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[GR Style] Eight characters updated (01/16/21)


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05/03/19: (Gensokyo Reloaded) Sanae Kochiya updated

GR Sanae has been updated with several major changes.
 

0tBHIle.png
  • Sprites realigned.
  • Fixed numerous sprite errors.
  • [System] Minor adjustments to Sanae's regular hurtbox in most states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected forward dash startup time (4f->5f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Corrected back hop/air dash landing times (9f->8f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a heigt restriction when ascending.
  • Added a crouch turning animation.
  • Fixed angledraw issues with the goddess helpers.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 5x: Hit velocity slightly increased.
  • 5y: Damage decreased (50->45).
  • 6y: No longer loses overhead properties when chained into.
  • 6y: Hurtboxes adjusted.
  • 6z: Proration decreased (80%->85%).
  • Pillar Toss: Projectile now disappears if Sanae is hit.
  • Pillar Toss: Now flags recovery frames once the projectile's active frames have ended.
  • Pillar Toss: Fixed IKEMEN exclusive visual issue where the Onbashira effect helpers would incorrectly generate a shadow.
  • Iron Ring: Aerial version now has a separate animation that uses the regular aerial hurtbox.
  • Iron Ring: Suwako now disappears if Sanae is hit.
  • Iron Ring: Damage decreased (35x3->34x3)
  • Iron Ring: Proration increased (95%x3->93%x3).
  • Iron Ring: Suwako gauge now only starts recharging once Suwako has completely disappeared.
  • 2x: Corrected inability to conserve forward dash momentum into the attack.
  • 2x: Secondary hurtbox and hitbox moved down slightly.
  • 2x: Hitbox size decreased.
  • 2y: Can now be blocked high, horizontal range slightly increased.
  • j.5x: Damage decreased (40->35).
  • j.5x: Proration increased (92%->90%).
  • j.5y: Damage decreased (60->55).
  • j.2y: No longer hits overhead, hitstun decreased by 5f.
  • j.2y: Can no longer guard or airdash until landing.
  • j.5z: Damage decreased (80->75).
  • Throw: Now applies 90% normal proration.
  • Throw: Corrected inability to conserve forward dash momentum into the attack.
  • Wind Call: Projectile now disappears if Sanae is hit.
  • Wind Call: Proration increased (96%x3 -> 94.7%x3).
  • Omijuki Bomb: Projectile is now destroyed if Sanae is hit.
  • Omijuki Bomb (Good Luck): Damage decreased (80->75), block damage increased (8->15).
  • Omijuki Bomb (Great Luck): Damage decreased (150->130), block damage decreased (30->26).
  • Omijuki Bomb (Bad Luck): Homing projectile is now destroyed if Sanae is hit.
  • Omijuki Bomb (Bad Luck): Fixed various debug errors.
  • Omijuki Bomb (Poor Luck): Damage decreased (20x10->17x10), block damage decreased (4x10->3x10)
  • Omijuki Bomb (Poor Luck): Fixed bug where proration would continue to be applied every frame after the attack had hit 10 times.
  • Wind Goddess ~ Thrust: Aerial versions now have separate animations that use the regular aerial hurtbox.
  • Wind Goddess ~ Thrust: Damage decreased (120/130/140->110/120/130).
  • Wind Goddess ~ Thrust: Proration increased (85%->80%).
  • Wind Goddess ~ Thrust: Kanako gauge now only starts recharging once Kanako has completely disappeared.
  • Wind Goddess ~ Pillar: Aerial versions now have separate animations that use the regular aerial hurtbox.
  • Wind Goddess ~ Pillar: Projectiles are now destroyed if Sanae is hit before they become visible.
  • Wind Goddess ~ Pillar: Recovery frames are now flagged 1 frame after the pillars spawn.
  • Wind Goddess ~ Pillar: Kanako now disappears 6 frames earlier, but the Kanako gauge takes 6 frames longer to fully charge.
  • Wind Goddess ~ Pillar: Moved Kanako down so that she now appears mostly on screen from a grounded camera y-position.
  • Earth Goddess ~ Snare: Suwako now disappears if Sanae is hit, but only if she's not leaping out of the ground.
  • Earth Goddess ~ Snare: Damage decreased (48x3->42x3).
  • Earth Goddess ~ Snare: Proration slightly increased (95%x3->94.7%x3).
  • Earth Goddess ~ Snare: Suwako gauge now only starts recharging once Suwako has completely disappeared.
  • Earth Goddess ~ Shield: Suwako gauge now only starts recharging once Suwako has completely disappeared.
  • Cobalt Spread: Projectile is now destroyed if Sanae is hit.
  • "Charm of Good Commerce": Damage increased (11x23->12x23), block damage increased (1x23->2x23).
  • "Charm of Good Commerce": Proration increased (99%x23->98%x23).
  • "Forgotten Ritual": Now flags recovery frames once the active frames have ended.
  • "Night of the Supernova Storm": Now flags recovery frames once the active frames have ended.
  • "Moses's Miracle": Now applies 45% proration.
  • Filled out missing readme move entries.
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05/07/19: (Gensokyo Reloaded) Yuyuko Saigyouji updated

Yuyuko has been updated with some balance and system changes.
 

7pMRMQN.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Updated outdated Recovery frame flags to current standards.
  • [System] Updated outdated Hitdef triggers to current standards.
  • [System] Corrected regular jump landing time (6f->4f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Corrected back hop/air dash landing times (6f->8f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • Forward Dash Skid: Changed animation, animation time reduced (12f->8f).
  • Forward Air Dash: Startup reduced by 3 frames, distance travelled slightly reduced.
  • Backward Air Dash: Removed negative x-velocity multiplier.
  • 6y: No longer loses overhead properties when chained into.
  • j.2z: Startup reduced (17f->13f).
  • j.2z: No longer has block restrictions.
  • Throw: Corrected inability to conserve forward dash momentum into the attack.
  • Throw: Now applies 90% normal proration.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Butterfly Dream Dance: Fixed IKEMEN exclusive visual issue where the butterfly effect helpers would incorrectly generate a shadow.
  • Ghastly Dream: Corrected recovery frame flag time.
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05/08/19: (Gensokyo Reloaded) Youmu Konpaku updated

GR Youmu has been updated with some balance and system changes.
 

1PBIvi8.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time (5f->4f).
  • [System] Corrected forward dash startup time (3f->5f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Forward dash skid animation time increased (6f->8f).
  • [System] Corrected back hop/air dash landing times (10f->8f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 6y: No longer loses overhead properties when chained into.
  • 2x: Corrected inability to conserve forward dash momentum into the attack.
  • j.2z: Groundbounce proration increased (75%->72%).
  • Throw: Now applies 90% normal proration.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Slash of Life & Death [3rd hit]: Fixed a bug where spirit was being deducted even if the move had made contact.
  • Insightful Sword: Move is no longer tied to the spirit mechanic, now uses old level 3 hitbox duration and old max level damage.
  • Insightful Sword: No longer gains counterhit bonuses.
  • Netherworld Reflection Slash: Move is no longer tied to the spirit mechanic, now uses old level 3 hitbox duration.
  • Crescent Moon Slash [all versions]: Move is now a hard knockdown.
  • Crescent Moon Slash [y and z versions]: Fixed a bug where proration was being applied incorrectly.
  • Crescent Moon Slash [y and z versions]: Spirit is now applied on each successful hit.
  • Lotus Stance Cut: Fixed a bug where the final hit of the projectile was not adding spirit.
  • Lotus Stance Cut: All versions now move a fixed distance.
  • "6-Root Cleansing": Now functions as a command grab instead of a full-body counter. Now has startup invincibilty.
   
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05/12/19: (Gensokyo Reloaded) Reisen & Cirno updated

GR Reisen and GR Cirno have been updated with a few changes.
 

2c1Nlrn.png
  • [System] Air dashes now have a height restriction when ascending.
nrsaEwS.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected forward dash startup time (4f->5f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • 6y: No longer loses overhead properties when chained into.
  • Ice Charge: Can now be used out of the ground dashes.
  • "Icicle Fall": Can now be used out of the ground dashes.
  • "Perfect Freeze": Can now be used out of the ground dashes.
  • Filled out missing readme move entries.
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05/14/19: (Gensokyo Reloaded) Komachi updated

GR Komachi has been updated with a few changes.
 

X6n47Kk.png
  • [System] Small adjustments to hurtboxes in numerous states.
  • [System] Minor adjustments to some common state animations.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump startup time (4f->5f).
  • [System] Corrected regular jump landing time (6f->5f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 5y: Damage increased (65->70).
  • 6y: Damage increased (75->80).
  • 6y: No longer loses overhead properties when chained into.
  • 2x: Hitbox moved down slightly.
  • 2z: Corrected an oversight where Komachi was returning to the wrong animation once the attack had finished.
  • j.5y: Hit & block velocities decreased.
  • Wind on the Last Journey (x version): Move now has 12 frames of startup invulnerability.
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05/15/19: (Gensokyo Reloaded) Mima updated

GR Mima has been updated with a few changes.
 

dd8asv9.png
  • [System] Minor adjustments to some common state hurtboxes and animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time (5f -> 4f).
  • [System] Corrected forward dash startup time (4f -> 5f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 5x: Damage increased (20->25).
  • 5y: Damage decreased (49->45).
  • 6y: No longer loses overhead properties when chained into.
  • 2x: Corrected inability to conserve forward dash momentum into the attack.
  • j.5z: Damage increased (65->70).
  • Throw: Now applies 90% normal proration.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Green Spread: Fixed Hitdef trigger issue which prevented the move hitting an opponent if its hitbox also overlapped with a projectile.
  • Meteor Strike: Adjusted hitboxes of X and Y versions, Z version is now a projectile counter.
  • Meteor Strike (counterattack): Fixed a bug where the move could cancel into Spellcards before the counterattack had hit.
  • Meteor Strike (counterattack): Horizontal range increased.
  • Meteor Strike (counterattack): Startup slightly reduced (12F->11F).
  • "Orreries Sun" (Rings): Hitbox is no longer active while Mima is in hitstun.
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05/19/19: (Gensokyo Reloaded) Byakuren updated

GR Byakuren has been updated with a few changes.
 

iCJcBuV.png
  • Regular hurtbox sized decreased.
  • [System] Corrected regular jump landing time (6f->4f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 6y: No longer loses overhead properties when chained into.
  • 2y: Changed voice clip.
  • Dance of Hanuman (1st and 2nd hits): Changed to soft knockdowns to mirror the third hit.
  • Durga's Soul (counterattack): Changed to a hard knockdown to mirror its non-counterattack counterpart.
  • "Brilliance of Mahavairocana": Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
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05/21/19: (Gensokyo Reloaded) Youmu updated

GR Youmu has been updated with a few changes.
 

1PBIvi8.png
  • 5y: Changed attacking sound clip.
  • 5z: Can now only chain into 6y starting from a spirit level of 2.
  • Insightful Sword (counterattack): Fixed a bug where the move could cancel into Spellcards before the counterattack had hit.
  • "Secret of Life and Death" Spellcard now plays the level 1 activation sound if Power is lower than 2000.
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05/23/19: (Gensokyo Reloaded) Ichirin updated

GR Ichirin has been updated with a few changes.
 

99attgT.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected forward dash startup time (4f->5f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Dash skid times are now consistent regardless of Unzan is active or inactive.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • 6z: No longer loses overhead properties when chained into.
  • 2x: Corrected inability to conserve forward dash momentum into the attack.
  • Throw: Now applies 90% normal proration.
  • Guard Cancel Counter: No longer applies counterhit bonuses.
  • Raging Running Fist (Unzan Inactive): Recovery frames are now flagged properly.
  • Hanging Cloud's Iron Hammer: Recovery frames are now flagged properly.
  • Handful of Floating Cloud: Recovery frames are now flagged properly.
  • "Deadly Wind of Penitence": Recovery frames are now flagged properly.
  • "King Kraken Strike": Recovery frames are now flagged at the correct time.
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05/24/19: (Gensokyo Reloaded) Suika updated

GR Suika has been updated with a few changes.
 

J61jXTK.png
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Corrected regular jump landing time.
  • [System] Corrected forward dash startup time.
  • [System] Corrected Forward dash skid animation time.
  • [System] Corrected back hop/air dash landing times.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • Guard Cancel: No longer gains counterhit bonuses.
  • 2x: now carries momentum over from a dash.
  • 6y: No longer loses overhead property on chaining.
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05/26/19: (Gensokyo Reloaded) Mamizou updated

GR Mamizou has been updated with a few changes.
 

HovA2wJ.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Forward dash startup increased by 2f.
  • [System] Corrected jump cancel timings on forward dash.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Corrected certain debug errors if p2 is not present.
  • [System] Added missing hit ground from fall sounds.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
  • 2x: Now carries momentum from a dash.
  • 6y: No longer loses overhead properties when cancelled into.
  • Animal Lute Priest: Recovery time increased by 2f. Now disappears if Mamizou is hit.
  • Animal Lute Priest: Projectile hitbox size decreased.
  • Youkai Karakasa Transformation: Fixed a scaling error that would occur upon colliding with another projectile.
  • Youkai Tsurube Transformation: Damage decreased (100->90), recovery time on all versions increased by 4f.
  • Youkai Tsurube Transformation: Projectile hitbox size decreased, projectile hurtbox size increased.
  • Utsusemi Jizo Transformation: Landing recovery increased by 3f, landing damage increased (80->90).
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05/30/19: (Gensokyo Reloaded) Reimu updated

GR Reimu has been updated with a few changes.
 

oOh2ppF.png
  • Revamped the character's file structure.
  • [System] Updated common states to the latest Gensokyo Reloaded character standards.
  • [System] Minor adjustments to Reimu's regular hurtbox in most states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Corrected regular jump landing time (6f->4f).
  • [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
  • [System] Forward air dash velocity multiplier decreased (x0.75->x0.9).
  • [System] Backward air dash velocity multiplier decreased (x0.75->x0.85).
  • [System] Repositioned dash effects.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • [System] Rudimetary state tree based A.I. implemented.
  • 5x: Revised hurtbox placements.
  • 5y: Revised hurtbox placements.
  • 5z: Revised hurtbox placements.
  • 6x: Fixed a bug introduced in a previous update where the move wasn't causing wallbounce on counterhit.
  • 6y: No longer loses overhead properties when chained into.
  • 3z: Fixed issue where opponent could recover prematurely.
  • j.5x: Revised hurtbox placements.
  • j.5y: Second and third hits no longer have block restrictions.
  • j.5z: Revised hurtbox placements.
  • Throw: Corrected inability to conserve forward dash momentum into the attack.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Ascension Kick: Can no longer carry momentum over from a forward dash.
  • Dimensional Rift: Can no longer carry momentum over from a forward dash.
  • Rain Dance: Aerial versions now have separate animations that use the regular aerial hurtbox.
  • Rain Dance: Can no longer carry momentum over from a forward dash.
  • "Fantasy Seal": Aerial version now has a separate animation that uses the regular aerial hurtbox.
  • "Fantasy Seal": Fixed debug flood that would occur if P2 was somehow missing.
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06/01/19: (Gensokyo Reloaded) Kanako & Remilia updated

GR Kanako & GR Remilia have been updated with a few changes.

 

 

ANFiNVt.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump start time (4f->5f).
  • [System] Corrected regular jump landing time (6f->5f).
  • [System] Corrected forward dash startup time (6f->4f).
  • [System] Corrected jump cancel timings for grounded forward dash.
  • [System] Corrected Forward dash skid animation time (10f->8f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
  • [System] Minor corrections to hurtboxes.
  • 2x: Now carries horizontal momentum from a dash.
  • 6z/j.6z: Recovery frames are now flagged properly.
  • 3z: No longer loses overhead properties when cancelled into.
  • Throw: Now applies standard 90% proration.
  • Guard Cancel: Now longer gains counterhit bonuses.
  • Sky God: Wind Summon: Recovery frames are now flagged at the proper times.
  • Sky God: Onbashira: Recovery frames are now flagged at the proper times.
  • God Sign "Beautiful Spring-like Suiga": Recovery frames are now flagged at the proper times.
fFwiIom.png
  • [System] Adjustments to common state animations and hurtboxes.
  • [System] Updated outdated Recovery frame flags to current standards.
  • [System] Updated outdated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time (5f->4f).
  • [System] Corrected back hop/air dash landing times (11f->8f).
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
  • Fixed visual issue where the tech recovery explod was being affected by palfx.
  • Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • Ground Backward Dash: Cancel window reverted.
  • 2y: Can now be blocked high.
  • 6z: No longer loses overhead properties when chained into.
  • j.5z: Groundbounce counterhit proration multiplier decreased (85%->90%).
  • Throw: Now applies 90% normal proration.
  • Guard Cancel: No longer gains counterhit bonuses.
  • Chain Gang [X & Y]: Now disappears if Remilia is hit.
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06/05/19: (Gensokyo Reloaded) Patchouli updated

GR Patchouli has been updated with a few changes.
 

jFvZDOD.png
  • Revamped the character's file structure.
  • Realigned certain gethit sprites.
  • [System] Updated common states to the latest Gensokyo Reloaded character standards.
  • [System] Minor adjustments to hurtboxes in most states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump start time (5f->4f).
  • [System] Corrected regular jump landing time (5f->4f).
  • [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
  • [System] Corrected forward dash startup time (2f->4f).
  • [System] Corrected time in which the forward dash can be jump cancelled.
  • [System] Corrected Forward dash skid animation time (9f->8f).
  • [System] Corrected back hop/air dash landing times (10f->8f).
  • [System] Repositioned dash effects.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Replaced cornerpush system.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • [System] Rudimetary A.I. implemented.
  • All Normals and Command Normals: Hurtboxes adjusted slightly.
  • 6y: No longer loses overhead properties when chained into.
  • 5z: Can no longer cancel into 6y.
  • j.5x: Hitbox repositoned, size increased.
  • j.5x: Startup decreased (7f->5f).
  • Throw: Corrected inability to conserve forward dash momentum into the attack.
  • Throw: Now applies 90% normal proration.
  • Guard Cancel: No longer gains counterhit bonuses.
  • Summer Red: Hurtboxes adjusted slightly.
  • Summer Red [Air]: Adjusted effects to reflect projectile trajectory.
  • Sylphae Horn: Corrected visual bug when projectiles fire.
  • Sylphae Horn: Now fires 2 additional projectiles during Philosopher's Stone.
  • Winter Element: Geyser now disappears if Patchouli is hit before it becomes active.
  • Winter Element: Spellcard cancel timing adjusted.
  • Autumn Blade: Hurtboxes adjusted slightly.
  • "St Elmo's Pillar": Hurtboxes adjusted slightly.
  • "St Elmo's Pillar": Recovery frames are now flagged properly.
  • "Royal Flare": Hurtboxes adjusted slightly.
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06/10/19: (Gensokyo Reloaded) Yuuka updated

GR Yuuka has been updated with a few changes.
 

tHAvEku.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump start time (6f->5f).
  • [System] Corrected regular jump landing time (4f->5f).
  • [System] Corrected jump cancel timing of forward dash.
  • [System] Corrected Forward dash skid animation time (10f->8f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • [System] Fixed issue where certain attacks could not carry momentum from a dash.
  • j.2z: Recovery frames are now flagged at the correct time.
  • Throw/Air Throw: Now apply standard 90% Proration.
  • Fantastic Spring Flowers: Recovery frames are now flagged properly.
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  • 2 weeks later...

06/19/19: (Gensokyo Reloaded) Koishi updated

GR Koishi has been updated with a few changes.
 

wK9wLnr.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected jump cancel timings of the forward dash.
  • [System] Backward dash: Can now be cancelled into ground Normals.
  • [System] Backward dash/Air Backward Dash: Startup reduced (8f->6f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
  • 2x: Now carries momentum from dashes.
  • 6y: No longer loses overhead properties when cancelled into.
  • 4z: Recovery frames are now flagged properly.
  • Throw: Now applies 90% standard proration.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Fidgety Snatcher: Recovery frames are now flagged properly.
  • Growing Pain: Recovery frames are now flagged properly.
  • Growing Pain: Now disappears if Koishi is hit.
  • Unanswered Love: No longer erroneously hits overhead.
  • Catch & Rose: Recovery frames are now flagged properly.
  • "Ancestors are Watching You": Recovery frames are now flagged properly.
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06/22/19: (Gensokyo Reloaded) Marisa updated

GR Marisa has been updated with a few changes.
 

cq8VQNi.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected forward dash startup time (4f->5f).
  • [System] Corrected jump cancel timings of forward dash.
  • [System] Decreased forward air dash startup time (9f->6f).
  • [System] Corrected back hop/air dash landing times (10f->8f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • [System] Corrected error where certain Normals would not carry momentum from a dash.
  • [System] A.I. improved.
  • 5y: Now moves Marisa forwards slightly.
  • 6y: No longer loses overhead property when cancelled into.
  • Throw: Now applies standard 90% prorate.
  • Guard Cancel: No longer gains counterhit bonuses.
  • "Master Spark": Fixed scaling bug on the laser effect.
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06/28/19: (Gensokyo Reloaded) Mokou updated

GR Mokou has been updated with several changes.
 

KPGzqry.png
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time (6f->4f).
  • [System] Corrected forward dash startup time (8f->5f).
  • [System] Corrected jump cancel timings of forward dash.
  • [System] Corrected back hop/air dash landing times (10f->8f).
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • [System] Corrected error where certain Normals would not carry momentum from a dash.
  • 6y: No longer loses overhead properties when cancelled into.
  • j.2z: Fixed angledraw bug that would occur when Mokou lands.
  • Throw: Now applies 90% standard proration.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Self-Harming Fire Talons [3rd hit, all versions]: Mokou now leaves the ground slightly later, y-velocities lowered to compensate.
  • Blazing Bamboo Tube: Recovery frames are now flagged properly.
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07/02/19: (Gensokyo Reloaded) Eirin Yagokoro updated

GR Eirin has been updated with several changes.
 

a0pD6NV.png
  • Slight reorganization of file structure.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Minor revision to turning animations.
  • [System] Added missing anim 5150.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time (8f->4f).
  • [System] Dash behavior updated to current standards.
  • [System] Repositioned dash effects.
  • [System] Corrected jump cancel timings of forward dash.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Updated how the Spellcard ring effect is handled.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • 6y: No longer loses overhead properties when cancelled into.
  • 5z/8z: Corrected bug where charged versions would still only fire 1 arrow.
  • 5z/8z: Damage per arrow now scales inversely to amount of arrows fired.
  • Throw: Now applies standard 90% prorate.
  • Guard Cancel Counter: No longer gains counterhit bonuses.
  • Burst Shot [Air]: No longer preserves trajectory, now recoils Eirin backward.
  • Elixir [All]: Recovery frames are now flagged properly.
  • Elixir -Sulfuric Acid-: Fixed an oversight where the debuff wasn't being applied to opponents hit by the acid splash.
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Uh..... @RicePigeon? I'm currently having a problem with your GR-style Utsuho Reiji. I'm having troubles trying to insert her into my roster via Tunglashor's VSelect program. For some reason, if I ever insert her into my roster in some way, shape, or form, VSelect always automatically crashes all of a sudden after loading. So, can you at least try to fix it in your next update?

 

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On 7/9/2019 at 8:50 PM, PlasmoidThunder said:

Try re-saving the sprite file.

Then, how do I do that?

🙂Oh, never mind, I figured it out and it works now. Thanks.

However, VSelect still crashes only if I even try to reload my roster. So, that's causing that issue then?

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  • 2 weeks later...

07/24/19: (Gensokyo Reloaded) Utsuho Reiuji updated

GR Utsuho has been updated with a few system and minor gameplay changes.
 

rRLgxZj.png
  • [System] Air dashes now have a height restriction on ascending from a jump.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Fixed issues with groundbounce & wallbounce behaviors.
  • [System] Corrected regular jump landing time.
  • [System] Corrected forward dash startup time.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • 6y: No longer loses overhead properties when cancelled into.
  • Radiant Blade: Command changed to D,DB,B+X/Y/Z
  • Reimplemented Flare Up Special (F,D,DF+X/Y/Z) with revised behavior.
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  • 2 weeks later...

08/03/19: (Gensokyo Reloaded) Alice, Sakuya, & Yukari updated

GR Alice, GR Sakuya, & GR Yukari have been updated with several system fixes.
 

0Daik8b.png
  • [System] Ground Normals & Command Normals now reworked into close and far variants.
  • [System] Close variants can be performed at any range by holding Back.
  • [System] Aerial Normals & Command Normals now reworked into back jump & straight jump variants.
  • [System] Back jump variants can be performed at any range by holding Back.
  • [System] Air dashes now have a height restriction when going up.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Added missing anim 5150.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump start time.
  • [System] Corrected regular jump landing time.
  • [System] Corrected forward dash startup time.
  • [System] Corrected back hop/air dash landing times.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
  • [System] Fixed certain grounded attacks not carrying over horizontal momentum.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • [System] Corrected ground tech behavior.
  • Guard Cancel: No longer gains counterhit properties.
  • 4x: No longer loses overhead properties.
  • 2x: Removed.
  • 1x: Command changed to 2x.
  • Throw: Now applies standard 90% proration.
nyWOGcm.png
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Corrected timings of cancelling forward dashes into a jump.
  • [System] Corrected Forward dash skid animation time.
  • [System] Corrected back hop/air dash landing times.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Corrected regular jump start time.
  • [System] Corrected regular jump landing time.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • Guard Cancel: No longer gains counterhit properties.
  • Throw: Now applies a 90% base proration.
qUKvSgV.png
  • Reorganized character file structure.
  • [System] Common states updated to current standards.
  • [System] Corrected jump cancel timings of forward dash.
  • [System] Corrected forward dash startup time.
  • [System] Air dashes now have a height restriction when ascending.
  • [System] Minor adjustments to hurtboxes in some gethit states.
  • [System] Minor adjustments to some common state animations.
  • [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
  • [System] Fixed timing issues with groundbounce angledraw and offset.
  • [System] Corrected regular jump landing time.
  • [System] Adjusted how the character handles landing sounds in certain basic states.
  • [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
  • [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
  • [System] Updated Recovery frame flags to current standards.
  • [System] Updated Hitdef triggers to current standards.
  • Guard Cancel: No longer gains counterhit bonuses.
  • 6y: No longer loses overhead property when cancelled into.
  • Throw: Now carries momentum over from a dash.
  • Throw: Now applies standard 90% proration.
  • Illusionary Rift [Z ver]: Corrected minor glitches, now lands 1f earlier.
  • Gazing Eye: Now disappears if Yukari is hit.
  • Shikigami "Chen": Now disappears if Yukari is hit.
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