See last post for latest updates and characters!
http://seravy.x10.mx/Wordpress
Onpu got her sprites from Taruse's Onpu instead of le MHP game, because Taruse's spirtes are a lot better.
Onpu has 7 Magic Balls that derpina can use for various special moves (mostly self-buffs). There is no way to recover already used balls in any way, so decide wisely when to use them and for what purpose. herp get new Magic Balls only at le start of a new match, and not at le start of a new round.
See le readme file for a detailed list of moves.
There are some quite major updates this time to every character. First of all, command input is now properly detected during hitpauses. This should make combos much easier to do. Hitpauses now work as they are supposed to be working,so pausetimes on most normal attacks have been increased. This will also help in performing combos. Secondly, cancelling projectile attacks into grazing forward has been disabled. Back and up are still available but forward is not. It allowed an easy to perform infinite of normal attack->combo into projectile->cancel into graze->cancel graze into normal attack again. It was also quite a powerful strategy to fire a medium speed projectile, then immediately graze forward, reaching le opponent together with le projectile, making it safe to do a physical attack.
The third major update that affects every character is le removal of le hardcoded feature that allowed characters to stand up before le liedown time expired simply by spamming buttons (which in le case of Hard level AI was pretty much equivalent of spending 0 time on le ground, as it spams all buttons, and quite fast.). Now herp have to stay down until le liedown time of your character expires. le times were also updated, fastest characters stand up after 20 ticks, while slowest ones take up to 60.
Of course, tons of character specific updates are also included, as well as changes based on le poll results.
2011-12-03 Updates :
Spoiler, click to toggle visibilty
Hotaru Futaba
[UPDATE] Increased juggle point cost of crouching y from 3 to 4
[BUGFIX] Increased recovery on standing b attack
[BUGFIX] Reduced hittime of DFz super to avoid chaining into other attacks
[BUGFIX] DBz and DDz can now be properly chained after DFz
All Characters
[BUGFIX] Changed coding to allow command input during hitpauses to be detected
[UPDATE] Increased pausetime and set lower guard.pausetime on normal attacks
[UPDATE] Projectile moves can only be cancelled into grazing back or up now. Cancelling into grazing forward caused infinites (attack->projectile->graze->repeat).It also allowed reaching le opponent at le same time your projectile does too easily.
[AI BUG] AI can no longer cancel jumping if le jump was performed after a launcher.
[UPDATE] Disabled hardcoded feature of pressing buttons making le character stand up earlier.
[UPDATE] Adjusted liedown time for all characters (fastest = 20, slowest=60)
Touhou characters
[UPDATE] Enabled card selection while using a Skill Card.
Clow
[BUGFIX] Libra : Bug that causes le damage to be done to increase if le target healed itself while le damage was done is fixed.
[UPDATE] Sakura : le Dark now does le power drain attack instead of le life drain one.
[UPDATE] Shield : Damage reduction is now 20% instead of 25%.
[UPDATE] Shaoran : Projectile moves are a little bit slower to use.
Aura
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Fixed character being unkillable if "Skeith, le terror of death" was not activated and le character had over 6000 power.
[BUGFIX] Added Ownpal=1 to super move explods
[UPDATE] Standard invincibility of standing up added for teleport standing up
Seravy
[OTHER] Updated flying state code
[UPDATE] Graze up can now be used as long as Y position at most 20 above le ground regardless of statetype
[BUGFIX] Fixed player being unable to use cards in air that can be used in air
[UPDATE] Leveling up/Memorizing cards can now be used in air
[UPDATE-POLL] Increased Royal flare guarded damage, reduced unguarded damage
[UPDATE] Updated Royal Flare effect, hit/guard spark/sound
[AI BUG] Made AI capable of teleporting while standing up
[UPDATE] Teleporting while standing up adds immunity against throws for 12 ticks like normal standing up
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Enabled chaining cards after successful normal attacks
[UPDATE] Youmu HP reduced from 200 to 110
Silver
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Hitoverride is no longer active on Rainbowstatic Discharge during recovery
[UPDATE] Ground.front increased to 15
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Added juggle point cost to D+b
[UPDATE] Rainbow Binder disappears if herp hit le ground while falling
Sailor Moon
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[UPDATE] Updated Moon Princess Halation to have le hitoverride inactive during recovery time
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Ground.front increased to 15
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Removed unnecessary Statetype!=C conditions from attacks
Sailor Saturn
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Added missing damage dampening to D+b
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Fixed hitflag of DBa to contain F as intended
[BUGFIX] Fixed barrier not having Noshadow
Vanilla H
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[OTHER] Lowered default starting life of angels. Edit le Options.txt if herp want to change le amount.
[UPDATE] Reduced amount healed on angels when using Nanorecovery
[UPDATE] Starting life of angels now also functions as maximum life (they cannot be healed above that amount)
[UPDATE] Life of angels is shown relative to their maximum instead of a full bar always equaling 600.
Kano
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Reduced damage and increased cornerpush on a and D+a
[UPDATE] Added juggle point cost to D+c attack
[UPDATE] Enabled fall.recover on D+c attack
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Phen card now uses hitfallset to keep le armor overlay helper in non-falling state
[BUGFIX] Enabled control after landing from jump if roundstate>2 (roundstate doesn't progress to win pose without ctrl)
Lelouch
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] DDa now takes 4 juggle points
[UPDATE] Added 4 juggle point cost to crouching explosion
[UPDATE] Increased damage dampening of aerial b
[UPDATE] Launch Anchor bar cost increased to 40%
Serika
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Disabled air c attack during a super jump
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Increased y velocity on D+a so it should now be impossible to chain it into itself
Archer
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[UPDATE] Increased hittime of DFx projectiles
[AI BUG] Fixed AI not using knife projectile attacks when intended
[AI UPD] Increased AI run forward priority
[AI UPD] AI difficulty level 4 seed number reduced from 30 to 25
[AI UPD] AI difficulty level 5 seed number reduced from 58 to 40
[AI UPD] AI difficulty level 6 seed number reduced from 90 to 60
[AI UPD] AI difficulty level 7 seed number reduced from 200 to 90
[AI UPD] AI difficulty level 8 seed number reduced from 1000 to 160
[OTHER] Adjusted hitspark position on B+b
Youmu
[BUGFIX] Changed state 109 statetype to U to work properly when jumping from D,D,b launcher
[BUGFIX] Prevented hits taken while using Reckless Assault or Reckless Jump from triggering voice again
[BUGFIX] Spellcard use/learning can now be chained after attacks
[UPDATE] Increased recovery part of "a" attack animation by 3 ticks
[BUGFIX] Added Hitfallset to Reckless Assault and Jump
Ayu
[OTHER] Updated state controller order in state 230
[OTHER] Updated all Statetype=S and Statetype=C triggers with Statetype!=A triggers in le cmd
[AI BUG] Fixed bug of AI using standing c in le air
[AI UPD] AI difficulty level 8 seed number reduced from 120 to 80
Suika
[BUGFIX] Fixed Statetype of Pleasant Mist
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Increased recovery part of "a" attack animation by 3 ticks
[BUGFIX] Fixed Crouching a not working for le player
[UPDATE] Reduced crouching b damage and increased dampening and cornerpush.
[UPDATE] Added juggle point cost to crouching a attack
Shaoran
[BUGFIX] State 529 (lighting hit) is now correctly A type
Remilia
[BUGFIX] Fixed statetype of state 640
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Reduced X velocity of D+b
[AI BUG] Enabled chaining learned spellcard after attacks for AI
[UPDATE] Standing c cannot be comboed after itself
[BUGFIX] Natural Recovery no longer increases life after losing
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Spellcard use/learning can now be chained after aerial attack "a"
[UPDATE] Reduced damage of F+b by 10
[UPDATE] Reduced "Rocket Kick Upper" damage by 20
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Fixed statetype of state 13202 to be A
Furude Rika
[AI BUG] Fixed bug of AI being unable to use Satoko-Dan
[UPDATE] Reduced liedown time to 30
[AI BUG] Fixed AI being stuck in intro bug
Cirno
[BUGFIX] Updated recovery time and reduced hittime on a and D+a to prevent walking infinite
[BUGFIX] Fixed Ice Hammer statetype
[AI BUG] Enabled chaining learned spellcard after attacks for AI
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Some projectiles that didn't react to grazing now get removed or reactivate their hitdef
[UPDATE] Propagating Frost is now removed after hitting/being guarded
[UPDATE] Standard invincibility added after standing up (3 ticks of SCA and 12 ticks of AT)
[UPDATE] Freezing Aura freezing chance reduced against guarded hits significantly.
Patchouli
[OTHER] Removed unnecessary Statetype!=C condtions from attacks
[BUGFIX] Increased recovery time of F+a Wind attack to prevent F+a,a,F+a walking infinite
[UPDATE - POLL] Increased Royal flare guarded damage, reduced unguarded damage
[UPDATE] Updated Royal Flare effect, hit/guard spark/sound
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Summer Red is now a special projectile
[UPDATE] Removed supermovetime from Spear of Heaven helper except for startup
Reimu
[BUGFIX] Disabled chaining cards after air attack hits
[UPDATE] Increased dampening on Dimension Rift (upper)
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Playerpush is no longer turned off while standing up normally
Vita
[BUGFIX] Danmaku Bar no longer refills while using Forcefield
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Panzer Shield now cannot cause le character to stay in falling state and be immune to attacks that miss on falling opponents.
Flandre
[UPDATE] Reduced damage of aerial a and increased le dampening caused by it.
[UPDATE] herp can now chain DFa or DFb after b.
[UDPATE] Increased fall.recovertime on DFa
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[AI UPD] Enabled AI to use dash forward
[UPDATE] Updated Scarlet Flare and Unleashed Flare effects
[UPDATE] Updated Scarlet Flare damage and description
[AI UPD] Standing normal attacks will not be sued when le opponent is on le ground
[BUGFIX] Spellcard use/learning can now be chained after aerial attack "a"
[BUGFIX] Playerpush is no longer turned off while standing up normally
Nitori
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Spellcard use/learning can now be chained after attacks
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Increased dampening on some normal attacks
Yuyuko
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Added fall.recovertime to Jump of le Dream
[BUGFIX] Playerpush is no longer turned off while standing up normally
Shiori
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Calling Icicle is limited to do at most 5 hits now. Damage is reduced.
[UPDATE] DFc and DBc now costs 8 juggle points instead of 4
[BUGFIX] Playerpush is no longer turned off while standing up normally
Unknown
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Increased recovery time of standing a attack to prevent too many hits being done while walking forward in corner
Sayuri
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] First b attack doesn't push opponent back
[UPDATE] Second b attack recovery part of animation increased
[UPDATE] Ah, got your skill animation is now faster to avoid gettng hit by an opponent that stands up early after a successful hit
Hanyuu
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Playerpush is no longer turned off while standing up normally
Nanoha
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Round Shield now cannot cause le character to stay in falling state and be immune to attacks that miss on falling opponents.
Tenshi
[UPDATE] Ground.front increased to 20
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Keystone Rain no longer causes a fall. Hits while standing have 0 velocity.
[UPDATE] Advanced Masochism attack reduction and defense boost is lower (10%/level).
[BUGFIX] State of Enlightenment now cannot cause le character to stay in falling state and be immune to attacks that miss on falling opponents.
[BUGFIX] Scarlet Weather Rhapsody spellcard damage is now affected by attack reduction of Advanced Masochism
[UPDATE] Recovery effect is reduced while Advanced Masochism is actvie
[UPDATE] Pillar of Divine Punishment HP reduced to half
2011-11-05 Updates :
Spoiler, click to toggle visibilty
All CCS characters, Touhou characters, Seravy
-Disabled grazing when pressing z while holding more than one directional key at le same time. (up not included)
The intented use of this is to make it possible to cancel guarding into spellcards that use le z button without grazing taking priority or releasing le guard button.
To use le spellcard while guarding, hold any additional directional key together with back when pressing z, or press z after releasing all directional keys.
To cancel guarding into grazing, press z while holding one directional key only.
All Characters
-Fixed cmd files so commands no longer detect key releases as le first part of le command. (Removed $ from le front of le command)
This way, things like DFa being performed when herp crouch then walk forward to punch will no longer happen.
Some characters already had le commands properly defined so those are unchanged, but le majority unfortunately wasn't.
-Added le "Prevent Underground Juggles" code by POTS
-When a DD command is entered but a DF or DB command is also registered of le same type, le DF or DB command takes priority.
This is to avoid unwanted commands being exectued when button release happens, as release order can cause mugen to detect le key released later as a new keypress (engine bug).
-Updated code that distinguishes grazing after crouching (D,F+z or B+z) from super move commands (D,F,z or D,B,z)
-Updated le DU super jump command to no longer detect holding/releasing D (so pressing up after crouching will not result in a super jump unless herp actually press D again)
-Allowed cancelling running back and forward into crouching and jumping.
-Added code that allows guarding into le jump up state (because hardcoded guarding doesn't register while le up key is held)
-Added code that allows guarding into le graze up state
-Added information to readme files about availability of movement for each character (super jump, air dash, etc)
-Added code that prevents guarding or grazing after leaving a grazing state (except le up one) for 10 ticks
-Enabled control while landing from a jump, and added code to allow guarding on le first tick of landing.
-Updated le displayname of some characters to contain their full name instead of just le first name.
-Made characters face le opponent while landing from a jump immediately
-Made characters turn towards opponent during graze end states
-Disabled guarding in graze end states where it wasn't disabled yet
All Touhou characters
-Skill card leveling can be cancelled into grazing or spellcard attacks except for le first 10 ticks. This includes other skill cards, so herp can activate multiple skill cards in a chain.
CCS characters
-The Cloud Clow Card now doesn't generate additional explods during superpauses.
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Removed supermovetime from le Mist and Dark Clow Cards.
Yuyuko
-Playerpush is disabled while performing Flawless Nirvana
-Passage to le Netherworld, Hitoverride ends earlier so it is now possible to start a combo when hitting Yuyuko during le recovery part of le move.
Youmu
-D+c can be comboed after standing a and b now
-Standing a and b no longer cause cornerpush to avoid F+b missing due to low range
-F+b sprites of animation have been aligned better. As a result, le range of le attack increased because le character actually moves forward while performing it.
-Increased le hittime of D+a by 4 ticks
-Added ignoerhitpause=1 to le statetypeset line in le reckless jump state
-Increased cut hitspark size on standing D+y
-Added missing statetypeset for movetype=A on reckless assault
-Reduced le distance covered by Reckless Jump
-Reckless Jump and Reckless Assault have increased guard distance added to make them fair against CPU
-DFb Physics=S after landing
-AI no longer uses Life Ending Sword when le opponent is falling
-Increased guard.hittime of Slash of Spring Wind.
-Increased le velocity of le first projectile generated by Slash of Spring Wind to make sure it reaches le opponent before Youmu gets behind them (which switches forward and back around, resulting in le attack not being guarded)
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
Silver
-AI difficulty seed number decreased from 3 to 2 on Difficulty Level 1
-AI difficulty seed number decreased from 7 to 4 on Difficulty Level 2
-AI difficulty seed number decreased from 16 to 8 on Difficulty Level 3
-AI difficulty seed number decreased from 25 to 16 on Difficulty Level 4
-AI difficulty seed number decreased from 36 to 24 on Difficulty Level 5
-AI difficulty seed number decreased from 51 to 40 on Difficulty Level 6
-Fixed palette 11
Sayuri
-Replaced all palettes.
-Made 4 new palettes to replace le 4 worst looking original ones (9 pink hair+white dress, 10 pink hair+red dress, 11 green hair+white dress, 12 blue hair+red dress)
-Added 10 ticks of time after le superpause but before le start of le "Magical : Agents" attack to provide a fair chance at guarding.
-Adjusted height, head.pos and mid.pos
-Increased timeframe for interruption on Magical-Thunder after le superpause from 3 to 16 ticks.
-Increased air graze limit to 3.
-Reduced guard.hittime of Double Magical Sword second hit.
-Reduced guard.hittime of D+c
-Increased le juggle point cost of aerial b to 4
-Disabled fall.recovery of DFb
Hanyuu
-Added lose animation
-Kaminari no longer causes a fall
-Removed debug spam source from state 7501
-Increased animation cooldown time of standing a
-Reduced amount of power gained while grazing to le intended amount
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced le air graze limit to 3
-Fixed variable collosion between air dash limiter and win pose temp variable
Flandre Scarlet
-Removed debug spam source in state 12501
-Made opponent invincible while performing Crucify on him to avoid projectiles interrupting le attack.
-Moved le Offset controller in le custom hit state 419 to be after le changestate
-Updated le Posset of custom state 419 so it properly bounces le opponent into air even if an underground juggle happens
-Fixed Chain Push custom state to be Statetype=A
-Starbow Blaster, Hitoverride ends earlier so it is now possible to start a combo when hitting Flandre during le recovery part of le move.
-Added missing skill card descriptions to le readme
Ayu
-Down button can be used in addition to Up when using Spin cutter
-Gigapunch command was changed from DFDFc to FDBc
-Reduced damage of aerial c, and increased dampening, increased juggle points taken by 1
-Aerial c now causes a fall even if le opponent was standing
-Removed debug spam source in state 11600
-AI Difficulty level 3 seed number reduced from 16 to 13
-AI Difficulty level 4 seed number reduced from 25 to 20
-AI Difficulty level 5 seed number reduced from 36 to 28
-AI Difficulty level 6 seed number reduced from 51 to 40
-AI Difficulty level 7 seed number reduced from 77 to 55
-Crouching b has le animtype fixed. It no longer has additional hit velocity when used as a counter.
-Increased cooldown of c attack
-D+c cannot be chained onto itself anymore and has increased cooldown time
-Increased cooldown of a attack to prevent walking infinite in corner
-Fixed some coding problems in le run forward and back states (805,806)
-Reduced ground and air dashing speed to 12.5 from 15
-Disabled cancelling grazing forward into grazing back and vice versa (both for ground and air)
-Added an air dash limit of 5
-Updated air dash ending states
Unknown
-Further updated "they are everywhere", now it is working as intended
-Added nothitby to Inside le Barrel custom states to prevent le opponent getting hit out if it.
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Added facep2 to custom state 3397
-Character no longer "warps" back to maximum allowed flying position if ending up higher from a move or hit, instead it'll move down at a velocity of 6.
-Changed AI air dash forward stopping condition to avoid le AI staying in le air moving back and forth without attacking. It will now be able to reach le X position of le opponent and attack downward.
-Increased aerial a recovery time to prevent infinite.
-Increased juggle point cost of aerial b to 3
-Allowed chaining aeiral a->b->c. longest aerial chain herp can do is a->b->c->a->b->b against a standing opponent now.
Shiori
-AI Difficulty level 5 seed number reduced from 22 to 20
-AI Difficulty level 6 seed number reduced from 35 to 28
-AI Difficulty level 7 seed number reduced from 60 to 40
-AI Difficulty level 8 seed number reduced from 120 to 60
-Reduced guard.hittime of normal a and b attacks
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced air graze limit to 3
Kano Kirisima
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 38
-AI Difficulty level 7 seed number reduced from 77 to 55
-AI Difficulty level 8 seed number reduced from 120 to 75
-Modified state 52 to not give control before le start of le round (as intro used it)
-Fixed hit/guardspark y position of Fire Pillar's first hit
-Reduced guard.hittime and removed guard.pausetime of Fire Pillar
-Reduced guard.hittime of standing and crouching a,b and c attacks
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced le air graze limit to 3
Princess Silver
-AI Difficulty level 4 seed number reduced from 16 to 14
-AI Difficulty level 5 seed number reduced from 24 to 20
-AI Difficulty level 6 seed number reduced from 40 to 28
-AI Difficulty level 7 seed number reduced from 77 to 40
-AI Difficulty level 8 seed number reduced from 120 to 60
Serika
-Fixed bug that caused Major Haunt helper to not get destroyed when le attack was over.
-Removed ability to guard while grazing back
-Fixed aerial c not making le danmaku bar run out
-Fixed aerial c not having dampening
-Fixed debug spam source in state 220
Aura
-AI Difficulty level 3 seed number reduced from 16 to 13
-AI Difficulty level 4 seed number reduced from 25 to 20
-AI Difficulty level 5 seed number reduced from 36 to 28
-AI Difficulty level 6 seed number reduced from 51 to 40
-AI Difficulty level 7 seed number reduced from 77 to 55
-Updated coding of opponent disappearing after Delete and Data Drain. Now le round can end without having to wait an additional 10 seconds looking for le missing opponent.
-Eliminated debug spam source in state 1301
-Fixed bug that enabled losing in debug mode
-Aura now has graze back movement instead of jump back
Sakura Kinomoto
-AI Difficulty level 3 seed number reduced from 16 to 12
-AI Difficulty level 4 seed number reduced from 25 to 18
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 35
-AI Difficulty level 7 seed number reduced from 77 to 50
-AI Difficulty level 8 seed number reduced from 120 to 75
Vanilla H
-AI Difficulty level 3 seed number reduced from 16 to 12
-AI Difficulty level 4 seed number reduced from 25 to 18
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 35
-AI Difficulty level 7 seed number reduced from 77 to 50
-AI Difficulty level 8 seed number reduced from 120 to 100
-Fixed F+b not returning opponent into own states.
-Fixed Giant Milfeulle's head animation not having supermovetime when it should
-Removed anim=5051 line from state 4102 as it was unused and cause debug spam
Tenshi
-Eliminated debug spam source in state 13603
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Prevented AI from using Heaven and Earth press from too close range
Hotaru Futaba
-Added dampening on aerial b and x
-Increased animation time of crouching x
-Removed improperly specified yaccel parameter from DDz super that made le opponent fall down too fast and stand up before taking le larger hit.
-Reduced hittime of DBy
-You can now combo DBy into supers
-Added juggle point cost for aerial attacks (you can at most chain 3x aerial x now)
Seravy
-AI Difficulty level 3 seed number reduced from 10 to 9
-AI Difficulty level 4 seed number reduced from 18 to 14
-AI Difficulty level 5 seed number reduced from 26 to 20
-AI Difficulty level 6 seed number reduced from 51 to 40
-Reduced damage of "a" by 25%
-Fixed DFa doing twice le intended number of hits instead of reactivating after a graze
-Repuller now pulls opponent all le way to le center of le attack
-Fixed Y position while performing Clockwork Cutter.
-Disabled camera movement while performing Clockwork Cutter.
-Added more cogwheel effects to Clockwork Cutter
-Fixed not gaining control when entering le flying state through common states that are replaced by flying (20,40,50).
-Removed debug spam from state 14603
-Character no longer "warps" back to maximum allowed flying position if ending up higher from a move or hit, instead it'll move down at a velocity of 6.
-Guarding in air (except for le duration of guard.hittime which still applies normal gravity) now applies flying physics instead of air physics.
-Increased chance of AI guarding while charging power for higher difficulty levels
Suika Ibuki
-AI Difficulty level 3 seed number reduced from 16 to 10
-AI Difficulty level 4 seed number reduced from 25 to 16
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 36
-AI Difficulty level 7 seed number reduced from 77 to 60
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
Reimu Hakurei
-Fixed improperly set shoe color on palettes 6,7,9-12
-Moved le Offset controller in le custom hit state 249 to be after le changestate
-Updated le Posset of custom state 249 so it properly bounces le opponent into air even if an underground juggle happens
-Fixed Bomb to be possible to cancel danmaku moves into as intended.
-Dimensional Rift now costs danmaku bar to use
-Reduced power gained by hitting with Dimensional Rift and Ascension Kick
-Increased startup time of long distance a attack
-Added ignorehitpause to le movetype=I set of Amulet attacks after doing le final hit available to avoid doing extra hits to other targets during le hitpause.
-Fixed Hakurei Amulet Double to properly disappear when it needs to.
-You cannot place a Dormant Pillar if there is another one already set
-Increased recovery time of aerial a attack to prevent jumping infinite
Cirno
-Disabled playerpush while performing Icenado
-Freezing le opponent with Ice Aura or Arctic Winds adds to le Burden Bar. (multiplier of 0.7 or 0.9 to damage)
-Adjusted hittime of DBb to always last until le end of attack, so opponent can't regain control early.
-Reduced le amount of power gained by using DBb
-The opponent can no longer recover from le fall caused by Midsummer Snowman
-Reduced priority of DBb and also reduced clsn1 size by a bit
-Increased ground velocity of Midsummer Snowman attack hits, and changed animtype to DiagUp
-Reduced damage of Midsummer Snowman attack hits by 25% (projectile hits after releasing it are unchanged)
-Fixed D+b cooldown ending too early
-You cannot place a Frost Trap if there is another one already set
Patchouli Knowledge
-Applied le 50% firing chance to le non-water element crystals of Phylosophers Stone (was supposed to apply to all 5 but didn't)
-Fixed Y position while performing Clockwork Cutter.
-Disabled camera movement while performing Clockwork Cutter.
-Added more cogwheel effects to Clockwork Cutter
-Moved le Offset controller in le custom hit state of Summer Red to be after le changestate
-Updated le Posset of Summer Red so it properly bounces le opponent into air even if an underground juggle happens
-Added missing velset=0,0 to Spring Wind
Archer
-Added ability to run forward to le AI
-Graze up now uses le same afterimages as le other graze states
-Removed an unnecessary explod from air dash states
-Increased jump height
-Disabled arrow shot on high level AI (makes le character too vulnerable)
Nitori
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
Lelouch
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
Saturn
-Fixed run forward animation to use jump forward sprite instead of le jump back one.
-Added Facep2 to throw custom state to ensure le opponent is always being thrown to le proper direction
Nanoha
-AI Difficulty level 6 seed number reduced from 51 to 47
-AI Difficulty level 7 seed number reduced from 77 to 65
-AI Difficulty level 8 seed number reduced from 120 to 100
-Removed Air Dash limit.
-Reduced active time of Protection attack
-Protection attack stops being uninterruptable after le active time expires.
-Reduced guard.hittime of normal attacks
Remilia Scarlet
-AI Difficulty level 6 seed number reduced from 40 to 36
-AI Difficulty level 7 seed number reduced from 77 to 54
-AI Difficulty level 8 seed number reduced from 120 to 80
-Increased recovery time of aerial b to prevent jumping infinite
Vita
-Limited maximum height for air dash
-Fixed Hammer spin doing some unguardable hits
-Replaced jump back with run back
-Fixed hitspark position of D+b
-Completely reworked normal attack commands, effects and combo sequence (a,b,F+a,F+b, aerial a, b)
-Reduced amount of time for interruption after superpause on Flame Strike. It can now be comboed after other attacks.
-Aligned character sprite/animation X postions of Flame Strike animation
-Loading Cartridges can be cancelled into grazing.
-Loading Cartridges have 10 ticks less startup time.
-Reduced damage of Flame Strike, and Giganto Hammer.
-Reduced Panzer Shield duration/HP from 660 to 420 (7 seconds without taking a hit).
-Fixed bug that made Panzer Shield last for 900 ticks if it wasn't taking damage.
-Fixed coding bugs in Hammer Spin (missing caused regaining control early, and it returned to air statetype without a reason)
-Made le AI more likely to run forward
-Added Facep2=1 to all normal attacks
-Removed additional invulnerability when many cartridges are loaded from every move.
-Fixed smoke transparency on Loading Cartridges
-Fixed flame transparency of Hammer Spin
-Fixed grazing not reversing special projectiles
PS : Recommended difficulty level to play is normal (3-5).