Jump to content

RicePigeon

Administrator
  • Posts

    3,952
  • Joined

Everything posted by RicePigeon

  1. Three years ago I said that I was going to expand my boundaries as a MUGEN author and work on something that wasn't related to Touhou. Over the past few days, I've decided to start fulfilling that promise. So what inspired this? About 3 years ago (around the same time Gladiacloud was releasing his Pokemon characters and were being subsequently edited), some people expressed that there will never be any good Pokemon characters so I half-jokingly responded that I would take the task. Ultimately these plans were shelved in favor of working on Touhou: Incident Zero and I didn't get a chance to revisit them until now. While the gameplay won't directly be based on Gensokyo Reloaded or Incident Zero, it will take a few system mechanics that I've learned & adopted over those past years and incorporate them; no groove or level 3 select here, but will have a Z-Move mechanic that functions similar to how the Ultra gauge functions in Street Fighter 4.
  2. 10/10/19: (Gensokyo Reloaded) Ten characters updated GR Mima, GR Ichirin, GR Komachi, GR Reisen, GR Suika, GR Yuyuko, GR Remilia, GR Lie Meiling, GR Yuuka, and GR Koishi have been updated. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. "Thunderous Rage of an Angry Old Man": Now freezes the timer if the grab successfully connects. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Short Life Expectancy": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Backward Dash can no longer be jump cancelled, startup decreased (8f->6f). "Throwing Mt. Tokagushi": Now freezes the timer if the grab successfully connects. "Massacre on Mt. Ooe": Now freezes the timer if the grab successfully connects. "Missing Purple Power": Spellcard timer now starts with the gauge visibly full. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Reflowing of Gensokyo": Timer is now frozen immediately after the grab successfully connects. "Twin Spark": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code.
  3. 10/09/19: (Gensokyo Reloaded) Yukari updated GR Yukari has been updated with a few bugfixes. Shikigami "Chen": Corrected bug if Yukari is put in a custom state while Chen is active. Shikigami "Ran Yakumo": Corrected bug if Yukari is put in a custom state while Ran is active.
  4. 10/08/19: (Gensokyo Reloaded) Hong Meiling updated GR Meiling has been updated with a few changes. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. Fragrant Wave [x version]: Recovery frames are now flagged instantly. Fragrant Wave [z version]: Improved lower body invulnerability. Scarlet Cannon: Fixed an issue where the "Fierce Tiger Strength" versions weren't applying counterhit hitstun bonuses.
  5. 09/26/19: (Gensokyo Reloaded) Six characters updated GR Meiling, GR Lie Meiling, GR Mima, GR Reisen, GR Remilia, and GR Sanae has been updated with a few changes. [System] Minor adjustments to certain sprite alignments and common anims. [System] Adjusted head and mid positions. Revamped file structure. Sprites realigned. Overhauled much of the character's code. [System] Adjustments to common state hurtboxes. [System] Adjustments to common state animations. [System] Miscellaneous common state fixes and adjustments. [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] Replaced cornerpush system. [System] Air dashes now have a height restriction when ascending. [System] Cleaned up the combo condition. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. [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 various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. 5x: Revised hurtbox placements. 5x: Can no longer chain into 2x. 6y: No longer loses overhead properties when chained into. 5z: Revised hurtbox placements. 2x: Can now chain into itself. 2y: Can now chain into 5z and 6z. 2z: Revised hurtbox placements. j5y: Revised hurtbox and hitbox placements. j2y: Revised hurtbox placements. j5z: Lie's main hurtbox is now her regular aerial hurtbox throughout the attack. Throw: Both forward and backward variants now have brand new animations. 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. Black Dragon Rising: Can no longer carry momentum over from a forward dash. Black Dragon Rising: Landing state can now be cancelled into Spellcards if the move makes contact. Black Dragon Rising [X any Y versions]: Made it easier to hit low-profile opponents by extending the first hitbox down. Black Dragon Rising [Y version]: Lower body invulnerability changed to upper body invulnerability. Black Dragon Rising [Z version]: Vertical velocity decreased, landing recovery increased (14f-17f). Ultraviolet Flip [All versions]: Can no longer carry momentum over from a forward dash. Ultraviolet Flip [All versions]: Lie now transitions to her default aerial hurtbox upon becoming airborne. Ultraviolet Flip [No Followup]: Revised hurtbox placements. Ultraviolet Flip [X Followup]: Now only requires Lie to have reached the peak of the flip to activate. Ultraviolet Flip [X Followup]: Counterhit base damage reduced to be consistent with non-counterhit base damage (80->75), regular counterhit damage bonus will still apply. Ultraviolet Flip [X Followup]: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. Ultraviolet Flip [Y Followup]: Corrected hitdef attribution that erroneously flagged the attack as a Normal. Ultraviolet Flip [Y Followup]: Revised hurtbox placements. Ultraviolet Flip [Z Followup]: Can no longer hit crouching or airborne opponents. Ultraviolet Flip [Z Followup]: Damage increased (118->120). Ultraviolet Flip [Z Followup]: Now applies 90% normal proration. Ultraviolet Flip [Z Followup]: Whiff landing recovery increased (10f->17f). Ultraviolet Flip [Four Star Sword Followup]: Now only requires Lie to have reached the peak of the flip to activate. Descending Dragon Slam: Hurtboxes revised, Lie now uses her regular standing hurtbox throughout the attack. Monochromatic Hurricane [Ground versions]: Hurtboxes cleaned up, Lie now uses her regular standing hurtbox while grounded. Monochromatic Hurricane [All versions]: Recovery frames are now flagged properly. Monochromatic Hurricane [X version]: Chip damage slightly increased (12->13). Monochromatic Hurricane [Air version]: Attack now functions the same regardless of button pressed, damage/block damage is now a consistent 60/12. Seven Star Sword [All versions]: Lie's recovery frames are now flagged one frame after the final orb is in motion. Seven Star Sword [All versions]: Block damage slightly increased (2->3). Seven Star Sword [All versions]: Fixed an issue where proration was being applied twice for subsequent projectiles. Seven Star Sword [X and Y versions]: Orbs are now properly bound to Lie for the entirety of their startup. Seven Star Sword [X and Y versions]: Recovery frames increased by 4f. Seven Star Sword [X and Z versions]: Changed orb spawning order. Seven Star Sword [X and Z versions]: Adjusted spellcard cancel timings. Seven Star Sword [Z version]: Damage per hit decreased (23x5->20x5). Seven Star Sword [Z version]: Recovery frames increased by 6f. Four Star Sword: Corrected bug that erroneously gave projectiles counterhit properties. Four Star Sword: Damage per hit decreased (25x2->24x2), block damage per hit increased (3x2->4x2). Four Star Sword: Fixed an issue where proration was being applied twice for the second projectile. Four Star Sword: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. "Dichromatic Spark [Air version]: No longer turns to face the opponent. "Dichromatic Spark [Air version]: Lie starts falling 6f earlier, landing recovery increased (4f->10f). "Dichromatic Spark: Blast effect helper now destroys itself at the appropriate time. "Youkai Armageddon": Timerfreeze is now only applied if the move hits successfully. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed a minor error in the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code.
  6. 09/19/19: (Gensokyo Reloaded) Marisa updated GR Marisa has been updated with a few changes. [System] Additional miscellaneous common state fixes. [System] Adjusted head and mid positions. Witching Blaster [EX version]: Fixed juggle issue where the move would only hit once against airborne opponents.
  7. 09/17/19: (Gensokyo Reloaded) Komachi updated GR Komachi has been updated with a few changes. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Fixed a 1.1-exclusive issue where certain explods would reappear for a single frame after the parent helper was destroyed. 2 palettes replaced, 6 new palettes added.
  8. 09/16/19: (Gensokyo Reloaded) Youmu updated GR Youmu has been updated with a few changes, and features a few changes introduced in the Incident Zero version. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. Crescent Moon Slash: Can now be used in midair. "6-Root Cleasnsing": Fixed a 1.1-exclusive issue where certain explods would reappear for a single frame after the parent helper was destroyed. "Matsuyoi-Reflecting Satellite Slash": Added new visual effects from Incident Zero version of Youmu.
  9. 09/14/19: (Gensokyo Reloaded) Yuyuko updated GR Yuyuko has been updated with a few changes. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Lance of the Swallowtail Crest: Corrected juggle flag. Butterfly Dream Dance: Corrected juggle flag.
  10. I can't tell which Stand is more OP: Pucci's Made in Heaven, or Valentine's D4C?

  11. 08/25/19: (Gensokyo Reloaded) Seven characters updated GR Chen, GR Cirno, GR Mamizou, GR Marisa, GR Meiling, GR Patchoulu, & GR Reimu have been updated with a few changes. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Dharmapala's Rampage: Can now only connect with standing oppoennts. "Flight of Itaden": Adjusted recovery animation. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Narrow Spark [X version]: Fixed an issue where the move couldn't be tech recovered. "Sungrazer": Various adjustments to how the cinematic's effects are handled. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Royal Flare": Sounds effects no longer continue to play if Patchouli is hit mid-attack. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Fantasy Nature": Various adjustments to how the cinematic's effects are handled.
  12. 08/09/19: (Gensokyo Reloaded) Reimu & Chen updated GR Reimu and GR Chen have been updated with a few changes. [System] Miscellaneous common state fixes and adjustments. [System] Spellcard text animations updated to current standards. [System] Miscellaneous common state fixes and adjustments. [System] Air Dash height restriction lowered. [System] Fixed an issue where custom stated opponents were getting up a frame too early.
  13. 08/08/19: (Incident Zero) Yukari Yakumo updated IZ Yukari has been updated with a few changes. [System] Updated various sound & visual effects on various moves. Bewitching Bait: Hit velocity adjusted. Full Moon Umbrella: Hit velocity adjusted. Illusion Manji Parasol: Now hits 3 times. Illusion Manji Parasol [Melee]: Damage per hit decreased (50xN->33xN), Proration per hit increased (92%->94.5%). Illusion Manji Parasol [Projectile]: Damage per hit decreased (38xN->26xN), Proration per hit increased (92%->94.5%). Illusionary Rift [Y ver]: Behavior drastically changed. Illusionary Rift [Z ver]: Behavior drastically changed.
  14. 08/04/19: (Gensokyo Reloaded) Five characters updated GR Eirin, GR Komachi, GR Mamizou, and GR Patchouli have been updated to fix a shared system issue. GR Meiling has also been updated with several fixes. [System] Corrected ground tech behavior. Reorganized file structure. Sprites realigned. [System] Adjustments to hurtboxes in some gethit states. [System] 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] Updated common states to current standards. [System] Repositioned dash effects. [System] Corrected jump cancel timings of forward dash. [System] Backward hop velocity multiplier decreased (x1.2->x1.0). [System] Corrected back hop/air dash landing times (4f->8f). [System] Forward air dash velocity multiplier decreased (x1.0->x0.75). [System] Backward air dash velocity multiplier decreased (x1.0->x0.75). [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 an issue with palette 12 where the aura effect would disappear during a custom state. [System] Fixed a sprite conflict issue that caused one frame in the level 3 spellcard effect to show the incorrect sprite. [System] Rudimentary state tree-based A.I. added. [System] Corrected ground tech behavior. All ground Normals: Jump cancel criteria during "Fierce Tiger's Strength" adjusted, jump cancel is now possible within 5 frames of the move making contact (excluding hitpause). 5x: Revised hurtbox placements. 4y/j4y: Fixed an issue where the move could be used more than once in a juggle. 4y/j4y: Now disappears if Meiling is hit. 4y/j4y: Can now be jump cancelled during "Fierce Tiger's Strength". 6y: No longer loses overhead property when cancelled into. 6y: Jump cancel window during "Fierce Tiger's Strength" is now within 5 frames of Meiling landing if the move makes contact. 6y: Can no longer cancel into Heavy Normals during "Fierce Tiger's Strength". 5z: No longer causes a knockdown. 5z: Proration increased (80%->85%). 6z: Can now be jump cancelled during "Fierce Tiger's Strength". 2z: Revised hurtbox placements. 3z: Can now be jump cancelled during "Fierce Tiger's Strength". j5y: Revised hurtbox and hitbox placements. j3z: Revised hurtbox placements, hitbox moved up slightly. Throw: Now applies standard 90% proration. Guard Cancel Counter: No longer gains counterhit bonuses. Fragrant Wave: Can no longer conserve momentum from a forward dash. Fragrant Wave: Revised hurtbox placements. Cyclone Light Step: Revised hurtbox placements, hitbox moved up slightly. Cyclone Light Step ["Fierce Tiger Strength"]: proration decreased (0.95x3->0.947x3). Scarlet Cannon: Fixed an issue where one of the FX wouldn't show due to an erroneous destruction trigger. Descending Flower Slam: Aerial versions now have separate animations that use the regular aerial hurtbox. Descending Flower Slam [Ground versions]: Can no longer carry momentum over from a dash. Tremor Kick: Can no longer carry momentum over from a dash. "Roc's Fist": Revised hurtbox placements. "Colorful Windchime": Recovery frames are now flagged properly. "Fierce Tiger's Strength" Spellcard now plays the level 1 activation sound if Power is lower than 2000. "Colorful Light Lotus Flower Palm": Revised hurtbox placements. "Colorful Light Lotus Flower Palm": Hitpause time adjusted (1->0). "Colorful Light Lotus Flower Palm": Meiling no longer continues to phase through opponents past a certain point if the move is blocked. "Colorful Light Lotus Flower Palm": Damage/block damage increased (365/73->400/80). "Colorful Light Lotus Flower Palm": P2 Power gain on block increased (100->600). "Colorful Light Lotus Flower Palm": Recovery frames are now flagged properly.
  15. 08/03/19: (Gensokyo Reloaded) Alice, Sakuya, & Yukari updated GR Alice, GR Sakuya, & GR Yukari have been updated with several system fixes. [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. [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. 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.
  16. I think enough progress has been done on Sumireko that I can show off a few attacks All her basic standing Normals are complete so far. Sumireko is one of the few who can't rapid fire her standing LP, but hits twice much like in source. Standing MP is one of those moves with long active frames, so spacing it correctly can make it safe. Standing HP hits twice much like in source, hitting low on the first hit with the second hit serving as an anti-air, but has longer startup to compensate.
  17. Link: https://onedrive.live.com/?authkey=!AOIVlMZaRNJTwkQ&id=92E21E27C50DFCD7!102&cid=92E21E27C50DFCD7
  18. 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.
  19. 07/24/19: (Gensokyo Reloaded) Utsuho Reiuji updated GR Utsuho has been updated with a few system and minor gameplay changes. [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.
  20. 07/23/19: (Gensokyo Reloaded) Mamizou Futatsuiwa updated GR Mamizou has been updated with a few balance changes. [System] Walk & Dash speeds decreased. 6z: Now requires 1 leaf to use. j2z: Now requires 1 leaf to use.
  21. While Momiji was in the final stages of development, I reached out to someone in the hopes of commissioning sprites for another WIP that I've been interested in working on for some time. While it's nowhere near complete, I figured I'd show off a little bit of what will eventually be my next WIP: Sumireko Usami. Special thanks to Blade for the sprites, we will soon have a Sumireko sprited in the old art Tasofro art style to be included with the rest of the cast for Touhou: Incident Zero once a working beta is out.
  22. Y'all realize that the 20th anniversary of MUGEN isn't for another 9 days, right?

    1. PlasmoidThunder

      PlasmoidThunder

      Wikiped wouldn't lie, would it???

    2. Neo_Fire_Sonic

      Neo_Fire_Sonic

      what the hell is mugen

  23. Give me one good reason why I shouldn't just ban you right now for flamebaiting & making threats of violence against members of the site. You have 24 hours, starting now.
×
×
  • Create New...