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(Incident Zero style) Yukari & Marisa updated (09/10/18) (Read 17225 times)

Started by Ricepigeon, March 23, 2018, 04:20:37 am
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(Incident Zero style) Yukari & Marisa updated (09/10/18)
#1  March 23, 2018, 04:20:37 am
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A new version of the youkai of boundaries, Yukari, has been released, this time with a new gameplay style to serve as a demonstration of the upcoming fullgame project, "Touhou: Incident Zero". This version can be found in the new "Incident Zero style" section of the character downloads.

Link: http://ricepigeon.neocities.org

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03/22/2018 - Version 2018.03.22
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- First Demo release.

Last Edit: September 11, 2018, 03:36:42 am by Ricepigeon
Re: Yukari Yakumo (Incident Zero style) released (03/22/18)
#2  March 23, 2018, 02:04:53 pm
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Great work! But in the readme file, you forgot to mention Yukari's unique abilities (D,DF,F,a to shoot projectiles through a gap and D,DB,B,a to teleport to gap).
Re: Yukari Yakumo (Incident Zero style) released (03/22/18)
#3  March 23, 2018, 02:59:38 pm
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Wonder if I should make a video on this sometime.
Also...The THRP chars had three buttons mapped to HK.
Why doesn't Yukari_IZ have that?
Last Edit: March 23, 2018, 03:11:22 pm by Solarflared
Re: Yukari Yakumo (Incident Zero style) released (03/22/18)
#4  March 23, 2018, 04:45:40 pm
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Wonder if I should make a video on this sometime.
Also...The THRP chars had three buttons mapped to HK.
Why doesn't Yukari_IZ have that?

Outside of Spell Trance/Rage/Overdrive, the THIZ chars don't use three buttons outside of maybe certain character-exclusive commands which I have yet to decide, so there wasn't any real point to it at this time. In the event that they ever do have commands that use more than one simultaneous button press, it will probably either be limited to 2 buttons max, or be part of their Unique Skills, which only use 1 button anyway.

If it's a big enough issue, I'm not opposed to adding in the HK shortcut for keyboard players.

EDIT: Updated first post to include a patch that fixes a bug involving using spellcards during Type-B's Spell Rage
EDIT: Reuploaded the ZIP file with the changes.
Last Edit: March 24, 2018, 01:00:03 am by Ricepigeon
Re: Yukari Yakumo (Incident Zero style) released (03/22/18), updated (03/24/18)
#5  March 24, 2018, 06:36:40 am
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Yukari updated to address an issue discovered with Just Defends

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03/24/2018 - Version 2018.03.24
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- Fixed issues regarding Type-B's Just Defend.
Re: Yukari Yakumo (Incident Zero style) released (03/22/18), updated (03/24/18)
#6  March 24, 2018, 07:06:05 pm
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Having never played any of the Touhou Project games (and thus, having no exposure to the specific mechanics of their fighting spinoffs), it's small wonder that I find this character's solidity astounding.  That's no jab at you, Ricepigeon, as you obviously have a handle on quality craftsmanship in Mugen. :yes:
Latest Release: Here / Current Projects: Stage Rectifications (2nd Set) & Sprite Ripping for ???
Re: Yukari Yakumo (Incident Zero style) updated (03/27/18)
#7  March 28, 2018, 01:48:30 am
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IZ Yukari updated.

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03/27/2018 - Version 2018.03.27
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- Changed aesthetics of Alignment selector.
- Added C button shortcut for X+Y+Z, due to popular demand.
- Adjustments to reset behavior.
- Bewitching Bait: Now removes itself properly if Yukari is hit before lasers are created.
- "Unmanned Abandoned Railroad Car Bomb": Resolved hitbox issue in corner.
- "Phantasm, Foam, & Shadow": Base damage per hit increased (100->120), proration decreased (92%->87%).
- "Phantasm, Foam, & Shadow": Now becomes unblockable at maximum charge.
Re: Yukari Yakumo (Incident Zero style) updated (03/27/18)
#8  April 05, 2018, 09:48:00 am
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It seems that P.O.T.S's dampen code doesn't work with Simul mode (as it keeps reseting back to 1 all the time, unless both characters get hit at the same time). I think it happens because of this:
Code:
[State -2, Reset var when the opponent recovers]
type = Varset
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(10) = 1
Unfortunately, juggling code also suffers from this. Could you make a small update for your Touhou characters to fix this glitch?
Re: Yukari Yakumo (Incident Zero style) updated (05/13/18)
#9  May 14, 2018, 04:19:28 am
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Yukari (IZ) updated

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05/13/2018 - Version 2018.05.13
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- Illusion Manji Parasol: Corrected issue where move would only hit once.
- Illusionary Rift: All versions are now air blockable.
- Illusionary Rift [X ver]: Now always causes a wallbounce on hit.
Re: Yukari Yakumo (Incident Zero style) updated (05/17/18)
#10  May 18, 2018, 01:03:22 am
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IZ Yukari updated

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05/17/18 - Version 2018.05.17
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- Fixed additional bugs to reset system.
Re: Yukari Yakumo (Incident Zero style) updated (06/01/18)
#11  June 02, 2018, 04:23:21 am
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IZ Yukari updated with an overhaul to certain system mechanics

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06/01/18 - Version 2018.06.01
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- [System] Fixed bugs with counterhit system.
- [System] Juggle & Reset system replaced with hitstun decay & air tech.
- [System] Revised behavior of wallbounce hits.
- [System] Dash behavior adjusted.
- [System] Added visual indicator for when Throw Escapes can be done.
- [System] Guard Cancels can no longer deal damage nor be cancelled into Spellcards.
- [System] New System mechanic: Crush Attack (Type-A Only).
- [System] "Spell Rage" Damage boost decreased from 20% to 15%.
- j2H: Proration decreased (90%->75%).
- Illusion Rift: Now has a RDP+A version while Dimensional Gap is active.
- "Phantasm, Foam & Shadow": Now has complete startup invulnerability on Level 1 & 2 charges.
Re: Yukari Yakumo (Incident Zero style) updated (07/19/18)
#12  July 19, 2018, 09:59:48 pm
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IZ Yukari updated with some system changes.

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07/19/18 - Version 2018.07.19
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- [System] Fixed bug that prevented Spellcards from being used during Spell Overdrive if Power is less than 1000.
- [System] Type-C alignment now allows up to two air dashes.
- [System] Wallbounces and Groundbounces can now be teched.
- [System] Hitstun values for attacks now use static values based on assigned attack level. Frame data adjusted
  to compensate for this change:
-- 5x: Recovery decreased by 2f (Lv 1).
-- 5y: Recovery decreased by 3f (Lv 2).
-- 6y: Recovery decreased by 1f (Lv 3).
-- 5z: Startup decreased by 2f, Recovery decreased by 4f (Lv 4).
-- 6z: Recovery decreased by 7f (Lv 4).
-- 6zz: Recovery decreased by 4f (Lv 4).
-- 2x: Recovery decreased by 2f (Lv 1).
-- 2y: Recovery decreased by 2f (Lv 2).
-- 2z: Startup decreased by 2f, Recovery decreased by 4f (Lv 4).
-- j5x: No change in animation data (Lv 2).
-- j5y: No change in animation data (Lv 2).
-- j5z: Startup decreased by 2f (Lv 4).
-- j2z: Startup decreased by 2f (Lv 4).
-- Bewitching Bait: No change in animation data (Lv 4).
-- Illusion Manji Parasol: Recovery decreased by 4f (Lv 4).
-- Illusionary Rift X: Recovery decreased by 10f (Lv 4).
-- Illusionary Rift Y: Recovery decreased by 3f (Lv 4).
-- Illusionary Rift Z: Recovery decreased by 3f (Lv 4).
-- Full Moon Umbrella: No change in animation data (Lv 4).
-- Fantasy Firefly Nest: Recovery decreased by 4f (Lv 4).
-- Graveyard Flotsam: No change in animation data (Lv 4).
-- "Unmanned Abandoned Railroad Car Bomb": No change in animation data (Lv 5).
-- "Ran Yakumo & Chen": No change in animation data (Lv 5).
-- "Phantasm, Foam & Shadow": Recovery decreased by 9f (Lv 5).
Re: Yukari Yakumo (Incident Zero style) updated (07/30/18)
#13  July 31, 2018, 02:39:30 am
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Yukari updated with changes to the system mechanics first introduced with yesterday's Marisa release

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07/30/18 - Version 2018.07.30
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- [System] Can now only perform a wall bounce once per combo.
- [System] Aerial normals now preserve vertical momentum when used from an air dash.
- [System] Can now combo into grabs. Normal throw tech time decreased (12f->8f), doubled tech time when used in a combo.
- j5z: Fixed erroneous sound playing at startup.
- Throw: Fixed erroneous damage. Now applies a base 85% prorate.
Re: (Incident Zero style) Yukari & Marisa updated (09/10/18)
#14  September 11, 2018, 03:37:21 am
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Yukari and Marisa updated with system tweaks

Yukari:
Quote
=====================================
09/10/18 - Version 2018.09.10
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- [System] Wallbounces are now untechable and can now only be done once per combo.
- [System] Fixed bug with Just Defend.
- [System] Can now combo into Command Normals from any regular Normal.
- [System] Air Dashes now have a minimum startup time of 8f.
- [System] Now displays an indicator when performing an invalid combo (a combo p2 could have air teched out of).
- 5z: Grab hitbox size decreased.
- 6z: Grab hitboz size decreased.
- 6zz: Base air untech time increased by 20f.
- j2z: Base air untech time increased by 20f.
- Full Moon Umbrella: Base air untech time increased by 20f.

Marisa:
Quote
=====================================
09/10/18 - Version 2018.09.10
=====================================

- [System] Wallbounces are now untechable and can now only be done once per combo.
- [System] Fixed bug with Just Defend.
- [System] Can now combo into Command Normals from any regular Normal.
- [System] Air Dashes now have a minimum startup time of 8f.
- [System] Now displays an indicator when performing an invalid combo (a combo p2 could have air teched out of).
- 5z: Grab hitbox size decreased.
- 6z: Grab hitboz size decreased.
- Miasma Sweep: Base air untech time increased by 20f.