (08/01/19)   
    08/01/19: (Incident Zero) Momiji Inubashiri released

    The 14th Incident Zero character, the wolf tengu sentry Momiji Inubashiri, has been released.
     
    Link: http://ricepigeon.neocities.org
     
    First release.
  25. Thank You
    RicePigeon got a reaction from gui0007 in Touhou: Gensokyo Reloaded version 3.0.1 Released! (06/03/20)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
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