The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Ricepigeon on October 24, 2015, 09:09:53 pm

Title: [GR style] Ten characters updated (11/25/21, Thanksgiving update)
Post by: Ricepigeon on October 24, 2015, 09:09:53 pm
(http://i.imgur.com/gaWR2Rp.png)(http://i.imgur.com/pCwU2aK.png)

Link: https://ricepigeon.neocities.org/
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: Ricepigeon on October 25, 2015, 03:03:13 am
Did a quick fix to Komachi

Quote
=====================================
10/24/15 - Version 2015.10.24.01
=====================================

Changes from Version 2015.10.24

- 2x: Hitstun increased by 1f.
- 5x: Hitstun increased by 1f.
- 5z: Startup time reduced by 2f.
- 6z: Startup time reverted back to pre 2015.10.14 timing
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: ZolidSone on October 25, 2015, 12:45:50 pm
Thanks for the updates, Ricepigeon. Your Touhou characters have changed so much since I last downloaded them. The last update for Komachi I downloaded was back in 2010. Can't wait to see those new changes. :)
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: Shadic12 on October 25, 2015, 05:16:34 pm
Thanks for the characters Ricepigeon. The touhou characters you make are truly amazing. I have just one question. In the future are you planning to or would be interested in making one of the rabbits such as reisen udongein, or tewi inaba those are many of my favorites from the touhou series. I tried the ones already made, but it didn't fit my style. It would cool to have them with your gameplay.
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: Ricepigeon on October 25, 2015, 08:32:35 pm
Reisen was planned at one point but ultimately scrapped her for Marisa.

TBH, updating some of the older characters is more of a priority right now (heres looking at you Kanako)
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: Shadic12 on October 25, 2015, 08:51:17 pm
Oh okay cool i would love to play your updated Sanae. Also didn't know you plan to do Reisen, but scrapped it for Marisa Its truly unfortunate, but would there still be a possibility of doing tewi after updating the older characters? 
Title: Re: Flandre Scarlet released, Sakuya & Komachi updated (10/24/15)
Post by: vgma2 on October 25, 2015, 09:48:53 pm
Whoa, that was quick!  Sweet.
On the subject of other characters, I recall you once posted a screenshot of you working on Cirno.
If you don't mind me asking, what happened to her?  Was she scrapped too or is she put on hiatus?
Title: Re: Flandre Scarlet released, Sakuya updated (10/24/15) & Komachi updated (10/26/15)
Post by: Ricepigeon on October 27, 2015, 01:32:22 am
Komachi updated again. Mostly another bugfix and a slight buff to one of her attacks.

Komachi changes:
Quote
=====================================
10/26/15 - Version 2015.10.26
=====================================

Changes from Version 2015.10.24.01

- Fixed bug with using dash shortcut when crouching.
- 5y: Damage increased: 50 -> 65
Title: Re: Komachi updated (10/26/15), Flandre Scarlet updated (10/27/15)
Post by: Ricepigeon on October 28, 2015, 12:26:07 am
Flandre Scarlet updated.

Quote
=====================================
10/27/15 - Version 2015.10.27
=====================================

Changes from Version 2015.10.24:

- Royal Flush: Forward velocity slightly decreased on all versions.
- Taboo "Four of a Kind": Damage on first hit reduced: 38 -> 18
- Taboo "Four of a Kind": Vertical hit velocity on final hit reduced.
- Taboo "Four of a Kind": Recovery on successful hit increased by 20f.
- Secret Barrage "And Then Will There Be None?": Fixed glitch that bypassed p2 life requirement of 35% health.
- Secret Barrage "And Then Will There Be None?": Fixed bug that occured when used on the "immortals"
Title: Re: Flandre Scarlet updated (10/27/15), Byakuren Hijiri updated (10/30/15)
Post by: Ricepigeon on October 30, 2015, 05:12:32 am
Byakuren Hijiri updated

Quote
=======================================
10/30/15 - Version 2015.10.30
=======================================

Changes from Version 2014.05.07

- Liedowntime changed to 10.
- Life increased: 1000 -> 1050
- Juggle System revamped.
- Fixed issues with Byakuren being unable to cancel air dashes into air normals.
- Palette Selector revamped & Lv3 Spellcard Select added.
- Spellcard use effect & text revamped.
- Skill declare system changed to Urban Legend in Limbo's system. All Specials now share the same charges.
- Skill Declare is now its own special (D+X+Y+Z). Can charge up to 5 charges the longer the buttons are held.
- Replaced sound on Skill Declare.
- Damage and proration for the following attacks changed:
  - 5x: 30 -> 30, 80% -> 95%
  - 5y: 60 -> 55, 80% -> 90%
  - 6y: 70 -> 70, 80% -> 85%
  - 5z: 90 -> 70, 90% -> 80%
  - 6z: 80*50 -> 70*40, 80%x2 -> 85%x2
  - 2x: 30 -> 30, 80% -> 90%
  - 2y: 45 -> 45, 80% -> 85%
  - 2z: 70 -> 70, 80% -> 75%
  - j.5x: 35 -> 35, 80% -> 90%
  - j.5y: 50 -> 50, 80% -> 85%
  - j.2y: 60*50 -> 50*40, 80%x2 -> 82.5%x2
  - j.5z: 85 -> 80, 80% -> 85%
  - Virupaska's Eye: 96.5% -> 85%
  - Durga's Soul: 92% -> 85%
  - Master of Buddhist Cosmology: Now applies additional 92.5% proration when used in combos.
- Vidudahka's Sword: No longer requires skill declaration or charges.
- Vidudahka's Sword: No longer causes Knockdown.
- Vidudahka's Sword: Damage reduced: 90 -> 70.
- Vidudahka's Sword: Fixed chip damage on Z version.
- Vidudahka's Sword: Hitstun on X and Y versions reduced by 12, Z version by 7.
- Dance of Hanuman: Added missing sound on 3rd hit.
- Dance of Hanuman: Cancelling into 2nd and 3rd hits no longer require charges, but will consume them if available.
- Dance of Hanuman: 2nd hit will no longer behave identical to 3rd hit if only 1 charge remains.
- Dance of Hanuman: Cancel window into 2nd and 3rd hits now 4 frames earlier.
- Durga's Soul: Now immediately goes into active frames if struck by an attack.
- "Angiras' Vedas": Now has projectile invincibility.
- "Angiras' Vedas": Damage increased: 375 -> 395
- New Level 3 Super: Superhuman "Byakuren Hijiri"
Title: Re: Flandre Scarlet updated (10/27/15), Byakuren Hijiri updated (10/30/15)
Post by: OakTheShadowDragon6060 on October 30, 2015, 05:46:27 am
YOU ARE AMAZING!!! Please be my master.

I MEANT TRAINING. I asked him to train me to be the greatest Mugem maker like him.
Title: Re: Flandre Scarlet updated (11/27/15)
Post by: Ricepigeon on November 27, 2015, 05:37:24 pm
Flandre updated;

Quote
=====================================
11/27/15 - Version 2015.11.27
=====================================

Changes from Version 2015.10.27:

- 4 new palettes
- Fixed bug where Lvl 1 supers did not require a motion charge.
- Starbow Break: Wall jump now applies a constant velocity as opposed to velocity relative to edge distance.
- Starbow Break: No longer projectile invincible.
- Catadioptric: Wall jump now applies a constant velocity as opposed to velocity relative to edge distance.
- "Laevatein": Now has projectile invincibility.
- "Laevatein": Wall jump now applies a constant velocity as opposed to velocity relative to edge distance.
- "Four of a Kind": Startup increased by 4f. Recovery on hit increased by 2f.
- "And Then Will There Be None": 35% Life requirement for Player 2 now only applies if move is cancelled into.
Title: Re: Flandre Scarlet updated (11/27/15)
Post by: PeXXeR on November 29, 2015, 01:42:20 am
tnx for the update, I will test her out right now.
Title: Re: Flandre Scarlet updated (11/27/15)
Post by: ClownMan on November 29, 2015, 02:38:59 am
Any possibilities for a voice patch of sorts? I kinda liked the voice Severay's version had.
Title: Re: Flandre Scarlet updated (11/27/15)
Post by: Darkflare on November 29, 2015, 05:15:48 pm
Rice is sticking to English voices from now on. So I wouldn't expect the voice in Seravy's to come back.
It's for the best, the voces weren't...consistent...back when they were in japanese.
Title: Re: Marisa, Komachi, & Yuyuko updated (12/16/15)
Post by: Ricepigeon on December 17, 2015, 02:25:13 am
Marisa, Komachi, & Yuyuko updated.

Marisa changes:

Quote

=====================================
12/16/15 - Version 2015.12.16
=====================================

Changes from Version 2015.11.27:

- B button can now be used as a shortcut for Y+Z
- C button can now be used for throws
- Ground dashes can now be cancelled into throws
- Adjusted cancel timings on ground and air dashes
- Air dashes made more parabolic
- Adjusted command times on specials
- Miasma Sweep: Proration on 1st hit of Y and EX versions reduced (75%->87%)
- Miasma Sweep: Minimum damage on Z version increased by 30 (47->77)
- Adjusted airdash velocities

Komachi changes:

Quote

=====================================
12/16/15 - Version 2015.12.16
=====================================

Changes from Version 2015.10.26

- Airdashes made parabolic
- Adjusted cancel times of ground & air dashes
- Can now cancel ground dash into throw
- Adjusted timing of special command inputs
- B button is now used as a shortcut for Y+Z
- Throws can now be performed with C button

Yuyuko changes:
Quote
===================================
12/16/15 - Version 2015.12.16
===================================

Changes from Version 2015.11.27

- Adjusted air dash cancels
- Adjusted behavior of air dashes
- Forward ground Dash can now be cancelled into throw
- B button now acts as a shortcut for Y+Z
- C button can now activate throws
- Adjusted input timings
Title: Re: Marisa, Komachi, & Yuyuko updated (12/16/15), Reimu updated (12/17/15)
Post by: Ricepigeon on December 18, 2015, 05:07:26 am
Reimu updated.

Quote
===================================
12/17/15 - Version 2015.12.17
===================================

Changes from Version 2015.10.20

- Adjusted behavior of ground dash and airdashes.
- Adjusted cancel timings for dashes.
- Dashes can now be cancelled into throws.
- Adjusted input timings.
- B button now used as shorcut for Y+Z
- 2y: Startup time decreased by 1f.
- Hakurei Amulet: Air version startup increased by 2f.
Title: Re: Sakuya updated (12/18/15), 4 characters updated (12/17/15)
Post by: Ricepigeon on December 19, 2015, 04:21:27 am
On the third day of xmas, Ricepigeon gave to me...

.. Sakuya update

Quote
=======================================
12/18/15 - Version 2015.12.18
=======================================

Changes from Version 2015.10.24

- Adjusted air dash behavior
- Adjusted dash cancel timing
- Perfect Maid can now be canceled into from forward ground dash
- B button now acts as shortcut for Y+Z
- Adjusted power gains. Sakuya now in general gains meter much faster.
Title: Re: Eirin Yagokoro updated (12/19/15), 5 other characters updated (12/18/15)
Post by: Ricepigeon on December 20, 2015, 12:53:25 am
On the fifth day of christmas Ricepigeon gave to me...

...Well you get the idea. I think I might of skipped a day anyway. Anyway, Eirin updated.

Quote
=======================================
12/19/15 - Version 2015.12.19
=======================================

Changes from Version 2015.05.29:

- No more shitty space aliens... besides Eirin of course.
- Adjusted airdash behavior
- Adjusted cancels behavior from dashing
- Forward ground dash now has slight burst of acceleration at beginning of dash
- Throws can now be cancelled into from forward ground dash & landing frames
- Chip damage on all specials adjusted
- B button now a shortcut for Y+Z
- 2y: Damage increased: 60->70
- 2z: Damage increased: 70->75
- j.5y: Damage increased: 60->70
- Saturn V: Eirin now reappears on screen much faster
- "Heaven Spider's Butterfly Catching Web": fixed glitch involving hitting non-player targets
- "Omoikane's Device": Pressing X+Y+Z now toggles orb between Sentinel Mode and Seeker Mode
Title: Re: Alice Margatroid updated (12/21/15), 6 other characters updated (12/19/15)
Post by: Ricepigeon on December 21, 2015, 06:29:11 am
Alice Margatroid updated after almost 2 years.

Quote
==========================================
Version 2015.12.21
==========================================

Changes from Version 2013.12.25:

- 6 New palettes
- Adjusted input timings
- Adjusted Dash & Air Dash Behavior
- Adjusted Dash Cancel timings
- Fixed glitch where doll strings would appear incorrectly
- Adjusted liedown time
- B button now a shortcut for Y+Z
- C button now a shortcut for X+Y+Z
- Juggle system revamped.
- Spellcard use & Text effects renewed
- Palette Selector & Lv 3 Spellcard select added
- 5x: Damage reduced (35->30), Proration reduced (80%->96%)
- 4x: Proration reduced (80%->85%)
- 5y: Proration reduced (80%->90%)
- 4y: Hitbox size increased, Proration reduced (80%->90%)
- 5z: Proration reduced (80%->85%)
- 4z: Proration reduced (80%->85%)
- 2x: Damage increased (30->35), Proration reduced (80%->90%)
- 1x: Damage increased (30->35), Proration reduced (80%->90%)
- 2y: Now hits twice. Damage per hit reduced (50->30), Proration per hit reduced (80%->90%)
- 1y: Proration reduced (80%->85%)
- 2z: Damage increased (70->80), Proration increased (80%->75%)
- 1z: Damage increased (70->90), Proration increased (80%->75%)
- j.5x: Damage increased (20->35), Proration reduced (80%->90%)
- j.4x: Damage increased (20->41), Proration reduced (80%->90%)
- j.5y: Damage increased (55->70)
- j.4y: Damage increased (55->65), Proration reduced (80%->85%)
- j.4z: Damage increased (70->90)
- Throw: Damage increased (80->95)
- Doll Placement: Damage per hit increased (16->21)
- Doll Placement: Pressing X, Y, or Z now immediately stops the doll in place
- Doll Activation: Damage per hit increased (16->21)
- Volatile Doll: Damage increased (70->90), Proration increased (100%->85%)
- Edo High Explosive Pawn: Damage increased (60->75)
- Doll Command: Damage per hit increased (28->40), Proration per hit increased (96%->90%)
- Doll Command: Pressing X, Y, or Z now immediately stops the doll in place
- Doll Command: EX Version removed
- Curse Sign "Shanghai Doll": Damage per hit increased (9.5->15), Proration per hit reduced (90%->98%)
- Curse Sign "Shanghai Doll": Now applies additional 92.5% proration when cancelled into.
- Demonic Control "Return Inanimate": Damage increased (180->240), Proration increased (90%->55%)
- Demonic Control "Return Inanimate": Now applies additional 92.5% proration when cancelled into.
- Testing "Goliath Doll": Damage increased (395->435)
- New Lv3 Spellcard: Dolls "Lemmings' Parade"
[/spoiler]
Title: Re: Alice Margatroid Re-updated (12/21/15), 6 other characters updated (12/19/15)
Post by: Ricepigeon on December 22, 2015, 03:06:45 am
Alice updated again. Irons out a few oversights from today's earlier update. Redownload if you haven't done so already. Yuuka updated as well, and bugfix update for Reimu

Alice Changes:
Quote
==========================================
Version 2015.12.21a
==========================================

Changes from Version 2015.12.21:

- 1 new palette added
- Fixed missing Spellcard icons
- Experimental Doll "Goliath Doll MkII": Fixed bug where holding C would not cause Goliath Doll to move
- Dolls "Lemmings' Parade": Fixed bug where projectiles were classed as specials rather than supers

Yuuka Changes:
Quote
=====================================
12/21/15 - Version 2015.12.21
=====================================

Changes from Version 2015.11.26:

- Adjusted input buffer timings
- Adjusted air dash behavior
- Adjusted dash cancel timings
- Forward dash velocities made slightly faster
- B button now acts as shortcut for Y+Z
- Air Throw added

Reimu changes:
Quote
===================================
12/21/15 - Version 2015.12.21
===================================

Changes from Version 2015.12.17

- Fix bug in Reimu's air back dash
Title: Re: Flandre Scarlet updated (12/22/15), 8 other characters updated (12/21/15)
Post by: Ricepigeon on December 23, 2015, 05:36:24 am
Flandre updated

Quote
=====================================
12/22/15 - Version 2015.12.22
=====================================

Changes from Version 2015.11.27:

- Holding forward or back no longer causes Flandre's ground dashes to repeat.
- Adjusted command input timings.
- B button is now shortcut for Y+Z
- Adjusted airdash cancel times
- Throw can now be used after landing or a ground dash.
- Adjusted velocities on air back dash.
- j.5x: Hitstun on each hit reduced by 1.
- "Laevatein": Startup after wall jump reduced by 1f.
- "Laevatein": Chip damage increased.
Title: Re: Fujiwara no Mokou released (12/25/15), 9 other characters updated (12/22/15)
Post by: Ricepigeon on December 25, 2015, 02:18:01 pm
Mokou released. More of an update really, but she's been completely revamped from the ground up.
Title: Hong Meiling & Lie Meiling updated (12/27/15)
Post by: Ricepigeon on December 27, 2015, 08:42:37 pm
Hong Meiling & Lie Meiling updated

Hong Meiling changes:
Quote
=====================================
12/27/15 - Version 2015.12.27
=====================================

Changes from Version 2014.10.19

- Adjusted Dash behaviors
- Adjusted Dash Cancel timings
- B button is now shortcut for Y+Z
- C button is now shortcut for X+Y+Z
- Adjusted input timings
- Spellcard use & text effects redone
- Lv3 Spellcard select added.
- Juggle system revamped.
- Meter gain values adjusted.
- Chip damage on specials & supers adjusted.
- 5x: Proration decreased: 80% -> 95%
- 5y: Proration decreased: 80% -> 85%
- 6y: Proration decreased: 80% -> 90%
- 5z: Proration decreased: 80% -> 85%
- 6z: Proration decreased: 80% -> 85%
- 2x: Damage decreased: 30 -> 20
- 2x: Proration decreased: 80% -> 95%
- 2y: Proration decreased: 80% -> 90%
- 2z: Damage decreased: 70 -> 62
- 3z: Proration decreased: 80% -> 85%
- 3z: Proration per hit during Tiger Energy Release decreased: 80%x2 -> 92%x2
- j5x: Proration decreased: 80% -> 92%
- j5y: Damage decreased: 70 -> 65
- j5y: Proration decreased: 80% -> 85%
- j3x/j3y/j3z: Proration decreased: 80% -> 85%
- j5z: Damage per hit increased: 35*30 -> 50*50
- j5z: Proration per hit decreased: 80%x2 -> 85%x2
- Tremor Kick: Proration increased: 90% -> 85%, no longer applies 90% starter proration
- Cyclone Light Step: Now has projectile invincibility during startup & active frames
- Cyclone Light Step: Proration increased: 90% -> 85%, no longer applies 90% starter proration
- Cyclone Light Step: Proration during Tiger Energy Release decreased: 90%x3 -> 95%x3
- Fragrant Wave: No longer applies 90% starter proration.
- Fragrant Wave: Proration per hit increased: 92%x3 -> 90%x3
- Descending Flower Slam: No longer applies 90% starter proration.
- Scarlet Cannon: No longer applies 90% starter proration.
- Scarlet Cannon: Proration increased: 85% -> 80%.
- "Colorful Windchime": Horizontal velocity increased.
- "Colorful Windchime": Now applies 92.5% proration if cancelled into.
- "Colorful Windchime": No longer applies 90% starter proration.
- "Colorful Windchime": Proration per hit increased: 98%x11 -> 96%x11
- "Roc's Fist": Now applies 92.5% proration if cancelled into.
- "Roc's Fist": No longer applies 90% starter proration.
- "Roc's Fist": Proration per hit increased: 98%x3 -> 94%*94%*75%
- "Roc's Fist": Base damage on final hit reduced: 234 -> 204
- "Fierce Tiger Energy Release": Now requires selection prior to match
- "Colorful Light Lotus Flower Palm": Damage increased: 385 -> 420
- "Colorful Light Lotus Flower Palm": Now requires selection prior to match
- "Colorful Light Lotus Flower Palm": Proration increased: 90% -> 40%

Lie Meiling changes:
Quote
=======================================
12/27/15 - Version 2015.12.27
=======================================

Changes from Version 2014.11.23

- Adjusted airdash behavior
- Changed cancel timings of air dashes
- Revised grounded back dash animation
- Increased back dash velocity
- Increased walk back velocity
- Forward ground dash now has short burst of acceleration at beginning
- B button now acts as shortcut for Y+Z
- C button now acts as shortcut for X+Y+Z
- Spellcard effect & text revised
- Adjusted meter gain on most attacks
- Last word selection implemented
- Juggle System
- 5x: Proration decreased: 75% -> 95%
- 5y: Proration decreased: 80% -> 90%
- 6y: Proration per hit decreased: 80%x2 -> 90%x2
- 5z: Proration decreased: 80% -> 85%
- 6z: Proration decreased: 80% -> 85%
- Forward Throw: damage increased: 80 -> 100
- Backward Throw: damage increased: 80 -> 100
- 2x: Proration decreased: 75% -> 90%
- 2y: Proration decreased: 80% -> 85%
- 2z: Proration increased: 80% -> 75%
- j.5x: Proration decreased: 75% -> 90%
- j.5x: Damage increased: 30 -> 38
- j.5y: Damage increased: 55 -> 60
- j.5y: Proration decreased: 80% -> 85%
- j.2y: Proration decreased: 80% -> 85%
- j.5z: Proration per hit decreased: 80% -> 85%
- Youkai Flip (Slide): Proration increased: 85% -> 75%
- Colorless "Dichromatic Spark": Damage per hit reduced: 26 -> 14
- Colorless "Dichromatic Spark": Proration per hit reduced: 90% -> 98%
- Colorless "Dichromatic Spark": Now applies 92.5% proration when cancelled into
- Strike Sign "Roc's Fist": Now applies 92.5% proration when cancelled into
- Piercing Heaven "Youkai Armageddon": Now applies 92.5% proration when cancelled into
- Piercing Heaven "Youkai Armageddon": Last hit now applies 75% proration
- Piercing Heaven "Youkai Armageddon": Now requires selection prior to beginning of match.
- Raging Youkai "Hell's Instantaneous Murder": renamed "Wrath of the Raging Youkai"
- New Level 3 Spellcard: "Descent of the Black Dragon"
Title: Re: Yukari Yakumo updated (12/31/15)
Post by: Ricepigeon on January 01, 2016, 01:35:11 am
Yukari & Lie Meiling updated to close off 2015

Yukari changelog:
Quote
=======================================
12/31/15 - Version 2015.12.31
=======================================

Changes from Version 2014.04.19

* Spellcard use & text effects renewed.
* Last Word select implemented.
* Juggle system redone from scratch.
* Meter gain values on hit/block for Yukari and opponent adjusted.
* Adding missing recovery frame flags (for counterhit detection)
* B is now shortcut for Y+Z
* C is now shortcut for X+Y+Z
* Back Dash: Startup and Recovery times increased to 8 frames.
* Back Dash:  Behavior slightly adjusted.
* Back Dash:  Horizontal velocity slightly increased.
* Forward Dash (Ground): Behavior slightly adjusted.
* Forward Dash (Ground): Fixed Bug where effects would not appear if cancelled into a jump.
* Forward Dash (Ground): Horizontal velocity slightly increased.
* 5x: Damage decreased: 30 -> 25
* 5x: Startup reduced by 1f.
* 5x: Proration decreased: 80% -> 95%
* 5y: Proration decreased: 80% -> 90%
* 6y: Proration decreased: 80% -> 85%
* 6y: Now loses overhead properties if cancelled into from normals.
* 6y: Fixed bug where recovery frames were not flagged.
* 5z: Damage increased: 70 -> 75
* 2x: Damage reduced: 30 -> 22
* 2x: Proration decreased: 80% -> 95%
* 2y: Damage increased: 50 -> 60
* 2y: Proration decreased: 80% -> 85%
* 2z: Proration decreased: 80% -> 75%
* 3z: Proration decreased: 80% -> 85%
* 3z: Now causes wallbounce on counterhit
* j.5x: Damage increased: 35 -> 40
* j.5x: Proration decreased: 80% -> 90%
* j.5y: Proration decreased: 80% -> 85%
* j.2y: Proration decreased: 80% -> 85%
* j.5z: Proration decreased: 80% -> 85%
* J.5z: Recovery time adjusted. Yukari now begins falling 15 frames earlier.
* Illusion Rift: Proration on all versions increased: 85% -> 80%
* Zen Temple Butterfly: Proration per hit increased: 96.5%x4 -> 92%x4, no longer applies starter proration.
* Zen Temple Butterfly: Damage per hit reduced: 29x4 -> 28x4
* Urashima's Box: Proration increased: 90% -> 80%
* Urashima's Box: Damage increased: 70 -> 80
* Urashima's Box: Corrected bug where damage was unaffected by proration.
* Urashima's Box: Startup time before projectile appears increased by 3f.
* Urashima's Box: Tombstone now drops much faster, now leaves Yukari at exactly 0 frame advantage on block.
* Fight the Ocean: Damage per hit increased: 8xN -> 13xN
* Fight the Ocean: Proration per hit decreased: 90%xN -> 94%xN
* Eye of Changes: Damage reduced: 50 -> 40
* Eye of Changes: Proration reduced: 90% -> 92%
* Maxwell's Demon: Startup time increased by 2 frames.
* Maxwell's Demon: X Version hitbox drastically increased. Recovery increased by 8f.
* Maxwell's Demon: Y Version hitbox increased. Recovery increased by 4f.
* Maxwell's Demon: All versions now deal damage on hit.
* Maxwell's Demon: P2 is now placed closer to Yukari after hit.
* Maxwell's Demon: Proration decreased: 50% -> 80%. No longer sets throw proration flag.
* Shikigami "Chen": Damage per hit increased: 80x4 -> 90x4
* Shikigami "Chen": Now applies 92.5% proration when cancelled into.
* Shikigami "Ran Yakumo": Now applies 92.5% proration when cancelled into.
* Shikigami "Ran Yakumo": No longer applies 80% starter proration.
* Shikigami "Ran Yakumo": Damage per hit decreased: 12.25x20 -> 11.5x20
* Border Sign "Quadruple Barrier": Now applies 92.5% proration when cancelled into.
* Border Sign "Quadruple Barrier": No longer applies 80% starter proration.
* Border Sign "Quadruple Barrier": Proration on first 9 hits increased: 99%x9 -> 98%x9, last hit unchanged
* Border Sign "Quadruple Barrier": Damage on first 9 hits decreased: 18x9 -> 15x9, last hit unchanged
* Magic Eye "Laplace's Demon": Now applies 92.5% proration when cancelled into.
* Obsolete Line "Trip to the Old Station": Proration per hit increased: 85%x3 -> 75%x3
* New Level 3 Super: Yukari's Arcanum "Danmaku Bounded Field"

Lie Meiling changelog:
Quote
=======================================
12/31/15 - Version 2015.12.31
=======================================

Changes from Version 2015.12.27

- Corrected bug where 2y could not cancel into 2z
- Super portrait now properly displays during "Descent of the Black Dragon"
- Corrected bug in Victory quotes against Byakuren Hijiri
Title: Re: Flandre, Marisa, Reimu update (01/01/16), Yukari & Lie Meiling update (12/31/15)
Post by: Ricepigeon on January 01, 2016, 05:28:33 pm
Flandre, Reimu, & Marisa updated

Flandre changes:
Quote
=====================================
01/01/15 - Version 2016.01.01
=====================================

Changes from Version 2015.12.22:

- Fixed incorrect Head & Mid positions.

Reimu changes:
Quote
=====================================
01/01/15 - Version 2016.01.01
=====================================

Changes from Version 2015.12.21:

- Fixed incorrect Head & Mid positions.

Marisa changes:
Quote
=====================================
01/01/15 - Version 2016.01.01
=====================================

Changes from Version 2015.12.16:

- Fixed incorrect Head & Mid positions.
Title: Re: Flandre, Marisa, Reimu update (01/01/16), Yukari & Lie Meiling update (12/31/15)
Post by: The Answer on January 01, 2016, 06:09:49 pm
RIP patchy never updated ever.
Title: Re: Patchouli Knowledge updated (01/02/16), all Touhous updated (12/16/15~01/01/16)
Post by: Ricepigeon on January 03, 2016, 01:38:18 am
Patchouli massive update.

Quote
===================================================
01/02/16 - Version 2016.01.02
===================================================

Changes from Version 2013.12.31

- Added 6 new palettes
- Adjusted Ground & Air Dash behaviors
- Adjusted Dash cancelling timings
- Adjusted input timings
- B is now shortcut for Y+Z
- C is now shortcut for X+Y+Z
- Palette & Spellcard selector implemented
- Spellcard use & text effects redone
- Chip damage on specials & supers adjusted
- Meter gain values adjusted on all attacks
- Juggle system redone
- Counterhit detection added
- 5x: Proration decreased: 80% -> 92%
- 5y: Proration decreased: 80%x2 -> 91%x2
- 6y: Now loses overhead properties if cancelled into
- 6y: Damage increased: 55 -> 65
- 6y: Proration decreased: 80% -> 85%
- 5z: Proration decreased: 80% -> 85%
- 2x: Damage increased: 20 -> 30
- 2x: Proration decreased: 80% -> 90%
- 2y: Damage increased: 50 -> 55
- 2y: Proration decreased: 80% -> 85%
- 2z: Damage reduced: 70 -> 60
- 2z: vertical acceleration on p2 increased
- 3z: Vertical acceleration on p2 increased
- j5x: Hitbox lowered
- j5x: Damage increased: 30 -> 45
- j5x: Proration reduced: 80% -> 90%
- j5y: Hitbox vertical size increased
- j5y: Damage increased: 55 -> 60
- j5z: Damage increased: 38x2 -> 45x2
- Summer Red: Damage increased: 60 -> 70
- Summer Red: Proration increased: 85% -> 80%
- Autumn Blade (Y version): Damage per hit reduced: 37.5x2 -> 36x2
- Autumn Blade (Z version): Damage per hit reduced: 38x3 -> 35x3
- Autumn Blade (Philosopher's Stone version): Damage per hit reduced: 54.5x3 -> 50.5x3
- Autumn Blade (All versions): Proration per hit decreased: 85%xN -> 93%xN
- Spring Wind: Startup time on all versions reduced by 1f.
- Dew Spear: Damage per hit increased: 30xN -> 35xN
- Dew Spear: Proration per hit reduced: 90%xN -> 92%xN
- Winter Element: Damage increased: 80 -> 95
- Winter Element: Proration increased: 85% -> 75%
- Fire Metal Sign "Saint Elmo's Pillar": Now applies 92.5% proration when cancelled into.
- Fire Metal Sign "Saint Elmo's Pillar": Damage reduced: 220 -> 210
- Fire Metal Sign "Saint Elmo's Pillar": Proration increased: 87% -> 70%
- Metal Wood Sign "Elemental Harvester": Now applies 92.5% proration when cancelled into.
- Metal Wood Sign "Elemental Harvester": Startup time reduced by 4f
- Metal Wood Sign "Elemental Harvester": Startup invincibility time reduced by 2f
- Metal Wood Sign "Elemental Harvester": Damage per hit reduced: 31x14 -> 20x14
- Metal Wood Sign "Elemental Harvester": Proration per hit reduced: 90%x14 -> 98.5%x14
- Sun Sign "Royal Flare": Damage per hit increased: 8x40 -> 10x40
- Sun Sign "Royal Flare": Total proration increased: 100% -> 10%
- Five Elements "Philosopher's Stone": Crystal projectile damage increased: 20 -> 25
- Five Elements "Philosopher's Stone": Crystal projectile proration reduced: 90%x3 -> 91%x3
Title: Re: Patchouli Knowledge updated (01/04/16), all Touhous updated (12/16/15~01/01/16)
Post by: Ricepigeon on January 05, 2016, 03:11:27 am
Patchouli bugfix update

Quote
===================================================
01/04/16 - Version 2016.01.04
===================================================

Changes from Version 2016.01.02

- Fixed bug where Throw would not activate
Title: Patchouli & Yukari updated (01/06/16), all Touhous updated (12/16/15~01/01/16)
Post by: Ricepigeon on January 07, 2016, 04:05:41 am
Another bugfix update for Patchouli and a balance fix for Yukari

Patchouli changes:
Quote
===================================================
01/06/16 - Version 2016.01.06
===================================================

Changes from Version 2016.01.04

- Autumn Blade: Fixed bug on Z and Philosopher's Stone versions that prevented move from hitting 3 times

Yukari changes:
Quote
=======================================
01/06/16 - Version 2016.01.06
=======================================

Changes from Version 2015.12.31

* Urashima's Box: Startup, Recovery & hitstun adjusted. Now 20f startup and -10 frame adv on block.
* Urashima's Box: Tombstone now does not appear if Yukari is hit while tombstone is offscreen.
Title: Re: Hong Meiling, Sakuya, & Byakuren updated (01/07/16)
Post by: Ricepigeon on January 08, 2016, 04:52:24 am
Meiling, Sakuya, & Byakuren updated

Hong Meiling changes:
Quote
=====================================
01/07/16 - Version 2016.01.07
=====================================

Changes from Version 2015.12.27

- Fixed glitches in juggle system
- Cyclone Light Step (Y Version): Projectile Invincibility removed during first 6 frames of startup.
- Cyclone Light Step (Z Version): Projectile Invincibility removed during entire startup.
- Fragrant Wave: Projectile hitbox size increased.

Sakuya changes:
Quote
=======================================
01/07/16 - Version 2016.01.07
=======================================

Changes from Version 2015.12.18

- Sense of Thrown Edge: Startup time increased by 9f.
- Sense of Thrown Edge: Recovery time on ground version increased by 8f.
- Sense of Thrown Edge: Air version recovery time on landing increased by 8f.
- Sense of Thrown Edge: Air version now made floatier during recovery.

Byakuren changes:
Quote
=======================================
01/07/16 - Version 2016.01.07
=======================================

Changes from Version 2015.10.30

- Life decreased: 1050 -> 950
- Adjusted command input timings
- B button now a shortcut for Y+Z
- Holding directions during Byakuren's dashes no longer causes her to dash continuously
- Dash velocities slightly decreased
- Adjusted Dash Cancel Timings
- Skill Declare: Can no longer charge orbs after round ends
- Adjusted meter gain values on all attacks
- j.2y: Second hit no longer hits low.
- j.5z: Damage increased: 80 -> 90
- Vidudahka's Sword: Now requires at least 1 light orb.
- Vidudahka's Sword: Damage increased: 70 -> 80.
- Vidudahka's Sword: Now causes Soft Knockdown again.
- Dance of Hanuman: Now only requires X/Y/Z button presses instead of QCF for followups.
- Dance of Hanuman: Proration on last hit increased: 90% -> 80%
Title: Re: Yukari updated (01/08/16), Hong Meiling, Sakuya, & Byakuren updated (01/07/16)
Post by: Ricepigeon on January 09, 2016, 05:09:31 am
Yukari bugfix update

Quote
=======================================
01/08/16 - Version 2016.01.08
=======================================

Changes from Version 2016.01.06

* Fight the Ocean: Fixed bug where projectile count was reduced by 1.
Title: Re: Mokou updated (01/10/16), Yukari updated (01/08/16)
Post by: Ricepigeon on January 11, 2016, 03:41:18 am
Mokou bugfix update

Quote
=====================================
01/10/16 - Version 2016.01.10
=====================================

Changes from Version 2015.12.25

- "Phoenix Rebirth": Fixed freeze issues when Mokou is KOed from certain custom states
Title: Re: Alice, Flandre, & Yuuka updated (01/13/16), Mokou updated (01/10/16)
Post by: Ricepigeon on January 14, 2016, 04:24:08 am
Alice, Flandre, & Yuuka updated

Alice changes:
Quote
==========================================
Version 2016.01.13
==========================================

Changes from Version 2015.12.21a:

- Fixed bug with B and C shortcuts
- Can now cancel dash into throw
- Fixed bug where counterhit system was not working correctly

Flandre changes:
Quote
=====================================
01/13/16 - Version 2016.01.13
=====================================

Changes from Version 2016.01.01:

- Fixed bug on counterhit system.

Yuuka changes:
Quote
=====================================
01/13/16 - Version 2016.01.13
=====================================

Changes from Version 2015.12.21:

- Life increased: 1100 -> 1200
- Fixed bug in Counterhit system.
- 3z: Hitbox size increased.
- 3z: Distance Yuuka moves increased.
- Thorny Rose: Added new effects.
- Thorny Rose: Distance travelled increased on all versions.
- Thorny Rose (Z Version): Projectile invincibility now activates on 11f~ instead of 1f~
Title: Re: Alice, Flandre, & Yuuka updated (01/13/16), Mokou updated (01/10/16)
Post by: ClownMan on January 30, 2016, 10:44:41 pm
Think you could possibly give Flandre a voice option? I liked the one that the one "RP" edit used with the agressive tone and all.
Title: Re: Reimu Hakurei updated (02/15/16)
Post by: Ricepigeon on February 15, 2016, 05:27:02 am
Reimu Hakurei updated

Quote
=====================================
02/15/16 - Version 2016.02.15
=====================================

Changes from Version 2016.01.01:

- Meter gain values on various attacks adjusted.
- 5x: Startup reduced by 1f.
- 4x/6x: Startup reduced by 1f.
- 5y: Startup reduced by 1f.
- 5y: Damage increased: 40 -> 45
- 6z: Startup time reduced by 1f.
- 2y: Startup time reduced by 1f. Recovery time reduced by 1f.
- 2y: Number of hits increased: 2 -> 3
- 2y: Damage per hit reduced: 25 -> 17
- 2y: Proration per hit increased: 87% -> 90%
- j5x: Damage increased: 30 -> 38
- j5y: Number of hits increased: 2 -> 3
- j5y: Damage per hit reverted back to 16 (from 25)
- j5y: Proration per hit changed: 90% -> 92%
- j6z: Damage increased: 70 -> 80
- Hakurei Amulet: Ground & Air versions startup reduced by 1f.
- Hakurei Amulet: Projectile hit & guardstun reduced by 1.
- Dimensional Rift (Z version): Damage per projectile increased: 40 -> 50
- Dimensional Rift (Z version): Reimu now recoils backward when launching projectiles
- Rain Dance: Damage per hit increased: 25 -> 27
- Rain Dance: Air version no longer autoturns to face p2.
Title: Re: Fujiwara no Mokou (02/17/16), Reimu Hakurei updated (02/15/16)
Post by: Ricepigeon on February 18, 2016, 04:25:19 am
Mokou updated.

Quote
=====================================
02/17/16 - Version 2016.02.17
=====================================

Changes from Version 2016.01.10

- Maximum life when selecting "Phoenix Rebirth" increased: 700 -> 800. Maximum life when selecting "Immortality's
  Reckless Sacrifice" unchanged.
- Adjusted command priority of dashes. Should no longer interfere with special inputs.
- 5x: Life drain amount decreased: 5 -> 3
- 5y: Life drain amount decreased: 15 -> 9
- 6y: Life drain amount decreased: 20 -> 16
- 5z: Life drain amount decreased: 20 -> 12
- 6z: Life drain amount decreased: 15x2 -> 9x2
- 2x: Life drain amount decreased: 5 -> 3
- 2y: Life drain amount decreased: 15 -> 9
- 2z: Life drain amount decreased: 20 -> 12
- j5x: Life drain amount decreased: 10 -> 6
- j5y: Life drain amount decreased: 15 -> 9
- j5z: Life drain amount decreased: 20 -> 12
- j2z: Life drain amount decreased: 20 -> 12
- j2z: Damage increased: 70 -> 80
- j2z: Vertical hitbox reach increased
- xy/4xy: Life drain amount decreased: 5x5,25 -> 3x5,15
- Hollow Giant Woo: Life drain amount decreased: 15x3 -> 12x3
- Mt Fuji Eruption: Life drain amount decreased: 20 -> 16
- "South Wind Clear Sky -Mt Fuji Volcano-" Life drain amount decreased: 10,1x4,130 -> 8,1x4,104
- "Fire Bird -Flying Phoenix-": Life drain amount decreased: 120 -> 96
- "Immortality's Reckless Sacrifice": Damage per hit reduced: 33x12 -> 31x12
- "Immortality's Reckless Sacrifice": Damage now scales with Mokou's recoverable health, up to 150% maximum.
Title: Re: Fujiwara no Mokou (02/17/16), Reimu Hakurei updated (02/15/16)
Post by: ComboAssassin20 on February 18, 2016, 11:19:27 am
why would mokou's life drain?
Title: Re: Utsuho Reiuji released (02/20/16), Fujiwara no Mokou updated (02/17/16)
Post by: Ricepigeon on February 21, 2016, 02:27:01 am
(http://i.imgur.com/ioAnqiV.png)

Utsuho released.
Title: Re: Utsuho Reiuji released (02/20/16), Fujiwara no Mokou updated (02/17/16)
Post by: RMaster007 on February 27, 2016, 04:14:37 pm
Feedback for Utsuho:
.Needs a voice
.The command for Control Rod (hold x/y/z) should be QCB, x/y/z.
Title: Re: Sakuya Izayoi updated (03/17/16)
Post by: Ricepigeon on March 17, 2016, 04:58:13 am
Sakuya updated

Quote
=======================================
03/17/16 - Version 2016.03.17
=======================================

Changes from Version 2016.01.07

- Walk & Dash speed increased.
- Chip damage increased.
- 4y: Damage on 2nd hit increased (41 -> 51)
- 4y: Hitbox size on 2nd hit increased.
- 5z: Damage per hit increased (45 -> 47)
- Sense of Thrown Edge: Damage per hit increased (8 -> 9)
- Sense of Thrown Edge: Damage per hit during Sakuya's World increased (11 -> 12)
- Sense of Thrown Edge: Proration per hit during Sakuya's World increased: 99% -> 99.5%
- Bounce/No-Bounce: Damage per hit increased (10 -> 11)
- Bounce/No-Bounce: Damage per hit during Sakuya's World increased (13 -> 14)
- Bounce/No-Bounce: Proration per hit during Sakuya's World increased: 99% -> 99.5%
- Time Paradox: Melee hit from Sakuya now hits overhead.
- Wound Sign "Inscribe Red Soul": Can no longer be airblocked.
Title: Re: Kanako Yasaka released (03/19/16), Sakuya Izayoi updated (03/17/16)
Post by: Ricepigeon on March 19, 2016, 09:51:00 pm
Kanako Yasaka released.
Title: Re: Yuuka Kazami updated (03/23/16), Kanako Yasaka released (03/19/16)
Post by: Ricepigeon on March 24, 2016, 02:14:14 am
Yuuka updated

Quote
=====================================
03/23/16 - Version 2016.03.23
=====================================

Changes from Version 2016.01.13:

- Walk speed slightly increased.
- 5z: Hitbox vertical range increased. Reduced priority on first active frame.
- Thorny Rose: Hitbox range increased.
- Thorny Rose: Corrected issue of not being able to destroy projectiles.
- Flowers in the Wind: Command input made more strict.
- New Special: Creeping Thyme (HCB + x/y/z)
- Fantasy "The Beauty of Nature": Blockstun on first 4 hits increased, now a true blockstring.
Title: Re: Utsuho Reiuji updated (04/23/16)
Post by: Ricepigeon on April 24, 2016, 05:45:01 am
Utsuho updated

Quote
=====================================
04/23/16 - Version 2016.04.23
=====================================

Changes from Version 2016.02.20

- Rocket Dive: Level 3 charge time reduced by 20f.
- Rocket Dive: Can now cancel charge with D,D. 12f recovery on cancel.
- Flare Up: Level 3 charge time reduced by 20f.
- Flare Up: Can now cancel charge with D,D. 12f recovery on cancel.
- Hell Geyser: Level 3 charge time reduced by 20f.
- Hell Geyser: Can now cancel charge with D,D. 12f recovery on cancel.
- Creeping Sun: Level 3 charge time reduced by 20f.
- Mega Flare: Charge time for Giga Flare reduced by 10f
- Mega Flare: Charge time for Tera Flare reduced by 20f.
Title: Re: Flandre Scarlet updated (04/26/16), Utsuho Reiuji updated (04/23/16)
Post by: Ricepigeon on April 27, 2016, 01:58:58 am
Flandre Scarlet updated. Corrects a massive bug that was recently discovered.

Quote
=====================================
04/26/16 - Version 2016.04.26
=====================================

Changes from Version 2016.01.13:

- Weapon of Mass Destruction: Fixed bug when Flandre is hit before projectile is released.
Title: Re: Lie Meiling updated (04/27/16), Flandre Scarlet updated (04/26/16)
Post by: Ricepigeon on April 28, 2016, 04:48:49 am
Lie Meiling updated

Quote
=======================================
04/27/16 - Version 2016.04.27
=======================================

Changes from Version 2015.12.31

- Seven Star Sword: fixed limiter bug on Med & Hard versions.
Title: Re: Eirin Yagokoro updated (04/28/16), Lie Meiling updated (04/27/16)
Post by: Ricepigeon on April 29, 2016, 02:41:43 am
Eirin updated

Quote
=======================================
04/28/16 - Version 2016.04.28
=======================================

Changes from Version 2015.12.19:

- Fixed inability to cancel dashes into specials & supers.
- Fixed missing Last Word images.
- Walk speed slightly increased.
- Saturn V: No longer tracks opponent's position. Button press now determines landing point.
- Saturn V: Startup and recovery on all versions now identical.
- Saturn V: Now causes hard knockdown.
- Saturn V: No longer hits overhead.
- Saturn V: No longer hits on ascent. Descent now hits twice.
- Burst Shot: Fixed afterimage bug on HP version.
- Burst Shot: Is now air-usable.
Title: Re: Alice Margatroid updated (04/30/16), Eirin Yagokoro updated (04/28/16)
Post by: Ricepigeon on April 30, 2016, 05:42:20 am
Alice updated

Quote
==========================================
Version 2016.04.30
==========================================

Changes from Version 2016.01.13:

- Fixed small bug with juggle system.
- "Lemmings Parade": Doll launch arc made more shallow, damage now more consistent.
- "Lemmings Parade": No longer has a blind spot next to Alice.
- "Lemmings Parade": Can now interact with other projectiles.
Title: Re: Sakuya Izayoi updated (05/11/16)
Post by: Ricepigeon on May 12, 2016, 04:39:24 am
Sakuya updated

Quote
=======================================
05/11/16 - Version 2016.05.11
=======================================

Changes from Version 2016.03.17

- Jumping velocities adjusted.
- 5x: Proration during Sakuya's World increased: 95% -> 90%
- 2x: Proration during Sakuya's World increased: 92% -> 87%
- Sense of Thrown Edge: Startup during Sakuya's World decreased by 2f (0f air)
- Sense of Thrown Edge: Recovery during Sakuya's World decreased by 15f.
- Sense of Thrown Edge: Damage per hit during Sakuya's World decreased (12 -> 11)
- Sakuya's World: Now displays a visible gauge showing remaining time for timestop effect.
- New Spellcard: "Jill the Ripper"
Title: Re: Sakuya Izayoi updated (05/11/16)
Post by: electrocaid on May 12, 2016, 08:33:32 pm
site down???  :???:
Title: Re: Sakuya Izayoi updated (05/11/16)
Post by: Ricepigeon on May 12, 2016, 08:59:54 pm
working fine on my end
Title: Re: Sakuya Izayoi updated (05/12/16)
Post by: Ricepigeon on May 13, 2016, 03:43:39 am
Sakuya updated again. Fixes some graphical glitches and balance issues with Jill the Ripper.

Quote
=======================================
05/12/16 - Version 2016.05.12
=======================================

Changes from Version 2016.05.11

- Sense of Thrown Edge: Recovery during Sakuya's World increased by 3f.
- Sense of Thrown Edge: Proration during Sakuya's World increased (99.5% -> 99%)
- Bounce/No-Bounce: Proration during Sakuya's World increased (99.5% -> 99%)
- "Jill the Ripper": Now correctly applies proper proration.
- "Jill the Ripper": Fixed certain effects not showing.
Title: Re: Sakuya Izayoi updated (05/12/16)
Post by: electrocaid on May 13, 2016, 08:01:45 am
yes, it's back ;)
Title: Re: Sakuya Izayoi updated (05/12/16)
Post by: RMaster007 on May 13, 2016, 12:45:51 pm
Here's an idea.
Don't nominate character updates for COTM unless they're major updates (like Mokou).
Title: Re: Sakuya Izayoi updated (05/12/16)
Post by: Dumanios on May 15, 2016, 06:31:55 pm
Here's an idea.
Don't nominate character updates for COTM unless they're major updates (like Mokou).

Who's going to decide what constitutes a major update for COTM? This discussion HAS been done before, y'know.

In fact, here's said discussion from back in November 2015: http://mugenguild.com/forum/topics/character-month-november-2015-nominations-170822.20.html
Title: Re: Koishi Komeiji released (05/15/16)
Post by: Ricepigeon on May 16, 2016, 01:09:21 am
Koishi released.
Title: Re: Koishi Komeiji updated (05/16/16)
Post by: Ricepigeon on May 17, 2016, 03:57:02 am
Koishi updated. Fixed several bugs that went unnoticed.

Quote
=====================================
05/16/16 - Version 2016.05.16
=====================================

Changes from Version 2016.05.15

- Fixed minor graphical glitches with certain sprites
- Fixed issues with palette & spellcard selection
- Fixed on bug "Brambly Rose Garden" & "Ancestors are Watching You" being air usable.
- Fixed animation bug on winposes.
- Fixed timing bug on Last Word BGM.
Title: Re: Koishi Komeiji updated (05/16/16), Komachi & Utsuho updated (05/17/16)
Post by: Ricepigeon on May 17, 2016, 08:34:02 pm
Komachi & Utsuho updated

Komachi changelog:
Quote
=====================================
05/17/16 - Version 2016.05.17
=====================================

Changes from Version 2015.12.16

- 14 New Palettes.
- Fixed control issues during palette & Spellcard select.
- Fixed bug with win quote selection.
- Soul Detonate: Fixed framerate issues with effects in IKEMEN.

Utsuho changelog:
Quote
=====================================
05/17/16 - Version 2016.05.17
=====================================

Changes from Version 2016.04.23

- Fixed control issues during palette & Spellcard select.
- Control Rod: Fixed several bugs involving charge not resetting when buttons are released.
- Nuclear Explosion "Giga Flare": Total animation time reduced by 120f.
Title: Re: Koishi Komeiji updated (05/16/16), Komachi & Utsuho updated (05/17/16)
Post by: Traweezie on May 18, 2016, 02:38:54 am
alright sweet that koma update
Title: Re: Koishi Komeiji & Utsuho updated (05/18/16), Komachi updated (05/17/16)
Post by: Ricepigeon on May 19, 2016, 04:17:17 am
Koishi and Utsuho bugfix updates

Koishi:
Quote
=====================================
05/18/16 - Version 2016.05.18
=====================================

Changes from Version 2016.05.16

- Catch and Rose: Fixed juggle flag.

Utsuho:
Quote
=====================================
05/18/16 - Version 2016.05.18
=====================================

Changes from Version 2016.05.17

- Fixed charge bug in Flare Up and Hell Geyser
Title: Re: Lie Meiling updated (05/19/16), Koishi Komeiji & Utsuho updated (05/18/16)
Post by: Ricepigeon on May 20, 2016, 03:50:20 am
Lie Meiling updated

Quote
=======================================
05/19/16 - Version 2016.05.19
=======================================

Changes from Version 2016.04.27

- Adjustments to all hitboxes.
- Fixed bug during palette & spellcard selection.
- Colorless "Dichromatic Spark": Fixed graphical bug on air version.
Title: Re: Utsuho Reiuji updated (05/20/16), Lie Meiling updated (05/19/16)
Post by: Ricepigeon on May 21, 2016, 02:57:52 am
Utsuho updated. Finally managed to resolve a glitch that popped up from time to time on certain stages.

Quote
=====================================
05/20/16 - Version 2016.05.20
=====================================

Changes from Version 2016.05.18

- Fixed colors on some palettes.
- Rocket Dive: No longer gets stuck offscreen on certain stages.
- Nuclear Heat "Uncontrollable Dive": No longer gets stuck offscreen on certain stages.
Title: Re: Yuuka Kazami updated (05/23/16), Utsuho Reiuji updated (05/20/16)
Post by: Ricepigeon on May 24, 2016, 04:19:08 am
Yuuka updated

Quote
=====================================
05/23/16 - Version 2016.05.23
=====================================

Changes from Version 2016.03.23:

- Fixed bug during palette & spellcard selection.
- Dash speed increased.
- j.2z: Hitbox size increased.
- Creeping Thyme: Startup on X version decreased by 14f. Damage reduced (190 -> 170).
- Creeping Thyme: Startup on Y version decreased by 8f. Damage increased (190 -> 200).
- Creeping Thyme: Z version now has 1 hit of armor during run. Damage increased (190 -> 200).
- Thorny Rose: All versions startup decreased by 1f.
- Thorny Rose: Added new effects. Projectile cancel hitbox increased.
- "Original Master Spark": New Last Word BGM. Animation duration decreased.
Title: Re: Utsuho Reiuji updated (05/24/16), Yuuka Kazami updated (05/23/16)
Post by: Ricepigeon on May 25, 2016, 03:42:23 am
Utsuho updated (again) and Kanako updated

Utsuho changes:
Quote
=====================================
05/24/16 - Version 2016.05.24
=====================================

Changes from Version 2016.05.20

- Flare Up: Fixed bug when colliding with other projectiles.

Kanako changes:
Quote
=====================================
05/24/16 - Version 2016.05.24
=====================================

Changes from Version 2016.03.19

- Fixed issues with palette & spellcard selection.
- Added alternate Buffer.st file for IKEMEN (Buffer_IKEMEN.st).
- 3z: Fixed issue where command would be reversed.
- 6z/j.6z: Proration increased (98% -> 85%)
- j.5y: Proration increased (85% -> 80%)
- Omiwatari God Cross: Landing recovery from air versions increased by 16f.
- Omiwatari God Cross: Proration per hit increased (90% -> 88%)
- Sky God "Wind Summon": No longer causes Knockdown.
- Sky God "Onbashira": Proration increased (80% -> 75%)
- "Virtue of Wind God": Damage decreased (470 -> 430)
Title: Re: Yuuka Kazami updated (05/26/16) Utsuho Reiuji & Kanako Yasaka updated (05/24/16)
Post by: Ricepigeon on May 26, 2016, 05:56:51 am
Yuuka update specifically for IKEMEN users.

Quote
=====================================
05/26/16 - Version 2016.05.26
=====================================

Changes from Version 2016.05.23:

- Added alternate command buffer file for use in IKEMEN (Buffer_IKEMEN.st).
Title: Re: Yuuka Kazami updated (05/26/16) Utsuho Reiuji & Kanako Yasaka updated (05/24/16)
Post by: DoomBowser on May 26, 2016, 10:35:53 pm
Bugs and other potential issues report:
Yukari Yakumo
Sakuya Izayoi
Byakuren Hijiri
Yuyuko Saigyouji
Koishi Komeiji
Edit:
Marisa Kirisame
Title: Re: Yukari Yakumo updated (05/27/16), Yuuka Kazami updated (05/26/16)
Post by: Ricepigeon on May 28, 2016, 01:02:32 am
Yukari, Sakuya, & Koishi updated

Yukari changelist:
Quote
=======================================
05/27/16 - Version 2016.05.27
=======================================

Changes from Version 2016.01.08

- Fixed control issue with palette & spellcard selection.
- Fixed bug involving forward dashing immediately after a knockdown.
- Fixed bug where Throw would not cause Soft Knockdown.
- Urashima's Box: Now interacts with gaps correctly in mirror matches.
- Ride the Waves: Fixed interaction with projectiles.
- Shikigami "Chen": Is now a melee attack.
- Shikigami "Chen": Damage per hit increased (90 -> 105), Proration increased (90% -> 85%).
- Shikigami "Ran Yakumo": Is now a melee attack.
- Border Sign "Quadruple Border": Is now a melee attack.
- Yukari's Arcanum "Danmaku Bounded Field": Animation renewed.
- Yukari's Arcanum "Danmaku Bounded Field": Fixed lag issues in IKEMEN
- Yukari's Arcanum "Danmaku Bounded Field": Fixed glitch where Knockdown could be teched

Sakuya changelist:
Quote
=======================================
05/27/16 - Version 2016.05.27
=======================================

Changes from Version 2016.05.12

- Fixed control issue with palette & spellcard select.
- Fixed projectile interaction with Yukari's Ride the Waves.

Koishi changelist:
Quote
=====================================
05/27/16 - Version 2016.05.27
=====================================

Changes from Version 2016.05.18

- Taunt added.
- Fixed bug with lose animation not displaying properly.
- Unanswered Love: Koishi now only repeats the move automatically up to 8 times.

@DoomBowser: Tried to tackle everything you mentioned with Yukari's gap projectile interaction, the rest are character specific bugs and will be ironed out once I update them.
Title: Re: Yukari Yakumo updated (05/28/16) Sakuya Izayoi Koishi Komeiji updated (05/27/16)
Post by: Ricepigeon on May 28, 2016, 05:41:21 am
Updated Yukari again. She's no longer 4x weak to Stealth Rock trains.

Quote
=======================================
05/28/16 - Version 2016.05.28
=======================================

Changes from Version 2016.05.27

- Obsolete Line "Trip to the Old Station": Fixed OHKO issue in mirror matches.
Title: Re: Marisa & Yukari updated (05/28/16) Sakuya & Koishi updated (05/27/16)
Post by: Ricepigeon on May 29, 2016, 02:11:59 am
Marisa updated

Quote
=====================================
05/28/15 - Version 2016.05.28
=====================================

Changes from Version 2016.01.01:

- Fixed control issue during spellcard & palette select.
- 12 new palettes added.
- Forward run velocity slightly decreased.
- Throw: No longer causes techable Knockdown against certain opponents.
- Throw: Damage increased (80 -> 90).
- Witching Blaster: Fixed interaction with Yukari's Ride the Waves.
- Witch Leyline: Marisa now immediately dismounts her broomstick on hit.
- Narrow Spark: No longer affected by Yukari's Ride the Waves.
- "Sungrazer": New Last Word BGM. Slightly renewed effects.
Title: Re: Marisa & Yukari updated (05/28/16) Sakuya & Koishi updated (05/27/16)
Post by: DoomBowser on May 29, 2016, 03:28:30 am
There's an issue with Yukari's Fight the Ocean that seems to have only started occurring recently, where some of the projectiles stop moving and enter a divide by zero state twice, though they do disappear properly. Dubug info is:

Warning: player gap_projectile in state 1321: division by zero
Title: Re: Byakuren, Marisa, Yukari updated (05/28/16)
Post by: Ricepigeon on May 29, 2016, 05:32:48 am
Byakuren updated

Quote
=======================================
05/28/16 - Version 2016.05.28
=======================================

Changes from Version 2016.01.07

- Fixed control bug during spellcard & palette selection.
- Added 1 new intro.
- Walk speed slightly increased.
- Life increased (950 -> 1000)
- Durga's Soul: Startup time decreased by 3f. Counter startup time decreased by 3f.
- Durga's Soul: No longer triggers an opponent's counterhit during armor state.
- Durga's Soul: Now grants Byakuren 60% damage reduction from melee attacks until active frames.
- "Brilliance of Mahavairocana": Can no longer be activated by pressing B.
- "Brilliance of Mahavairocana": Now activates against projectiles. Projectile counters deal less damage.
- "Angira's Knowledge": Last Word BGM added.

There's an issue with Yukari's Fight the Ocean that seems to have only started occurring recently, where some of the projectiles stop moving and enter a divide by zero state twice, though they do disappear properly. Dubug info is:

Warning: player gap_projectile in state 1321: division by zero

Odd. Under what circumstances does this occur?
Title: Re: Marisa & Yukari updated (05/29/16), Byakuren updated (05/28/16)
Post by: Ricepigeon on May 30, 2016, 02:49:32 am
More bugfixes for Marisa and Yukari

Marisa:
Quote
=====================================
05/29/15 - Version 2016.05.29
=====================================

Changes from Version 2016.05.28:

- Fixed palette debug error
- "Sungrazer": Fixed bug where Marisa would be stuck offscreen on certain stages.

Yukari:
Quote
=======================================
05/29/16 - Version 2016.05.29
=======================================

Changes from Version 2016.05.28

- Fight the Ocean: Added safeguard to remove debug errors.
Title: Re: Flandre Scarlet updated (05/30/16), Marisa & Yukari updated (05/29/16)
Post by: Ricepigeon on May 30, 2016, 11:33:09 pm
Flandre updated

Quote
=====================================
05/30/16 - Version 2016.05.30
=====================================

Changes from Version 2016.04.26:

- Fixed control issue during palette & spellcard selection.
- Throw: Fixed issue where Knockdowns could be teched.
- Secret Barrage "And Then Will There Be None": Fixed binding issue aganinst airborne opponents.
- Secret Barrage "And Then Will There Be None": Added Last Word BGM.
Title: Re: Flandre Scarlet updated (05/30/16), Marisa & Yukari updated (05/29/16)
Post by: DoomBowser on June 01, 2016, 12:15:05 am
Minor issues with Reimu:
Issues with Utsuho...again:

Edit: a list of potentially unusual Ride the Waves interactions, I'm not sure how many of these are legitimate issues or just nitpicking; lots of this stuff seems to relate to Hypers, oddly enough.
Spoiler, click to toggle visibilty
Title: Re: Utsuho Reiuji updated (06/02/16), Flandre Scarlet updated (05/30/16)
Post by: Ricepigeon on June 03, 2016, 03:02:06 am
Utsuho updated

Quote
=====================================
06/02/16 - Version 2016.06.02
=====================================

Changes from Version 2016.05.24

- Control Rod: Fixed interaction with Yukari's Ride the Waves.
- Explosion Sign "Giga Flare": Fixed interaction with Yukari's Ride the Waves.
- Flare Up: Fixed interaction with Yukari's Ride the Waves.
- Hell Geyser: Fixed interaction with Yukari's Ride the Waves.
- Rocket Dive: Can now be used in air.
Title: Re: Reimu Hakurei updated (06/04/16), Utsuho Reiuji updated (06/02/16)
Post by: Ricepigeon on June 04, 2016, 06:57:49 am
Reimu & Mokou upated

Reimu changes:
Quote
=====================================
06/04/16 - Version 2016.06.04
=====================================

Changes from Version 2016.02.15:

- Fix Control issue on Spellcard & Palette selection.
- 10 new palettes.
- Corrected liedown.time value.
- Fixed incorrect velocity bug on most attacks.
- Divine Spirit "Fantasy Seal": No longer bypasses Yukari's Ride the Waves.
- Divine Arts "Omnidirectional Demon Binding Circle": Can no longer link into itself.
- "Fantasy Heaven": Is no longer blocked by Yukari's Ride the Waves.
- "Fantasy Nature": Fixed certain debug errors.
- "Fantasy Nature": New Last Word BGM.

Mokou changes:
Quote
=====================================
06/04/16 - Version 2016.06.04
=====================================

Changes from Version 2016.02.17

- Fixed control issues with spellcard & palette selection.
- Flame Talismans: Improved interaction with Yukari's Ride the Waves.
- Mt. Fuji Eruption: Is now classed as a melee attack.
- "Phoenix Rebirth": Last Word BGM added.
Title: Re: Yuyuko Saigyouji updated (06/05/16), Mokou & Reimu updated (06/04/16)
Post by: Ricepigeon on June 06, 2016, 12:50:14 am
Yuyuko updated

Quote
===================================
06/05/15 - Version 2016.06.05
===================================

Changes from Version 2015.12.16

- Fixed control bug during palette & spellcard selection.
- Light of the Undead: No longer blocked by Yukari's Ride the Waves.
- Ghostly Butterfly: Animation no longer cancelled if Yuyuko lands prematurely.
- Death Sign "Ghastly Dream": No longer blocked by Yukari's Ride the Waves.
- Butterfly Sign "Death Lance": Lasers are now aimed at opponent.
- Butterfly Sign "Death Lance": Damage per hit decreased (60 -> 55).
Title: Re: Yuyuko Saigyouji updated (06/05/16), Mokou & Reimu updated (06/04/16)
Post by: DoomBowser on June 06, 2016, 09:00:04 pm
- Light of the Undead: No longer blocked by Yukari's Ride the Waves.
Actually, the central laser is still being nullified by Ride the Waves, but there's also this new issue that I've stumbled across with LotU where landing at just the right moment makes it so both the aerial and ground versions of the attack become active and hit the opponent for a 10-hit combo; a similar issue might occur with Ghostly Butterfly, though I have yet to pull it off.
Title: Re: Reimu Hakurei & Yuyuko Saigyouji updated (06/06/16), Mokou updated (06/04/16)
Post by: Ricepigeon on June 07, 2016, 03:21:28 am
Reimu and Yuyuko updated

Reimu changes:
Quote
=====================================
06/04/16 - Version 2016.06.06
=====================================

Changes from Version 2016.06.04:

- Corrected awkward AI behavior when blocking.
- Rain Dance: Corrected bug in air version where Reimu could fall through the ground.

Yuyuko changes:
Quote
===================================
06/06/15 - Version 2016.06.06
===================================

Changes from Version 2016.06.05

- Light of the Undead: Fixed interactivity with Yukari's Ride the Waves.
- Light of the Undead: Fixed issue where lasers would duplicate when landing from air version.
- Ghost Butterfly: Fixed issue where butterflies would duplicate when landing from air version.
Title: Re: Komachi Onozuka updated (06/08/16), Reimu & Yuyuko updated (06/06/16)
Post by: Ricepigeon on June 09, 2016, 04:11:55 am
Komachi updated

Quote
=====================================
06/08/16 - Version 2016.06.08
=====================================

Changes from Version 2016.05.17

- Spirits of the Firm: Is now properly absorbed by Yukari's Ride the Waves.
- The Endless Way: Is no longer absorbed by Yukari's Ride the Waves.
- "Scythe of Final Judgement": Damage increased (380 -> 400).
- "Scythe of Final Judgement": Is no longer absorbed by Yukari's Ride the Waves.
- "Short Life Expectancy": Startup reduced by 3f.
- "Short Life Expectancy": Now deals an additional static 50 damage in addition to its normal damage.
Title: Re: Eirin Yagokoro updated (06/09/16), Komachi Onozuka updated (06/08/16)
Post by: Ricepigeon on June 10, 2016, 04:03:14 am
Eirin updated.

Quote
=======================================
06/09/16 - Version 2016.06.09
=======================================

Changes from Version 2016.04.28:

- Revamped juggle system.
- Fixed control bug in palette & spellcard selection.
- Burst Shot: Air version startup increased by 3f.
- Omoikane's Brain: Is no longer absorbed by Yukari's Ride the Waves.
- "Apollo 13": Now applies 92.5% proration when comboed into.
- "Genealogy of the Skyborn": Removed. Replaced with Genius Sign "Lunar Weapon -Brahmastra-"
Title: Re: Koishi Komeiji updated (06/20/16)
Post by: Ricepigeon on June 21, 2016, 03:04:07 am
Koishi updated. Fixes a major bug that was recently discovered

Quote
=====================================
06/20/16 - Version 2016.06.20
=====================================

Changes from Version 2016.05.27

- Catch & Rose: Can no longer become "detached" from Koishi.
- Catch & Rose: Rose now releases opponent if Koishi is somehow hit.
Title: Re: Utsuho Reiuji updated (06/21/16), Koishi Komeiji updated (06/21/16)
Post by: Ricepigeon on June 22, 2016, 03:32:33 am
Utsuho updated

Quote
=====================================
06/21/16 - Version 2016.06.21
=====================================

Changes from Version 2016.06.02

- Control Rod: Fixed bug where Utsuho would not fire projectile at certain times.
- Rocket Dive: Charged versions will no longer prevent Utsuho from being KOed.
Title: Re: Sanae Kochiya released (07/04/16)
Post by: Ricepigeon on July 04, 2016, 06:21:38 am
(http://i.imgur.com/j82ghUL.png)

Fourth of July release, Sanae springs into action.
Title: Re: Sanae Kochiya released (07/04/16)
Post by: Ricepigeon on July 04, 2016, 08:32:11 pm
Sanae reuploaded. Fixed a bug involving her victory quotes.
Title: Re: Sanae Kochiya released (07/04/16)
Post by: Ricepigeon on July 04, 2016, 10:44:26 pm
Sanae updated (again). Fixed issues

Quote
=====================================
07/04/16 - Version 2016.07.04.01
=====================================

Changes from version 2016.07.04

- Corrected color separation issue in Sanae's taunt.
- Can no longer immediately walk when landing from a jump.
Title: Re: Sanae Kochiya released (07/04/16)
Post by: 【MFG】gui0007 on July 05, 2016, 01:59:38 am
AWW YES!! :D :D
Thanks for releasing Sanae and for the updates Rice. Time to test! :)
Title: Re: Sanae Kochiya released (07/04/16)
Post by: RoySquadRocks on July 05, 2016, 02:11:53 am
It's a MIRACLE!!!! XD
Title: Re: Sanae Kochiya released (07/06/16)
Post by: Ricepigeon on July 07, 2016, 03:23:38 am
Sanae updated.

Quote
=====================================
07/06/16 - Version 2016.07.06
=====================================

Changes from Version 2016.07.04.01

- Wind Gauge regeneration speed increased.
- Wind Gauge no longer recharges while Sanae is airborne.
- Corrected animation error when Sanae gets up from knockdown.
- Wind Goddess ~ Thrust: No longer preserves Sanae's vertical momentum at beginning of dash.
- Wind Goddess ~ Thrust: Now causes Soft Knockdown.
- Wind Call: Now causes Soft Knockdown.
- Omikuji Bomb (Bad Luck): Corrected glitch in projectile homing.
- Esoterica "Forgotten Ritual": Corrected misplaced effects.
Title: Re: Sanae Kochiya & Lie Meiling updated (07/07/16)
Post by: Ricepigeon on July 08, 2016, 02:47:48 am
Sanae & Lie Meiling updated

Sanae changes:
Quote
=====================================
07/07/16 - Version 2016.07.07
=====================================

Changes from Version 2016.07.06

- Wind Goddess ~ Thrust: Corrected air version's inability to cause Soft Knockdowns.

Lie Meiling changes:
Quote
=======================================
07/07/16 - Version 2016.07.07
=======================================

Changes from Version 2016.05.19

- Throw: Corrected forward throw's inability to KO opponent.
- 5z: Startup decreased by 1f.
- Air 2y: Hitstun decreased by 2f, blockstun reduced by 4f.
- Ultraviolet Flip ~ Divekick: Hitstun decreased by 2f, blockstun reduced by 4f.
- Ultraviolet Flip ~ Divekick: Corrected bug where Lie Meiling regains control early upon landing.
- Descending Dragon Slam: Z version startup decreased by 1f.
- Piercing Heaven "Youkai Armageddon": Now costs 3000 power. Command changed to U,U,x+y+z
- Piercing Heaven "Youkai Armageddon": Minimum damage scaling increased to 100%
- Piercing Heaven "Youkai Armageddon": Damage increased (355 -> 420)
- Piercing Heaven "Youkai Armageddon": Startup decreased by 1f.
- "Descent of the Black Dragon": Damage increased (420 -> 430)
Title: Re: Sanae Kochiya & Lie Meiling updated (07/07/16)
Post by: The Boss on July 08, 2016, 04:24:06 am
Thats good.



By the way,Mr.Ricepigeon,what are you gonna making next?
Title: Re: Byakuren Hijiri updated (08/06/16)
Post by: Ricepigeon on August 07, 2016, 01:42:10 am
Byakuren updated. Includes rebalances and changes to how her skill charges work.

Quote
=======================================
08/06/16 - Version 2016.08.06
=======================================

Changes from Version 2016.05.28

- Byakuren can now store partial charges. Visible gauge added showing both charge progress and
  time remaining for 'Superhuman "Byakuren Hijiri"'.
- Skill Declare: command changed to X+Y+Z.
- Skill Declare: Animation time drastically changed. Minimum total animation time reduced to 17f.
- Skill Declare: Normals can now be cancelled into Skill Declare.
- Skill Declare: Gains slight boost to charge speed when cancelled into from normals.
- Durga's Soul: Startup time reduced to 33f.
- Durga's Soul: Effects changed.
- Durga's Soul: Hitbox size increased.
- Dance of Hanuman: Forward velocity & hit velocity increased.
- Dance of Hanuman: Horizontal hitbox size on all versions increased.
- Dance of Hanuman: Sword effect size increased. Sounds renewed.
- Virupaska's Eye: Startup invincibility time increased by 3f on all versions.
Title: Re: Byakuren Hijiri updated (08/06/16)
Post by: Ricepigeon on August 07, 2016, 11:57:46 pm
The download for Byakuren had to be reuploaded due to accidentally uploading the older version again. Apologies to everyone.
Title: Re: Patchouli Knowledge updated (08/07/16), Byakuren Hijiri updated (08/06/16)
Post by: Ricepigeon on August 08, 2016, 05:01:17 am
Patchouli updated.

Quote
===================================================
08/07/16 - Version 2016.08.07
===================================================

Changes from Version 2016.01.06

- Corrected control bug in palette selection.
- Life increased (850 -> 900).
- Walk speed slightly increased.
- Jumping gravity increased.
- 5y: Damage per hit increased (30 -> 35).
- Throw/Back Throw: Opponent now bounces off the ground.
- Throw/Back Throw: Startup decreased by 1f.
- Spring Wind: Startup time on all versions decreased by 2f. Startup invincibility decreased by 2f.
- Spring Wind [Z Version]: Now has additional 16f of Projectile invincibility at startup.
- Dew Spear: Now causes Groundbounce.
- Winter Element: Vertical size increased on both normal and Philosopher's Stone versions.
Title: Re: Hong Meiling updated (08/08/16), Patchouli Knowledge updated (08/07/16)
Post by: Ricepigeon on August 09, 2016, 04:08:11 am
Hong Meiling updated.

Quote
=====================================
08/08/16 - Version 2016.08.08
=====================================

Changes from Version 2016.01.07

- Fixed control issues during palette selection.
- Revised hitboxes on many animations.
- Resolved issues with Fall teching.
- 5x: Startup decreased by 1f.
- 2y: Opponent now recovers at peak of launch.
- New Command Normal: 4y & j.4y.
- 5z: Startup decreased by 1f.
- 2z: Fixed issue with applying additional proration on hit.
- 3z: Startup on non-Tiger version decreased by 1f.
- 6z: Startup decreased by 1f.
- Throw/Backthrow: Startup decreased by 1f.
- Fixed issues with certain Specials causing Hard Knockdown instead of Soft Knockdown, except for Scarlet Cannon [Tiger Strength].
- Fixed inability to cancel dashes into specials and supers.
- Scarlet Cannon [X Version]: Now has startup invincibility.
- Scarlet Cannon [Y Version]: Now has upper body invincibility.
- Cyclone Light Step: Startup on all non-Fierce Tiger versions decreased by 1f.
- Descending Flower Slam: Damage on all versions increased (X/Y: 80 -> 100, Z: 100 -> 120)
Title: Re: Hong Meiling updated (08/08/16), Patchouli Knowledge updated (08/07/16)
Post by: 2Dee4ever on August 09, 2016, 04:20:41 am
What's her super cineamatic move look like? I just wanna see that.
Title: Re: Hong Meiling updated (08/08/16), Patchouli Knowledge updated (08/07/16)
Post by: PlasmoidThunder on August 09, 2016, 10:42:43 am
What, Meiling's? She doesn't have one.
Title: Re: Alice Margatroid (08/10/16), Hong Meiling updated (08/08/16)
Post by: Ricepigeon on August 11, 2016, 05:39:41 am
Alice updated.

Quote
==========================================
Version 2016.08.10
==========================================

Changes from Version 2016.04.30:

- Fixed control bug during spellcard selection.
- Throw/Back Throw: Hitbox size increased. Opponent now bounces off the ground.
- Doll Arrangement: Removed. Replaced with Thousand Spear Dolls (B,D,DB + X/Y/Z).
- Doll Set: Can now be hit by an opponent's non-throw attacks.
- Doll Set: Number of dolls Alice can have onscreen increased to 2.
- Doll Activation: Doll velocity increased.
- "Goliath Doll MkII": Fixed lag glitch in IKEMEN.
Title: Re: Yuyuko Saigyouji updated (08/12/16), Alice Margatroid (08/10/16)
Post by: Ricepigeon on August 13, 2016, 03:37:17 am
Yuyuko updated

Quote
===================================
08/12/15 - Version 2016.08.12
===================================

Changes from Version 2016.06.06

- BUGFIX: Corrected behaviors with Soft Knockdowns and resets.
- Fixed Fall tech behavior.
- j.2z: Added 10f recovery lag upon landing.
- j.2z: Hitstun reduced by 1f.
- Light of the Undead: fixed bug with hitspark positioning.
- Light of the Undead: Now causes Soft Knockdown
Title: Re: Alice Margatroid updated (08/13/16), Yuyuko Saigyouji updated (08/12/16)
Post by: Ricepigeon on August 13, 2016, 07:30:18 pm
Alice updated again

Quote
==========================================
Version 2016.08.13
==========================================

Changes from Version 2016.08.10:

- 2y: Recovery reduced by 3f.
- Fixed issues with Ground teching.
- Fixed bug where specials would cause Hard Knockdown.
- Doll Set: Fixed bug where dolls would return to Alice if previous doll was destroyed.
- Volatile Doll: Vertical hit velocity decreased.
- Thousand Spear Dolls [X Version]: Hit velocity of first three hits decreased.
- "Return Inanimate": Is now properly absorbed by Yukari Yakumo's "Ride the Waves".
Title: Re: Fujiwara no Mokou updated (08/25/16), Alice Margatroid updated (08/13/16)
Post by: Ricepigeon on August 26, 2016, 02:36:09 am
Mokou updated

Quote
=====================================
08/25/16 - Version 2016.08.25
=====================================

Changes from Version 2016.06.04

- Walk and Dash speeds increased.
- Fixed Head & Mid positions.
- Adjusted horizontal movement during ground tech recovery.
- 5x, 2x, and j.5x no longer drain Mokou's health.
- Flame Punch: Distance travelled increased. Recovery time increased by 1f.
- Resurrection Pillar: Vertical hit velocity increased.
- "Immortality's Reckless Sacrifice": Fixed attack glitch when Mokou is hit during startup.
- "Phoenix Rebirth": No longer limits Mokou's maximum life to 800.
- "Phoenix Rebirth": Music now properly stops when Mokou is KOed.
Title: Re: Yukari Yakumo updated (09/18/16)
Post by: Ricepigeon on September 18, 2016, 09:41:01 am
Yukari updated:

Quote
=======================================
09/18/16 - Version 2016.09.18
=======================================

Changes from Version 2016.05.29

- Adjusted Wallbounce behaviors.
- j.2y: Velocity increased.
- j.2y: Hitstun & Blockstun decreased by 5f.
- Illusion Rift [X Version]: Now performs Wallbounce on Counterhit.
- Illusion Rift [Z Version]: Now performs Groundbounce on Counterhit.
- "Danmaku Bounded Field": Command changed to D,DB,B,D,DB,B, x+y+z
- "Danmaku Bounded Field": Active frames increased by 3f.
Title: Re: Six Touhou characters updated (09/22/16)
Post by: Ricepigeon on September 23, 2016, 03:33:46 am
Six characters updated.

Cirno:
Quote
Fixed getup from liedown animation issues.

Mokou:
Quote
Maximum Life reduced: 1000 -> 900
Fixed getup from liedown animation issues.
Hollow Giant Woo: 2nd & 3rd hits no longer autocorrect.
Phoenix Rebirth: Automatic life drain speed increased by 50%.

Koishi:
Quote
Fixed getup from liedown animation issues.
Fixed velocity issues from recovery teching.
Fixed improper color separation in sprites.

Sanae:
Quote
Fixed velocity behavior in ground teching.
Fixed issue with liedowntime value.

Utsuho:
Quote
Fixed velocity issue in ground tech.
Fixed getup from liedown animation issues.
Grab startup time increased by 1f.
Chargeable specials can now be dash cancelled during charge.
Flare Up: Projectiles no longer cast a shadow on certain stages.

Komachi:
Quote
New select portrait.
Fixed palette bug during select screen.
Fixed velocity issue with ground tech.
Fixed getup from liedown animation issues.
Power gains on normal attacks adjusted.
Wind on the Last Journey: Hitvels adjusted.
Title: Re: Marisa Kirisame updated (09/24/16), Six Touhou characters updated (09/22/16)
Post by: Ricepigeon on September 24, 2016, 05:55:55 am
Marisa updated

Quote
=====================================
09/24/15 - Version 2016.09.24
=====================================

Changes from Version 2016.05.29:

- Walk & Dash velocities decreased.
- Taunt added (finally lol)
- Fixed animation issue with Getup from liedown.
- Fixed velocity issue with ground tech.
- Witching Blaster: Startup on all versions increased by 1f.
- Witch Leyline: Vertical hit velocity increased on all versions.
- Master Spark: P2 power gain per hit decreased (20->15)
- Blazing Star: P2 power gain on hit increased (40->300)
- Blazing Star: Damage increased (200->230).
- Final Spark: P2 power gain per hit decreased (20->15)
- Dragon Meteor: P2 power gain per hit decreased (20->15)
- Sungrazer: P2 power gain on hit increased (40->600)
Title: Re: Marisa & Flandre updated (09/24/16), Six Touhou characters updated (09/22/16)
Post by: Ricepigeon on September 25, 2016, 01:07:19 am
Flandre updated
Quote
=====================================
09/24/16 - Version 2016.09.24
=====================================

Changes from Version 2016.05.30:

- Fixed animation issue with getup from liedown.
- Fixed velocity issue with ground tech.
- 5z: hitbox on 2nd hit increased.
- 5z: Now moves Flandre forward.
- 5z: Damage per hit decreased (50->45).
- Catadioptric: Can now be followed up into Starbow Break B (D+x/y/z)
- "Four of a Kind": Total power gained by P2 increased (25->300).
- "Laevatein": Flandre no longer forces camera to follow her when jumping towards the wall.
- "Weapon of Mass Destruction": Power gained by P2 per hit increased (20->60).
- "Weapon of Mass Destruction": Damage per hit increased (39->42), chip damage increased (7->11).

Kanako updated:
Quote
=====================================
09/24/16 - Version 2016.09.24
=====================================

Changes from Version 2016.05.24

- Fixed velocity issue with ground tech.
- Fixed animation issue with get up from liedown.
- Fixed color separation issues in certain sprites.
- 5y: Hitstun increased by 2f, blockstun by 1f.
- j.6z: Fixed velocity issue when Kanako performs the move just before landing.
- Sky God: Wind Summon: Recovery time on all versions reduced by 4f.
- Sky God: Wind Summon: Hitstun increased by 1f.
- Sky God: Onbashira: Opponent can no longer tech the knockdown or groundbounce.
- Omiwatari Cross: startup on first attack decreased by 2f.
- "Expanded Onbashira": P2 meter gain per hit increased (9->30).
- "Meteoric Onbashira": P2 meter gain per hit increased (20->60).
- "Virtue of Wind God": P2 meter gain increased (20->600).
Title: Re: Yuuka Kazami updated (09/26/16), Marisa, Flandre & Kanako updated (09/24/16)
Post by: Ricepigeon on September 27, 2016, 04:36:58 am
Yuuka updated

Quote
=====================================
09/26/16 - Version 2016.09.26
=====================================

Changes from Version 2016.05.26:

- Walk and Dash speeds increased.
- 5z: Can now be charged by holding Z. Charged version causes more damage, knockdown, and super armor.
- Creeping Thyme: Velocity increased.
- Creeping Thyme: No longer leaves large space behind cornered opponents.
- Creeping Thyme: Now automatically attempts to grab after a certain distance.
- Flowers in the Wind: Vertical hit velocity increased.
- Reflowering of Gensokyo: Now correctly gives power to P2.
- Beauty of Nature: P2 power gain per hit increased (30->60).
- Beauty of Nature: Now forces P2 into a standing state if hit out of a fall state.
- Original Master Spark: Corrected angledraw issue if Yuuka was hit by certain attacks prior to execution.
- Original Master Spark: Adjusted animations of P2.
- Original Master Spark: Now correctly gives power to P2.
- Twin Spark: P2 power on hit decreased: (900 -> 600).
Title: Re: Yuuka Kazami updated (09/27/16), Marisa, Flandre & Kanako updated (09/24/16)
Post by: Ricepigeon on September 28, 2016, 01:43:53 am
Yuuka updated again. Fixed a critical bug in her new skill

Quote
=====================================
09/27/16 - Version 2016.09.27
=====================================

Changes from Version 2016.09.26:

- Fixed animation bug in charged 5z's armor states.
Title: Re: Yukari Yakumo updated (09/29/16), Yuuka Kazami updated (09/27/16)
Post by: Ricepigeon on September 30, 2016, 03:16:49 am
Yukari updated

Quote
=======================================
09/29/16 - Version 2016.09.29
=======================================

Changes from Version 2016.09.18

- Changed palette order on select screen.
- Corrected incorrect information in the readme regarding Illusion Rift's properties.
- j.D+Y: hitstun and block stun increased by 1f, startup reduced by 1f, landing recovery increased by 1f.
- j.Z: adjusted velocity behavior.
- Zen Temple Butterfly: Hit velocity increased on all versions.
- Illusion Rift [X]: vertical hit velocity increased.
- Gazing Eye: P2 power gain decreased (40->20)
- "Chen": P2 power gain per hit increased (25->130)
- "Ran Yakumo": P2 power gain per hit decreased (20->15)
- "Quadruple Border": P2 power gain per hit increased (20->30), damage on final hit decreased (165->145)
- "Laplace's Demon": P2 power gain per hit decreased (40->35).
- "Trip to the Old Station": P2 power gain per hit increased (200->225)
- "Danmaku Bounded Field": P2 power gain on hit increased (400->600)
- "Danmaku Bounded Field": Corrected animation issue during cinematic.
Title: Re: Koishi Komeiji & Yukari Yakumo updated (09/30/16)
Post by: Ricepigeon on October 01, 2016, 03:10:42 am
Koishi and Yukari have been updated. The latter fixes the inability to perform certain follow-ups that were possible prior to the previous update.

Koishi:
Quote
=====================================
09/30/16 - Version 2016.09.30
=====================================

Changes from Version 2016.09.22

- Fixed additional improper color separation in sprites.
- 5y: Cooldown timer reduced by 30f.
- Unanswered Love: Damage on Y and Z versions increased (85->90 & 90->100).
- "Release of the Id": P2 power gain per hit increased (20->30).
- "Brambly Rose Garden": Now properly gives power to P2 after cinematic.
- "Ancestors are Watching You": P2 power gain per hit decreased (40->34).

Yukari:
Quote
=======================================
09/30/16 - Version 2016.09.30
=======================================

Changes from Version 2016.09.29

- Zen Temple Butterfly: Z-version hit velocity reverted back to pre-2016.09.29 velocities.
Title: Re: Kanako Yasaka updated (10/01/16), Koishi & Yukari updated (09/30/16)
Post by: Ricepigeon on October 01, 2016, 11:18:49 pm
Kanako updated

Quote
=====================================
10/01/16 - Version 2016.10.01
=====================================

Changes from Version 2016.09.24

- Removed stray pixels on some sprites.
- Glide: Adjusted horizontal velocity.
- j.6z: Fixed another velocity issue when Kanako performs the move just before landing.
- 6z/j.6z: Projectile now properly destroys itself if Kanako is hit during startup.
- New Special: Misayama Hunting Ritual (F,D,DF+x/y/z).
- Sky God: Wind Tunnel: Startup decreased by 1f.
- "Beautiful Spring-like Suiga": P2 power gain per hit increased (20->30).
Title: Re: Koishi Komeiji updated (10/05/16), Kanako Yasaka updated (10/01/16)
Post by: Ricepigeon on October 06, 2016, 02:43:55 am
Koishi updated

Quote
=====================================
10/05/16 - Version 2016.10.05
=====================================

Changes from Version 2016.09.30

- Fixed odd behavior involving walk animations after using Unanswered Love.
Title: Re: Sanae Kochiya updated (10/08/16), Koishi Komeiji updated (10/05/16)
Post by: Ricepigeon on October 09, 2016, 12:12:09 am
Sanae & Sakuya updated

Sanae:
Quote
=====================================
10/08/16 - Version 2016.10.08
=====================================

Changes from Version 2016.09.22

- Wind Goddess ~ Thrust: Now grants projectile invincibility during charge.
- Earth Goddess ~ Shield: Bubble HP increased (150->200).
- "Charm of Good Commerce": P2 power gain per hit increased (10->13).
- "Forgotten Ritual": P2 power gain per hit decreased (10->8 ).
- "Night of the Supernova Storm": P2 power gain per hit decreased (20->15).
- "Moses's Miracle": Adjusted command timing.
- "Moses's Miracle": P2 power gain on hit increased (200/175 -> 600/600).

Sakuya:
Quote
=======================================
10/08/16 - Version 2016.10.08
=======================================

Changes from Version 2016.05.27

- 5 new palettes.
- Revised ground tech recovery animation.
- 5y: Damage increased (37->43).
- 5y: Recovery time reduced by 1f, blockstun increased by 1f.
- Sense of Thrown Edge: Startup on ground versions reduced by 2f.
- Sense of Thrown Edge: Ground recovery frames reduced by 8f, air recovery by 2f.
- Sense of Thrown Edge [Z version]: Number of knives decreased (7->6).
- "Killing Doll": Damage per hit increased (16.5->18.5)
- "Killing Doll": P2 power add per hit increased (10->18)
- "Sakuya's World": Timer gauge now has visual indication of when "Jill the Ripper" can be used.
- "Jill the Ripper": Can now only be used if "Sakuya's World" has more than 2 seconds remaining.
- "Deflation World": Second active frame onward now spawns a projectile.
Title: Re: Yuyuko Saigyouji updated (10/09/16), Sanae & Sakuya updated (10/08/16)
Post by: Ricepigeon on October 09, 2016, 06:33:08 am
Yuyuko & Utsuho updated

Yuyuko changes:
Quote
===================================
10/09/15 - Version 2016.10.09
===================================

Changes from Version 2016.08.12

- Fixed palette key mapping on select screen.
- Fixed animation 5120.
- Adjusted velocity behavior from ground techs.
- 5x: Hitbox adjusted.
- 5x: Recovery time decreased by 4f.
- "Ageless Dream": P2 power gain on hit increased (10->300).
- "Ageless Dream": Hitbox size increased.
- "Ageless Dream": Base damage increased (50->60).
- "Ghastly Dream": Frame advantage on block decreased (+1->-20).
- "Ghastly Dream": P2 power gain per hit increased (20->30).
- "Death Lance": P2 power gain per hit increased (50->75).
- "Sense of Cherry Blossom": Command changed to D,DB,B,D,DB,B + X+Y+Z

Utsuho changes:
Quote
=====================================
10/09/16 - Version 2016.10.09
=====================================

Changes from Version 2016.09.22

- 1 new palette, 1 old palette removed.
- j.5y: Now causes groundbounce on counterhit.
- Rocket Dive: Velocities increased.
- Rocket Dive: Hit velocities adjusted.
- Rocket Dive: Fully charged Rocket Dives now cause Hard Knockdown.
- "Creeping Sun": Can now be used in air.
- "Giga Flare": P2 power gain per hit decreased (30->18).
- "Tera Flare": P2 power gain per hit decreased (20->14).
- "Yatagarasu Dive": P2 power gain per hit increased (40->85).
- "Uncontrollable Dive": P2 power gain per hit decreased (60->37).
Title: Re: Fujiwara no Mokou updated (10/10/16), Yuyuko & Utsuho updated (10/09/16)
Post by: Ricepigeon on October 11, 2016, 04:10:54 am
Mokou updated

Quote
=====================================
10/10/16 - Version 2016.10.10
=====================================

Changes from Version 2016.09.22

- Resurrection Pillar: Vertical velocity on recovery decreased.
- Immortality's Reckless Sacrifice: Startup reduced by 10f.
- Immortality's Reckless Sacrifice: P2 power gain per hit increased (20->50).
Title: Re: Eirin Yagokoro updated (10/11/16), Fujiwara no Mokou updated (10/10/16)
Post by: Ricepigeon on October 12, 2016, 04:48:29 am
Eirin updated

Quote
=======================================
10/11/16 - Version 2016.10.11
=======================================

Changes from Version 2016.06.09:

- Dash speeds decreased.
- Burst Shot: Startup & Recovery increased by 2f.
- Burst Shot: Arrow velocity increased.
- Burst Shot: Blockstun decreased by 2f.
- "Apollo 13": P2 power gain per hit increased (25->50).
- "Heaven Spider's Butterfly Catching Web": P2 power gain increased (550->600).
- "Omoikane's Brain": P2 power gain decreased (500->300).
Title: Re: Patchouli Knowledge updated (10/15/16), Eirin Yagokoro updated (10/11/16)
Post by: Ricepigeon on October 16, 2016, 02:10:34 am
Patchouli updated

Quote
===================================================
10/15/16 - Version 2016.10.15
===================================================

Changes from Version 2016.08.07

- Fixed Ground tech animation.
- Taunt added.
- Fixed lose by time over animation.
- Improved command detection.
- Fixed glitch when dashing immediately after getting up from liedown.
- 5x: Damage reduced (35->30).
- Spring Wind: Effects now properly disappear when Patchouli is hit.
- "St Elmo's Pillar": P2 power gain on hit increased (200->300).
- "Elemental Harvester": P2 power gain per hit increased (20->22).
- "Royal Flare": P2 power gain per hit increased (10->15).
Title: Re: Patchouli, Cirno, & Reisen updated (10/26/16)
Post by: Ricepigeon on October 27, 2016, 02:09:22 am
Patchouli, Cirno, and Reisen updated. Fixes a common shared issue with their KO animations.

Quote
=====================================
10/26/16 - Version 2016.10.26
=====================================

- Fixed KO animation issues.
Title: Re: Patchouli, Cirno, & Reisen updated (10/26/16)
Post by: Type_Vampire on October 28, 2016, 09:13:57 pm
Interesting.
Title: Re: Mokou, Yuuka, & Yukari updated (10/30/16)
Post by: Ricepigeon on October 30, 2016, 06:15:40 am
Reimu, Mokou, Yuuka, & Yukari updated

Reimu:
Quote
=====================================
10/30/16 - Version 2016.10.30
=====================================

Changes from Version 2016.06.06

- Fixed KO animation issues.
- Fixed issues with knockdowns.
- Fixed issues with animations 170.
- Fixed color separation issues on sprite group 1300.
- Fixed KO knockdown issues on custom states.
- Dimensional Rift [Z Version]: Fixed bug where airborne opponents could not ground tech recover.
- "Fantasy Seal": P2 power gain per hit decreased (20->18).
- "Omnidirectional Demon Binding Circle": P2 power gain per hit increased (25->30).
- "Omnidirectional Demon Binding Circle": Fixed bug where sound continues playing if Reimu is hit.
- "Fantasy Heaven": Initial activation no longer causes P2 to erroneously block.
- "Fantasy Heaven": Startup on attack activation decreased. Should no longer create a gap where opponent can block between hits.

Mokou:
Quote
=====================================
10/30/16 - Version 2016.10.30
=====================================

Changes from Version 2016.10.30

- Corrected recoverable Life meter displaying excess meter when certain options are selected.
- Corrected issue with knockdowns.
- Corrected knockdown behavior on custom states.

Yuuka:
Quote
=====================================
10/30/16 - Version 2016.10.30
=====================================

Changes from Version 2016.09.27

- Corrected issue with knockdowns.
- Corrected knockdown behavior on custom states.
- Corrected small icon not matching character palette.

Yukari:
Quote
=======================================
10/30/16 - Version 2016.10.30
=======================================

Changes from Version 2016.09.30

- Corrected issue with knockdowns.
- Corrected knockdown behavior on custom states.
Title: Re: Reimu, Mokou, Yuuka, & Yukari updated (10/30/16)
Post by: Ricepigeon on October 30, 2016, 11:36:53 pm
Had to reupload Reimu. Fixed several color separation issues that went unnoticed.
Title: Re: Cirno, Patchouli, Reisen, & Sanae updated (10/31/16)
Post by: Ricepigeon on November 01, 2016, 12:58:35 am
Cirno, Patchouli, Reisen, & Sanae updated:

Quote
=====================================
10/26/16 - Version 2016.10.31
=====================================

Changes from Version 2016.10.26

- Fixed knockdown issues.
Title: Re: Flandre, Komachi, & Yuyuko updated (11/01/16)
Post by: Ricepigeon on November 02, 2016, 03:57:38 am
Flandre, Komachi, & Yuyuko updated

Quote
=====================================
11/01/16 - Version 2016.11.01
=====================================

- Fixed Knockdown issues.
- Fixed Knockdown issues in custom states.
Title: Re: Eirin, Kanako, & Byakuren updated (11/02/16)
Post by: Ricepigeon on November 03, 2016, 01:53:55 am
Eirin, Kanako, & Byakuren updated

Quote
=====================================
11/02/16 - Version 2016.11.02
=====================================

- Fixed knockdown issues.
- Fixed knockdown issues on custom states.
Title: Re: Marisa, Sakuya, Hong Meiling & Lie Meiling updated (11/03/16)
Post by: Ricepigeon on November 04, 2016, 01:25:06 am
Marisa, Sakuya, Hong Meiling & Lie Meiling updated

Quote
=====================================
11/03/16 - Version 2016.11.03
=====================================

- Fixed knockdown issues.
- Fixed knockdown issues in custom states.
Title: Re: Alice updated (11/04/16) + 4 characters updated (11/03/16)
Post by: Ricepigeon on November 05, 2016, 02:36:02 am
Alice updated

Quote
==========================================
Version 2016.11.04
==========================================

Changes from Version 2016.08.13:

- Fixed colors on palettes 2 and 12.
- Fixed color separation issues.
- Fixed Knockdown issues.
- Fixed knockdown issues in custom states.
- Doll Activation: Can no longer be used if no dolls are on screen.
- "Shanghai Doll": P2 power gain per hit decreased (20 -> 16).
- "Return Inanimate": P2 power gain on hit increased (200 -> 300).
- "Goliath Doll": P2 power gain on hit increased (400 -> 600).
- "Lemmings Parade": P2 power gain per hit increased (15 -> 19).
Title: Re: Koishi updated (11/05/16) + Alice updated (11/04/16)
Post by: Ricepigeon on November 06, 2016, 12:01:41 am
Koishi & Utsuho updated

Koishi changes:
Quote
=====================================
11/05/16 - Version 2016.11.05
=====================================

Changes from Version 2016.10.05

- Fixed Knockdown issues.
- Fixed Knockdown issues in custom states.
- Fixed sprite issues.

Utsuho changes:
Quote
=====================================
11/05/16 - Version 2016.11.05
=====================================

Changes from Version 2016.10.09

- Fixed Knockdown issues
- Fixed Knockdown issues in custom states.
- Fixed color separation issues on some sprites.
- Control Rod: Charge is now retained during hitpause from normals.
- Rocket Dive: Recovery animation changed. No longer leaves Utsuho at a serious disadvantage if opponent ground techs.
Title: Re: Patchouli Knowledge updated (11/12/16) + Koishi & Utsuho updated (11/05/16)
Post by: Ricepigeon on November 13, 2016, 01:48:41 am
Patchouli updated

Quote
=====================================
11/12/16 - Version 2016.11.12
=====================================

Changes from Version 2016.10.31

- Dew Spear [Z version]: Corrected bug with input.
Title: Re: Reisen Udongein Inaba updated (11/19/16)
Post by: Ricepigeon on November 20, 2016, 05:22:20 am
Reisen updated

Quote
=====================================
11/19/16 - Version 2016.11.19
=====================================

Changes from Version 2016.10.31

- Adjustments to hit behaviors.
- Grab range decreased.
- Illusionary Blast [X Version]: Startup increased by 2f, recovery by 1f.
- Illusionary Blast [Y Version]: Startup increased by 2f, recovery by 1f.
Title: Re: Yuuka & Utsuho updated (11/22/16), Reisen Udongein Inaba updated (11/19/16)
Post by: Ricepigeon on November 23, 2016, 05:30:34 am
Yuuka & Utsuho updated

Yuuka changes:
Quote
=====================================
11/22/16 - Version 2016.11.22
=====================================

Changes from Version 2016.10.30

- 5z: Charged version armor state no longer delays death if Yuuka is KOed.
- Creeping Thyme [Z Version]: Armor state no longer delays death if Yuuka is KOed

Utsuho changes:
Quote
=====================================
11/22/16 - Version 2016.11.22
=====================================

Changes from Version 2016.11.05

- "Yatagarasu Dive": Chip damage on first hit increased.
- "Yatagarasu Dive": Corrected hit properties.
Title: Re: Lie Meiling & Kanako updated (11/23/16), Yuuka & Utsuho updated (11/22/16)
Post by: Ricepigeon on November 23, 2016, 11:18:17 pm
Lie Meiling & Kanako updated

Lie Meiling changes:
Quote
=====================================
11/23/16 - Version 2016.11.23
=====================================

Changes from Version 2016.07.07:

- Adjusted ground tech behavior.
- "Dichromatic Spark": Removed invincibility during active frames.

Kanako changes:
Quote
=====================================
11/23/16 - Version 2016.11.23
=====================================

Changes from Version 2016.11.02

- Misayama Hunting Ritual: Fixed bug where only first hit would connect against airborne opponents.
Title: Re: Lie Meiling & Kanako updated (11/23/16), Yuuka & Utsuho updated (11/22/16)
Post by: Ricepigeon on November 24, 2016, 10:36:23 pm
Lie Meiling reuploaded

Quote
=====================================
11/24/16 - Version 2016.11.24
=====================================

Changes from Version 2016.07.07:

- Adjusted ground tech behavior.
- "Dichromatic Spark": Removed invincibility during active frames.
- "Wrath of the Raging Youkai": No longer forces P2 into a block stance under certain circumstances.
Title: Re: Lie Meiling updated (12/04/16)
Post by: Ricepigeon on December 05, 2016, 04:30:36 am
Lie Meiling updated

Quote
=====================================
12/04/16 - Version 2016.12.04
=====================================

Changes from Version 2016.11.24:

- 2z: Leg hurtbox extended.
- Throw: Throw velocities adjusted. Throw animation recovery time increased by 8f.
- Seven Star Sword: Startup time on all versions increased by 2f.
- "Youkai Armageddon": Hit recovery increased. Can no longer follow up after hit.
Title: Re: Komachi Onozuka & Sanae Kochiya updated (12/07/16)
Post by: Ricepigeon on December 08, 2016, 03:58:47 am
Komachi & Sanae updated

Komachi:
Quote
=====================================
12/07/16 - Version 2016.12.07
=====================================

Changes from Version 2016.11.01

- j.5z: Vertical hitbox now has more downward range.
- j.2z: Startup time reduced by 2f.
- Soul Detonate: Command changed to X+Y+Z.
- Soul Detonate: Startup decreased by 4f.
- Lonely Bound Spirits: Spirit velocity increased.
- The Endless Way: Startup on all versions reduced by 5f.
- Malice Sign "Irresolute Bound Spirit": Spirit velocity increased.
- Poor Fate "Short Life Expectancy": Damage now equal to the sum of 25% of the opponent's max Life and 25% of the opponent's current life.

Sanae:
Quote
=====================================
12/07/16 - Version 2016.12.07
=====================================

Changes from Version 2016.10.31

- Wind Summon: Wind gauge amount per use increased, now roughly 33% (up from 25%).
- Wind Call: Projectile hitbox no longer activates instantly unless summoned wind is present.
- Iron Ring: Air recovery time increased. Landing recovery time increased by 8f.
- Cobalt Spread: Fixed bug where more than one frog appears on screen.
Title: Re: Remilia Scarlet updated (12/10/16), Komachi & Sanae updated (12/07/16)
Post by: Ricepigeon on December 11, 2016, 12:46:27 am
Remilia & Byakuren updated

Remilia changes:
Quote
=====================================
12/10/16 - Version 2016.12.10
=====================================

Changes from Version 2016.11.15

- 5z: Damage decreased (70->60).
- 6z: Damage decreased (75->70).
- j.5z: Damage decreased (70->60).
- Chain Gang [Z Version]: Damage decreased (40 -> 30).
- Chain Gang [Z Version]: Proration increased (90% -> 70%).
- Demon Lord Walk: Damage on 1st hit decreased (L: 91->81, M: 66->56, H: 53->43).
- Demon Lord Walk [Y & Z Versions]: Damage on 2nd hit decreased (M: 66->61, H: 53->48).
- "Scarlet Devil": Total damage reduced (438 -> 400).

Byakuren changes:
Quote
=====================================
12/10/16 - Version 2016.12.10
=====================================

Changes from Version 2016.11.02

- j.5z: Hitbox vertical reach increased.
- Back Throw: Animation changed. Now throws the opponent directly upward.
- Dance of Hanuman: 2nd & 3rd hit no longer consume skill charges.
Title: Re: Komachi Onozuka updated (12/21/16)
Post by: Ricepigeon on December 22, 2016, 03:50:36 am
Komachi updated

Quote
=====================================
12/21/16 - Version 2016.12.21
=====================================

Changes from Version 2016.12.07

- Taunt added.
- Fixed minor graphical issues in some sprites.
- Soul Detonate: Fixed bug where wisps would create clones of Komachi.
Title: Re: Koishi Komeiji updated (12/22/16), Komachi Onozuka updated (12/21/16)
Post by: Ricepigeon on December 23, 2016, 05:07:49 am
Koishi updated

Quote
=====================================
12/22/16 - Version 2016.12.22
=====================================

Changes from Version 2016.11.05

- 1 new palette added, now with 100% more Jojokes.
- Catch & Rose: Grab animation duration reduced by 12f.
- "Release of the Id": Can now be used in air.
Title: Re: Sakuya Izayoi updated (12/26/16), Koishi Komeiji updated (12/22/16)
Post by: Ricepigeon on December 27, 2016, 04:21:46 am
Sakuya updated

Quote
=====================================
12/26/16 - Version 2016.12.26
=====================================

Changes from Version 2016.11.03:

- Deflation World: No longer hits multiple times on block.
Title: Re: Reisen U. Inaba updated (12/31/16), Sakuya Izayoi updated (12/26/16)
Post by: Ricepigeon on January 01, 2017, 12:46:19 am
Reisen update

Quote
=====================================
12/31/16 - Version 2016.12.31
=====================================

Changes from Version 2016.11.19

- Drug UI repositioned.
- Illusionary Blast [Z Version]: Vertical velocity decreased.
- Illusionary Blast [Z Version]: Recovery time increased.
- Illusionary Blast [Z Version]: Can now be air blocked.
Title: Re: Reimu Hakurei updated (01/05/17), Reisen U. Inaba updated (12/31/16)
Post by: Ricepigeon on January 06, 2017, 04:01:05 am
Reimu updated

Quote
=====================================
01/05/17 - Version 2017.01.05
=====================================

Changes from Version 2016.10.30.01

- Fixed issue with missing required animations.
- Lose by time over animation now plays properly.
- Dash speed reduced.
- 5x: Damage increased (20->24).
- 2y: Can now cancel into 6y.
- Ascension Kick: Startup on all versions reduced by 1f.
- Ascension Kick: Power gain on startup increased (30->45).
- Omnidirectional Demon Binding Circle: Startup decreased by 1f.
Title: Re: Flandre Scarlet & Youmu Konpaku updated (01/10/17)
Post by: Ricepigeon on January 11, 2017, 06:20:34 am
Flandre and Youmu updated

Flandre:
Quote
=====================================
01/10/17 - Version 2017.01.10
=====================================

Changes from Version 2016.11.01:

- Starbow Break [All version]: Wall jump velocity increased.
- Catadioptric: Wall jump velocity increased.
- Starbow Break [X Version]: Projectile invincibility restored during active frames.
- Starbow Break [Y Version]: Now causes Flandre to descend at an angle. Now hits overhead.
- Catadioptic -> Starbow Break B: Now hits overhead.
- "Laevatein": Velocity increased.
- "Weapon of Mass Destruction": Damage per hit increased (39->45).

Youmu:
Quote
=====================================
01/10/17 - Version 2017.01.10
=====================================

Changes from Version 2017.01.04

- Spirit gain from standing near opponent increased during Level 2 and Level 3.
- Spirit loss during Level 2 and Level 3 decreased to x1.0 and x1.1, respectively.
- Spirit Levels 2 and 3 are now obtained at 350 and 700 Spirit, respectively (down from 400 and 750).
- Insightful Sword: Spirit gained from successful counter increased (90->125).
Title: Re: Youmu Konpaku updated (01/13/17)
Post by: Ricepigeon on January 14, 2017, 07:15:03 pm
Youmu updated. Since there's something with Webs atm that wont allow me to save any changes to the website, I'll be direct linking the download here instead until the issue is resolved;

http://www.mediafire.com/file/54d2bi1ly54as7f/Youmu_RP-2017-01-13.zip

Quote
=====================================
01/13/17 - Version 2017.01.13
=====================================

Changes from Version 2017.01.10

- "Secret of Life and Death": Minimum Power requirement increased to 1500 (up from 1000).
- "Secret of Life and Death": Now has 6f of recovery time after the super pause.
- "6 Root Cleansing": Corrected bug where Counter would not occur if Youmu is on player 2's side.
- "6 Root Cleansing": Damage on Spirit Lv2 and Spirit Lv3 versions increased (475->500, 550->600).
Title: Re: Youmu Konpaku updated (01/13/17)
Post by: IkuTronHD on January 14, 2017, 07:21:15 pm
Youmu updated. Since there's something with Webs atm that wont allow me to save any changes to the website, I'll be direct linking the download here instead until the issue is resolved;

http://www.mediafire.com/file/54d2bi1ly54as7f/Youmu_RP-2017-01-13.zip

Quote
=====================================
01/13/17 - Version 2017.01.13
=====================================

Changes from Version 2017.01.10

- "Secret of Life and Death": Minimum Power requirement increased to 1500 (up from 1000).
- "Secret of Life and Death": Now has 6f of recovery time after the super pause.
- "6 Root Cleansing": Corrected bug where Counter would not occur if Youmu is on player 2's side.
- "6 Root Cleansing": Damage on Spirit Lv2 and Spirit Lv3 versions increased (475->500, 550->600).

Oh well thanks for fixing the bug.
Title: Re: Fujiwara no Mokou updated (01/14/17), Youmu Konpaku updated (01/13/17)
Post by: Ricepigeon on January 14, 2017, 09:19:36 pm
Mokou updated

http://www.mediafire.com/file/j3o4dzdhfhd8lmc/Mokou_RP-2017-01-14.zip

Quote
=====================================
01/14/17 - Version 2017.01.14
=====================================

Changes from Version 2016.10.30

- 5y: Damage increased (45->50).
- 6y: Damage increased (70->80).
- 5z: Damage increased (65->75).
- 6z: Damage increased (30*50->40*60).
- 2z: Damage increased (75->85).
- j5z: Damage increased (70->80).
- j2z: Damage increased (80->85).
- New Special: St. Germain's Forewarning (X+Y+Z).
- Resurrection Pillar: Recovery frames decreased by 10f on all versions.
Title: Re: Komachi Onozuka updated (01/15/17), Fujiwara no Mokou updated (01/14/17)
Post by: Ricepigeon on January 16, 2017, 02:37:36 am
Komachi updated

http://www.mediafire.com/file/yi8wy2958fkw7mx/Komachi_RP-2017-01-15.zip

Quote
=====================================
01/15/17 - Version 2017.01.15
=====================================

Changes from Version 2016.12.21

- Life increased: 1050 -> 1100.
- Forward walk & dash speeds slightly increased.
- 5x: Damage increased (37->45).
- 5y: Startup decreased by 3f.
- 2y: Startup decreased by 5f.
- 5z: Damage increased (80->90).
- 6z: Startup decreased by 2f, damage increased (75->85).
- j.5x: Damage increased (37->45).
- j.5y: Startup decreased by 1f.
- j.5z: Startup decreased by 4f, damage increased (75->90).
- j.2z: Startyp decreased by 3f, damage increased (75->85).
- Floating Indolent Dead Spirits: Damage increased (58->65).
- Lonely Bound Spirit: Fixed bug on homing algorithm.
- Spirits of the Firm: Damage increased (66->70).
- Wind on the Last Journey: Chip damage increased.
- The Endless Way: Damage increased (50->65).
- "Irresolute Bound Spirit": Fixed bug on homing algorithm.
- "Flow of the River": Chip damage increased.
- "Scythe of Final Judgement": Damage increased (400->430).
Title: Re: Komachi Onozuka updated (01/15/17), Fujiwara no Mokou updated (01/14/17)
Post by: Ricepigeon on January 16, 2017, 04:33:14 am
Website migrated. All characters can now be found here:

https://ricepigeon.neocities.org/
Title: Re: Sakuya Izayoi updated (01/21/17), Komachi Onozuka updated (01/15/17)
Post by: Ricepigeon on January 22, 2017, 05:22:18 am
Sakuya updated

Quote
=====================================
01/21/17 - Version 2017.01.21
=====================================

Changes from Version 2017.01.16:

- Fixed minor graphical inconsistencies on sprites.
- Dash velocities increased.
- Bounce/No-bounce [X Version]: Knife trajectories altered. Now covers more horizontal space.
- Bounce/No-bounce [Y Version]: Knife trajectories altered. Now covers more horizontal space.
Title: Re: Byakuren Hijiri updated (01/24/17), Sakuya Izayoi updated (01/21/17)
Post by: Ricepigeon on January 25, 2017, 03:29:36 am
Byakuren updated:

Quote
=====================================
01/24/17 - Version 2017.01.24
=====================================

Changes from Version 2016.12.10

- Fixed Spellcard selector not showing up when controlled by AI.
- Fixed incorrect spellcard activation sounds.
- Dance of Hanuman [All Versions]: Chip damage increased, damage on 3rd hit increased (60->70).
- Vidudahka's Sword [All Versions]: Damage decreased (80->60), recovery increased by 2f. No longer requires orb charges.
- Vidudahka's Sword [All Versions]: Vajras now recoil on hit or block & can trigger "Brilliance of Mahavairocana".
- Durga's Soul [All Versions]: Damage increased (100->150).
- Skanda's Leg [All Versions]: Damage per hit increased (27x5->29x5).
- "Master of Buddhist Cosmology": Damage on 1st hit increased (30->40).
- "Brilliance of Mahavairocana": Can now trigger from recoiled Vidudahka Swords.
Title: Re: Eirin Yagokoro updated (01/26/17), Byakuren Hijiri updated (01/24/17)
Post by: Ricepigeon on January 27, 2017, 04:55:19 am
Eirin updated

Quote
=====================================
01/26/17 - Version 2017.01.26
=====================================

Changes from Version 2016.11.02

- Fixed Spellcard selector not showing up when controlled by AI.
- Fixed incorrect spellcard activation sounds.
- New command Normal: 6z
- "Lunar Weapon -Brahmastra-": Damage increased (200->220), startup decreased by 1f.
Title: Re: Alice, Eirin, Reimu & Sakuya updated (01/27/17)
Post by: Ricepigeon on January 28, 2017, 03:20:10 am
Alice, Eirin, Reimu & Sakuya updated

Alice:
Quote
==========================================
Version 2017.01.27
==========================================

Changes from Version 2016.11.04:

- Fixed incorrect spellcard sound.

Eirin:
Quote
=====================================
01/27/17 - Version 2017.01.27
=====================================

Changes from Version 2017.01.26

- Taunt added.
- 6z: Fixed graphical glitch on arrows.

Reimu:
Quote
=====================================
01/27/17 - Version 2017.01.27
=====================================

Changes from Version 2017.01.05

- Fixed incorrect spellcard sound.

Sakuya:
Quote
=====================================
01/27/17 - Version 2017.01.27
=====================================

Changes from Version 2017.01.21:

- Fixed incorrect sound on spellcards.
Title: Re: Koishi, Patchouli & Yukari updated (01/28/17)
Post by: Ricepigeon on January 29, 2017, 03:24:56 am
Koishi, Patchouli, & Yukari updated

Koishi:
Quote
=====================================
01/28/17 - Version 2017.01.28
=====================================

Changes from Version 2016.12.22

- Forward Walk & Dash speeds slightly increased.
- 4z: Can now be used on demand.
- 5z: Unstored version startup decreased by 3f.
- Growing Pain: Recovery reduced by 16f. Explosion delay increased by 30f.

Patchouli:
Quote
=====================================
01/28/17 - Version 2017.01.28
=====================================

Changes from Version 2016.11.12

- Fixed bug on palette & spellcard selector on player 2 side.

Yukari:
Quote
=======================================
01/28/17 - Version 2017.01.28
=======================================

Changes from Version 2016.10.30

- Fixed bug on palette & spellcard selector on player 2 side.
Title: Re: Hong Meiling & Lie Meiling updated (01/29/17)
Post by: Ricepigeon on January 30, 2017, 05:50:16 am
Both Meilings updated

Hong Meiling:
Quote
=====================================
01/29/17 - Version 2017.01.29
=====================================

Changes from Version 2016.11.03:

- Life increased (900->950).
- Fixed bug on palette & spellcard selector on p2 side.
- Replaced incorrect sound on spellcard activation.
- j3x, j3y, & j3z: Startup decreased by 1f.
- Fragrant Wave [Y Version]: Normal version startup decreased by 4f.
- Fragrant Wave [All versions]: Hitbox size increased. Corrected bug with juggle flags.
- Descending Flower Slam [X version]: Startup decreased by 1f.
- Descending Flower Slam [Y & Z versions]: Startup decreased by 2f.
- "Roc's Fist": Startup decreased by 1f.
- "Colorful Light Lotus Flower Palm": Now has projectile invincibility until last active frame.

Lie Meiling:
Quote
=====================================
01/29/17 - Version 2017.01.29
=====================================

Changes from Version 2016.12.04:

- Fixed bug on palette & spellcard selector on p2 side.
- Replaced incorrect sound on spellcard activation.
Title: Re: Fujiwara no Mokou updated (02/05/17)
Post by: Ricepigeon on February 06, 2017, 04:27:29 am
Mokou updated;

Quote
=====================================
02/05/17 - Version 2017.02.05
=====================================

Changes from Version 2017.01.14

- St Germain's Forewarning: Charge speed doubled. Power gained per Life slightly increased.
- Mt Fuji Eruption: Fixed bug involving juggle flags. Can now be airblocked.
Title: Re: Remilia Scarlet updated (02/06/16), Fujiwara no Mokou updated (02/05/17)
Post by: Ricepigeon on February 07, 2017, 02:40:09 am
Remilia updated

Quote
=====================================
02/06/17 - Version 2017.02.06
=====================================

Changes from Version 2016.12.10

- Minimum damage scaling on Specials decreased (15%->10%).
- Minimum damage scaling on Spellcards decreased (20%->15%).
- j6z: Proration decreased (80%->75).
- Chain Gang [Z Version]: Can no longer hit opponents out of a reset.
- Chain Gang [Z Version]: Proration decreased (70%->65%).
Title: Re: Sakuya Izayoi updated (02/12/17), Remilia Scarlet updated (02/06/16)
Post by: Ricepigeon on February 13, 2017, 01:45:22 am
Sakuya updated

Quote
=====================================
02/12/17 - Version 2017.02.12
=====================================

Changes from Version 2017.01.27:

- "Deflation World": Fixed bug where Sakuya is temporarily vulnerable during cinematic.
Title: Re: Seven characters updated (02/22/17)
Post by: Ricepigeon on February 23, 2017, 02:55:00 am
Bugfix updates for Alice, Cirno, Komachi, Marisa, Reimu, Sakuya, & Sanae;

Quote
=====================================
02/22/17 - Version 2017.02.22
=====================================

- Fixed issue with anims 5030 & 5035.
Title: Re: Fourteen characters updated (02/23/17)
Post by: Ricepigeon on February 24, 2017, 03:46:11 am
Eirin, Flandre, Lie, Meiling, Patchouli, Yuuka, & Yuyuko updated.

Quote
=====================================
02/23/17 - Version 2017.02.23
=====================================

- Fixed issue with anims 5030 & 5035.

Title: Re: Six characters updated (03/11/17)
Post by: Ricepigeon on March 11, 2017, 10:03:28 pm
Six characters updated:

Byakuren:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
- Fixed bug where Taunt was not working.
- Fixed airhittime values on some attacks.
Eirin:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
Kanako:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
- Fixed bug where Taunt was not working.
Komachi:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
Remilia:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
- Fixed IKEMEN specific issues in spellcards.
- "Millenium Vampire": Minimum power cost increased (1000->1500).
Yukari:
Quote
=====================================
03/11/17 - Version 2017.03.11
=====================================

- Fixed issue with anim 5160.
- Fixed IKEMEN specific issues in spellcards.
Title: Re: 8 Touhou characters updated (03/12/17), Six characters updated (03/11/17)
Post by: Ricepigeon on March 13, 2017, 03:10:44 am
Eight more characters updated

Alice:
Quote
==========================================
Version 2017.03.12
==========================================

- Fixed issue with anim 5160.
Cirno:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- Icicle Shot [X/Y versions]: Startup increased by 2f.
- Frozen Technique: Projectile hitbox size increased.
Marisa:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- 2z: Hurtbox extended.
- Witch Leyline [X, Y, & Z versions]: Hurtbox extended.
Reimu:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
Reisen:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- "X-Wave": Z version now turns Reisen invisible on hit instead of producing a clone.
Sakuya:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- Sense of Thrown Edge: Now causes techable knockdown.
- Cross-up Magic: Now causes techable knockdown.
- Time Paradox: Now causes techable knockdown.
Sanae:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- Omikuji Bomb: Now has a higher chance of Good & Great Luck if Sanae is at low health.
Youmu:
Quote
=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
Title: Re: Patchouli Knowledge updated (03/14/17), 8 Touhou characters updated (03/12/17)
Post by: Ricepigeon on March 14, 2017, 05:02:59 am
Patchouli updated, finally breaks vows of silence

Quote
=====================================
03/14/17 - Version 2017.03.14
=====================================

- Fixed issue with anim 5160.
- Patchouli finally learned how to break her silence kudos to GarchompMatt.
Title: Re: Patchouli, Meiling, Lie Meiling, Mokou, & Yuuka updated (03/14/17)
Post by: Ricepigeon on March 14, 2017, 11:28:14 pm
Meiling, Lie Meiling, & Yuuka updated

Meiling:
Quote
=====================================
03/14/17 - Version 2017.03.14
=====================================

- Fixed issue with anim 5160.
- "Fierce Tiger's Inner Strength": Now has 6f additional recovery time after superpause.
Lie Meiling:
Quote
=====================================
03/14/17 - Version 2017.03.14
=====================================

- Fixed issue with anim 5160.
Mokou:
Quote
=====================================
03/14/17 - Version 2017.03.14
=====================================

- Fixed error with anim 5160.
- All of Mokou's normals that deal self-damage now also deal unkillable chip damage.
- 5z: Damage increased (75->85).
- 2z: Damage increased (80->90).
- j.5z: Damage increased (80->95).
- j.2z: Damage increased (85->100).
Yuuka:
Quote
=====================================
03/14/17 - Version 2017.03.14
=====================================

- Fixed issue with anim 5160.
- Fixed inability to Taunt.
Title: Re: Flandre & Utsuho updated (03/16/17)
Post by: Ricepigeon on March 17, 2017, 04:00:53 am
Flandre & Utsuho updated

Flandre:
Quote
=====================================
03/16/17 - Version 2017.03.16
=====================================

- Fixed issue with anim 5160.
- Fixed inability to taunt.
Utsuho:
Quote
=====================================
03/16/17 - Version 2017.03.16
=====================================

- Fixed issue with anim 5160.
- Fixed IKEMEN-specific bugs on supers.
- Rocket Dive: Utsuho now gains defense increase during armor states.
Title: Re: Koishi updated (03/18/17), Flandre & Utsuho updated (03/16/17)
Post by: Ricepigeon on March 18, 2017, 04:38:01 am
Koishi updated

Quote
=====================================
03/18/17 - Version 2017.03.18
=====================================

- Fixed issue with anim 5160.
- Fixed IKEMEN-related issues with superpauses.
- New Command Normal: 4y
Title: Re: Yuyuko Saigyouji updated (03/19/17), Koishi Komeiji updated (03/18/17)
Post by: Ricepigeon on March 19, 2017, 04:49:07 am
Yuyuko updated

Quote
=====================================
03/19/17 - Version 2017.03.19
=====================================

- Fixed issue with anim 5160.
- Fixed some minor sprite errors.
- Last Word icons updated.
- Updated Spellcard Name handler.
- Ghost Sign "Ageless Dream": Removed. Replaced with Life Limit "Ticket to the Netherworld".
- "Sense of Cherry Blossom": Startup & damage drastically decreased. Buttons can now be held to delay the attack & increase damage.
Title: Re: Yuyuko & Cirno updated (03/19/17), Koishi Komeiji updated (03/18/17)
Post by: Ricepigeon on March 20, 2017, 04:11:55 am
Cirno updated

Quote
=====================================
03/19/17 - Version 2017.03.19
=====================================

- Corrected minor sprite issues.
- Cirno now has a voice.
- "Icicle Fall": p2 power gain increased.
- "Perfect Freeze": p2 power gain increased.
- "Great Crusher: p2 power gain increased.
Title: Re: Yuyuko & Cirno updated (03/19/17), Koishi Komeiji updated (03/18/17)
Post by: IkuTronHD on March 20, 2017, 08:53:49 am
Would you make a separate folder inside the characters to be compatible for the Add004 Lifebars?
Title: Re: Marisa & Flandre updated (03/21/17), Yuyuko & Cirno updated (03/19/17)
Post by: Ricepigeon on March 21, 2017, 04:48:33 am
Marisa & Flandre updated

Marisa:
Quote
=====================================
03/21/17 - Version 2017.03.21
=====================================

- Fixed minor sprite errors.

Flandre:
Quote
=====================================
03/21/17 - Version 2017.03.21
=====================================

- Color corrected multiple palettes.
- 3 new palettes.
- Flandre now has a voice.
Title: Re: Marisa, Flandre, & Yuyuko updated (03/21/17), Cirno updated (03/19/17)
Post by: Ricepigeon on March 22, 2017, 12:47:55 am
Yuyuko updated

Quote
=====================================
03/21/17 - Version 2017.03.21
=====================================

"Ticket to the Netherworld": Fixed graphical bug on wisps.
Title: Re: Byakuren updated (03/25/17), Marisa, Flandre, & Yuyuko updated (03/21/17)
Post by: Ricepigeon on March 26, 2017, 04:40:16 am
Byakuren updated

Quote
=====================================
03/25/17 - Version 2017.03.25
=====================================

- "Master of Buddhist Cosmology": Fixed bug where p2 would get stuck infinitely.
- "Master of Buddhist Cosmology": Damage dampening on first hit now a static 70%.
- "Master of Buddhist Cosmology": Chip damage increased.
Title: Re: Utsuho updated (03/28/17), Byakuren updated (03/25/17)
Post by: Ricepigeon on March 28, 2017, 06:40:21 am
Utsuho updated

Quote
=====================================
03/28/17 - Version 2017.03.28
=====================================

- Fixed sprite palette errors.
- Control Rod: Fixed hitbox placement on downward Air level 3 charge.
- Flare Up: Fixed bug where Klaxon sound wasn't playing on maximum charge.
Title: Re: Reimu updated (03/29/17), Utsuho updated (03/28/17)
Post by: Ricepigeon on March 30, 2017, 04:06:08 am
Reimu updated

Quote
=====================================
03/29/17 - Version 2017.03.29
=====================================

- Fixed minor sprite issues.
- "Fantasy Heaven": Reimu now immediately cancels into the super activation when 7th orb is lit.
- "Fantasy Heaven": Startup after superpause increased by 7f.
Title: Re: Hong Meiling updated (03/30/17), Reimu updated (03/29/17)
Post by: Ricepigeon on March 31, 2017, 04:50:27 am
Hong Meiling updated

Quote
=====================================
03/30/17 - Version 2017.03.30
=====================================

- Fixed minor sprite issues.
- "Fierce Tiger's Inner Strength": Minimum Power requirement reduced to 1500.
- "Fierce Tiger's Inner Strength": Buff duration now dependent on Power consumed.
- "Fierce Tiger's Inner Strength": Now displays a timer.
Title: Re: Hong Meiling updated (03/30/17), Reimu updated (03/29/17)
Post by: Myron32x on March 31, 2017, 05:34:14 pm
Umm, I think you need to fix this.
Mei-Ling's medium attack seem to send the second player under the screen.
(http://i.imgur.com/qgmSSSP.png?1)
Title: Re: Hong Meiling updated (03/30/17), Reimu updated (03/29/17)
Post by: Ricepigeon on March 31, 2017, 07:09:12 pm
Attack seems to work as intended on my end. Was there anything else prior to using her standing medium that may have contributed to this?
Title: Re: Hong Meiling updated (03/30/17), Reimu updated (03/29/17)
Post by: ,mem on March 31, 2017, 07:12:13 pm
It happens to me too it's for characters with no automatic air recovery.
Title: Re: Hong Meiling updated (03/30/17), Reimu updated (03/29/17)
Post by: Ricepigeon on March 31, 2017, 07:14:23 pm
I find that odd because the custom state she sends p2 into is hardcoded to go into their air recovery state at the peak of the launch. Still looking into it.
Title: Re: Yuyuko Saigyouji updated (04/05/17), Hong Meiling updated (03/30/17)
Post by: Ricepigeon on April 06, 2017, 02:34:45 am
Yuyuko rebalancing update

Quote
=====================================
04/05/17 - Version 2017.04.05
=====================================

- j.5y: Power gains adjusted.
- j.5z: Power gains adjusted.
- j.2z: P2 power gain decreased.
- Throw: fixed bug where power gains were not being applied.
- Eternal Wandering: P2 power gains decreased.
- Light of the Undead: P2 power gains decreased.
- Butterfly Dream Dance: Power gains adjusted.
- Butterfly Dream Dance [Z version]: Yuyuko now goes into active frames immediately after phasing through an opponent.
- Reverse Screens: Power gains adjusted.
- Ghost Butterfly: P2 power gains increased.
- "Ticket to the Netherworld": Explosion is now unblockable.
Title: Re: Ichirin Kumoi updated (04/07/17), Yuyuko Saigyouji updated (04/05/17)
Post by: Ricepigeon on April 08, 2017, 04:06:43 am
Ichirin updated

Quote
=====================================
04/07/17 - Version 2017.04.07
=====================================

- Fixed gamebreaking glitch if opponent is KOed by some of Unzan's attacks.
Title: Re: Sakuya Izayoi updated (04/10/17), Ichirin Kumoi updated (04/07/17)
Post by: Ricepigeon on April 11, 2017, 01:47:06 am
Sakuya updated

Quote
=====================================
04/10/17 - Version 2017.04.10
=====================================

- Bounce/No-bounce [Y version]: Recovery frames increased by 5f.
- Bounce/No-bounce: Can no longer be used if knives are already on screen outside of Sakuya's World.
Title: Re: Yuuka Kazami updated (04/12/17), Sakuya Izayoi updated (04/10/17)
Post by: Ricepigeon on April 12, 2017, 06:21:01 am
Yuuka updated

Quote
=====================================
04/12/17 - Version 2017.04.12
=====================================

- Fixed bug on some grabs that would prevent opponent from getting up if Yuuka is hit.
Title: Re: Lie Meiling updated (04/13/17), Yuuka Kazami updated (04/12/17)
Post by: Ricepigeon on April 14, 2017, 03:06:28 am
Lie Meiling updated

Quote
=====================================
04/13/17 - Version 2017.04.13
=====================================

- Fixed minor sprite issues.
- Minimum damage scaling on Specials decreased (15%->10%).
- Walk Speeds slightly decreased.
- 5x: Damage decreased, proration reduced.
- 2x: Damage decreased.
- 5y: Proration decreased.
- 2y: Proration decreased.
- 5z: Proration decreased.
- 2z: Proration decreased.
- 6z: Can no longer hit opponents out of air recovery.
- j5x: Proration decreased.
- j5y: Proration decreased.
- j2y: Proration decreased.
- Seven Star Sword: Projectiles are now destroyed when Lie Meiling is hit after release.
- Four Star Sword: Projectiles are now destroyed when Lie Meiling is hit after release.
- Descending Dragon Slam: Groundbounce velocity reduced.
- Black Dragon Rising: Damage reduced.
- Monochrome Hurricane: Proration decreased.
- Youkai Flip (Slide): Damage decreased (100->90).
- Youkai Flip (Palm): Damage decreased (80->75).
- Youkai Flip (Throw): Damage decreased (126->118).
- Strike Sign "Roc's Fist": Corrected bug where damage proration was not applied correctly.
Title: Re: Flandre Scarlet updated (04/17/17), Lie Meiling updated (04/13/17)
Post by: Ricepigeon on April 18, 2017, 02:28:50 am
Flandre updated

Quote
=====================================
04/17/17 - Version 2017.04.17
=====================================

- Power gains on several attacks adjusted.
- 3y: Hitstun increased by 1f.
- Taboo "Laevatein": Velocity increased.
- "Weapon of Mass Destruction": Damage increased.
Title: Re: Nine characters updated (04/18/17)
Post by: Ricepigeon on April 19, 2017, 02:53:42 am
Nine characters updated.

Flandre, Lie Meiling, Hong Meiling, Reimu, Remilia, Sakuya, Utsuho, & Yuyuko:
Quote
=====================================
04/18/17 - Version 2017.04.18
=====================================

- Fixed bug involving graphical display of Spellcard selection.

Ichirin:
Quote
=====================================
04/18/17 - Version 2017.04.18
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- Unzan meter no longer depletes from chip damage.
- Unzan meter now depletes at a slower rate.
Title: Re: Ten more characters updated (04/19/17), Nine characters updated (04/18/17)
Post by: Ricepigeon on April 20, 2017, 03:56:04 am
Ten more characters updated:


Alice, Byakuren, Kanako, Koishi, Komachi, Marisa, Patchouli, Sanae, Youmu, & Yuuka:
Quote
=====================================
04/19/17 - Version 2017.04.19
=====================================

- Fixed bug involving graphical display of Spellcard selection.
Title: Re: Reisen U Inaba updated (04/20/17), Nineteen characters updated (04/19/17)
Post by: Ricepigeon on April 21, 2017, 05:20:29 am
Reisen & Cirno updated

Reisen:
Quote
=====================================
04/20/17 - Version 2017.04.20
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- Added 1 new intro that totally isn't inspired by a certain console port.
- j.5z: Now causes knockdown on counterhit.

Cirno:
Quote
=====================================
04/20/17 - Version 2017.04.20
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- 1 Additional palette.
- Icicle Sword: Final hit now causes untechable knockdown.
Title: Re: Flandre & Yukari updated (04/21/17) Reisen, Cirno +19 others updated (04/20/17)
Post by: Ricepigeon on April 22, 2017, 02:52:31 am
Flandre & Yukari updated

Flandre:
Quote
=====================================
04/21/17 - Version 2017.04.21
=====================================

- Fixed bug in damage dampening code that caused inconsistent damage with certain combos.

Yukari:
Quote
=====================================
04/21/17 - Version 2017.04.21
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- j.5y: Hitbox position shifted, now has greater horizontal reach.
- j.2y: Proration increased (85% -> 90%).
- j.2y: Velocity slightly increased.
- j.5z: Now causes knockdown on hit.
- Zen Temple Butterfly: Corrected bug on damage dampening.
- Maxwell's Demon: Frame advantage on hit increased by 1f.
- Gazing Eye: No longer disappears when Yukari is hit. Can no longer have 2 on screen at once.
Title: Re: Yuyuko, Eirin, & Flandre updated (04/22/17)
Post by: Ricepigeon on April 22, 2017, 08:04:38 am
Yuyuko, Eirin, & Flandre updated

Yuyuko:
Quote
=====================================
04/22/17 - Version 2017.04.22
=====================================

- Fixed bug involving hitting opponents out of a reset with certain attacks.

Eirin:
Quote
=====================================
04/22/17 - Version 2017.04.22
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- P2 power gains on several attacks adjusted.
- Elixir -Quicksilver-: Removed. Replaced with Elixir -Sulfuric Acid-.

Flandre:
Quote
=====================================
04/22/17 - Version 2017.04.22
=====================================

- Royal Flush: Fixed bug where damage dampening would be skipped if supercancelled.
- "Weapon of Mass Destruction": Damage per hit slightly lowered.
- "Weapon of Mass Destruction": Fixed bug where damage dampening was not being applied correctly.
Title: Re: Mokou updated (04/25/17), Yuyuko, Eirin & Flandre update (04/22/17)
Post by: Ricepigeon on April 26, 2017, 03:52:15 am
Mokou updated with some major changes

Quote
=====================================
04/25/17 - Version 2017.04.25
=====================================

- Fixed bug involving graphical display of Spellcard selection.
- Fixed bugs where certain conditions would not trigger "Phoenix Rebirth" where they should have.
- 6z: Fixed bug on damage proration values.
- St. Germain's Forewarning: Can no longer be used if Mokou is at maximum Power.
- "Immortality's Reckless Sacrifice": Revamped. Mokou now does a projectile-invincible tackle before performing the remainder of the attack's animation.
- "Phoenix Rebirth": Now available regardless of which Last Word is selected. Can now only activate once per match.
- New Last Word: "Raging Eternal Volcanic Flame" (236236x+y+z)
Title: Re: Alice Margatroid updated (04/27/17), Fujiwara no Mokou updated (04/25/17)
Post by: Ricepigeon on April 28, 2017, 02:05:33 am
Alice updated

Quote
=====================================
04/27/17 - Version 2017.04.27
=====================================

- Fixed velocity bug when cancelling forward dash into a jump.
- 2y: Fixed possible bug on damage proration values.
- Doll Placement: Recovery frames increased by 10f.
- Doll Placement: Hitstun and hitpause decreased. Now -4 on hit at earliest possible activation.
- Thousand Spear Dolls: Fixed possible bug on damage proration values.
Title: Re: Cirno updated (05/03/17), Alice Margatroid updated (04/27/17)
Post by: Ricepigeon on May 04, 2017, 05:17:42 am
Cirno updated

Quote
=====================================
05/03/17 - Version 2017.05.03
=====================================

- Icicle Shot: Revised. Unmashed versions now have quicker recovery, while mashed extends recovery.
Title: Re: Sakuya Izayoi updated (05/04/17), Cirno updated (05/03/17)
Post by: Ricepigeon on May 05, 2017, 04:17:23 am
Sakuya updated

Quote
=====================================
05/04/17 - Version 2017.05.04
=====================================

- Fixed major bug causing Counterhit system not to function properly.
- "Jill the Ripper": Fixed placement of hitsparks.
Title: Re: Cirno updated (05/05/17), Sakuya Izayoi updated (05/04/17)
Post by: Ricepigeon on May 06, 2017, 04:14:36 am
Cirno & Lie Meiling updated

Cirno:
Quote
=====================================
05/05/17 - Version 2017.05.05
=====================================

- Fixed misalignment on select screen portrait.
- j.2z: Fixed bug where damage dampening only occurs on first hit.
- Icicle Shot: Fixed juggle flags.

Lie Meiling:
Quote
=====================================
05/05/17 - Version 2017.05.05
=====================================

- Youkai Flip (Slide): Now turns to face opponent upon landing.
- Youkai Flip (Throw): Landing recovery increased by 6f on whiff.
Title: Re: Sakuya Izayoi updated (05/06/17), Cirno & Lie Meiling updated (05/05/17)
Post by: Ricepigeon on May 06, 2017, 09:16:34 pm
Sakuya updated

Quote
=====================================
05/06/17 - Version 2017.05.06
=====================================

- Fixed several instances where attacks caused Untechable Knockdowns when they shouldn't.
Title: Re: Eirin Yagokoro & Cirno updated (05/08/17), Sakuya Izayoi updated (05/06/17)
Post by: Ricepigeon on May 09, 2017, 04:04:49 am
Eirin & Cirno updated

Eirin:
Quote
=====================================
05/08/17 - Version 2017.05.08
=====================================

- Fixed minor sprite issues.

Cirno:
Quote
=====================================
05/08/17 - Version 2017.05.08
=====================================

- Ice Fairy Sculpture: Now more difficult for opponent to escape being frozen.
- Ice Fairy Sculpture: Ice clones can now be destroyed by projectiles.
- Frozen Technique: Now more difficult for opponent to escape being frozen.
- Freeze Sign "Perfect Freeze": Opponent can no longer mash buttons to escape being frozen.
Title: Re: Reimu Hakurei updated (05/10/17), Eirin Yagokoro & Cirno updated (05/08/17)
Post by: Ricepigeon on May 11, 2017, 02:45:12 am
Reimu updated

Quote
=====================================
05/10/17 - Version 2017.05.10
=====================================

- Ascension Kick: No longer causes untechable knockdown.
- Dimensional Rift [X version]: No longer causes untechable knockdown.
- Rain Dance: No longer causes untechable knockdown.
Title: Re: Reimu Hakurei updated (05/11/17), Eirin Yagokoro & Cirno updated (05/08/17)
Post by: Ricepigeon on May 12, 2017, 02:23:13 am
Reimu updated again to fix some new issues that came about as a result of the last update.

Quote
=====================================
05/11/17 - Version 2017.05.11
=====================================

- Corrected sprite error on small portrait.
- Ascension Kick: Increased p2's vertical hit velocity.
Title: Re: Reisen U Inaba updated (05/13/17), Reimu Hakurei updated (05/11/17)
Post by: Ricepigeon on May 14, 2017, 05:44:24 am
Reisen updated

Quote
=====================================
05/13/17 - Version 2017.05.13
=====================================

- New Spellcard: Ricochet "Lunatic Echo" (236236x/y/z, air only)
Title: Re: Flandre Scarlet updated (05/17/17), Reisen U Inaba updated (05/13/17)
Post by: Ricepigeon on May 18, 2017, 04:34:27 am
Flandre updated

Quote
=====================================
05/17/17 - Version 2017.05.17
=====================================

- Corrected bug in charge inputs where hold direction didn't need to be released.
- Adjusted buffer leniency for charge inputs on Spellcard attacks.
Title: Re: Reimu Hakurei updated (05/18/17), Flandre Scarlet updated (05/17/17)
Post by: Ricepigeon on May 19, 2017, 03:03:51 am
Reimu updated

Quote
=====================================
05/18/17 - Version 2017.05.18
=====================================

- Corrected bug in charge inputs where hold direction didn't need to be released.
- Fixed bug where Spellcards were not applying additional damage proration when cancelled into.
Title: Re: Yuyuko & Yukari updated (05/20/17), Reimu Hakurei updated (05/18/17)
Post by: Ricepigeon on May 20, 2017, 10:56:43 pm
Yuyuko & Yukari updated

Yuyuko:
Quote
=====================================
05/20/17 - Version 2017.05.20
=====================================

- Fixed misalignment on portrait.
- Removed unused sounds.

Yukari:
Quote
=====================================
05/20/17 - Version 2017.05.20
=====================================

- Illusionary Rift [X Version]: Damage increased (75->100).
- Illusionary Rift [Y Version]: Damage increased (70->90).
- Illusionary Rift [Z Version]: Damage increased (80->105).
- "Quadruple Border": Chip damage per hit increased (1->2 for first 9 hits, 1->32 on final hit).
Title: Re: Yuyuko, Yukari, Byakuren & Kanako updated (05/21/17)
Post by: Ricepigeon on May 22, 2017, 03:54:10 am
Yuyuko, Yukari, Byakuren & Kanako updated

Quote
=====================================
05/21/17 - Version 2017.05.21
=====================================

- Corrected bug where Damage dampener would apply itself twice to certain attacks in IKEMEN.
Title: Re: Sanae updated (05/22/17), Yuyuko, Yukari, Byakuren & Kanako updated (05/21/17)
Post by: Ricepigeon on May 23, 2017, 03:32:46 am
Sanae updated

Quote
=====================================
05/22/17 - Version 2017.05.22
=====================================

- Fixed Wind Gauge not displaying as proper color in IKEMEN.
- "Charm of Good Commerce": Fixed potential bug where not all hits would register properly.
- "Forgotten Ritual": Fixed improper damage scaling in IKEMEN.
Title: Re: Sanae, Patchouli, & Meiling updated (05/23/17)
Post by: Ricepigeon on May 24, 2017, 04:30:07 am
Sanae, Patchouli, & Meiling updated

Sanae:
Quote
=====================================
05/23/17 - Version 2017.05.23
=====================================

- Adjusted minor issue in select screen portrait.
- Removed unused sounds.

Patchouli:
Quote
=====================================
05/23/17 - Version 2017.05.23
=====================================

- Fixed misalignment in select portrait.
- Fixed bug where damage proration would not apply correctly in IKEMEN.
- "Royal Flare": Hit velocity increased.

Meiling:
Quote
=====================================
05/23/17 - Version 2017.05.23
=====================================

- Minor code optimization.
Title: Re: Marisa & Remilia updated (05/24/17) Sanae, Patchouli, Meiling updated (05/23/17)
Post by: Ricepigeon on May 25, 2017, 04:00:00 am
Marisa & Remilia updated.

Marisa:
Quote
=====================================
05/24/17 - Version 2017.05.24
=====================================

- Fixed bug where damage proration would not apply correctly in IKEMEN.
- "Sungrazer": Startup invincibility increased by 1f.

Remilia:
Quote
=====================================
05/24/17 - Version 2017.05.24
=====================================

- Fixed bug where damage proration would not apply correctly in IKEMEN.
- Chain Gang [Z version]: Startup increased by 2f.
Title: Re: Flandre, Mokou, & Koishi updated (05/25/17) Marisa & Remilia updated (05/24/17)
Post by: Ricepigeon on May 26, 2017, 03:30:05 am
Flandre, Mokou, & Koishi updated

Flandre:
Quote
=====================================
05/25/17 - Version 2017.05.25
=====================================

- Fixed bug in IKEMEN where damage proration was being applied incorrectly.

Mokou:
Quote
=====================================
05/25/17 - Version 2017.05.25
=====================================

- "South Wind, Clear Sky -Mt. Fuji Volcano-": Fixed bug in IKEMEN where damage proration was being applied incorrectly.

Koishi:
Quote
=====================================
05/25/17 - Version 2017.05.25
=====================================

- Fixed bug in IKEMEN where damage proration was being applied incorrectly.
Title: Re: Alice & Ichirin updated (05/26/17) Flandre, Mokou, & Koishi updated (05/25/17)
Post by: Ricepigeon on May 27, 2017, 04:10:23 am
Alice & Ichirin updated:

Alice:
Quote
=====================================
05/26/17 - Version 2017.05.26
=====================================

- Fixed bug in IKEMEN where certain attacks proration was not applied correctly.

Ichirin:
Quote
=====================================
05/26/17 - Version 2017.05.26
=====================================

- Fixed bug in IKEMEN where certain attacks proration was not applied correctly.
Title: Re: Lie Meiling (05/29/17) Alice & Ichirin updated (05/26/17)
Post by: Ricepigeon on May 30, 2017, 12:24:47 am
Lie Meiling updated

Quote
=====================================
05/29/17 - Version 2017.05.29
=====================================

- "Dichromatic Spark": Ground version recovery increased by 15f.
- "Roc's Fist": Recovery increased by 10f.
- "Roc's Fist": No longer auto-corrects before second hit.
Title: Re: Koishi Komeiji updated (05/30/17), Lie Meiling (05/29/17)
Post by: Ricepigeon on May 31, 2017, 04:09:10 am
Koishi updated

Quote
=====================================
05/30/17 - Version 2017.05.30
=====================================

- 4y: Startup increased by 1f, recovery increased by 2f.
- 4y: Hitstun increased by 1f.
- 4y: Now has a 1f gap between projectiles.
- Fidgety Snatcher: Now only automatically activates when the opponent is airborne.
Title: Re: Patchouli Knowledge updated (05/31/17), Koishi Komeiji updated (05/30/17)
Post by: Ricepigeon on June 01, 2017, 03:21:22 am
Patchouli updated.

Quote
=====================================
05/31/17 - Version 2017.05.31
=====================================

- Corrected improper horizontal velocity when jumping out of a forward dash.
- Spring Wind: Now has a 3 second cooldown after use, using again during cooldown reduces pushback effectiveness.
Title: Re: Hong Meiling (06/01/17), Patchouli Knowledge updated (05/31/17)
Post by: Ricepigeon on June 02, 2017, 03:16:01 am
Meiling updated

Quote
=====================================
06/01/17 - Version 2017.06.01
=====================================

- j3x/y/z: Startup increased by 1f, landing recovery decreased by 2f.
- j3x/y/z: Fixed error where landing could not be cancelled into Specials.
- j3x/y/z: Power gains doubled.
- j3x/y/z: Hitstun increased by 1f.
Title: Re: Marisa Kirisame updated (06/02/17), Hong Meiling (06/01/17)
Post by: Ricepigeon on June 03, 2017, 02:07:53 am
Marisa & Remilia updated.

Marisa:
Quote
=====================================
06/02/17 - Version 2017.06.02
=====================================

- 5x: P1 power gains increased (30->40), P2 power gains decreased (30->20).
- 5y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- 5z: P1 power gains decreased (120->90), P2 power gains decreased (60->45).
- 2x: P1 power gains increased (30->40), P2 power gains decreased (30->20).
- 2y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- 2z: P1 power gains decreased (120->90), P2 power gains decreased (60->45).
- j5x: P1 power gains increased (30->40), P2 power gains decreased (30->20).
- j5y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- j5z: P1 power gains decreased (120->90), P2 power gains decreased (60->45).
- Throw: P2 power gains reduced (60->40).
- EX Witching Blaster: Proration per hit increased (0.85->0.92).
- Miasma Sweep [Y version]: 2nd hit proration increased (0.75->0.87).
- EX Miasma Sweep: 2nd hit proration increased (0.75->0.87).
- Narrow Spark [X version]: Proration decreased (0.93->0.8).
- Narrow Spark [Y version]: Damage per hit increased (37->39).
- Narrow Spark [Y version]: Proration per hit decreased (0.93->0.89).
- "Final Spark": Projectile hitbox positioning adjusted.

Remilia:
Quote
=====================================
06/02/17 - Version 2017.06.02
=====================================

- Voice added.
- Chain Gang [Z version]: Can now be destroyed by projectiles.
- "Spear the Gungnir": Fixed minor bug that may occur during combos.
- "Spear the Gungnir": Proration decreased (0.75->0.55).
- "Spear the Gungnir": Now has a small internal cooldown after use.
Title: Re: Yuuka Kazami (06/04/17), Marisa Kirisame & Remilia Scarlet updated (06/02/17)
Post by: Ricepigeon on June 05, 2017, 02:44:18 am
Yuuka updated

Quote
=====================================
06/04/17 - Version 2017.06.04
=====================================

- 5x: P2 power gains reduced (30->20).
- j2z: Now puts grounded opponents into a dizzy state on counterhit, airborne opponents into hard knockdown.
- j2z: Damage proration reduced (0.75->0.7).
- Soil Tilling: Fixed bug where Y and Z versions used the X version hitbox.
- Flytrap: P2 power gains reduced (110->80).
Title: Re: Five characters updated (06/05/17), Yuuka Kazami (06/04/17)
Post by: Ricepigeon on June 06, 2017, 03:32:16 am
Sanae, Kanako, Koishi, Alice, & Mokou updated.

Sanae:
Quote
=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: fixed bug where poweradds were not being applied.

Kanako:
Quote
=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: fixed bug where poweradds were not being applied.

Koishi:
Quote
=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: fixed bug where poweradds were not being applied.

Alice:
Quote
=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: P1 power gains increased, P2 power gains decreased.

Mokou:
Quote
=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: P1 power gains increased, P2 power gains increased.
Title: Re: Lie Meiling updated (06/06/17), Five characters updated (06/05/17)
Post by: Ricepigeon on June 07, 2017, 03:33:37 am
Lie Meiling updated

Quote
=====================================
06/06/17 - Version 2017.06.06
=====================================

- 5x: Corrected hitpausetimes.
- 5y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- 5y: Small adjustment to hurtboxes.
- 6y: P1 power gain on 1st hit decreased (80->40), P2 power gain on 1st hit decreased (40->20).
- 6y: Fixed bug where overhead property was not lost if cancelled into.
- 5z: P1 power gains decreased (120->90), P2 power gains decreased (60->45).
- 2x: Corrected hitpausetimes.
- 2x: P2 power gain decreased (30->20).
- 2y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- 2z: P1 power gains decreased (120->90), P2 power gains decreased (60->45).
- j5x: Corrected hitpausetimes.
- j5y: P1 power gains decreased (80->60), P2 power gains decreased (40->30).
- j2y: Fixed issue with hitting airborne opponents.
- j2y: Adjusted certain hurtboxes.
- j5z: P1 power gain per hit decreased (60->46), P2 power gains decreased (30->23).
- j5z: 2nd hit damage increased (40->45).
- Throw: Hitbox size decreased.
- Throw: Recovery frames increased by 3f.
- Throw: P1 power gains decreased (140->80), P2 power gains decreased (70->40).
- Seven Star Sword [X ver]: P1 power gain per hit increased (10->13), P2 power gain per hit increased (5->6).
- Seven Star Sword [Y ver]: P1 power gain per hit increased (8->10), P2 power gain per hit increased (3->5).
- Seven Star Sword [Z ver]: P1 power gain per hit increased (10->12), P2 power gain per hit increased (5->6).
- Four Star Sword: P1 power gains per hit decreased (30->20), P2 power gain per hit decreased (15->10).
- Monochromatic Hurricane [X version]: P1 power gains increased (40->80), P2 power gains increased (10->40).
- Monochromatic Hurricane [Air version]: P1 power gain on hit increased (60->80), P2 power gain increased (30->40).
- "Dichromatic Spark": Block damage per hit decreased (3->2).
- "Dichromatic Spark": P2 power gain per hit decreased (20->16).
- "Roc's Fist": P2 power gain per hit increased (50->150).
- "Wrath of the Raging Youkai": P2 power gains increased (40->600).
- "Youkai Armageddon": P2 power gain on hit decreased (615->600), on block increased (300->600).
- "Descent of the Black Dragon": P2 power gains increaed (300->600).
- "Descent of the Black Dragon": Fixed issue where move was unsafe on hit.
Title: Re: Flandre Scarlet & Ichirin Kumoi updated (06/09/17)
Post by: Ricepigeon on June 10, 2017, 04:03:26 am
Flandre & Ichirin updated.

Flandre:
Quote
=====================================
06/09/17 - Version 2017.06.09
=====================================

- j5x: Hitboxes adjusted.
- j5y: Hurtbox size increased.
- j5z: Hitbox horizontal size decreased.
- Starbow Break [X version]: Hitbox priority decreased.
- Destroyer Claw: Hitbox size decreased. Hurtbox size increased.
- Destroyer Claw: Damage on all versions decreased (120->110, 130->120, 140->130).

Ichirin:
Quote
=====================================
06/09/17 - Version 2017.06.09
=====================================

- Fixes a few readme typos.
- Raging Running Fist (Unzan active): Corrected bug where X and Z versions would only hit 4 times.
- Raging Running Fist (Unzan active): Corrected timing discrepancy in X and Z versions.
- North Mountain Wind of Mercy: Corrected extended hurtbox missing on one animation frame.
- "King Kraken Strike": Proration per hit increased (60%->95%).
Title: Re: Cirno updated (06/12/17), Flandre Scarlet & Ichirin Kumoi updated (06/09/17)
Post by: Ricepigeon on June 13, 2017, 03:38:16 am
Cirno updated

Quote
=====================================
06/12/17 - Version 2017.06.12
=====================================

- 1 new palette added.
- Icicle Sword: Fixed bug where hurtboxes where carried over between certain frames.
- Frozen Technique: Damage increased (40->45).
- "Icicle Fall": Hitpause increased by 2f.
- "Icicle Fall": Corrected minor bug on spellcard text when under AI control.
Title: Re: Hong Meiling & Patchouli Knowledge updated (06/13/17), Cirno updated (06/12/17)
Post by: Ricepigeon on June 14, 2017, 03:56:41 am
Meiling & Patchouli updated

Meiling:
Quote
=====================================
06/13/17 - Version 2017.06.13
=====================================

- 5y: Fixed bug on launcher state against certain opponents.

Patchouli:
Quote
=====================================
06/13/17 - Version 2017.06.13
=====================================

- Fixed hurtbox placement in several gethit animations.
- Taunt: Fixed binding bug on book FX.
- 5y: Proration per hit increased (0.91->0.92).
- 6y: Damage increased (65->75).
- 5z: Damage increased (70->80), Proration decreased (0.85->0.80).
- 2x: Hitpause time reduced.
- 2z: Damage increased (60->70).
- 3z: Damage increased (70->80).
- j5x: Hitpause time reduced.
- j5z: Proration per hit increased (0.80->0.84).
- Summer Red: P1 power gain on hit increased (40->60). P2 power gain on hit increased (20->30).
- Dew Spear: Power gain on startup increased (20->30).
- Autumn Blade [X version]: Adjusted hit velocities against standing opponents.
- Autumn Blade [Z version]: P1 power gain per hit decreased (32->22).
- Autumn Blade [Z version]: P2 power gain per hit decreased (16->11).
- Winter Element [Philosopher's Stone]: Revised hitbox of geysers. Now always deals 2 hits worth 140 damage.
Title: Re: Byakuren, Chen, & Lie Meiling updated (06/14/17)
Post by: Ricepigeon on June 15, 2017, 04:02:35 am
Byakuren, Chen, & Lie Meiling updated.

Byakuren:
Quote
=====================================
06/14/17 - Version 2017.06.14
=====================================

- "Master of Buddhist Cosmology": Recovery time reduced by 56f.

Chen:
Quote
=====================================
06/14/17 - Version 2017.06.14
=====================================

- 6y: P1 power gains on hit decreased (120->80).
- 6y: P2 power gains on hit decreased (60->40).
- Jumping Crossing Scales: Damage on all versions increased (80->100, 90->110, 100->120).

Lie Meiling:
Quote
=====================================
06/14/17 - Version 2017.06.14
=====================================

- "Descent of the Black Dragon": Block damage decreased (160->129).
Title: Re: Alice & Hong Meiling updated (06/15/17)
Post by: Ricepigeon on June 16, 2017, 03:47:41 am
Alice & Hong Meiling updated.

Alice:
Quote
=====================================
06/15/17 - Version 2017.06.15
=====================================

- 5x: Hitpause reduced.
- 4x: Hitpause reduced.
- 2x: Hitpause reduced.
- 1x: Hitpause reduced.
- 1y: P1 power gain increased (50->80), P2 power gain decreased (50->40).
- 1z: P1 power gain increased (70->120), P2 power gain decreased (70->60).
- Thousand Spear Dolls: Power gain on startup decreased (60->45).
- Edo High-Explosive Pawn: Power gain on startup reduced (30->20).
- Edo High-Explosive Pawn: P1 power gain decreased (70->60), P2 power gain decreased (70->30).
- Doll Set: No longer gives Alice Power on use.
- Doll Activation: Now gives Alice 30 Power on startup.
- Doll Activation: Fixed bug in IKEMEN involving two dolls hitting simultaneously.

Meiling:
Quote
=====================================
06/15/17 - Version 2017.06.15
=====================================

- 4y: Projectile hitbox size decreased.
- 4y: Recovery increased by 2f.
- 5z: Now moves Meiling forward.
- 5z: Vertical hit velocity increased.
- j3y/j3z: Vertical velocity increased.
- Cyclone Light Step: Effect now disappears when active frames end.
- Cyclone Light Step [Y version]: Active frames increased by 2f.
- Cyclone Light Step [Z version]: Active frames increased by 4f.
- Cyclone Light Step [Tiger]: Total active frames increased by 4f.
- "Colorful Windchime": Horizontal velocity increased.
Title: Re: Alice & Chen updated (06/17/17), Hong Meiling updated (06/15/17)
Post by: Ricepigeon on June 18, 2017, 02:49:03 am
Alice & Chen updated

Alice:
Quote
=====================================
06/17/17 - Version 2017.06.17
=====================================

- Fixed several minor bugs involving doll strings on certain attacks.
- j5y: Damage reduced (70->60).
- j5y: Proration increased (0.80->0.85).
- j5z: Hitpause increased.

Chen:
Quote
=====================================
06/17/17 - Version 2017.06.17
=====================================

- New Special: Dharmapala's Rampage (63214x/y/z).
Title: Re: Yukari & Kanako updated (06/20/17), Alice & Chen updated (06/17/17)
Post by: Ricepigeon on June 21, 2017, 02:41:13 am
Yukari & Kanako updated.

Yukari:
Quote
=====================================
06/20/17 - Version 2017.06.20
=====================================

- Maxwell's Demon: Throw animation slightly revised, now turns 5f earlier.
- Maxwell's Demon: Damage on all versions increased (10->20, 15->30, 20->40).
- Maxwell's Demon: Now brings opponent slightly closer to Yukari.
- "Chen": Corrected bug where Chen would hit more than 4 times.

Kanako:
Quote
=====================================
06/20/17 - Version 2017.06.20
=====================================

- Maximum Life reduced (1100->1000).
- 5x: Hurtbox slightly extended.
- 5y: Hurtbox extended.
- 5y: Proration decreased (0.90->0.85).
- 2y: Hurtbox extended.
- 2y: Proration decreased (0.85->0.80).
- Sky God: Onbashira: Damage reduced (100->90).
- Sky God: Onbashira: Proration decreased (0.75->0.70).
- Omiwatari God Cross: Hitbox size reduced. Pushbox width decreased.
- Omiwatari God Cross: Proration per hit decreased (0.88->0.84).
- Misayama Hunting Ritual: Startup on all versions increased by 1f.
- Misayama Hunting Ritual: Hurtbox extended during active frames.
- Misayama Hunting Ritual: Corrected bug in proration values when cancelled at certain times.
- "Meteoric Onbashira": Damage per hit decreased (44->40).
Title: Re: Youmu Konpaku updated (06/21/17), Yukari & Kanako updated (06/20/17)
Post by: Ricepigeon on June 21, 2017, 09:11:50 pm
Youmu updated

Quote
=====================================
06/21/17 - Version 2017.06.21
=====================================

- Spirit Level system rebalancing:
-- Spirit Level 2 is now obtained at 300 Spirit (down from 350).
-- Youmu now starts each match at 350 Spirit (Level 2).
-- Spirit Levels now have a Level Max, obtained at 950 Spirit.
- Corrected bug in Lose by Time Over animation.
- 6y: Can now cancel into 6z at Level Max.
- 6z: Hurtbox size decreased.
- j2z: Damage now increases during Level Max (65->75).
- Crescent Moon Slash: Corrected hitvels against airborne opponents.
- Crescent Moon Slash [Z version]: Hitbox size on 2nd hit slightly increased.
- Insightful Sword: Now gains increased damage during Level Max.
- Insightful Sword: Power gains for P1 and P2 increased (50->80, 25->40).
- Slash of Life & Death: Power gains on MP & HP versions of 3rd hit reduced (80->40, 40->20).
- "Slash of Present": Now hits twice during Level Max.
- "Meditation": Damage per hit increased during Level Max (48->52).
- "6-Root Cleansing": Damage during Levels 1-3 decreased (400->390, 500->480, 600->570).
- "6-Root Cleansing": Can now counter throws at Level Max.
- "6-Root Cleansing": Now deals 650 damage during Level Max.
Title: Re: Kanako Yasaka updated (06/22/17), Youmu Konpaku updated (06/21/17)
Post by: Ricepigeon on June 23, 2017, 04:40:32 am
Kanako updated

Quote
=====================================
06/22/17 - Version 2017.06.22
=====================================

- Removed unused sound files.
- Fixed animation timing with anim 5100.
- Misayama Hunting Ritual: Power gains per hit for P1 & P2 decreased (20->16, 10->8).
Title: Re: Alice, Marisa, & Sakuya updated (06/23/17), Kanako updated (06/22/17)
Post by: Ricepigeon on June 24, 2017, 05:25:46 am
Alice, Marisa, & Sakuya updated.

Alice:
Quote
=====================================
06/23/17 - Version 2017.06.23
=====================================

- Fixed timing issues with anim 5100.
- Anim 5120 extended by 2f.

Marisa:
Quote
=====================================
06/23/17 - Version 2017.06.23
=====================================

- Fixed timing issues with anim 5100.
- Fixed timing issues with anim 5050.
- Fixed timing issues with anim 5120.
- Adjustments to anim 5051 & 5061.
- Added missing dust FX on tech recovery.

Sakuya:
Quote
=====================================
06/23/17 - Version 2017.06.23
=====================================

- Fixed timing issues with anim 5100.
- Adjusted bounce acceleration.
- Animation 5050 made more fluid.
- Standup animation from knockdown reduced by 1f.
- 5z: Damage per hit decreased (47->46).
- 5z: Proration per hit increased (0.80->0.87).
- 5z: Hit velocities slightly increased.
- 5z: Pausetime slightly decreased.
- j5y: pausetime increased by 1f.
- j5z: pausetime increased by 1f.
- Sense of Thrown Edge: Power gains rebalanced (30/5xN/5xN -> 15/7xN/3xN).
- Crossup Magic: Power gain on startup increased (30->45).
- Bounce/No-bounce: Power gains rebalanced (30/10/5 -> 15/8/4).
- Time Paradox: Power gains rebalanced (30/30x2/15x2 -> 45/30x2/15x2).
Title: Re: Alice, Marisa, & Sakuya updated (06/23/17), Kanako updated (06/22/17)
Post by: Myron32x on June 25, 2017, 09:07:34 am
Bug Report:
Chen's Soaring Bishamonten, doesn't seem to work on some of the bigger characters. like the Hulk.
Title: Re: Eirin & Remilia updated (06/25/17), Alice, Marisa, & Sakuya updated (06/23/17)
Post by: Ricepigeon on June 25, 2017, 11:53:37 pm
Eirin & Remilia updated.

Eirin:
Quote
=====================================
06/25/17 - Version 2017.06.25
=====================================

- Fixed minor hurtboxes on several animations.
- Minor adjustments to ground teching.
- Minor adjustments to ground bounce behavior.
- Throw: Recovery on whiff decreased by 1f.
- Burst Shot [Air versions]: Startup decreased by 2f.
- Burst Shot [X & Y versions]: Power gains decreased (20/50/25 -> 20/30/15).
- Burst Shot [Z version]: Power gains decreased (20/50/25 -> 20/40/20).
- Lunar Debris: Power gains increased (20/15x5/7x5 -> 20/16x5/8x5).
- Elixir: Power gains increased (20/50/25 -> 20/60/30).

Remilia:
Quote
=====================================
06/25/17 - Version 2017.06.25
=====================================

- Fixed major bug where juggle flags were not being applied properly.
- Fixed animation timings in anims 5050 & 5100.
- j6z: Proration increased (75%->80).
- Chain Gang [Z Version]: Proration increased (65%->75%).
Title: Re: Komachi Onozuka updated (06/26/17), Eirin & Remilia updated (06/25/17)
Post by: Ricepigeon on June 27, 2017, 05:17:13 am
Komachi updated

Quote
=====================================
06/26/17 - Version 2017.06.26
=====================================

- Fixed issue with tails on wisp moves.
- Fixed issues with wallbounce.
- Fixed timings on certain movement & hit animations.
- Slight adjustments to hurtboxes on aerial attacks.
- 5x: Pausetime reduced.
- 5z: Proration reduced (0.90->0.85).
- 2x: Pausetime reduced.
- j5x: Fixed bug that allowed hitting opponents out of a reset.
- j5y, j5z, and j2z: Fixed bug that prevented combo from j5x.
- j5z: Startup reduced by 2f.
- j2z: Startup reduced by 2f.
- Spirits of the Firm: Power gains increased (20/40/20 -> 20/60/30).
- Floating Indolent Dead Spirits: Power gains increased (20/20/10 -> 20/40/20).
- Lonely Bound Spirits: Power gains increased (20/20/10 -> 20/60/30). Fixed several debug errors on detonation.
- Lonely Bound Spirits: Damage increased (75->85).
- Wind on the Last Journey [X ver]: Power gains adjusted (40/20x5/10x5 -> 45/16x5/8x5).
- Wind on the Last Journey [Y ver]: Power gains adjusted (40/20x8/10x8 -> 45/10x8/5x8).
- Wind on the Last Journey [Z ver]: Power gains adjusted (40/20x12/10x12 -> 45/10x12/5x12).
- The Endless Way: Power gains adjusted (20/40/20 -> 20/60/30).
- The Endless Way: Recovery time increased by 2f.
- Soul Detonate: Can now be cancelled into from Special attacks.
- "Flow of the River": P2 power gain per hit increased (20->43).
- "Abundant Floating Spirits": P2 power gain per hit increased (10->40), P2 power gain on detonate increased (10->20).
- "Irresolute Bound Spirit": P2 power gain per hit increased (10->60).
- "Scythe of Final Judgement": Fixed certain lag issues in IKEMEN.
- "Scythe of Final Judgement": P2 power gain on hit increased (500->600).
- "Scythe of Final Judgement": Chip damage decreased (100->86).
- "Short Life Expectancy": Size of dust FX decreased, reduced lag on IKEMEN.
- "Short Life Expectancy": P2 power gain on hit increased (500->600).
Title: Re: Cirno updated (07/27/17)
Post by: Ricepigeon on July 28, 2017, 02:49:06 am
Cirno updated

Quote
=====================================
07/27/17 - Version 2017.07.27
=====================================

- Adjusted yaccel on groundbounce.
- Revisions on several hit animations.
- 5y: Power gains decreased (0/26x3/13x3 -> 0/20x3/10x3).
- 2y: Power gains decreased (0/27x3/13x3 -> 0/20x3/10x3).
- 2y: Projectile hitbox size decreased.
- Icicle Shot: Power gain on startup decreased (30->15).
- Icicle Shot: Projectile hitbox size decreased.
- Icicle Shot: Projectiles now disappear if Cirno is hit.
- Icicle Sword: Power gain on startup decreased (60->45).
- Icicle Sword: Spinning hits no longer give or gain Power on hit or block.
- Frozen Technique: Power gains adjusted (30/40/20->15/60/30).
- Ice Fairy Sculpture: Power gains adjusted (30/40/20->15/40/20).
- Ice Charge: Power gains on initial hit adjusted (40/80/40->30/80/40).
- Ice Charge (Followup): Power gains adjusted (0/20/10->15/40/20).
Title: Re: Yuyuko updated (07/31/17), Cirno updated (07/27/17)
Post by: Ricepigeon on August 01, 2017, 03:21:17 am
Yuyuko updated

Quote
=====================================
07/31/17 - Version 2017.07.31
=====================================

- Minor correction to bounce behavior.
- Revisions on several hit & required animations.
- Fixed fall behavior on Normals.
- Corrected block restrictions on Aerial Normals.
- 5y: Hitbox range adjusted/extended. Now moves Yuyuko forward more.
- 5y: Damage increased (35->45).
- 6y: Hurtbox adjusted.
- 2x: Can now cancel into itself. Proration increased (0.9->0.92).
- 2y: Damage increased (23xN->25xN).
- 2y: Proration decreased (0.97xN->0.95xN).
- 2y: Power gains increased (0/20xN/10xN->0/25xN/12xN).
- 2y: Fixed debug on flower petals.
- 2z: Hurtbox slightly increased. Corrected layering issue on effect.
- j5x: Hurtbox slightly increased.
- j5y: Hurtbox slightly increased.
- j5z: Hurtbox slightly increased.
- j2z: Hurtbox slightly increased. Power gains increased (20xN/10xN->30xN/15xN).
- j2z: Now properly applies counterhit bonuses on 1st hit.
- Throw: Hurtbox size increased. Recovery time on whiff reduced by 2f.
- Throw: Now properly applies Throw proration.
- Light of the Undead: Removed. Replaced with Lance of the Swallowtail Crest.
- Reverse Screens: Hurtbox size increased. Hitbox size on LP & MP versions increased.
- Reverse Screens: Fixed debug on flower petals.
- Eternal Wandering: Startup Power gain decreased (30->20).
- Eternal Wandering: Now properly applies proration.
- Eternal Wandering: Proration per hit increased (92%xN->96%xN).
- Eternal Wandering: Hurtbox size slightly increased.
- Ghostly Butterfly: Startup Power gain increased (15->20).
- Ghostly Butterfly: Proration increased (0.88xN->0.95xN).
- Ghostly Butterfly: Hurtbox size slightly increased.
- Ghostly Butterfly: Fixed certain debug errors.
- "Ghastly Dream": Hurtbox size increased.
- "Ticket to the Netherworld": Hurtbox size increased.
- "Ticket to the Netherworld": Explosion now properly applies proration.
- "Death Lance": Hurtbox size increased.
- "Death Lance": Proration per hit decreased (0.97xN->0.9xN).
- "Death Lance": Fixed certain debug errors.
Title: Re: Patchouli & Reisen updated (08/02/17), Yuyuko updated (07/31/17)
Post by: Ricepigeon on August 03, 2017, 01:52:08 am
Patchouli & Reisen updated

Patchouli:
Quote
=====================================
08/02/17 - Version 2017.08.02
=====================================

- Summer Red: Can now be used in midair.
- Autumn Blade: All versions now hit exactly 3 times. Button press now determines angle.
- Autumn Blade: All non-Philosopher Stone versions now deal 28x3 damage.
- Autumn Blade: Hitbox size decreased.
- Dew Spear: Removed. Replaced with Emerald City.
- "Elemental Harvester": Now moves Patchouli forward on use.

Reisen:
Quote
=====================================
08/02/17 - Version 2017.08.02
=====================================

- Various adjustments to hit animations.
Title: Re: Ichirin, Mokou, & Yuyuko updated (08/05/17)
Post by: Ricepigeon on August 06, 2017, 05:22:16 am
3 characters updated

Ichirin:
Quote
=====================================
08/05/17 - Version 2017.08.05
=====================================

- Adjustments to several hit animations.
- Corrected visual error on ground tech.
- Throw: Corrected timing of throw proration.
- Raging Running Fist [Unzan inactive]: Power gains adjusted (30/10xN/5xN->20/12xN/6xN).
- Raging Running Fist [Unzan active]: Power gains adjusted (45/10xN/5xN->30/16xN/8xN).
- "Deadly Wind of Penitence": Startup reduced by 10f.
- "Deadly Wind of Penitence": Now hits OTG.

Mokou:
Quote
=====================================
08/05/17 - Version 2017.08.05
=====================================

- Adjustments on hit animations.
- 6z: Now causes wallbounce on counterhit.
- j2z: Now moves downward at a 45 degree angle.
- j2z: Landing recovery reduced by 3f.
- Throw: Corrected timing of throw proration.
- Resurrection Pillar: No longer hits OTG.
- Hollow Giant Woo: Power gains on hit increased (20/10->40/20).
- Ignition Candle: Power gains adjusted (15/80/40->20/80/40).
- "South Wind, Clear Sky -Mt. Fuji Volcano-": Velocity increased.

Yuyuko:
Quote
=====================================
08/05/17 - Version 2017.08.05
=====================================

- Minor adjustments to hit animations.
- Throw: Hurtbox slightly increased.
- Lance of the Swallowtail Crest: Fixed bug with cancel conditions.
- Lance of the Swallowtail Crest: Minor adjustments to hurtboxes.
- Eternal Wandering: Minor adjustments to hurtboxes.
Title: Re: Mokou updated (08/08/17), Ichirin & Yuyuko updated (08/05/17)
Post by: Ricepigeon on August 09, 2017, 02:24:42 am
Mokou updated

Quote
=====================================
08/08/17 - Version 2017.08.08
=====================================

- Corrected post-round bug that would delay win animations.
Title: Re: Mokou updated (08/08/17), Ichirin & Yuyuko updated (08/05/17)
Post by: RMaster007 on August 09, 2017, 02:33:32 am
Mokou updated

Quote
=====================================
08/08/17 - Version 2017.08.08
=====================================

- Corrected post-round bug that would delay win animations.

10 bucks say someone's gonna nominate that for COTM.
Spoiler, click to toggle visibilty
Title: Re: Remilia & Koishi updated (08/13/17), Mokou updated (08/08/17)
Post by: Ricepigeon on August 13, 2017, 06:56:17 am
Remilia & Koishi updated

Quote
=====================================
08/13/17 - Version 2017.08.13
=====================================

- Throw: Safeguard implemented if target is somehow lost during the throw.
Title: Re: Seven Touhou characters updated (08/13/17), Mokou updated (08/08/17)
Post by: Ricepigeon on August 13, 2017, 10:34:15 pm
Alice, Cirno, Reisen, Yukari, & Yuyuko updated

Quote
=====================================
08/13/17 - Version 2017.08.13
=====================================

- Safeguard implemented if target is somehow lost during throws.
Title: Re: Reimu & Sanae updated (08/14/17), Seven Touhou characters updated (08/13/17)
Post by: Ricepigeon on August 15, 2017, 03:53:34 am
Reimu & Sanae updated

Reimu:
Quote
=====================================
08/14/17 - Version 2017.08.14
=====================================

- Safeguard implemented if target is somehow lost during throws.
- Dimensional Rift: Startup on all versions reduced by 3f.
- "Fantasy Seal": Fixed lag issues in IKEMEN

Sanae:
Quote
=====================================
08/14/17 - Version 2017.08.14
=====================================

- Safeguard implemented if target is somehow lost during throws.
Title: Re: Meiling Lie Meiling & Flandre update (08/15/17), Reimu & Sanae update (08/14/17)
Post by: Ricepigeon on August 16, 2017, 02:40:17 am
More updates, now with with a double dose of China and U.N. Owen.

Meiling, Lie Meiling, & Flandre:
Quote
=====================================
08/15/17 - Version 2017.08.15
=====================================

- Safeguard implemented if target is somehow lost during throws.
Title: Re: Lie Meiling updated (08/16/17), Hong Meiling & Flandre update (08/15/17)
Post by: Ricepigeon on August 17, 2017, 03:58:39 am
Lie Meiling updated

Quote
=====================================
08/16/17 - Version 2017.08.16
=====================================

- Four Star Sword: Power gain on startup increased (10->15).
- Black Dragon Rising: Fixed bug where proration was not being applied for the 2nd hit.
- Black Dragon Rising: Proration per hit increased (0.85->0.9)
- Black Dragon Rising: Minor adjustments to hurtboxes.
- Black Dragon Rising [X Version]: Chip damage decreased (12x2->11x2).
- Black Dragon Rising [Z Version]: Chip damage decreased (17x2->13x2).
- Ultraviolet Flip [X followup]: Now applies a static 80% proration.
- Ultraviolet Flip [Y followup]: Now applies a static 80% proration.
- Monochromatic Hurricane: Now applies a static 85% proration per hit.
- Monochromatic Hurricane [Air versions]: Startup Power gain increased (20->30).
- Descending Dragon Slam: Now applies a static 85% proration.
- Descending Dragon Slam [Z version]: Now applies an additional 90% proration on groundbounce.
- "Roc's Fist": Chip damage decreased (40*30->10*40).
- All Last Words now properly apply proration.
- "Wrath of the Raging Youkai" [F version]: Startup invincibility now extends up until the 1st active frame.
- "Wrath of the Raging Youkai" [F version]: Startup time after superpause decreased to 0f.
- "Wrath of the Raging Youkai" [B version]: Startup invincibility now extends up until the 2nd active frame.
- "Wrath of the Raging Youkai" [B version]: Startup time reduced by 1f.
Title: Re: Lie Meiling updated (08/16/17), Hong Meiling & Flandre update (08/15/17)
Post by: EgyLynx on August 17, 2017, 05:33:50 pm
Lie Meiling updated
Thanks these infos, but where i can download these updates... i not remeber when i updates download ealier time...
Title: Re: Lie Meiling updated (08/16/17), Hong Meiling & Flandre update (08/15/17)
Post by: Ricepigeon on August 17, 2017, 05:38:24 pm
Check the link in the first post.
Title: Re: Sanae Kochiya updated (08/17/17), Lie Meiling updated (08/16/17)
Post by: Ricepigeon on August 18, 2017, 04:12:32 am
Sanae updated

Quote
=====================================
08/17/17 - Version 2017.08.17
=====================================

- Frog Hop: Adjusted cancel window on hit.
- Omikuji Bomb: Can no longer toss additional packets if one is already on screen.
- Cobalt Spread: Hit velocities adjusted.
- Cobalt Spread [Y version]: Now causes a knockdown.
- Wind Goddess ~ Pillar: Can now be used in midair.
- "Charm of Good Commerce": Packets can now hit OTG if directed downward via wind.
Title: Re: Sanae Kochiya updated (08/18/17), Lie Meiling updated (08/16/17)
Post by: Ricepigeon on August 19, 2017, 02:51:58 am
Sanae update part 2

Quote
=====================================
08/18/17 - Version 2017.08.18
=====================================

- 6y: Proration decreased (90%->85%).
- 6z/j6z: Proration decreased (98%->85%).
- 6z/j6z: Power gain on hit adjusted (80/60->80/40).
- 2z: Proration decreased (80%->75%).
- 3z: Proration decreased (80%->75%).
- 4z: Proration decreased (96%xN->95%xN).
- j5x: Proration decreased (92%->90%).
- j2y: Power gains reduced (80/40->40/20).
- j5z: Proration increased (75%->80%).
- Wind Call: Power gain on startup decreased (40->20).
- Wind Call: Fixed bug where proration was being applied twice per hit.
- Omikuji Bomb: Power gains adjusted (40/40/20->20/60/30).
- Wind Goddess ~ Thrust: Power gain on startup decreased (60->45).
- Wind Goddess ~ Pillar: Power gain on startup decreased (60->45).
- Cobalt Spread: Power gains adjusted (40/40/20->20/60/30).
- Earth Goddess ~ Shield: No longer applies power gains on startup.
- Earth Goddess ~ Snare: No longer applies power gain on startup use, only when trap is activated.
- Earth Goddess ~ Snare: Fixed bug where proration was being applied multiple times per hit.
- Earth Goddess ~ Snare: Proration decreased (96%x3->95%x3).
Title: Re: Eirin, Komachi, & Patchouli updated (08/19/17), Sanae updated (08/18/17)
Post by: Ricepigeon on August 20, 2017, 12:38:49 am
Eirin, Komachi, & Patchouli updated

Quote
=====================================
08/19/17 - Version 2017.08.19
=====================================

- Safeguard implemented if target is somehow lost during throws.
Title: Re: Utsuho Reiuji updated (08/27/17)
Post by: Ricepigeon on August 28, 2017, 01:19:11 am
Utsuho updated

Quote
=====================================
08/27/17 - Version 2017.08.27
=====================================

- Adjusted timing & hurtboxes of several hit & system animations.
- Added safeguard during throws in the event target is somehow lost during throw.
- Added missing dust effects on ground tech animation.
- Corrected cancel windows on Specials.
- Corrected bugs on Klaxon intro.
- Fixed bug where Utsuho's charge from one Special could carry over to another.
- Fixed bug regarding Utsuho's palette effects while charging.
- Spellcards now properly remove charge meters from cancelled into from Specials.
- 5x: Damage decreased (60->50).
- 5y: Hurtbox size slightly increased, hitbox size reduced.
- 5y: Proration decreased (90%->85%).
- 5z: Damage decreased (91->90).
- 2x: Proration decreased (94%->90%).
- 2y: Now hits mid.
- 2z: Damage decreased (130->120).
- j5x: Damage decreased (55->50).
- j5y: Damage decreased (100->90).
- j5z: Damage decreased (130->125).
- j5z: Proration decreased (85%->80%).
- j6z: Damage decreased (120->110).
- Throw: Fixed bug regarding application of throw proration.
- Throw: Fixed bug where opponent could ground tech after being thrown.
- Control Rod (Lv1): Power gains adjusted (15/40/20->15/60/30).
- Control Rod (Lv2): Power gains adjusted (30/80/40->15/80/40).
- Control Rod (Lv3): Power gains adjusted (45/18xN/9xN -> 30/18xN/9xN).
- Control Rod (Lv3): Damage per hit decreased (24xN->22xN).
- Rocket Dive: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Rocket Dive: Power gain on startup reduced (45->30), now gains an additional 15 Power on startup when fully charged.
- Hell Geyser: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Hell Geyser: Now gains an additional 15 Power on startup when fully charged.
- Flare Up: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Flare Up: Now gains an additional 15 Power on startup when fully charged.
- Flare Up: Projectile hitboxes now activate 1 tick after being summoned.
- Flare Up: Proration per hit decreased (95%xN->90%xN).
- "Creeping Sun": Minimum guard distance during startup reduced.
- "Creeping Sun": Damage per hit during charging animation reduced (8xN->4xN).
- "Creeping Sun": Can now only hit a maximum of 30 times after being released.
- "Mega Flare"/"Giga Flare"/"Tera Flare": Opponent can no longer erroneously go into block stance while Utsuho is charging.
- "Mega Flare": Damage per hit decreased (66xN->60xN).
- "Mega Flare": P2 power gain per hit increased (30xN->50xN).
- "Giga Flare": Damage per hit reduced (36xN->34xN), chip damage reduced (4xN->2xN).
- "Yatagarasu Dive": Fixed bug where proration values were not being applied properly.
- "Yatagaradu Dive": Damage per hit during dive decreased (90xN->80xN).
- "Uncontrollable Dive": Fixed bug where proration values were not being applied properly.
- "Uncontrollable Dive": Damage per hit decreased (28xN->27xN).
Title: Re: Mima & Utsuho updated (08/31/17)
Post by: Ricepigeon on August 31, 2017, 07:00:16 pm
Mima & Utsuho updated

Mima:
Quote
=====================================
08/31/17 - Version 2017.08.31
=====================================

- Sweep Away [MP ver]: Fixed discrepancy where aerial version dealt more damage.
- Stellar Missile [Aerial]: Recovery increased by 2f.
- "Escape Velocity": Fixed discrepancy where aerial version dealt more damage.

Utsuho:
Quote
=====================================
08/31/17 - Version 2017.08.31
=====================================

- "Creeping Sun": Fixed issue where Sun could be "disconnected" from Utsuho before release.
Title: Re: Yuyuko Saigyouji updated (09/06/17)
Post by: Ricepigeon on September 07, 2017, 02:49:24 am
Yuyuko updated

Quote
=====================================
09/06/17 - Version 2017.09.06
=====================================

- Minor animation & hurtbox adjustments on some hit animations.
- Butterfly Dream Dance [Y version]: Chip damage increased (20->24).
- Butterfly Dream Dance [Z version]: Chip damage when in front of opponent increased (20->24).
- "Ghastly Dream": Fixed bug where pushing Yuyuko would misalign the butterfly rings.
- "Ghastly Dream": Chip damage per hit increased (3xN->5xN).
- "Death Lance": Chip damage per hit decreased (12xN->11xN).
- "Death Lance": Fixed bug where lasers would not destroy themselves offscreen if fired at certain angles.
- "Sense of Cherry Blossom": P2 Power gains on hit now scale with the move's charge level.
Title: Re: Utsuho Reiuji updated (09/07/17), Yuyuko Saigyouji updated (09/06/17)
Post by: Ricepigeon on September 08, 2017, 02:53:56 am
Utsuho updated

Quote
=====================================
09/07/17 - Version 2017.09.07
=====================================

- "Creeping Sun": Fixed bug involving charging during an opponent's pause/superpause.
- "Creeping Sun": Fixed bug where projectile would not be launched if opponent is KOed.
- "Creeping Sun": Fixed issue with scaling.
- "Creeping Sun": Fixed issue with minimum guarding distances.
- "Creeping Sun": Fixed interaction with Yukari's Ride the Waves.
- "Creeping Sun": Fixed bug on hitsparks when colliding with another projectile.
Title: Re: Lie Meiling updated (09/08/17), Utsuho Reiuji updated (09/07/17)
Post by: Ricepigeon on September 09, 2017, 02:31:55 am
Lie Meiling updated

Quote
=====================================
09/08/17 - Version 2017.09.08
=====================================

- Minor adjustments to hit & system animations.
- 6z: Power gains decreased (120/60->90/45).
- j2y: Power gains decreased (80/40->60/30).
- "Roc's Fist": Proration on second hit decreased (85%->70%).
Title: Re: Cirno updated (09/09/17), Lie Meiling updated (09/08/17)
Post by: Ricepigeon on September 09, 2017, 10:13:02 pm
Cirno has been updated with a few adjustments. Totally not an obligatory ⑨-day update... Nope, complete coincidence.

Quote
========================================================
09/09/17 - Version 2017.09.09 - OBLIGATORY ⑨ DAY UPDATE
========================================================

- Adjustments to hit animations.
- 6y: Fixed bug where overhead property was not lost when cancelling into.
- 2y: Chip damage increased (2xN->3xN).
- 2z: Proration decreased (80%->75%).
- Icicle Fairy Sculpture: Opponent can no longer erroneously block during startup.
- Ice Charge [Followup]: Chip damage decreased (10->9).
- "Great Crusher": Chip damage decreased (93-83).
Title: Re: Reimu Hakurei updated (09/10/17), Cirno updated (09/09/17)
Post by: Ricepigeon on September 10, 2017, 07:32:48 am
Reimu updated

Quote
=====================================
09/10/17 - Version 2017.09.10
=====================================

- Adjustments on certain hit animations.
- Adjusted air dash behaviors.
- Fixed cancel windows from dashes.
- 5x: Proration decreased (98%->96%).
- 6x/4x: Can now only be performed with 6x.
- 4y: Command changed to 4xyz and 6xyz. Now has two variations.
- 6y: Corrected oversight where incorrect power gains were applied when cancelled into.
- 5z: Damage decreased (75->70).
- 5z: Proration increased (80%->85%).
- 6z: Can now also be performed with 4z.
- 2x: Damage increased (20->25).
- 2y: Proration per hit increased (90%xN->94%xN).
- 2z: Proration decreased (80%->75%).
- 2z: Leg hurtbox size decreased.
- 3z: Proration decreased (85%->80%).
- j5x: Damage decreased (38->36).
- j5x: Proration increased (85%->90%).
- j5y: Proration per hit increased (92%xN->95%xN).
- j5z: Proration decreased (85%->80%).
- Hakurei Amulet: Power gains adjusted (15/80/40->15/60/30).
- Hakurei Amulet: Proration decreased (90%->85%).
- Hakurei Amulet: Damage increased (50->60).
- Hakurei Amulet: Fixed supercancel conditions.
- Ascension Kick: Can no longer be air blocked.
- Ascension Kick [Z version]: Damage increased (110->120).
- Rain Dance: Power gain on startup increased (30->45).
- Rain Dance: Fixed supercancel conditions.
- Dimensional Rift (Y version): Reimu now reappears closer to the opponent.
- Dimensional Rift (Z version): Power gains adjusted (30/25xN/12xN->30/30xN/15xN).
- "Omnidirectional Demon Binding Circle": Chip damage increased (3xN->5xN).
- "Fantasy Heaven": P2 Power gains decreased (20xN->13xN).
- "Fantasy Nature": Chip damage increased (50->84).
- "Fantasy Nature": Corrected powergain values.
Title: Re: Ichirin Kumoi updated (09/14/17), Reimu Hakurei updated (09/10/17)
Post by: Ricepigeon on September 15, 2017, 03:43:26 am
Ichirin updated

Quote
=====================================
09/14/17 - Version 2017.09.14
=====================================

- Ichirin's hurtbox size now increases drastically while Unzan is active.
- Implemented failsafe if opponent is somehow lost during throws.
- 5x (Unzan): Startup increased by 2f.
- 5y (Unzan): Startup increased by 3f.
- 5y (Unzan): Hurtbox size increased, hitbox size decreased.
- 2y (Unzan): Fists now spawn closer to Ichirin.
- 2y (Unzan): Startup increased by 2f.
- 2z (Unzan): Can now be blocked high.
- 2z (Unzan): Hitbox size decreased.
- j5z (Unzan): Hitbox size decreased.
- Raging Running Fist (Inactive): Chip damage increased (2xN->3xN).
- Raging Running Fist (Active): Damage decreased (25xN->23xN).
- Raging Running Fist (Active): Can no longer supercancel before making contact.
- Raging Running Fist (Active): Fixed issue where Unzan would become disconnected from Ichirin.
- North Mountain Wind of Mercy: Can now be airblocked.
- North Mountain Wind of Mercy: Hitbox size decreased. Fixed issue where hurtbox shrinks for one frame.
- North Mountain Wind of Mercy: Blockstun decreased by 3f.
- Handful of Floating Cloud: Damage decreased (130/140/150->120/130/140).
- Handful of Floating Cloud: Power gains decreased (45/200/100->45/160/80).
- Handful of Floating Cloud: Proration decreased (55%->50%).
- Handful of Floating Cloud: Hitbox size decreased.
- "Foreseeing Nyuudou Cloud": Chip damage decreased (4xN->3xN).
- "Foreseeing Nyuudou Cloud": Hit velocities decreased.
- "King Kraken Strike": Projectile hitbox size slightly decreased.
- "King Kraken Strike": Hit velocities slightly decreased.
- "King Kraken Strike": Recovery increased by 4f.
- "Thunderous Rage of an Angry Old Man": Hitbox size slightly decreased. Hurtbox now persists into recovery frames.
Title: Re: Cirno updated (09/16/17), Ichirin Kumoi updated (09/14/17)
Post by: Ricepigeon on September 17, 2017, 04:18:03 am
Cirno updated

Quote
========================================================
09/16/17 - Version 2017.09.16
========================================================

- Several new voices added/modified.
- Icicle Sword: Is now air blockable.
- Icicle Fairy Sculpture: Is now air blockable.
Title: Re: Reimu Hakurei updated (09/17/17), Cirno updated (09/16/17)
Post by: Ricepigeon on September 17, 2017, 11:27:36 pm
Reimu updated

Quote
=====================================
09/17/17 - Version 2017.09.17
=====================================

- 6y: Fixed bug where Overhead property is not lost when cancelled into.
- 4xyz/6xyz: Is now air blockable.
- Ascension Kick: Becomes air blockable after the first 3 active frames.
Title: Re: Yuuka Kazami updated (09/18/17), Reimu Hakurei updated (09/17/17)
Post by: Ricepigeon on September 19, 2017, 05:35:33 am
Yuuka updated

Quote
=====================================
09/18/17 - Version 2017.09.18
=====================================

- Minor behavior adjustments on ground tech.
- New Special: Fantastic Spring Flowers (D,DF,F + X/Y/Z).
Title: Re: Yuuka Kazami updated (09/19/17), Reimu Hakurei updated (09/17/17)
Post by: Ricepigeon on September 20, 2017, 04:52:16 am
Yuuka updated again

Quote
=====================================
09/19/17 - Version 2017.09.19
=====================================

- Adjusted head & mid positions in data.
- j2z: Fixed bug involving Yuuka's dizzy state.
- Throw: Fixed bug with proration.
- Fantastic Spring Flowers: Corrected buffer code that caused priority conflict with Yuuka's 360 motions.
- Fantastic Spring Flowers: Adjusted spawn positioning of projectile.
Title: Re: Koishi Komeiji updated (09/23/17), Yuuka Kazami updated (09/19/17)
Post by: Ricepigeon on September 24, 2017, 04:26:56 am
Major Koishi updated

Quote
=====================================
09/23/17 - Version 2017.09.23
=====================================

- Adjustments to common animations.
- Corrections to supercancel conditions.
- Koishi's command normals and Specials are no longer solely governed by her subconscious.
- New mechanic added: Guard Cancel Counter (B+2 atk during blockstun).
- 5x: Hitbox size slightly increased.
- 5y: No longer requires a cooldown.
- 5y: Damage reduced (75->50).
- 5y: Hurtbox extended, hitbox position adjusted.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 4y: Power gains decreased (0/40x2/20x2->0/30x2/15x2).
- 4y: Chip damage increased (6->7)
- 4y: Hitpause & blockpause decreased (8->6).
- 5z: Startup is now fixed at 9f, to compensate for removal of stored version.
- 5z: Damage decreased (80->70).
- 5z: Proration increased (80%->85%).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 6z: Hurtbox extended, hitbox position adjusted.
- 6z: Damage decreased (90->80).
- 6z: Startup increased by 1f.
- 4z: Damage decreased (90->80).
- 4z: Is now air blockable.
- 4z: Hitbox size decreased.
- 2x: Hitbox and hurtbox sizes decreased, can now chain into itself.
- 2x: Damage decreased (35->25).
- 2y: Hit vels adjusted.
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Fixed bug that prevented this move from being cancelled into from certain normals.
- 2z: Damage decreased (90->80).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5x: Hurtbox size decreased after 2nd animation frame.
- j5y: Hurtbox size decreased.
- j5y: Fixed inability to cancel into HP level Normals.
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Startup is now fixed at 10f, to compensate for removal of stored version.
- j5z: Damage decreased (80->70).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j6z: Hurtbox extended, hitbox position adjusted.
- j6z: Startup increased by 1f.
- j2z: Hurtbox extended, hitbox position adjusted.
- Throw: Fixed bug with proration.
- Fidgety Snatcher: Is now air blockable.
- Fidgety Snatcher [Y Ver]: Startup time increased by 2f.
- Fidgety Snatcher [Z ver]: Startup time decreased by 1f.
- Unanswered Love: Is now air blockable.
- Unanswered Love: Now only hops a maximum of three times. Additional hops no longer require opponent at a certain height.
- Unanswered Love: Now has projectile invincibility during each hop.
- Unanswered Love: Velocities and hit vels adjusted.
- Catch & Rose: X version now always acts as a command grab.
- Catch & Rose: Corrected visual bug where cords would disconnect from Koishi on hit.
- Catch & Rose: Implemented safeguard if opponent is lost.
- Growing Pain: Power gains increased (15/10xN/5xN->15/30xN/15xN).
- Growing Pain: Fixed IKEMEN exclusive bug where hitboxes shrink in size.
- "Superego": Damage decreased (22xN->13xN), damage on final hit decreased (28->24).
- "Superego": Proration increased (92%xN->96%xN).
- "Release of the Id": Chip damage increased (2xN->4xN).
- "Ancestors are Watching You": Is now air usable.
Title: Re: Remilia Scarlet updated (09/24/17), Koishi Komeiji updated (09/23/17)
Post by: Ricepigeon on September 25, 2017, 12:34:22 am
Remilia updated

Quote
=====================================
09/24/17 - Version 2017.09.24
=====================================

- Adjustments to various hit animations.
- Power gains on Normals adjusted.
- Fixed missing dust effects on ground tech recovery.
- New mechanic added: Guard Cancel Counter (B+2 atk during blockstun).
- j2y: Fixed bug during "Millenium Vampire" where Remilia would only heal during 1st hit.
- j5z: Now causes soft knockdown against airborne opponents.
- Throw: Bugfix for Proration.
- Demon Lord Walk [Y ver]: Chip damage on 1st hit increased (10->11).
- Demon Lord Walk [Z ver]: Chip damage on 2nd & 3rd hits swapped.
- Vampire Kiss: Fixed bug where proration was not being applied.
- Vampire Kiss: Power gains decreased (45/120/60->45/80/40).
- Chain Gang: Fixed bug in homing algorithm.
- Chain Gang [X & Y ver]: Now only hits once.
- Chain Gang [X & Y ver]: Damage increased (15->70), Proration decreased (96%->80%).
- Chain Gang [X & Y ver]: Power gains increased (15/14/7->15/60/30).
- "Demon King Cradle": Chip damage decreased (8xN->7xN).
Title: Re: Remilia Scarlet & Hong Meilng updated (09/25/17)
Post by: Ricepigeon on September 26, 2017, 03:35:44 am
Remilia & Meiling updated.

Remilia:
Quote
=====================================
09/25/17 - Version 2017.09.25
=====================================

- Guard Cancel Counter: Command changed to B,DB,D + X/Y/Z (412X, 412Y, 412Z).
- Demon Lord Walk: Is now air blockable.
- Demon Lord Cradle: Is now air blockable after the first 2 active frames.
- "Demon King Cradle": Is now air blockable.
- "Scarlet Devil": Is now air blockable.

Meiling:
Quote
=====================================
09/25/17 - Version 2017.09.25
=====================================

- Fixed bug where Throw could not be done while crouching.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- j3x/y/z: Now applies movement velocities 3f later.
- "Colorful Light Lotus Flower Palm": Damage decreased (420->355).
Title: Re: Lie Meiling updated (09/26/17), Remilia Scarlet & Hong Meilng updated (09/25/17)
Post by: Ricepigeon on September 27, 2017, 02:21:11 am
Lie Meiling updated

Quote
=====================================
09/26/17 - Version 2017.09.26
=====================================

- Fixed bug where Throw could not be done while crouching.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Black Dragon Rising: Is now air blockable.
- Monochromatic Hurricane [Y & Z ver]: First hit no longer air blockable.
Title: Re: Marisa Kirisame updated (09/27/17), Lie Meiling updated (09/26/17)
Post by: Ricepigeon on September 28, 2017, 04:37:29 am
Marisa updated

Quote
=====================================
09/27/17 - Version 2017.09.27
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 6z: Power gains decreased (0/120/60->0/90/45).
- 2x: Startup decreased by 1f.
- 2y: Proration decreased (90%->85%).
- j2z: Power gains decreased (0/120/60->0/90/45).
- Throw: Fixed bug causing throw proration flag to not set properly.
- Throw: Implemented safeguard in case opponent is lost during throw.
- Throw: Adjusted hurtbox positioning.
- Witching Blaster [X, Y & Z ver]: Power gains decreased (15/80/40->15/60/30).
- Miasma Sweep: Can now be airblocked after 2nd active frame.
- Miasma Sweep [X ver]: Damage increased (87[67]->90[70]).
- Miasma Sweep [Y ver]: Damage increased (67*54->70*57).
- Miasma Sweep [Z ver]: Damage increased (147[77]->150[80]).
- Miasma Sweep [EX ver]: Damage increased (67x2->80x2).
- Miasma Sweep [EX ver]: Power gains increased (45/40x2/20x2->45/60x2/30x2).
- Witch Leyline: Power gain on startup increased (15->30).
- Witch Leyline [EX ver]: Chip damage decreased (24->23).
- Witch Leyline [EX ver]: Power gains increased (15/80/40->30/120/60).
- Narrow Spark [Y ver]: Power gains decreased (15/32x2/16x2->15/30x2/15x2).
- Narrow Spark [Z ver]: Power gains decreased (15/32x3/16x3->15/20x3/10x3).
- "Master Spark": Startup decreased by 4f.
- "Dragon Meteor": Proration decreased (99%xN->98%xN).
- "Sungrazer": Is now air blockable.
Title: Re: Youmu Konpaku updated (09/28/17), Marisa Kirisame updated (09/27/17)
Post by: Ricepigeon on September 29, 2017, 02:59:34 am
Youmu updated

Quote
=====================================
09/28/17 - Version 2017.09.28
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Backdashes no longer deplete Youmu's spirit meter.
- Added missing dust effects on ground tech recovery.
- Throw: Fixed bug with proration.
- Crescent Moon Slash [X ver]: Can now be airblocked after 3rd active frame.
- Crescent Moon Slash [Y & Z ver]: Final hit can now be airblocked.
- Slash of Life and Death: 3rd hit can now be airblocked.
- "Meditation": Chip damage decreased (10xN->7xN), Chip damage during Level Max decreased (10xN->8xN).
- "Slash of Present": Chip damage on Level Max decreased (40*40->28*28).
Title: Re: Sanae Kochiya updated (09/29/17), Youmu Konpaku updated (09/28/17)
Post by: Ricepigeon on September 30, 2017, 04:01:58 am
Sanae updated

Quote
=====================================
09/29/17 - Version 2017.09.29
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Fixed missing dust particles on ground tech.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 4z/j4z: No longer causes a reset versus airborne opponents. Hit velocities adjusted.
- 4z/j4z: Damage decreased (50xN->45xN). Now causes chip damage.
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j5z: No longer causes a reset versus airborne opponents.
Title: Re: Reisen & Reimu updated (09/30/17), Sanae Kochiya updated (09/29/17)
Post by: Ricepigeon on October 01, 2017, 12:33:46 am
Reisen & Reimu updated

Reisen:
Quote
=====================================
09/30/17 - Version 2017.09.30
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Fixed missing dust effects from ground tech recovery.
- Vertical hurtbox size during aerial states decreased.
- Forward dash velocity slightly increased.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Damage increased (65->70).
- 5z: Proration increased (80%->85%).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 4z/6z: Power gains decreased (0/120/60->0/90/45).
- 2y: Power gains decreased (0/40x2/20x2->0/30x2/15x2).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j2z: Power gains decreased (0/120/60->0/90/45).
- jzz: Hit velocities adjusted, now causes a knockdown versus airborne opponents.
- Mind Explosion: Power gains adjusted (15/80*20*20/40*10*10->20/30x3/15x3).
- Mind Explosion: Chip damage increased (3x3->5x3).
- Ultrared Field: No longer gains power on use.
- Ultrared Field: Durations increased (2 sec -> 2.67 sec, 3.5 sec -> 4 sec).
- Ultrared Field [623 ver]: Field size increased by approx 20%.
- Ultraviolet Field: No longer gains power on use.
- Ultraviolet Field: Durations increased (2 sec -> 2.67 sec, 3.5 sec -> 4 sec).
- Ultraviolet Field [623 ver]: Field size increased by approx 20%.
- Undersense Break: Chip damage decreased (5xN->4xN).
- Illusionary Blast: Power gains adjusted (15/20xN/10xN->20/18xN/9xN).
- Illusionary Blast: Chip damage increased (4xN->5xN).
- Disbelief Aspect: Power gain on startup increased (15->20).
- Disbelief Aspect: Chip damage increased (2xN->6xN).
- Spellbreaking Drug: Power gains adjusted (15/40/-1000/40->20/60/-1000/30).
- "X-Wave": P2 Power gains increased (42xN->43xN).
- "Lunacy Ray": Chip damage decreased (26x2->24x2).
- "Lunatic Echo": Fixed bug where projectiles would not spawn if Reisen is above a certain stage height.
- "Lunatic Red Eyes": Chip damage decreased (5xN->4xN).

Reimu:
Quote
=====================================
09/30/17 - Version 2017.09.30
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Added missing dust effects on ground tech recovery.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2y: Power gains decreased (0/26x3/13x3->0/20x3/10x3).
- 2z: Power gains decreased (0/120/60->0/90/45).
- 3z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/26x3/13x3->0/20x3/10x3).
- j5z: Power gains decreased (0/120/60->0/90/45).
Title: Re: Alice Margatroid updated (10/02/17), Reisen & Reimu updated (09/30/17)
Post by: Ricepigeon on October 03, 2017, 03:25:33 am
Alice updated

Quote
=====================================
10/02/17 - Version 2017.10.02
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Alice is now exclusively a Type II chaining character (cannot chain Y into Z).
- Removed certain outdated information from the Readme concerning damage scaling.
- Fixed cancel conditions for several attacks.
- 5y: Damage increased (50->60).
- 4y: Damage increased (55->65).
- 5z: Damage increased (70->80).
- 4z: Damage increased (80->90).
- 2y: Damage increased (30x2->35x2).
- 1y: Damage increased (50->65).
- 2z: Damage increased (80->85).
- 1z: Damage increased (90->100).
- j5y: Damage increased (60->65).
- j4y: Damage increased (65->75), adjusted hitvels on crossup.
- j5z: Damage increased (70->80).
- j4z: Damage increased (90->95).
- Throw: Fixed bug where hitbox shrinks after 1st active frame.
- Throw [Fwd]: Damage decreased (95->90).
- Doll Placement: Power gains decreased (30/20x4/10x4->20/15x4/7x4).
- Doll Placement: Chip damage increased (2x4->4x4).
- Doll Activation: Power gains decreased (30/20x4/10x4->20/15x4/7x4).
- Doll Activation: Chip damage increased (2x4->4x4).
- Edo High Explosive Pawn: Fixed bug where recovery frames were not flagged.
- Volatile Doll: Power gain on startup decreased (30->20).
- "Return Inanimate": Chip damage decreased (56->48).
- "Goliath Doll MkII": Now applies 45% proration.
- "Lemmings Parade": Proration increased (85%xN->97.5%xN).
Title: Re: Sakuya Izayoi updated (10/06/17), Alice Margatroid updated (10/02/17)
Post by: Ricepigeon on October 07, 2017, 05:25:00 am
Sakuya updated

Quote
=====================================
10/06/17 - Version 2017.10.06
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5y: Power gains decreased (0/80/40->0/60/30).
- 6y: Can now be airblocked.
- 4y: Can now be airblocked on the 2nd hit.
- 5z: Power gains decreased (0/60x2/30x2->0/45x2/27x2).
- 2y: Adjusted hurtbox & hitbox placement.
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
- Throw: Fixed oversight where throw proration was not being applied.
- Throw: Added safeguard in event opponent is lost.
- Sense of Thrown Edge: Power gains increased (15/7xN/3xN->15/10xN/5xN).
- Crossup Magic: Can now be airblocked.
- Crossup Magic [X ver]: Power gains increased (45/20x3/10x3->45/26x3/13x3).
- Crossup Maguc [Z ver]: Power gains increased (45/20x5/10x5->45/24x5/12x5).
- Crossup Magic [Air]: Power gains increased (45/20x3/10x3->45/26x3/13x3).
- Bounce/No-bounce: Power gains increased (15/8xN/4xN->15/10xN/5xN).
- Bounce/No-bounce: Knives are now destroyed if Sakuya is hit.
- Time Paradox: Proration decreased (90%x2->89.5%x2).
- Time Paradox: Power gains increased (45/30x2/15x2->45/40x2/20x2).
- Time Paradox [X ver]: Damage on 1st hit increased (37->39).
- Time Paradox [Y ver]: Damage on 1st hit increased (47->49).
- Time Paradox [Z ver]: Damage on 2nd hit increased (55->56).
- Time Paradox [Z ver]: Fixed bug involving chip damage.
- "Inscribed Red Soul": Is now air blockable.
- "Killing Doll": Chip damage decreased (4xN->3xN).
- "Killing Doll": Fixed bug in instance where there is no opponent.
- "Deflation World": Chip damage decreased (90->80).
Title: Re: Eirin Yagokoro (10/08/17), Sakuya Izayoi updated (10/06/17)
Post by: Ricepigeon on October 08, 2017, 09:01:37 pm
Eirin updated

Quote
=====================================
10/08/17 - Version 2017.10.08
=====================================

- Fixed bug involving AI triggers when no opponent is available.
- Walk speeds increased.
- Fixed bugs on super cancel conditions.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Forward dash velocity slightly increased.
- 5z: Chip damage decreased (8xN->7xN).
- Throw: Now properly applies throw proration.
- Burst Shot [X & Y ver]: Power gains decreased (20/30xN/15xN->20/20xN/10xN).
- Burst Shot [Z ver]: Power gains decreased (20/40xN/20xN->20/30xN/15xN).
- Lunar Debris: Added safeguard in event there is no opponent on screen.
- Lunar Debris: Damage increased (20xN->22xN).
- Saturn V: Can now be air blocked.
- Saturn V [X ver]: Chip damage increased (10x2->11x2).
- Saturn V [Y ver]: Chip damage increased (10x2->13x2).
- Saturn V [Z ver]: Chip damage increased (12x2->15x2).
- Elixir ~ Nitrogen: Opponent can now escape by wiggling the directional keys.
- Elixir ~ Nitroglycerin: Chip damage decreased (21->20).
- New Special: Tidal Forces (B,D,DB + x/y/z).
- New Last Word Spellcard: "Roche Limit" (D,DB,B,D,DB,B + x+y+z)
- "Omoikane Device" & "Omoikane's Brain": Removed, orb device reworked and incorporated into "Roche Limit".
Title: Re: Chen updated (10/10/17), Eirin Yagokoro (10/08/17)
Post by: Ricepigeon on October 11, 2017, 05:18:12 am
Chen updated

Quote
=====================================
10/10/17 - Version 2017.10.10
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Charge input buffers lowered from 50f to 45f.
- Added safeguard during throws in event opponent is lost.
- 5x: Proration increased (92%->96%).
- 5y: Proration increased (85%->90%).
- 5z: Proration increased (92%xN->92.5%xN).
- 2x: Damage increased (20->25).
- j5x: Proration increased (90%->92%).
- j5y: Proration increased (80%->85%).
- Immortal Sage's Rumbling [Z ver]: Can now be airblocked.
- Rumbling Jikokuten: Power gains increased (30/40/20->30/60/30).
- Rumbling Jikokuten: Projectile Behavior changed.
- Rumbling Jikokuten [X ver]: Damage increased (55->60).
- Rumbling Jikokuten [Y ver]: Damage increased (55->75).
- Rumbling Jikokuten [Z ver]: Damage increased (55->90).
- "Flight of Itaden": Can now be used in the air.
- "Pentagram Flight": Can now be airblocked.
- "Cait Sith of Mayohiga": Initial projectile now spawns further away from Chen.
- "Cait Sith of Mayohiga": Total damage increased (420->440).
- "Cait Sith of Mayohiga": Chip damage increased (50->88).
- "Soaring Bishamonten": Damage on initial hit increased (56->57).
- "Soaring Bishamonten": Chip damage increased (50->84).
Title: Re: Flandre Scarlet updated (10/12/17), Chen updated (10/10/17)
Post by: Ricepigeon on October 13, 2017, 02:25:17 am
Flandre updated

Quote
=====================================
10/12/17 - Version 2017.10.12
=====================================

- Maximum Life increased (700->750).
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Added missing dust effects on ground tech states.
- Revised supercancel conditions for some specials.
- 5x: Proration decreased (98%->96%).
- 5y: Proration decreased (92%->90%).
- 5z: Damage decreased (45x2->42x2).
- 5z: Proration increased (85%xN->89.5%xN).
- 5z: P2 power gains decreased (27x2->22x2).
- 5z: Now moves Flandre further forward on use.
- 1y/3y: Can now only be performed with 3y. Is now air blockable.
- 2z: Damage increased (74->85).
- 2z: Proration decreased (80%->75%).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5x: Damage decreased (30x2->25x2).
- j5x: Proration increased (90%x2->95%x2).
- j5y: Damage increased (60->65).
- j5y: Proration decreased (90%->85%).
- j5z: Proration decreased (85%->80%).
- j5z: Hit velocities adjusted, no longer causes a reset against airborne opponents.
- Starbow Break [Y ver]: Fixed binding issue when Flandre is against a wall.
- Destroyer Claw: Hitbox size slightly increased.
- Catadioptric: No longer gives power on startup.
- Owen's Chandelier: Now gives 45 power on startup.
- Cranberry Trap: Power gains adjusted (0/160/120->45/120/60).
- Cranberry Trap: Proration decreased (75%->50%).
- Starbow Break B: Now gives 45 power on startup.
- Royal Flush [Y ver]: Power gains decreased (30/20x6/10x6->30/16x5*20/8x5*10).
- Royal Flush [Z ver]: Power gains decreased (30/20x8/10x8->30/15x8/7x8).
- "Four of a Kind": Chip damage increased (3->52).
- "Weapon of Mass Destruction": Chip damage decreased (13*15xN->7*10xN).
- "And Then Will There Be None": Chip damage increased (180->200).
Title: Re: Flandre Scarlet updated (10/12/17), Chen updated (10/10/17)
Post by: PlasmoidThunder on October 13, 2017, 11:53:55 am
[avatar]https://i.imgur.com/cQTGY2H.png[/avatar](https://i.imgur.com/QtyIraH.png)

I noticed you seem to have fixed the air dash, which is very much appreciated.
Title: Re: Utsuho Reiuji & Hong Meiling updated (10/14/17)
Post by: Ricepigeon on October 15, 2017, 12:57:08 am
Utsuho & Meiling updated

Utsuho:
Quote
=====================================
10/14/17 - Version 2017.10.14
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Fixed incorrect proration values on 5x and 5y.
- Hell Geyser [Lv.2]: Chip damage decreased (16x2->13x2).
- Hell Geyser [Lv.3]: Chip damage decreased (16x2->11x3).
- "Yatagarasu Dive": Fixed bug where startup invincibility would persist longer than intended.
- "Yatagarasu Dive" [Ground]: 1st hit is no longer air blockable.

Meiling:
Quote
=====================================
10/14/17 - Version 2017.10.14
=====================================

- Guard Cancel Counter: Can now hit crouching opponents.
Title: Re: Mima & Cirno updated (10/15/17)
Post by: Ricepigeon on October 15, 2017, 07:57:54 pm
Mima and Cirno updated.

Mima:
Quote
=====================================
10/15/17 - Version 2017.10.15
=====================================

- Velocities during Flight Mode slightly increased.
- Mima can no longer block attacks during Flight Mode.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Throw: Added safeguard in event opponent is lost.

Cirno:
Quote
========================================================
10/15/17 - Version 2017.10.15
========================================================

- All freezing moves now require the opponent to mash directional inputs instead of attack buttons.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
Title: Re: Yukari Yakumo updated (10/16/17), Mima & Cirno updated (10/15/17)
Post by: Ricepigeon on October 17, 2017, 01:27:36 am
Yukari updated

Quote
=====================================
10/16/17 - Version 2017.10.16
=====================================

- Fixes to common animations.
- Several bugfixes added in unlikely event opponent is lost (usually during arcade mode continue screens).
- Fixed visual bug in Yukari's gap meter when Fight the Ocean is used.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5y: Startup decreased by 1f.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2x: Damage increased (22->25), Proration decreased (95%->92%).
- 2y: Damage decreased (60->55).
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Damage increased (70->75).
- 2z: Power gains decreased (0/120/60->0/90/45).
- 3z: Proration decreased (85%->80%).
- 3z: Power gains decreased (0/120/60->0/90/45).
- j5x: Damage decreased (40->35).
- j5x: Startup decreased by 1f.
- j5y: Damage increased (50->55).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Damage increased (70->75), Proration decreased (85%->80%).
- j5z: Power gains decreased (0/120/60->0/90/45).
- Throw: Fixed bug where throw proration was not being applied.
- Urashima's Box: Power gains increased (15/40/20->15/60/30).
- Zen Temple Butterfly [X & Y ver]: Is now air blockable after 1st active frame.
- Illusionary Rift: Startup powergain on all versions decreased (45->30).
- Illusionary Rift [X ver]: Power gains decreased (100/50->80/40).
- Maxwell's Demon: Power gains increased (30/60/30->45/80/40).
- Maxwell's Demon: Animation adjusted. Confirms are now less ambiguous.
- Gazing Eye: Power gains increased (40/20->60/30)
- Gazing Eye: Damage increased (40->60), damage no longer increases based on Yukari's gap meter.
- Gazing Eye: Proration decreased (92%->85%).
- Gazing Eye: Adjusted hit velocities based on opponent's position.
- "Laplace's Demon": Damage no longer increases based on Yukari's gap meter.
- "Laplace's Demon": Gaps now fire in sequence instead of simultaneously.
- "Laplace's Demon": Damage increased (31xN->33xN).
- "Trip to the Old Station": P2 Power gains increased (225x3->230x3).
Title: Re: Yuyuko Saigyouji updated (10/17/17), Yukari Yakumo updated (10/16/17)
Post by: Ricepigeon on October 18, 2017, 04:21:52 am
Yuyuko updated.

Quote
=====================================
10/17/17 - Version 2017.10.17
=====================================

- Bugfix: No longer turns to face opponent during certain aerial states where Yuyuko shouldn't.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2y: Power gains decreased (0/25xN/12xN->0/20xN/10xN).
- 2y: Chip damage increased (2xN->5xN).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j2z: Power gains decreased (0/30xN/15xN->0/23xN/11xN).
- Butterfly Dream Dance: Power gain on startup increased (30->45).
- Ghostly Butterfly: Opponent can no longer go into guard state prematurely until butterflies activate.
Title: Re: Komachi & Patchouli updated (10/18/17), Yuyuko Saigyouji updated (10/17/17)
Post by: Ricepigeon on October 18, 2017, 09:38:40 pm
Komachi & Patchouli updated

Komachi:
Quote
=====================================
10/18/17 - Version 2017.10.18
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5y: Startup decreased by 1f.
- 5z: Startup decreased by 1f, hitbox priority decreased.
- 6z: Startup decreased by 1f.
- 2y: Startup decreased by 1f, hitbox priority decreased.
- j2z: Startup decreased by 1f, hitbox priority decreased.
- j2z: No longer causes a reset against airborne opponents.
- Floating Indolent Dead Spirits: Chip damage increased (6->13). Chip damage on detonation increased.
- Lonely Bound Spirits: Chip damage on detonation increased.
- "Flow of the River": Damage decreased (73xN->43xN), Proration increased (70.8%xN->92%xN).
- "Abundant Floating Spirits": Chip damage increased (12->7).

Patchouli:
Quote
=====================================
10/18/17 - Version 2017.10.18
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5y: Power gains decreased (0/40x2/20x2->0/30x2/15x2).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Power gains decreased (0/120/80->0/90/45)
- 2z: Damage increased (70->80), Proration decreased (80%->75%).
- 3z: Power gains decreased (0/120/60->0/90/45).
- 3z: Damage decreased (80->70), Proration decreased (80%->75%).
- j5y: Power gain decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/60x2/30x2->0/45x2/22x2).
- Throw: Fixed bug where throw would not come out if Patchouli is crouching.
- Summer Red: Proration increased (80%->85%).
- Spring Wind: Startup power gain decreased (45->30).
- Autumn Blade: Chip damage decreased (6x3->5x3).
- "Elemental Harvester": Damage increased (20xN->22xN), proration decreased (98.5%xN->97%).
- "Philosopher's Stone": Now has a visible gauge to show remaining time.
Title: Re: Ichirin updated (10/19/17), Komachi & Patchouli updated (10/18/17)
Post by: Ricepigeon on October 20, 2017, 04:32:36 am
Ichirin updated.

Quote
=====================================
10/19/17 - Version 2017.10.19
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Unzan now deactivates if Ichirin suffers from a knockdown or throw state.
- Taunt: Fixed bug where Ichirin's hurtboxes would not change while Unzan is active.
Title: Re: Mima & Yuuka updated (10/20/17), Ichirin updated (10/19/17)
Post by: Ricepigeon on October 21, 2017, 03:07:38 am
Mima & Yuuka updated

Mima:
Quote
=====================================
10/20/17 - Version 2017.10.20
=====================================

- "Escape Velocity": Chip damage increased (16->49).

Yuuka:
Quote
=====================================
10/20/17 - Version 2017.10.20
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
Title: Re: Mima & Yuuka updated (10/20/17), Ichirin updated (10/19/17)
Post by: MightyKombat on October 21, 2017, 07:00:27 pm
I duno why but Mediafire's being blocked off by Malwarebytes and Noscript's ABE thing.
Title: Re: Flandre updated (10/21/17), Mima & Yuuka updated (10/20/17)
Post by: Ricepigeon on October 21, 2017, 08:08:25 pm
Flandre updated

Quote
=====================================
10/21/17 - Version 2017.10.21
=====================================

- Minor adjustment to certain sprites.
- "And Then Will There Be None": Flandre has learned how to clean up all evidence of murder and how to hit more efficiently.

@MightyKombat: I have both active and Mediafire works fine on my end.
Title: Re: Lie Meiling updated (10/22/17), Flandre updated (10/21/17)
Post by: Ricepigeon on October 22, 2017, 08:42:06 pm
Lie Meiling updated

Quote
=====================================
10/22/17 - Version 2017.10.22
=====================================

- Corrected bug with forward dash.
Title: Re: Kanako Yasaka updated (10/27/17), Lie Meiling updated (10/22/17)
Post by: Ricepigeon on October 28, 2017, 02:44:03 am
Kanako updated

Quote
=====================================
10/27/17 - Version 2017.10.27
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Adjusted supercancel conditions, can no longer cancel Wind Tunnel into Spellcards.
- Fixed missing dust effects on ground tech.
- 5z: Damage decreased (110->100).
- 6z/j6z: Damage decreased (85->80), fixed oversight where attack did not deal chip damage.
- 6z/j6z: Power gains decreased (0/120/60->0/80/40).
- 2x: Damage decreased (55->50), proration decreased (92%->90%).
- 2z: Damage decreased (110->100), startup decreased by 1f, recovery increased by 1f, blockstun decreased by 2f.
- 3z: Damage decreased (120->100), proration decreased (80%->70%), now causes a groundbounce on hit.
- j5x: Damage decreased (60->50), hitbox position adjusted.
- j5y: Damage decreased (90->80), proration increased (80%->85%).
- j5y: Startup increased by 1f.
- j5z: Proration decreased (96%xN->94.5%xN).
- j5z: Now causes techable knockdown against airborne opponents.
- Throw: Startup increased by 1f, fixed bug with proration flag.
- Sky God: Wind Summon: Now only summons 3 projectiles regardless of version used.
- Sky God: Wind Summon: Damage increased (25xN->26xN).
- Sky God: Onbashira: Power gains decreased (15/80/40->15/60/30).
- Sky God: Wind Tunnel [Ground]: Recovery frames increased by 2f.
- Misayama Hunting Ritual [X ver]: Startup invincibility replaced with lower body invincibility during startup.
- Misayama Hunting Ritual [Z ver]: Startup invincibility replaced with upper body invincibility during startup.
- "Expanded Onbashira": Damage increased (27xN->30xN), proration decreased (98%xN->95%xN).
- "Expanded Onbashira": Recovery time increased by 8f, hit velocities adjusted.
- "Spring-like Suiga": Chip damage increased (4x10->5x10).
- "Meteoric Onbashira": Proration decreased (96%xN->92%xN), fixed bug where proration was not applied after 1st hit.
- "Virtue of Wind God": Chip damage increased (80->86).
Title: Re: Koishi Komeiji updated (10/28/17), Kanako Yasaka updated (10/27/17)
Post by: Ricepigeon on October 28, 2017, 11:55:11 pm
Koishi updated

Quote
=====================================
10/28/17 - Version 2017.10.28
=====================================

- Certain memes are now canon... sorta.
- Guard Cancel Counter: command changed to B,DB,D + x/y/z (412x/y/z) during blockstun.
- Fidgety Snatcher: Can no longer hit opponents out of a reset.
Title: Re: Mokou updated (10/30/17), Koishi updated (10/28/17)
Post by: Ricepigeon on October 31, 2017, 12:26:22 am
Mokou updated

Quote
=====================================
10/30/17 - Version 2017.10.30
=====================================

- Forward dash speed increased.
- Chip damage on Y and Z Normals increased from 15%->20%.
- Fixed minor bug where Mokou would have a net loss of recovered Life.
- Self-damage dealt to Mokou is now affected by its own proration.
- Self-damage is now automatically recovered while Mokou is not attacking or being hit.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- 5x: Startup decreased by 1f.
- 5y: Startup decreased by 1f, hitbox range slightly extended.
- 6y: Fixed bug where chip damage would not be applied during blockstrings.
- 5z: Startup decreased by 2f, hitbox placement adjusted.
- 6z: Startup decreased by 1f, fixed bug involving proration, proration decreased (90%x2->89.5%x2).
- 6z: Damage adjusted (40*60->46*60).
- 2x: Startup decreased by 1f.
- 2y: Startup decreased by 1f, hitbox range slightly extended.
- 2z: Startup decreased by 1f.
- j5y: Startup decreased by 2f.
- j5z: Startup decreased by 1f, hitbox range slightly extended, can now cross up.
- Throw: Damage during "Phoenix Rebirth" now properly increased to 20%.
- St. Germain's Forewarning: Fixed bug where charge would end prematurely if directional buttons are held.
- Hollow Giant Woo: Proration on 1st and 2nd hits increased (85%->90%), chip damage values corrected.
- Hollow Giant Woo: Hitbox of 3rd hit extended downward, hitvelocities on 1st hit decreased.
- Hollow Giant Woo: Final hit can now be airblocked, proration decreased (85%->80%).
- Resurrection Pillar: Chip damage now gains bonus damage based on recoverable life.
- Resurrection Pillar: Fixed bug with juggle flags, can now be airblocked.
- Ignition Candle: Fixed bug where "Phoenix Rebirth" damage bonus was not applied correctly.
- Mt. Fuji Eruption: Power gains increased (45/60/30->45/80/40), chip damage decreased (20->18).
- "South Wind, Clear Sky -Mt. Fuji Volcano-": Chip damage now properly gains "Phoenix Rebirth" bonus damage.
- "Fire Bird -Flying Phoenix-": Fixed bug where "Phoenix Rebirth" damage bonus was not applied correctly.
- "Immortality's Reckless Sacrifice": Now properly applies 20% damage bonus during "Phoenix Rebirth".
- "Immortality's Reckless Sacrifice": Now costs 2000 Power during "Phoenix Rebirth".
- "Raging Eternal Volcanic Flame": Total damage decreased (450->410), now hits OTG.
- "Raging Eternal Volcanic Flame": Now costs 2000 Power during "Phoenix Rebirth".
- "Phoenix Rebirth": Can now resurrect more than once per match, but not more than once per round.
Title: Re: Cirno updated (11/01/17), Mokou updated (10/30/17)
Post by: Ricepigeon on November 02, 2017, 02:54:57 am
Cirno updated

Quote
========================================================
11/01/17 - Version 2017.11.01
========================================================

- Icicle Fairy Sculpture: Hitbox size drastically reduced. Is no longer air blockable.
Title: Re: Five characters updated (11/02/17), Cirno updated (11/01/17)
Post by: Ricepigeon on November 03, 2017, 04:24:22 am
Alice, Lie Meiling, Mokou, Reimu, and Remilia updated.

Quote
=====================================
11/02/17 - Version 2017.11.02
=====================================

- Fixed issue with multi-hit ground normals against airborne opponents.
Title: Re: Sanae & Lie Meiling updated (11/03/17), Five characters updated (11/02/17)
Post by: Ricepigeon on November 04, 2017, 12:40:43 am
Sanae & Lie Meiling updated

Lie Meiling:
Quote
=====================================
11/03/17 - Version 2017.11.03
=====================================

- 6z: Damage increased (75->80), proration decreased (85%->80%).
- Black Dragon Rising: Proration decreased (90%x2->89.5%x2).
- Black Dragon Rising: Startup on all versions decreased by 1f.

Sanae:
Quote
=====================================
11/03/17 - Version 2017.11.03
=====================================

- Fixed minor graphical bug with wind gauge in IKEMEN.
- 6z/j6z: Now deals chip damage.
- 2x: Proration increased (90%->92%).
- 2y: Proration decreased (90%->85%).
Title: Re: Sakuya updated (11/04/17), Sanae & Lie Meiling updated (11/03/17)
Post by: Ricepigeon on November 05, 2017, 01:08:32 am
Sakuya updated

Quote
=====================================
11/04/17 - Version 2017.11.04
=====================================

- Spellcards now properly apply additional 92.5% proration when cancelled into.
- Fixed supercancel conditions for several Specials.
- 4y: Fixed bug involving hitting airborne opponents.
- 4y: Proration decreased (90%x2->89.5%x2).
- 4y: Active frames of 1st hit increased by 1f.
- 5z: Fixed bug involving hitting airborne opponents.
- Throw: Startup decreased by 1f, hitbox size slightly increased.
- Cross-Up Magic [X ver]: Damage per hit increased (30xN->32xN).
- Cross-Up Magic [Air ver]: Fixed bug with proration.
- Cross-Up Magic [Air ver]: Damage per hit increased (30xN->32xN).
Title: Re: Byakuren updated (11/06/17), Sakuya updated (11/04/17)
Post by: Ricepigeon on November 07, 2017, 03:36:36 am
Byakuren updated

Quote
=====================================
11/06/17 - Version 2017.11.06
=====================================

- Timing adjustments to common anims.
- Fixed bug where lose by time over animation would not play.
- Fixed velocity behavior of ground tech.
- Fixed ground bounce behavior.
- Fixed visual glitch on counterhits.
- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Forward dash: Startup increased by 1f. Invincibility removed.
- Backdash: Startup increased by 5f. Invincibility reworked.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5y: Fixed visual bug during hitpause.
- 5z: Damage increased (70->80), power gains decreased (0/120/60->0/90/45).
- 5z: Fixed visual bug during hitpause.
- 6z: Power gains decreased (0/60x2/30x2->0/45x2/22x2).
- 6z: Damage decreased (70*40->65*40), proration per hit increased (85%x2->86.5%x2).
- 6z: Fixed minor issue when hitting airborne opponents, hitpause time per hit decreased
- 2y: Damage increased (45->55), power gains decreased (0/80/40->0/60/30).
- 2z: Damage increased (70->80), power gains decreased (0/120/60->0/90/45).
- 2z: Fixed minor visual bugs.
- j5x: Fixed minor visual bugs.
- j5y: Damage increased (50->60), power gains decreased (0/80/40->0/60/30).
- j2y: Proration increased (82.5%x2->86.5%x2).
- j2y: Velocity decreased.
- j5z: Power gains decreased (0/120/60->0/90/45).
- j5z: Proration decreased (85%->80%), fixed visual bug.
- j5z: Startup increased by 2f.
- Throw: Fixed bug where throw would not come out if down was being held.
- Skill Declare: Fixed visual bug.
- Dance of Hanuman: Power gains increased (15/20xN/10xN->15/40xN/20xN).
- Virupaksha's Eye: Power gains increased (45/80/40->45/120/60), proration decreased (85%->80%).
- Vidudahka's Sword: Power gains increased (15/40/20->15/60/30), proration decreased (90%->85%).
- Skanda's Leg: Active frames of each hit increased by 1f.
- Skanda's Leg: Power gains increased (45/20x5/10x5->45/24x5/12x5).
- Skanda's Leg: Proration decreased (96.5%x5->95.5%x5).
- Durga's Soul: Proration decreased (85%->80%).
- "Master of Buddhist Cosmology": Damage on final hit decreased (152->124).
- "Brilliance of Mahavairocana": Now properly applies proration.
- "Brilliance of Mahavairocana": Projectile counter version is now blockable.
- "Angiras Knowledge": Proration decreased (80%->30%), chip damage corrected.
Title: Re: Yuuka updated (11/07/17), Byakuren updated (11/06/17)
Post by: Ricepigeon on November 08, 2017, 04:42:59 am
Yuuka updated

Quote
=====================================
11/07/17 - Version 2017.11.07
=====================================

- Fixed bugs in super cancel conditions.
- Fixed bugs when P2 is not present for some reason.
- Added proration failsafes for certain specials.
- 5y: Proration decreased (92%->90%).
- Flytrap: Minor adjustment to crumple animation.
- "The beauty of Nature": Damage increased (45x4*120->46x4*125), chip damage adjusted.
Title: Re: Youmu updated (11/10/17), Yuuka updated (11/07/17)
Post by: Ricepigeon on November 11, 2017, 05:09:29 am
Youmu updated

Quote
=====================================
11/10/17 - Version 2017.11.10
=====================================

- Fixed minor debug errors.
- 5y: Proration increased (87%->90%).
- 6y: Power gains increased (0/60/30->0/80/40).
- j2z: Now deals 75% proration if this move causes a groundbounce.
- Crescent Moon Slash: Fixed proration bug during "Secret of Life & Death".
- Crescent Moon Slash: Chip damage decreased.
- Crescent Moon Slash [Z ver]: Chip damage decreased.
- Slash of Life & Death: Chip damage on 2nd & 3rd hits decreased.
- "6-Root Cleansing": Command changed to D,DB,B,D,DB,B + X+Y+Z (214214XYZ).
- New Last Word: "Matsuyoi-Reflecting Satellite Slash" (D,DF,F,D,DF,F + X+Y+Z (236236XYZ) at max spirit level).
Title: Re: Hong Meiling updated (11/20/17)
Post by: Ricepigeon on November 21, 2017, 04:43:17 am
Meiling updated

Quote
=====================================
11/20/17 - Version 2017.11.20
=====================================

- Corrected supercancel conditions on certain Specials.
- Corrections to cornerpush behavior in certain attacks.
- Adjustments to certain gethit & system animations.
- Foward Dash: Corrected bug if Meiling dashes immediately after getting up from a knockdown.
- 5x: Damage decreased (30->25).
- 5y: Corrected issue in launcher state involving opponent being vulnerable longer than they should be.
- 6y: Damage increased (60->70), proration decreased (90%->85%).
- 2x: Damage increased (20->25), proration decreased (95%->92%).
- 2y: Damage decreased (55->50), proration decreased (90%->85%).
- 2z: Damage increased (62->70), proration decreased (80%->75%).
- 3z: P2 power gains during Fierce Tiger's Strength increased (19x2->22x2).
- 3z: Proration during Fierce Tiger's Strength decreased (92%x2->89.5%x2).
- j3x/j3y/j3z: Can now be blocked low, proration decreased (85%->80%).
- j5y: Damage decreased (65->60).
- j5z: Damage decreased (50x2->40x2), P2 power gains decreased (0/45x2/27*26->0/45x2/22x2).
- Throw: Fixed debug error if opponent is somehow missing.
- Cyclone Light Step: Power gains increased (45/60/30->45/80/40).
- Scarlet Cannon: Vertical hit velocity decreased during Fierce Tiger's Strength.
- Scarlet Cannon [Y ver]: Recovery during Fierce Tiger's Strength increased by 2f.
- Scarlet Cannon [Z ver]: Recovery during Fierce Tiger's Strength increased by 2f.
- Fragrant Wave [Y ver]: Power gains decreased (30/40x3/20x3 -> 15/20x3/10x3).
- Fragrant Wave [Z ver]: Power gains decreased (30/40x5/20x5 -> 15/12x5/6x5).
- Descending Flower Slam: Now applies an additional 90% proration when causing a groundbounce, can now be airblocked.
- Tremor Kick: Improved command detection.
- Tremor Kick: Chip damage during Fierce Tiger's Strength decreased (10->9).
- Tremor Kick [Z ver]: Adjustment to crumple animation.
- "Roc's Fist": Chip damage on final hit (40->36).
- "Colorful Light Lotus Flower Palm": Minor spacing adjustments, total damage increased (355->365).
Title: Re: Sanae updated (11/21/17), Hong Meiling updated (11/20/17)
Post by: Ricepigeon on November 22, 2017, 04:23:13 am
Sanae updated

Quote
=====================================
11/21/17 - Version 2017.11.21
=====================================

- Fixed visual bug in IKEMEN where wind gauge appears as incorrect color.
- 5x: Hit velocities decreased.
- 5y: Damage decreased (55->50), hit velocities decreased.
- 5z: Damage decreased (65->60), hit velocities decreased. Can now cancel into 6z or 4z on hit.
- 2x: Hit velocities decreased.
- j2y: Hitbox size slightly increased, fixed bug with juggle flags.
- 6z/j6z: Damage decreased (70->65).
- 6z/j6z: Startup decreased by 5f.
- 4z/j4z: Damage decreased (45x3->35x3).
- Wind Goddess ~ Pillar: All versions now drop exactly 2 pillars. Button press now determines pillar drop location.
- Wind Goddess ~ Pillar: Pillars now drop faster.
- Wind Goddess ~ Pillar: Startup invincibility increased. Startup invincibility removed on Y and Z versions.
- Wind Goddess ~ Pillar: Proration decreased (80%->72%).
- Wind Goddess ~ Pillar: Startup on Y and Z versions increased by 2f and 4f, respectively.
- Wind Goddess ~ Pillar: Fixed bug where groundbounce could occur twice from a single hit.
- "Charm of Good Commerce": Is now air usable.
Title: Re: Sanae updated (11/21/17), Hong Meiling updated (11/20/17)
Post by: Ricepigeon on November 22, 2017, 04:21:18 pm
Update: the version of Sanae that was uploaded contains an incorrect version of Specials.st, which causes an unintended double groundbounce glitch when Wind Goddess ~ Pillar is used under specific circumstances. Below is the corrected file:

https://cdn.discordapp.com/attachments/246465522751766528/382912686616477696/Sanae_RP-Specials.st

A version of Sanae will be reuploaded later today which will contain this fix. This fix is only for those who have already downloaded Sanae in the meantime.
Title: Re: Marisa & Yukari updated (11/23/17), Sanae updated (11/21/17)
Post by: Ricepigeon on November 24, 2017, 01:26:42 am
Marisa & Yukari updated

Marisa:
Quote
=====================================
11/23/17 - Version 2017.11.23
=====================================

- 1 new palette added.
- Fixed inability to properly cancel some attacks out of a dash.
- Witching Blaster: Can now be used in midair.
- "Master Spark": Can now be used in midair.

Yukari:
Quote
=====================================
11/23/17 - Version 2017.11.23
=====================================

- New Special: Boundary Between Mind and Foot (B,DB,D,DF,F+x/y/z).
- Obsolete Line "Trip to the Old Station": Now applies an additional 92.5% proration when supercancelled.
Title: Re: Youmu, Koishi, & Yuuka updated (11/24/17), Marisa & Yukari updated (11/23/17
Post by: Ricepigeon on November 25, 2017, 12:01:52 am
Youmu, Koishi, & Yuuka updated

Youmu:
Quote
=====================================
11/24/17 - Version 2017.11.24
=====================================

- Fixed bug where incorrect sounds would play if Youmu is knocked down.
- Adjustments to several system animations.
- Throw: Added safeguard in case target is somehow lost.
- Heart Carving Cut: Fixed input bug
- New Special: Lotus Stance Cut (B,DB,D,DF,F + x/y/z).

Koishi:
Quote
=====================================
11/24/17 - Version 2017.11.24
=====================================

- Added missing dust effects on ground tech recovery.
- Corrected bug where incorrect sounds would play during knockdowns.
- Throw: Now correctly causes a hard knockdown.
- Catch and Rose: Y and Z versions are now air blockable.

Yuuka:
Quote
=====================================
11/24/17 - Version 2017.11.24
=====================================

- Adjustments to system animations.
- Fixed bug where incorrect sounds were used when Yuuka is knocked down.
- Added missing dust effects on ground tech recovery.
- Throw: Fixed bug where opponent is somehow lost.
- Throw: Fixed bug where hard knockdowns were not being applied.
- "Twin Spark": Now applies additional proration when used in a combo.
Title: Re: Eighteen characters updated (11/25/17)
Post by: Ricepigeon on November 25, 2017, 07:39:30 pm
Alice, Byakuren, Chen, Eirin, Flandre, Mokou, Ichirin, Kanako, Komachi, Mamizou, Hong Meiling, Lie Meiling, Mima, Patchouli, Reisen, Remilia, Utsuho, & Yuyuko have all been updated with several fixes. This is probably the largest update I've ever done, and I'm not willing to ever do it again.

Changes are too numerous to list here, they'll be listed on the main site.
Title: Re: Sakuya updated (11/26/17), Eighteen characters updated (11/25/17)
Post by: Ricepigeon on November 26, 2017, 01:47:48 pm
After cleaning up yesterday's mess, Sakuya has been updated

Quote
=====================================
11/26/17 - Version 2017.11.26
=====================================

- Fixed missing lose by time over animation.
- Sense of Thrown Edge: Knives now disappear when Sakuya is hit.
- "Killing Doll": Recovery decreased by 20f, startup on knives increased by 30f.
- "Inscribed Red Soul": Can now be used in midair.
Title: Re: Five characters updated (11/27/17), Eighteen characters updated (11/25/17)
Post by: Ricepigeon on November 28, 2017, 03:15:01 am
Lie Meiling, Mima, Sakuya, Sanae, and Yuuka updated.
Title: Re: Youmu & Koishi updated (11/28/17). Five characters updated (11/27/17)
Post by: Ricepigeon on November 29, 2017, 05:31:17 am
Youmu & Koishi updated

Youmu:
Quote
=====================================
11/28/17 - Version 2017.11.28
=====================================

- Lotus Stance Cut: Base damage decreased (65->60).
- Lotus Stance Cut: Properties inversed; X is now fastest, while Z is now slowest.
- Lotus Stance Cut [Y ver]: Startup time increased by 3f.
- Lotus Stance Cut [Z ver]: Startup time increased by 6f.

Koishi:
Quote
=====================================
11/28/17 - Version 2017.11.28
=====================================

- 6z: Startup increased by 1f. Hitbox size decreased.
- j6z: Startup increased by 1f. Hitbox size decreased.
- j2z: Startup increased by 4f.
- "Brambly Rose Garden": Hitbox size decreased.
Title: Re: Meiling & Yukari updated (11/29/17), Youmu & Koishi updated (11/28/17)
Post by: Ricepigeon on November 30, 2017, 01:45:19 am
Meiling & Yukari updated

Meiling:
Quote
=====================================
11/29/17 - Version 2017.11.29
=====================================

- j3x/j3y/j3z: Can no longer be blocked low (reverted 2017.11.20 changes).
- j3x: Startup increased by 2f.
- j3y: Startup increased by 1f.
- j3z: Startup increased by 3f.

Yukari:
Quote
=====================================
11/29/17 - Version 2017.11.29
=====================================

- Boundary Between Mind and Foot: Hitbox now gradually extends outward, projectile active frames increased by 2f.
- Boundary Between Mind and Foot: Damage on all versions decreased (80/90/100 -> 70/85/100).
- Boundary Between Mind and Foot: Proration decreased (80%->70%).
- Boundary Between Mind and Foot [Y ver]: Startup increased by 5f.
- Boundary Between Mind and Foot [Z ver]: Startup increased by 10f, can no longer hit airborne opponents.
- "Trip to the Old Station": Improved interaction with other projectiles.
Title: Re: Sanae & Mamizou updated (12/11/17)
Post by: Ricepigeon on December 12, 2017, 01:55:35 am
Sanae & Mamizou updated

Sanae:
Quote
=====================================
12/11/17 - Version 2017.12.11
=====================================

- Throw: Fixed bug on throw escape.

Mamizou:
Quote
=====================================
12/11/17 - Version 2017.12.11
=====================================

- 2z: Hitbox size increased, effects added.
- j2z: No longer causes knockdown against standing opponents.
- j2z: Landing recovery decreased by 4f, hitstun increased by 3f.
- Youkai Tsurube Transformation: Now swings in a wider arc.
Title: Re: Chen updated (12/12/17), Sanae & Mamizou updated (12/11/17)
Post by: Ricepigeon on December 13, 2017, 02:17:17 am
Chen updated

Quote
=====================================
12/12/17 - Version 2017.12.12
=====================================

- "Soaring Bishamonten": Fixed conflicting code that rendered Chen vulnerable after 1st hit.
- "Soaring Bishamonten": Added safeguard in case opponent gets stuck in hitstate.
Title: Re: Mokou updated (12/13/17), Chen updated (12/12/17)
Post by: Ricepigeon on December 14, 2017, 03:22:23 am
Mokou updated

Quote
=====================================
12/13/17 - Version 2017.12.13
=====================================

- Increased vertical hurtbox size on forward dash.
- 5z: Damage decreased (85->75).
- 6z: Damage decreased (46*60->41*55).
- j5z: Damage decreased (95->90).
- j2z: Damage decreased (100->90).
- Hollow Giant Woo [1st Hit]: Damage decreased (50/55/60->45/50/55).
- Hollow Giant Woo [2nd Hit]: Damage decreased (50/55/60->45/50/55).
- Ignition Candle: Proration decreased (85%->75%).
- Mt. Fuji Eruption: Damage decreased (90->75), Proration decreased (80%->75%).
- "Immortality's Reckless Sacrifice": Fixed graphical bug in IKEMEN.
Title: Re: Four characters updated (12/20/17)
Post by: Ricepigeon on December 20, 2017, 09:16:39 pm
Mima, Marisa, Flandre, & Lie Meiling updated

Mima:
Quote
=====================================
12/20/17 - Version 2017.12.20
=====================================

- Voice added kudos to GarchompMatt's EO5 rips.
- Can now activate Flight Mode in midair.
- Can now taunt during Flight Mode.
- Can now cancel into Flight Mode from Normals if Mima is not already in Flight Mode.
- 3z: Hitbox size increased.
- Meteor Strike: Fixed bug where Mima could enter permanent Flight Mode.
- Meteor Strike: Startup powergain increased (15->45), now only gives startup power gains if counter is successful.
- "Orreries Sun" (Rings): Now ends if opponent is KOed, flag now properly resets between rounds.
- "Orreries Sun" (Shoot): Fixed bug where Mima would fire orbs backwards.

Marisa:
Quote
=====================================
12/20/17 - Version 2017.12.20
=====================================

- Witching Blaster: Added limiter to how many projectiles can be on screen at one time.

Flandre:
Quote
=====================================
12/20/17 - Version 2017.12.20
=====================================

- "Laevatein": Corrected bug where sword would whiff in corner.

Lie Meiling:
Quote
=====================================
12/20/17 - Version 2017.12.20
=====================================

- Monochrome Hurricane: Hit velocities adjusted, now causes an untechable knockdown.
Title: Re: Yukari Yakumo updated (01/08/18)
Post by: Ricepigeon on January 09, 2018, 04:21:34 am
Yukari updated

Quote
=====================================
01/08/18 - Version 2018.01.08
=====================================

- 5y: Hurtbox size increased.
- 5z: Hurtbox size increased.
- 2y: Hurtbox size increased, hitbox size decreased, can now be blocked high.
- j2y: Hitbox size increased, velocity increased.
- j5z: Hurtbox size increased.
- Illusionary Rift: Startup decreased by 14f.
- Illusionary Rift [X ver]: Recovery decreased by 12f.
- Illusionary Rift [Z ver]: Blockstun increased by 13f.
- Illusionary Rift [Z ver]: Can now manipulate Yukari's trajectory by holding forward or back.
Title: Re: Flandre Scarlet updated (01/23/18), Yukari Yakumo updated (01/08/18)
Post by: Ricepigeon on January 24, 2018, 01:44:51 am
Flandre updated

Quote
=====================================
01/23/18 - Version 2018.01.23
=====================================

- 5z: Hitbox priority slightly decreased, recovery increased by 3f.
- 2y: Recovery increased by 2f.
- 3y: Landing recovery increased by 2f.
- 3y: Hitbox size decreased, can no longer pass through opponents.
- j5z: Blockstun decreased by 4f.
- Starbow Break [X ver]: Horizontal velocity decreased, landing recovery increased by 6f.
- Starbow Break [Y ver]: Landing recovery decreased by 2f.
- Royal Flush: Guard velocity on final hit slightly increased, recovery on all versions increased by 2f.
- New Special: Straight Flush (D+x/y/z during startup of Starbow Break [Y ver] or Catadioptric).
- "Weapon of Mass Destruction": Hitbox behavior on detonation changed; explosion projectiles now spawn from center of projectile.
Title: Re: Mima updated (01/30/18)
Post by: Ricepigeon on January 31, 2018, 01:32:37 am
Mima updated

Quote
=====================================
01/30/18 - Version 2018.01.30
=====================================

- Fixed bug where Mima could stay on ground if Flight Mode is cancelled too early.
- 5x/5y/5z: Now have separate juggle flags when used in Flight Mode.
- 5z: Hitbox size increased, foward movement increased.
- 2z: Hitbox size increased.
- j5x: Hitbox size increased.
- j5y: Hitbox size increased.
- j5z: Now causes a Soft Knockdown against airborne opponents.
- Sweep Away: Can no longer hit opponents out of a reset.
- "Orreries Sun" (Rings): Fixed issues where move would not hit when used in air.
- "Orreries Sun" (Rings): No longer hits while Mima is suffering from hit or blockstun.
- "Escape Velocity": Can no longer hit opponents out of a reset.
Title: Re: Mamizou & Eirin updated (02/02/18), Mima updated (01/30/18)
Post by: Ricepigeon on February 03, 2018, 12:46:12 am
Mamizou & Eirin updated

Mamizou:
Quote
=====================================
02/02/18 - Version 2018.02.02
=====================================

- Utsusemi Jizo Transformation: Can no longer expend more than 1 leaf per use. Now only has 1 hit of armor.

Eirin:
Quote
=====================================
02/02/18 - Version 2018.02.02
=====================================

- Lunar Debris: Fixed bug where projectiles would shoot in wrong direction if Eirin crosses up opponent.
- "Apollo 13": Fixed bug where projectiles would shoot in wrong direction if Eirin crosses up opponent.
Title: Re: Mima updated (02/04/17), Mamizou & Eirin updated (02/02/18)
Post by: Ricepigeon on February 04, 2018, 07:06:26 am
Mima updated

Quote
=====================================
02/04/18 - Version 2018.02.04
=====================================

- Fixed several bugs involving Flight Mode dashing near the ground.
- "Orreries Sun" (Rings): Now hits during hitstun & blockstun. No longer hits while Mima is knocked down.
Title: Re: Lie Meiling (02/05/17), Mima updated (02/04/18)
Post by: Ricepigeon on February 06, 2018, 04:22:01 am
Lie Meiling updated

Quote
=====================================
02/05/18 - Version 2018.02.05
=====================================

- Minor adjustments to Dashes.
- Fixed cancel timings out of dashes.
- Monochromatic Hurricane [X ver]: Vertical hit velocity increased.
- "Dichromatic Spark" (Air): Now interacts correctly with projectiles.
Title: Re: Flandre Scarlet updated (02/07/18), Lie Meiling (02/05/18)
Post by: Ricepigeon on February 08, 2018, 03:22:14 am
Flandre updated

Quote
=====================================
02/07/18 - Version 2018.02.07
=====================================

- Adjusted cancel timings of ground dashes.
- Ground Forward dash: startup time increased by 1f.
- 2y: Hitbox size increased. Effect added.
- 3y: Hitstun & Blockstun increased by 2f.
- Royal Flush: Startup decreased by 1f.
- Starbow Break [Y ver]: No longer projectile invincible when jumping to a wall.
- Catadioptric: No longer projectile invincible when jumping to a wall.
- Straight Flush: Corrected guardflags. Now properly hits mid instead of aerial overhead. Fixed bug involving guarding from crossup.
Title: Re: Remilia Scarlet updated (02/08/18), Flandre Scarlet updated (02/07/18)
Post by: Ricepigeon on February 09, 2018, 01:59:49 am
Remilia updated

Quote
=====================================
02/08/18 - Version 2018.02.08
=====================================

- Adjusted cancel timings of ground dashes.
- Ground Forward dash: startup time increased by 1f.

(https://cdn.discordapp.com/attachments/308105746468438018/411339436446449665/yl5HTph.png)
Title: Re: Cirno updated (02/10/18), Remilia Scarlet updated (02/08/18)
Post by: Ricepigeon on February 11, 2018, 12:05:33 am
Cirno updated

Quote
========================================================
02/10/18 - Version 2018.02.10
========================================================

- 5x: Hitbox position adjusted.
- 5z: No longer causes a knockdown on counterhit.
- 2x: Hitbox size increased.
- 3y: Hitstun & Blockstun increased by 3f, recovery time decreased by 8f.
- j5z: Now causes a knockdown on hit.
- Throw: Hurtbox size adjusted.
- Icicle Sword: No longer hits overhead.
- Icicle Sword: Starup decreased by 2f, recovery time decreased by 7f.
- Icicle Sword: Hit velocities adjusted, final hit now causes a ground bounce.
- Icicle Shot: Now fires a maximum of 6 projectiles. Projectiles no longer vary in angle.
- Icicle Shot: Hitbox size increased.
- Icicle Shot: Damage increased (18xN->19xN), Power gains on hit increased (15xN/7xN->20xN/10xN).
- Ice Charge: Now has projectile invincibility during active frames.
- Ice Charge: Startup decreased by 1f on all versions. Velocity increased.
- Ice Charge [Y ver]: Recovery decreased by 1f.
- Ice Charge [Z ver]: Recovery decreased by 2f.
- "Icicle Fall": Landing recovery increased by 2f.
- "Perfect Freeze": Damage increased (315->342), P2 power gains decreased (600->500).
- "Perfect Freeze": Startup decreased by 6f.
Title: Re: Kanako Yasaka updated (02/11/18), Cirno updated (02/10/18)
Post by: Ricepigeon on February 11, 2018, 07:47:02 pm
Kanako updated

Quote
=====================================
02/11/18 - Version 2018.02.11
=====================================

- Can no longer perform vertical air dashes past a certain height.
- 5y: Active frames decreased by 4f. Additional hurtboxes after active frames reduced by 2f.
- j5y: Hurtbox size increased.
- Omiwatari God Cross: Can no longer travel vertically past a certain height.
Title: Re: Yuuka Kazami updated (02/13/18), Kanako Yasaka updated (02/11/18)
Post by: Ricepigeon on February 14, 2018, 02:18:07 am
Yuuka updated

Quote
=====================================
02/13/18 - Version 2018.02.13
=====================================

- Walk and Dash speeds increased.
- Slight adjustments to forward dash behavior.
- Thorny Rose: Movement behavior adjusted, now travels greater distances with each version.
- Thorny Rose: Active frame duration increased by 2f, recovery frames decreased by 2f.
- Thorny Rose: Now begins destroying projectiles 2f earlier.
- Thorny Rose: Frame advs adjusted (-2/-7, -6/-6, -7/-7 -> +4/-1, +2/-3, 0/-5)
- Creeping Thyme: Attack behavior & velocities adjusted, Z version no longer has armor.
- Creeping Thyme [X ver]: Damage decreased (170->160).
- Creeping Thyme [Y ver]: Damage decreased (200->185).
- Creeping Thyme [Z ver]: Damage increased (200->210).
- Creeping Thyme: Recovery decreased by 9f.
- "The Beauty of Nature": Now moves further forward during first & last hits.
Title: Re: Byakuren Hijiri (02/17/18), Yuuka Kazami updated (02/13/18)
Post by: Ricepigeon on February 18, 2018, 04:00:31 am
Byakuren Hijiri

Quote
=====================================
02/17/18 - Version 2018.02.17
=====================================

- Adjusted appearance of skill orbs.
- Adjusted Dash timings.
- Adjustments to several sounds.
- Adjustments to some hit velocities on specials.
- j2y: Startup decreased by 4f.
- Chant: Charge speed increased by 10%.
- Durga's Soul: Fixed bugs involving armor state.
- Durga's Soul: Startup time decreased by 7f.
- "Master of Buddhist Cosmology": Hitbox size increased, projectile velocity increased.
- Superhuman "Byakuren Hijiri":
--  Renamed Relic "Sorcerer's Sutra Scroll".
--  Command changed to D,D,D + x/y/z (222x/y/z)
--  Now costs 1000 Power, is no longer a selectable Last Word.
--  No longer provides 50% Walk speed increase.
--  Damage increase on affected Specials decreased (125%->110%).
--  Duration is now dependent on number of Skill Orbs when used (min 2 sec, max 10 sec).
--  Now has 7f recovery after superpause.
--  Fixed graphical bug in IKEMEN.
- New Last Word: "Sakra Devanam Indra's Thunderstorm".
Title: Re: Yuyuko Saigyouji updated (02/26/18)
Post by: Ricepigeon on February 27, 2018, 02:30:14 am
Yuyuko updated

Quote
=====================================
02/26/18 - Version 2018.02.26
=====================================

- Adjustments to forward dash behavior.
- 2y: Command changed to 1y, startup decreased by 2f. New 2y Normal implemented.
- 2z: Startup decreased by 1f.
- Eternal Wandering: Startup times decreased (7/13/18->7/10/15). Hitbox size increased.
- Reverse Screens: Velocity Adjusted.
- Reverse Screens: Startup on all versions decreased (6/9/12->4/7/10).
- Butterfly Dream Dance: Hitvels adjusted.
- Ghostly Butterfly: Startup decreased by 4f. Projectile velocity increased by 50%.
- "Ticket to the Netherworld": Timer countdown decreased by 60f. Fixed bug where Yuyuko would not properly turn.
Title: Re: Reisen U Inaba updated (02/27/18), Yuyuko Saigyouji updated (02/26/18)
Post by: Ricepigeon on February 28, 2018, 04:12:48 am
Reisen updated

Quote
=====================================
02/27/18 - Version 2018.02.27
=====================================

- Various bug fixes with dash cancel timings.
- Walk & Forward Dash speeds increased.
- 2z: Hit velocities adjusted.
- j5z: Hitbox size decreased, hurtbox size increased.
- j5z: Startup increased by 1f. Hit & block velocities decreased.
- Throw: Now applies an additional 90% proration on successful grab.
- Mind Explosion: Startup decreased by 3f.
- Mind Explosion: Projectile now spawns from clone's position if a clone is present.
- Mind Explosion: Fixed minor visual bug.
- Undersense Break: Startup decreased by 2f. Now has 7f of Startup invulnerability.
- Undersense Break: Now has its range extended by Ultraviolet Field.
- Illusionary Blast: Fixed visual bug when hit by certain projectiles.
- "Lunacy Ray": Fixed graphical bug when interacting with projectiles. Now has 3 second cooldown after use.
- "X-Wave": Startup decreased by 5f.
Title: Re: Flandre Scarlet updated (02/28/18), Reisen U Inaba updated (02/27/18)
Post by: Ricepigeon on March 01, 2018, 02:34:58 am
Flandre updated

Quote
=====================================
02/28/18 - Version 2018.02.28
=====================================

- Starbow Break [X ver]: Now causes Flandre to recoil on hit.
Title: Re: Mamizou Futatsuiwa updated (03/07/18), Flandre Scarlet updated (02/28/18)
Post by: Ricepigeon on March 08, 2018, 12:56:58 am
Mamizou updated

Quote
=====================================
03/07/18 - Version 2018.03.07
=====================================

- Movement velocities increased.
- 5x: Hitbox size increased.
- 5y: Startup decreased by 1f, hitbox size increased, damage increased (45->50).
- 6y: Startup decreased by 1f, damage increased (65->70).
- 5z: Startup decreased by 2f, damage increased (60->70).
- 2x: Startup decreased by 1f, hitbox size increased.
- 2y: Startup decreased by 1f, hitbox size increased, damage increased (50->55).
- 2z: Damage increased (70->75).
- j5x: Damage increased (40->45).
- j5y: Startup decreased by 1f, damage increased (50->55).
- j5z: Startup decreased by 2f, hibox size increased, damage increased (70->75).
- j2z: Startup decreased by 3f.
- Animal Lute Priest: Recovery decreased by 6f, damage increased (55->60).
- Youkai Tsurube Transformation: Startup decreased by 1f.
- Utsusemi Jizo Transformation: Startup decreased by 1f.
- Youkai Amikiri Transformation: Damage increased (80/100/120->90/110/130).
- Youkai Karakasa Transformation: Startup decreased by 2f.
- "Bunbuku Hot Soup Bathtub": Startup decreased by 1f, hitbox sizes increased.
Title: Re: Four characters updated (03/13/18)
Post by: Ricepigeon on March 14, 2018, 12:34:34 am
Remilia, Flandre, Yuyuko, & Yukari updated

Quote
=====================================
03/13/18 - Version 2018.03.13
=====================================

- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.
Title: Re: Yukari updated (03/15/18) Three characters updated (03/13/18)
Post by: Ricepigeon on March 16, 2018, 04:34:18 am
Yukari updated

Quote
=====================================
03/15/18 - Version 2018.03.15
=====================================

- 6y: Hitbox size decreased, hurtbox size increased.
- j5y: Hitbox size adjusted, hurtbox size increased.
- j2y: Hitbox size decreased (2018.01.08 change reverted).
- j2y: Now has a height restriction.
- j5z: Hurtbox size increased, block velocities decreased.
- Maxwell's Demon: Fixed issue regarding throws hitting opponents during pre-jump frames after use.
- Maxwell's Demon: Proration decreased (80%->75%).
- Boundary Between Mind & Foot: Super cancel conditions adjusted, fixed bug with juggle flags.
- Boundary Between Mind & Foot [X & Y ver]: Hitvels adjusted.
- "Ran Yakumo": Horizontal block velocity decreased.
Title: Re: Yuuka updated (03/16/18), Yukari updated (03/15/18)
Post by: Ricepigeon on March 17, 2018, 03:58:21 am
Yuuka updated

Quote
=====================================
03/16/18 - Version 2018.03.16
=====================================

- Adjustments to reset behavior.
- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.
- j5x: New animation & hitboxes.
- Soil Tilling: Now has startup invincibility.
- New Special: Drifting Dandelion (Air 360+x/y/z).
- "Reflowering of Gensokyo": Startup invincibility increased by 1f.
- "Twin Spark": Now has startup invincibility.
Title: Re: Six characters (03/17/18), Yuuka updated (03/16/18)
Post by: Ricepigeon on March 18, 2018, 02:00:53 am
Reimu, Marisa, Sakuya, Youmu, Reisen, & Sanae updated

Quote
=====================================
03/17/18 - Version 2018.03.17
=====================================

- Adjustments to reset behavior.
- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.
Title: Re: Four characters updated (03/20/18), Six characters (03/17/18)
Post by: Ricepigeon on March 21, 2018, 01:29:58 am
Alice, Chen, Cirno, & Mima updated

Quote
=====================================
03/20/18 - Version 2018.03.20
=====================================

- Adjustments to reset behavior.
- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.
Title: Re: Patchouli updated (03/21/18), Four characters updated (03/20/18)
Post by: Ricepigeon on March 22, 2018, 01:56:14 am
Patchouli updated

Quote
=====================================
03/21/18 - Version 2018.03.21
=====================================

- Fixed bugs involving Dash behaviors.
- Fixed guarding behavior regarding crossups.
- Fixed invuln time on Guard Cancel.
- Adjustments to reset behavior.
- Emerald City: Hitbox size increased.
Title: Re: Four characters updated (03/24/18), Patchouli updated (03/21/18)
Post by: Ricepigeon on March 24, 2018, 09:05:26 pm
Kanako, Komachi, Mamizou, & Mokou updated

Quote
=====================================
03/24/18 - Version 2018.03.24
=====================================

- Minor adjustments to dash behavior.
- Adjustments to guarding behavior regarding crossups.
- Adjustments to Guard Cancel invulnerability.
- Adjustments to reset behavior.
Title: Re: Suika Ibuki updated (03/25/18), Four characters updated (03/24/18)
Post by: Ricepigeon on March 25, 2018, 08:36:00 pm
Suika updated

Quote
=====================================
03/25/18 - Version 2018.03.25
=====================================

- Minor adjustments to dash behavior.
- Adjustments to guarding behavior regarding crossups.
- Adjustments to Guard Cancel invulnerability.
- Adjustments to reset behavior.
- 5y: Damage increased (55->70).
- 6y: Damage increased (75->80).
- 5z: Damage increased (80->90), proration decreased (85%->80%).
- 2y: Damage increased (60->80).
- 2z: Damage increased (90->100).
- j5y: Damage increased (30*38->35*43).
- j5z: Damage increased (90->100).
- Spectre -Dense-: Damage increased (70/85/100 -> 80/100/120).
- Kidnapping Oni: Damage increased (90/125/160 -> 100/140/190).
- "Throwing Mt. Tokagushi": Throw portion can no longer be jumped out of post-super pause.
- "Massacre on Mt. Ooe": Can no longer be jumped out of post-super pause.
- "Massacre on Mt. Ooe": Fixed bug where final hit would not cause a KO.
- "Missing Purple Power": Damage on initial hit decreased (180->140), proration decreased (85%->75%).
- "Missing Purple Power": Duration decreased (10 sec -> 8 sec).
- "Missing Purple Power" 5x: Damage decreased (90->80).
- "Missing Purple Power" 5y: Damage decreased (110->100).
- "Missing Purple Power" 5z: Damage decreased (130->120).
- "Missing Purple Power" j5x: Damage decreased (100->90).
- "Missing Purple Power" j5y: Damage decreased (120->105).
- "Missing Purple Power" j5z: Damage decreased (140->125).
- "Giant Oni of Earth's Axis": Damage decreased (220->200).
Title: Re: Eirin Yagokoro updated (04/07/18)
Post by: Ricepigeon on April 08, 2018, 03:30:18 am
Eirin updated

Quote
=====================================
04/07/18 - Version 2018.04.07
=====================================

- Minor adjustments to dash behavior.
- Fixed guarding behavior in regards to crossups.
- Adjustments to how resets are handled.
- Fixed issue regarding when Eirin is knocked down.
- Guard Cancel: Adjustments to invinicibility, startup decreased by 5f.
- Fixed issues with several projectiles being able to move during super pause.
Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: Ricepigeon on April 14, 2018, 03:40:47 am
Hong Meiling & Lie Meiling updated

Hong Meiling:
Quote
=====================================
04/13/18 - Version 2018.04.13
=====================================

- Adjustments to dash behavior.
- Corrected guarding behavior in regards to crossups.
- Adjusted handling of invulnerability on Guard Cancel.
- Adjustments to the handling of resets.
- 5x: Startup increased by 1f, hitvels slightly adjusted.
- 5x: Damage decreased (25->20), proration decreased (95%->93%).
- 5y: Damage decreased (60->50).
- 5y: Can now only be jump cancelled on hit when used outside of Fierce Tiger's Inner Strength.
- 5z: Damage decreased (70->60), proration decreased (85%->80%).
- 2x: Damage decreased (25->20).
- 2z: Damage decreased (70->60), proration decreased (75%->70%).
- Descending Flower Slam: Now always causes a Hard Knockdown.

Lie Meiling:
Quote
=====================================
04/13/18 - Version 2018.04.13
=====================================

- Minor adjustments to dashing behaviors.
- Fixed guarding behavior in regards to crossups.
- Adjustments to invulnerability handling on Guard Cancel.
- Changes to reset behavior.
Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: OldGamer on April 14, 2018, 09:45:53 pm
Hi Ricepigeon its me Oldgamer Nice to meet you but I found a bug for your Character Hong Meiling
when I try to dash backward this happens to her.
(https://i.imgur.com/gYWDhDd.gif)

Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: Ricepigeon on April 14, 2018, 10:07:26 pm
Reuploaded with the fix.
Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: OldGamer on April 14, 2018, 10:29:06 pm
Reuploaded with the fix.
I just re downloaded from your website today  less than a minute ago  and still doing the same thing . sorry but its not fixed :(

Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: PlasmoidThunder on April 14, 2018, 10:36:57 pm
Can confirm it is fixed. On the MediaFire page, hit ctrl+F5 to clear the cache and then redownload.
Title: Re: Hong Meiling & Lie Meiling updated (04/13/18)
Post by: OldGamer on April 14, 2018, 10:59:58 pm
Can confirm it is fixed. On the MediaFire page, hit ctrl+F5 to clear the cache and then redownload.
thank you :)

Title: Re: Koishi updated (04/15/18), Hong & Lie Meilings updated (04/13/18)
Post by: Ricepigeon on April 16, 2018, 01:39:02 am
Koishi updated

Quote
=====================================
04/15/18 - Version 2018.04.15
=====================================

- Adjustments to dash behaviors.
- Fix to guard behaviors regarding crossups.
- Adjustments to invincibility on Guard Cancel.
- Adjustments to reset behaviors.
- 6z: Damage decreased (80->70), Power gains decreased (120/60->90/45).
- 4z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- j5x: Damage decreased (50->40).
- j5y: Damage decreased (65->55).
- j6z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- j2z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- Catch & Rose: Damage decreased (111->101), Y & Z versions now properly deal chip damage.
- "Superego": Startup decreased by 8f, corrected persistent sound effect when Koishi is interrupted.
Title: Re: Koishi updated (04/15/18), Hong & Lie Meilings updated (04/13/18)
Post by: GDPenguin on April 17, 2018, 04:44:53 pm
Hi Ricepigeon its me Oldgamer
(https://i.imgur.com/gYWDhDd.gif)


Sorry, for bumping, but that made my day xD
Title: Re: Ichirin updated (04/18/18), Koishi updated (04/15/18)
Post by: Ricepigeon on April 19, 2018, 02:14:21 am
Ichirin updated

Quote
=====================================
04/18/18 - Version 2018.04.18
=====================================

- Adjustments to dash behavior.
- Corrected guarding behavior in regards to crossups.
- Corrected invuln timing on Guard Cancel.
- Adjustments to reset behavior.
- Knockdowns will no longer cause Unzan to deactivate.
- 5y (Unzan): Hitstun & Blockstun decreased by 2f.
- 5y (Unzan): Active frames decreased by 2f, startup increased by 2f. Hurtboxes adjusted.
- 6z (Unzan): Corrected faulty juggle flag.
- 2y (Unzan): Recovery increased by 4f.
- Hanging Cloud's Iron Hammer: Hitbox size drastically reduced, recovery time increased by 3f.
- North Mountain Wind of Mercy: Damage decreased (100/120/140->90/110/130).
Title: Re: Byakuren updated (04/21/18), Ichirin updated (04/18/18)
Post by: Ricepigeon on April 22, 2018, 12:07:26 am
Byakuren updated

Quote
=====================================
04/21/18 - Version 2018.04.21
=====================================

- Adjusted dash cancel timings.
- Corrected guarding behavior in regards to crossups.
- Adjustments to reset behavior.
- Adjustments to invulnerability on Guard Cancel.
- j2y: No longer autocorrects.
Title: Re: Utsuho updated (04/25/18), Byakuren updated (04/21/18)
Post by: Ricepigeon on April 26, 2018, 03:29:38 am
Utsuho updated

Quote
=====================================
04/25/18 - Version 2018.04.25
=====================================

- Slight adjustments to dashing behaviors.
- Corrections to guarding behavior regarding crossups.
- Adjustments to invincibility on Guard Cancel.
- Adjustments to reset behaviors.
- Rocket Dive: Fixed incorrect visual effects when fully charged.
- "Yatagarasu Dive": Dive portion damage increased (80xN->82xN).
Title: Re: Marisa updated (04/26/18), Utsuho updated (04/25/18)
Post by: Ricepigeon on April 27, 2018, 02:30:46 am
Marisa updated

Quote
=====================================
04/26/18 - Version 2018.04.26
=====================================

- 6z: Is now air blockable.
- Witching Blaster: No longer whiffs against certain opponents in the corner.
- Witching Blaster [Air ver]: Recoil velocity slightly increased.
- "Sungrazer": Adjustments to startup invulnerability, can no longer be knocked out of attack on successful hit.
Title: Re: Flandre updated (04/27/18), Marisa updated (04/26/18)
Post by: Ricepigeon on April 28, 2018, 05:30:51 am
Flandre updated

Quote
=====================================
04/27/18 - Version 2018.04.27
=====================================

- 3y: Is no longer air blockable. Now counts as a grounded melee attack.
- 3y: Blockstun increased by 2f.
- Starbow Break [X ver]: Startup after hitting wall decreased by 2f, now projectile invulnerable while on wall.
- Starbow Break [X ver]: Horizontal velocity increased.
- Starbow Break [X ver]: Recoil velocity & recovery decreased, now -7/-8 on block.
- "Laevatein": Now only hits once, damage values increased to compensate. Velocity increased.
- "Weapon of Mass Destruction": Explosion hitbox size drastically increased.
Title: Re: Mokou updated (04/30/18), Flandre updated (04/27/18)
Post by: Ricepigeon on May 01, 2018, 02:07:02 am
Mokou updated

Quote
=====================================
04/30/18 - Version 2018.04.30
=====================================

- Self-Harming Fire Talons: Corrected bug with chip damage.
- Resurrection: Fixed inconsistency with juggle flag.
- Mt. Fuji Eruption: Fixed juggle flag.
- Blazing Bamboo Tube: Fixed juggle flag. Graphic updated.
Title: Re: Reimu updated (05/01/18), Mokou updated (04/30/18)
Post by: Ricepigeon on May 02, 2018, 01:54:56 am
Reimu updated

Quote
=====================================
05/01/18 - Version 2018.05.01
=====================================

- j5x: Hitbox on first 3 active frames slightly extended downward, startup decreased by 1f.
- j5z: Startup increased by 1f
- Throw: Now applies 90% proration in addition to throw proration, damage decreased (100->90).
- Ascension Kick: Vertical hitbox size on 1st active frame increased, horizontal hit velocity decreased.
- Ascension Kick: Startup invulnerability on all versions increased (12/6/6/14->18/12/6/24).
- Hakurei Amulet [Ground]: X version recovery increased by 2f, Y version recovery increased by 1f.
- "Omnidirectional Demon Binding Circle": Damage decreased (36x10->35x10), proration decreased (92.5%xN->92%xN).
Title: Re: Chen updated (05/02/18), Reimu updated (05/01/18)
Post by: Ricepigeon on May 03, 2018, 05:30:30 am
Chen updated

Quote
=====================================
05/02/18 - Version 2018.05.02
=====================================

- Forward dash velocity increased.
- 6y: Startup decreased by 2f. Blockstun increased by 3f, is now +2 on block.
- 3z: Fixed unintended knockdown behavior.
- Throw: Now applies 90% proration in addition to standard throw proration.
- Rumbling Jikokuten: Fixed chip damage being static for all versions, added projectile limiter.
Title: Re: Reisen & Alice updated (05/03/18), Chen updated (05/02/18)
Post by: Ricepigeon on May 04, 2018, 01:48:25 am
Reisen & Alice updated

Reisen:
Quote
=====================================
05/03/18 - Version 2018.05.03
=====================================

- 6y: Can now be airblocked.
- Undersense Break: Fixed incorrect juggle flags.

Alice:
Quote
=====================================
05/03/18 - Version 2018.05.03
=====================================

- Volatile Doll: Damage decreased (90->85), splash damage now properly applies proration.
- Thousand Spear Dolls: Damage increased (25xN->26xN), proration decreased (97%xN->95.5%xN).
- "Shanghai Doll": Damage increased (15xN->16xN), proration decreased (98%xN->97%xN).
Title: Re: Mamizou updated (05/12/18), Reisen & Alice updated (05/03/18)
Post by: Ricepigeon on May 12, 2018, 08:58:37 pm
Mamizou updated

Quote
=====================================
05/12/18 - Version 2018.05.12
=====================================

- j2z: Now causes an untechable knockdown.
- New Command Normal: 6z.
- Youkai Tsurube Transformation: Can no longer cancel into Spellcards before bucket swings in front of Mamizou.
- Utsusemi Jizo Transformation: Fixed bug where proration was being applied twice.
- Youkai Karakasa Transformation: No longer loses a leaf if hit by melee attacks.
- "Bubuku Hot Soup Bathtub": Corrected bug where attack would always whiff if cancelled from Utsusemi Jizo Transformation.
Title: Re: Komachi & Yukari updated (05/13/18), Mamizou updated (05/12/18)
Post by: Ricepigeon on May 14, 2018, 04:18:41 am
Komachi & Yukari (GR) updated

Komachi:
Quote
=====================================
05/13/18 - Version 2018.05.13
=====================================

- Wind on the Last Journey: Corrected issue where move would only hit once.

Yukari (GR):
Quote
=====================================
05/13/18 - Version 2018.05.13
=====================================

- Zen Temple Butterfly: Corrected issue where move would only hit once.
Title: Re: Six characters updated (05/17/18)
Post by: Ricepigeon on May 18, 2018, 01:04:53 am
Lie Meiling, Hong Meiling, Mamizou, Komachi, Yukari (GR), and Yuuka updated

Lie Meiling:
Quote
=====================================
05/17/18 - Version 2018.05.17
=====================================

- Fixed additional bugs in reset system.
- 5x: Fixed erroneous hittime against airborn opponents.
- 6y: Fixed bug where attack would only hit once.
- j.5z: Fixed bug where attack would only hit once.
- Monochromatic Hurricane: Fixed bug where attack would only hit once.
- Black Dragon Rising: Fixed bug where attack would only hit once.

Hong Meiling, Komachi, Mamizou, Yukari (GR), Yuuka:
Quote
=====================================
05/17/18 - Version 2018.05.17
=====================================

- Fixed additional bugs to reset system.
Title: Re: Six more chars updated (05/18/18) Six characters updated (05/17/18)
Post by: Ricepigeon on May 19, 2018, 02:51:07 am
Round two of updates, this time the Touhou protag squad (Reimu, Marisa, Sakuya, Youmu, Reisen, & Sanae)

Quote
=====================================
05/18/18 - Version 2018.05.18
=====================================

- Fixed additional bugs in reset code.
Title: Re: Nine characters updated (05/19/18)
Post by: Ricepigeon on May 19, 2018, 11:29:32 pm
Mima, Alice, Cirno, Patchouli, Remilia, Flandre, Chen, Yuyuko, & Suika updated

Quote
=====================================
05/19/18 - Version 2018.05.19
=====================================

- Fixed additional bugs in reset system.
Title: Re: All Gensokyo Reloaded characters updated (05/20/18)
Post by: Ricepigeon on May 21, 2018, 12:56:30 am
Final round of updates for the Gensokyo Reloaded characters: Eirin, Mokou, Kanako, Utsuho, Koishi, Ichirin, and Byakuren.

Quote
=====================================
05/20/18 - Version 2018.05.20
=====================================

- Fixed additional bugs in reset system.
Title: Re: Remilia Scarlet updated (05/22/18)
Post by: Ricepigeon on May 23, 2018, 02:30:49 am
Remilia updated to correct yet ANOTHER global bug. Expect another set of mass updates in the next few days. -_-

Quote
=====================================
05/22/18 - Version 2018.05.22
=====================================

- Fixed bug with Counterhit system.
- Demon Lord Walk: Fixed bug with counterhit effects if Remilia had previously traded hits.
Title: Re: Remilia Scarlet updated (05/22/18)
Post by: OldGamer on May 23, 2018, 05:51:07 pm
Remilia updated to correct yet ANOTHER global bug. Expect another set of mass updates in the next few days. -_-

Quote
=====================================
05/22/18 - Version 2018.05.22
=====================================

- Fixed bug with Counterhit system.
- Demon Lord Walk: Fixed bug with counterhit effects if Remilia had previously traded hits.
take your time dont rush self over the update. take it one step at a time, well time for me to beta test these cutie tohuo character and keep up the hard work :)

Title: Re: Cirno & GR Yukari updated (05/26/18), Remilia updated (05/22/18)
Post by: Ricepigeon on May 26, 2018, 11:21:47 pm
Cirno & Yukari (GR) updated:

Cirno:
Quote
=====================================
05/26/18 - Version 2018.05.26
=====================================

- Fixed bugs in counterhit system.
- Icicle Sword: Misc bugfixes.
- Icicle Shot: Hitpause-related bug fixed.

Yukari:
Quote
=====================================
05/26/18 - Version 2018.05.26
=====================================

- Fixed bugs in counterhit system.
Title: Re: All Touhou: Gensokyo Reloaded characters updated (05/27/18)
Post by: Ricepigeon on May 27, 2018, 10:47:22 pm
All THGR characters updated

Quote
=====================================
05/27/18 - Version 2018.05.27
=====================================

- Fixed counterhit related bugs.
Title: Re: Reisen updated (05/28/18), All THGR characters updated (05/27/18)
Post by: Ricepigeon on May 28, 2018, 08:32:49 pm
Reisen updated

Quote
=====================================
05/28/18 - Version 2018.05.28
=====================================

- Movement speed slightly increased.
- Disbelief Aspect: Startup decreased by 7f.
- Disbelief Aspect [X ver]: Can now be dash cancelled after the apex of Reisen's jump.
- Disbelief Aspect [Y ver]: Recovery drastically decreased.
- "X-Wave": Damage per hit increased (34xN->40xN).
Title: Re: Reisen updated (05/28/18), All THGR characters updated (05/27/18)
Post by: bass30655 on May 28, 2018, 10:29:46 pm
Great updates Rice but I do wish there was a way to download All THGR characters at once but that just me
Title: Re: Reimu, Yuuka, Flandre & Reisen updated (06/03/18)
Post by: Ricepigeon on June 03, 2018, 10:12:41 pm
Reimu, Yuuka, Flandre & Reisen updated

Reimu:
Quote
=====================================
06/03/18 - Version 2018.06.03
=====================================

- 6x: Adjusted wallbounce behavior on counterhit.
- j.5z: Air Hitstun increased (14f->20f).
- Rain Dance [X ver]: Startup decreased by 2f.
- Rain Dance [Y ver]: Startup decreased by 2f.

Yuuka:
Quote
=====================================
06/03/18 - Version 2018.06.03
=====================================

- [System] Fixes to input priorities.
- Guard Cancel: Startup Invuln time increased by 2f.
- Fantasic Spring Flowers: Command changed to D,D+x/y/z
- Thorny Rose: Command changed to D,DF,F+x/y/z
- Flowers in the Wind: Now has full startup invincibility. Down version removed.

Flandre:
Quote
=====================================
06/03/18 - Version 2018.06.03
=====================================

- Fixed minor sprite errors.
- Starbow Break [X ver]: Adjusted recoil velocity on block.
- Starbow Break [Y ver]: Landing recovery increased by 4f.
- Starbow Break B: Landing recovery increased by 4f.
- "Laevatein": Can no longer be blocked low, can now be airblocked.

Reisen:
Quote
=====================================
06/03/18 - Version 2018.06.03
=====================================

- Fixed cloning bug on chaining of Reisen's Normals.
Title: Re: Reimu, Yuuka, Flandre & Reisen updated (06/03/18)
Post by: MightyKombat on June 04, 2018, 01:48:30 am
you didn't update Yuuka's mediafire link
Title: Re: Reimu, Yuuka, Flandre & Reisen updated (06/03/18)
Post by: electrocaid on June 04, 2018, 08:20:22 am
nor the latest update of her in the select screen of your site
Title: Re: Reimu, Yuuka, Flandre & Reisen updated (06/03/18)
Post by: Ricepigeon on June 05, 2018, 12:24:18 am
Fixed
Title: Re: Youmu & Suika updated (06/04/18), Four characters updated (06/03/18)
Post by: Ricepigeon on June 05, 2018, 03:38:27 am
Youmu & Suika updated

Youmu:
Quote
=====================================
06/04/18 - Version 2018.06.04
=====================================

- Youmu now gains slight damage increases on her Normals starting on Spirit Lvl 3.
- Slash of Life & Death: Damage on 1st & 2nd hits increased (30/35/40->35/40/45).
- Crescent Moon Slash: Base damage on 1st hit increased (80/60/60->85/65/65).
- Heart Carving Cut: Now gains slight damage increase starting on Spirit Lvl 3.

Suika:
Quote
=====================================
06/04/18 - Version 2018.06.04
=====================================

- 2y: Now causes an untechable knockdown.
- Kidnapping Oni: All versions are now a command grab. Damage increased (100/140/190->140/170/200).
Title: Re: Cirno updated (06/05/18), Youmu & Suika updated (06/04/18)
Post by: Ricepigeon on June 06, 2018, 02:51:54 am
Cirno updated

Quote
=====================================
06/05/18 - Version 2018.06.05
=====================================

- 2 new palettes added.
- Icicle Sword: Now forces a crouching opponent into standing state on hit.
- Icicle Sword: Now properly pushes against crouching opponents.
Title: Re: Sakuya updated (06/06/18), Cirno updated (06/05/18)
Post by: Ricepigeon on June 06, 2018, 05:01:29 pm
Sakuya updated

Quote
=====================================
06/06/18 - Version 2018.06.06
=====================================

- Fixed missing FX on dashes.
- 2z: Hitbox adjusted.
- Cross-up Magic [Ground]: L and M versions now have startup invincibility.
- Time Paradox: Melee hits no longer hit overhead.
Title: Re: Lie Meiling, Kanako & Utsuho updated (06/08/18), Sakuya updated (06/06/18)
Post by: Ricepigeon on June 09, 2018, 02:13:07 am
Lie Meiling, Kanako, & Utsuho updated

Lie Meiling:
Quote
=====================================
06/08/18 - Version 2018.06.08
=====================================

- Fixed bug where Lie would be unable to perform a grab in certain situations.

Kanako:
Quote
=====================================
06/08/18 - Version 2018.06.08
=====================================

- 2x: Hitbox repositioned. Startup increased by 1f.
- 2y: Recovery increased by 4f, now hits Mid.
- j5z: Startup increased by 2f.

Utsuho:
Quote
=====================================
06/08/18 - Version 2018.06.08
=====================================

- Movement velocities slightly adjusted.
- 5y: Recovery increased by 2f.
- 2y: Damage decreased (80->70).
- j5y: Damage decreased (90->80).
- j5z: Damage decreased (125->110), hitboxes adjusted, now causes a Knockdown.
- j6z: Damage decreased (110->100).
- Control Rod [Lv 2]: Recovery increased by 6f on ground versions.
- Control Rod [Lv 3]: Recovery increased by 6f on ground versions.
Title: Re: Reisen & Yuyuko updated (06/25/18)
Post by: Ricepigeon on June 26, 2018, 01:59:19 am
Reisen & Yuyuko updated

Reisen:
Quote
=====================================
06/25/18 - Version 2018.06.25
=====================================

- Illusionary Blast: Fixed bug regarding crossup inputs.

Yuyuko:
Quote
=====================================
06/25/18 - Version 2018.06.25
=====================================

- Grounded backdash arc adjusted.
- j5z: Hitbox extended downward on first few active frames, now causes a soft knockdown.
- Ghost Butterfly: Now disappears if Yuyuko is hit.
- Butterfly Dream Dance: Startup on all versions decreased by 1f.
- Butterfly Dream Dance [Y ver]: Damage increased (120->130).
- Butterfly Dream Dance [Z ver]: Damage increased (120/100->130/110).
Title: Re: Patchouli updated (06/26/18), Reisen & Yuyuko updated (06/25/18)
Post by: Ricepigeon on June 27, 2018, 01:18:35 am
Major Patchouli update

Quote
=====================================
06/26/18 - Version 2018.06.26
=====================================

- Fixed bugs with cancels & command processing.
- Updated command inputs to current standards (courtesy of Plasmoidthunder).
- Adjustments to hurtboxes on certain system animations.
- Slight adjustments to airdash behaviors.
- 5x: Hitbox size increased.
- 5y: Hitbox position adjusted.
- New Command Normal: 6z.
- 2y: Hitbox & Hurtbox adjusted.
- 3z: Velocity increased.
- j5y: Hitbox now remains consistent during all active frames.
- j5z: Hitbox position adjusted.
- Summer Red: Hitstun & Blockstun decreased by 13f.
- Summer Red [Ground]: Recovery decreased by 13f.
- Summer Red [Air]: Now induces recoil, button press now determines angle.
- Spring Wind: Removed. Replaced with Sylphae Horn.
- Winter Element: Fixed bug with juggle flags, startup reduced by 1f.
- "Philosopher's Stone": Duration decreased (1200f->840f), chip damage on crystal projectiles decreased (5xN->2xN).
Title: Re: Marisa updated (07/01/18), Patchouli updated (06/26/18)
Post by: Ricepigeon on July 01, 2018, 11:37:49 pm
Marisa updated

Quote
=====================================
07/01/18 - Version 2018.07.01
=====================================

- Voice added courtesy of PlasmoidThunder.
- 1 New palette added.
- Miasma Sweep: Fixed IKEMEN-exclusive bug with invincibility.
Title: Re: Koishi updated (07/21/18)
Post by: Ricepigeon on July 21, 2018, 06:58:21 pm
Koishi updated

Quote
=====================================
07/21/18 - Version 2018.07.21
=====================================

- Minor visual adjustments.
Title: Re: Meimu updated (07/23/18), Koishi updated (07/21/18)
Post by: Ricepigeon on July 24, 2018, 04:06:36 am
Meimu updated

Quote
=====================================
07/23/18 - Version 2018.07.23
=====================================

- Boss version now has a slight visual difference from the playable version.
- 5z: No longer causes a knockdown, now causes a wallbounce on counterhit.
- j5z: No longer causes knockdown against grounded opponents.
- Formless Movement: Startup decreased by 3f.
- Boundary of Shadow and Substance: Now a low blockable melee attack.
- "Eldritch Abomination": Maximum hitbox size extended.
- "Eldritch Abomination": Is now air usable.
- "Molecular Splitter": Fixed bug where opponent could be knocked out of attack early.
Title: Re: Yukari (GR style) updated (08/09/18), Meimu updated (07/23/18)
Post by: Ricepigeon on August 10, 2018, 04:06:08 am
Yukari (GR style) updated

Quote
=====================================
08/09/18 - Version 2018.08.09
=====================================

- Minor changes to victory quotes.
- Horizontal jump velocities slightly increased to be consistent with walk velocities.
- "Laplace's Demon": Minimum proration per hit increased (10%->30%).
- "Laplace's Demon": Base damage per hit increased (33xN->39xN).
- "Danmaku Bounded Field": Command changed to F,DF,D,DB,B,F,DF,D,DB,B + X+Y+Z (632146324xyz).
- "Danmaku Bounded Field": Startup invincibility now lasts until last active frame.
- "Danmaku Bounded Field": Superpause now ends directly before 1st active frame.

Spoiler, click to toggle visibilty
Title: Re: Reisen updated (08/14/18), Mima updated (08/12/18)
Post by: Ricepigeon on August 15, 2018, 02:11:38 am
Reisen & Mima updated

Reisen:
Quote
=====================================
08/14/18 - Version 2018.08.14
=====================================

- Undersense Break: Hitbox vertical size slightly decreased. Is now air blockable.
- "X-Wave": Damage decreased (40xN->36xN).

Mima:
Quote
=====================================
08/12/18 - Version 2018.08.12
=====================================

- "Orreries Sun": Duration decreased (10 sec -> 8 sec).
Title: Re: Flandre updated (08/17/18), Reisen updated (08/14/18)
Post by: Ricepigeon on August 18, 2018, 03:33:18 am
Flandre updated

Quote
=====================================
08/17/18 - Version 2018.08.17
=====================================

- Fixed inability to cancel into certain spellcards.
Title: Re: Byakuren, Meiling, & Meimu updated (08/19/18)
Post by: Ricepigeon on August 20, 2018, 02:07:34 am
Byakuren, Meiling, & Meimu updated

Byakuren:
Quote
=====================================
08/19/18 - Version 2018.08.19
=====================================

- j2y: Landing recovery decreased by 6f. Hit velocities reduced.

Meiling:
Quote
=====================================
08/19/18 - Version 2018.08.19
=====================================

- Scarlet Cannon: Can now hit crouching opponents.

Meimu:
Quote
=====================================
08/19/18 - Version 2018.08.19
=====================================

- Shadow Dive: LP & MP versions no longer cause knockdown on grounded opponents. Hit vels adjusted.
- Shadow Dive: MP & HP landing recovery reduced by 4f.
Title: Re: Four characters updated (08/21/18)
Post by: Ricepigeon on August 22, 2018, 03:40:05 am
Reisen, Kanako, Chen, and Utsuho updated

Reisen:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Ultrared Field/"X-wave": Reisen no longer possesses projectile invincibility while invisible. Now periodically becomes briefly visible.

Kanako:
Quote

=====================================
08/21/18 - Version 2018.08.21
=====================================

- 1 new palette added.
- j5y: Active frames reduced by 3f.
- Omiwatari God Cross: Number of uses is now shared with number of air dashes. Maximum number of uses reduced to 2.

Chen:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Rumbling Jikokuten: Button press now determines projectile speed. Damage of Y and Z versions decreased.

Utsuho:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Control Rod [Lv 3]: Vertical hit velocity increased.
- Flare Up: Replaced with Radiant Blade. Guard Cancel remains unchanged.
Title: Re: Four characters updated (08/21/18)
Post by: Weiss Circal on August 22, 2018, 04:11:41 am
Reisen, Kanako, Chen, and Utsuho updated

Reisen:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Ultrared Field/"X-wave": Reisen no longer possesses projectile invincibility while invisible. Now periodically becomes briefly visible.

Kanako:
Quote

=====================================
08/21/18 - Version 2018.08.21
=====================================

- 1 new palette added.
- j5y: Active frames reduced by 3f.
- Omiwatari God Cross: Number of uses is now shared with number of air dashes. Maximum number of uses reduced to 2.

Chen:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Rumbling Jikokuten: Button press now determines projectile speed. Damage of Y and Z versions decreased.

Utsuho:
Quote
=====================================
08/21/18 - Version 2018.08.21
=====================================

- Control Rod [Lv 3]: Vertical hit velocity increased.
- Flare Up: Replaced with Radiant Blade. Guard Cancel remains unchanged.

Why remove the projectile invincibility?
Title: Re: Four characters updated (08/21/18)
Post by: _Data_Drain_ on August 22, 2018, 04:18:34 am
Why remove the projectile invincibility?

Who knows really? Personally, I feel the full invisibility should have been ditched. Not the projectile immunity. But, what do I know?
Title: Re: Four characters updated (08/21/18)
Post by: Weiss Circal on August 22, 2018, 07:39:58 am
Why remove the projectile invincibility?

Who knows really? Personally, I feel the full invisibility should have been ditched. Not the projectile immunity. But, what do I know?

Guess that means the move is pretty much useless against the AI now.
Title: Re: Four characters updated (08/21/18)
Post by: PlasmoidThunder on August 22, 2018, 12:33:58 pm
Considering the characters are balanced with PvP in mind rather than A.I. battles, that's not really an issue. It's a shame though, since I typically used it for the projectile inv, and I'm half-expecting her ultraviolet/clone field to be nerfed eventually :P
Title: Re: Four characters updated (08/21/18)
Post by: Weiss Circal on August 22, 2018, 07:50:51 pm
Considering the characters are balanced with PvP in mind rather than A.I. battles, that's not really an issue. It's a shame though, since I typically used it for the projectile inv, and I'm half-expecting her ultraviolet/clone field to be nerfed eventually :P

Still.
Title: Re: Reisen & Kanako updated (08/22/18), Four characters updated (08/21/18)
Post by: Ricepigeon on August 23, 2018, 03:36:42 am
Reisen & Kanako updated. Some of the previous updates were partially undone, while other adjustments were made.

Reisen:
Quote
=====================================
08/22/18 - Version 2018.08.22
=====================================

- Throw: Hitbox size slightly increased. No longer gains a hitbox extension while a clone is active.
- 2y: Recovery increased by 1f, projectile duration decreased by 2f.
- Illusionary Blast [X ver]: No longer has blocking restrictions. Now has upper body and projectile invulnerability until recovery.
- Ultrared Field/"X-wave": Projectile invincibility restored.

Kanako:
Quote
=====================================
08/21/18 - Version 2018.08.22
=====================================

- Omiwatari God Cross: Maximum use limit change from version 2018.08.21 undone, number of uses still shared with air dashes.
- Omiwatari God Cross: Damage decreased (60xN->50xN), landing recovery increased by 2f.
- "Expanded Onbashira": Guard hit velocity decreased.
Title: Re: Chen updated (08/27/18), Reisen & Kanako updated (08/22/18)
Post by: Ricepigeon on August 28, 2018, 02:30:08 am
Chen updated

Quote
=====================================
08/27/18 - Version 2018.08.27
=====================================

- Charge input buffer reduced to 40f (from 45f).
- Immortal Sage's Rumbling: Is now air usable. Is no longer air unblockable.
- Immortal Sage's Rumbling [Ground Z ver]: Startup invincibility increased by 8f.
- Rumbling Jikokuten: Startup increased by 6f/8f/10f, recovery increased by 2f/4f/7f.
- Jumping Crossing Scales: Startup decreased by 6f. Now remains invincible until 8f after initial landing.
Title: Re: Yukari Yakumo (GR style) and Eirin Yagokoro updated (09/08/18)
Post by: Ricepigeon on September 09, 2018, 02:31:46 am
Yukari and Eirin updated

Yukari:
Quote
=====================================
09/08/18 - Version 2018.09.08
=====================================

- Fight the Ocean: Fixed bug where opponent could air tech after being hit.
- "Laplace's Demon": Base damage per hit decreased (39xN->36xN).
- "Laplace's Demon": Delay between projectiles increased to 4f.

Eirin:
Quote
=====================================
09/08/18 - Version 2018.09.08
=====================================

- [System]: Eirin now uses Type I chaining (can now cancel Y normals into Z normals).
- 5y: Damage decreased (65->55), power gains decreased (80/40->60/30).
- 5z/6z: Can now change Eirin's aim with U or D.
- 2y: Damage decreased (70->60), power gains decreased (80/40->60/30).
- 2z: Power gains decreased (120/60->90/45).
- j5y: Damage decreased (70->60), power gains decreased (80/40->60/30).
- j5z: Damage decreased (60x2->55x2).
- Elixir [Acid]: Bonus damage increased (10%->15%), Normal chip damage increased (10%->20%).
- Burst Shot [Z ver]: Arrows now have a smaller spread.
- Burst Shot [Air]: Landing recovery reduced by 4f.
- Saturn V: Fixed inability to cancel into supers. Can now cancel ascent into Burst Shot or Elixir.
- Saturn V: Now causes a groundbounce on hit. Landing recovery decreased by 4f.
- "Lunar Weapon -Brahmastra-": Now hits OTG.
Title: Re: [GR style] Kanako updated (09/12/18), Yukari and Eirin updated (09/08/18)
Post by: Ricepigeon on September 13, 2018, 03:11:05 am
Kanako updated with a more stable buffer system + voice (finally)

Quote
=====================================
09/12/18 - Version 2018.09.12
=====================================

- Now has a voice (voice pack courtesy of PlasmoidThunder)
- Input buffer system redone.
Title: Re: [GR style] Twenty characters updated (09/20/18)
Post by: Ricepigeon on September 21, 2018, 02:05:36 am
The following Gensokyo Reloaded-style characters have been updated to resolve a shared issue: Reimu, Marisa, Sakuya, Youmu, Reisen, Sanae, Mima, Yuuka, Alice, Cirno, Hong Meiling, Lie Meiling, Patchouli, Remilia, Flandre, Chen, Yuyuko, Yukari, Suika, & Eirin.

Quote
=====================================
09/20/18 - Version 2018.09.20
=====================================

- Fixed a minor issue with reset.

Changes exclusive to Eirin:
Quote
=====================================
09/20/18 - Version 2018.09.20
=====================================

- Fixed a minor issue with reset.
- Fixed various issues involving extra projectiles being spawned during a superpause.
Title: Re: [GR style] 6 characters updated (09/21/18), 20 characters updated (09/20/18)
Post by: Ricepigeon on September 22, 2018, 04:34:39 am
The following Gensokyo Reloaded-style characters have been updated to resolve a shared issue: Komachi, Kanako, Utsuho, Koishi, Byakuren, & Mamizou

Kanako, Utsuho, & Mamizou:
Quote
=====================================
09/21/18 - Version 2018.09.21
=====================================

- Fixed a minor issue with reset.

Komachi:
Quote
=====================================
09/21/18 - Version 2018.09.21
=====================================

- Fixed a minor issue with reset.
- The Endless Way: Damage increased (65->75).
- "Flow of the River": Damage increased (43xN->45xN).
- "Scythe of Final Judgement": Damage increased (430->440), startup decreased by 9f, recovery decreased by 16f.

Koishi:
Quote
=====================================
09/21/18 - Version 2018.09.21
=====================================

- Fixed a minor issue with reset.
- Minimum damage scaling on all moves is now 10%.
- 5x: Damage decreased (30->25).
- 5y: Damage decreased (50->45).
- 4y: Damage decreased (35xN->32xN).
- 2y: Now hits mid.
- 5z: Damage decreased (70->65).
- 4z: Damage decreased (80->65), now pops up grounded opponents, recovery increased by 3f.
- Unanswered Love: Damage increased (80/90/100->90/100/110).

Byakuren:
Quote
=====================================
09/21/18 - Version 2018.09.21
=====================================

- Fixed a minor issue with reset.
- Durga's Soul: Now causes a hard knockdown.
- "Sorcerer's Sutra Scroll": Fixed bug where, on KO, Byakuren would start the next round with 5 orbs.
- "Sakra Devanam Indra's Thunderstorm": Damage increased (57xN->60xN), orbs now activate from front to back.
Title: Re: [GR style] 6 characters updated (09/21/18), 20 characters updated (09/20/18)
Post by: EgyLynx on September 22, 2018, 07:19:57 am
Oh?
Anyway... oh my =O.
I meen,   Ricepigeon was like fire at these days, great!
Or not so great? That much update meens? (although these are just little changes there and here... )

Anyway... it is good see you in that think...

 Ricepigeon: When youre release at public these wips?
Title: Re: [GR style] 6 characters updated (09/21/18), 20 characters updated (09/20/18)
Post by: Nep Heart on September 22, 2018, 11:51:41 am
 Oh, just wanted to point out that you have some typos in Marisa IZ's read me referring to Yukari in it.
Title: Re: [GR style] Mokou & Ichirin updated (09/22/18), 6 characters updated (09/21/18)
Post by: Ricepigeon on September 23, 2018, 05:07:51 am
Mokou & Ichirin updated

Mokou:
Quote
- Fixed a minor issue with reset.
- Implemented various fixes to "Phoenix Rebirth" courtesy of Arxos.

Ichirin:
Quote
- Fixed a minor issue with reset.
- "Foreseeing Nyuudou Cloud": Startup invincibility increased by 24f.
- "Foreseeing Nyuudou Cloud": Hitvel changes from version 2017.09.14 reverted.
- "King Kraken Strike": Hitvel changes from version 2017.09.14 reverted.
Title: Re: [GR style] All GR characters updated (09/23/18)
Post by: Ricepigeon on September 23, 2018, 11:05:21 pm
All GR-style characters updated

Meimu:
Quote
- Fixed a minor issue with reset.
- Fixed issue with crouch blocking from landing.
- Fixed nonexistent Taunt.
- Fixed transparency & coloring issues on certain attack effects.

Everyone else:
Quote
- Fixed issue with crouch blocking from landing.
Title: Re: [GR style] All GR characters updated (09/23/18)
Post by: MightyKombat on September 24, 2018, 01:13:59 pm
Doesn't look like the mediafire links have been updated
Title: Re: [GR style] All GR characters updated (09/23/18)
Post by: Ricepigeon on September 24, 2018, 03:42:26 pm
The filenames should still state the previous version number, but the actual character files should say 9/23. Figured this would be a faster way of getting all the files up to date rather than having to change 30+ links.
Title: Re: [GR style] All GR characters updated (09/23/18)
Post by: Master Shake on September 27, 2018, 01:21:10 pm
i love your eirin yagokoro,she has nice voice and good ai  ;) .
Title: Re: [GR style] Reimu updated (10/01/18)
Post by: Ricepigeon on October 02, 2018, 01:17:25 am
Reimu updated

Quote
=====================================
10/01/18 - Version 2018.10.01
=====================================

- 6x: Power gains adjusted, now always deals 60/30 in power gains.
- 5y: Power gains decreased (80/40->60/30).
- Ascension Kick: Fixed bug that allowed later active frames to deal full damage.
Title: Re: [GR style] Cirno, Patchouli, Youmu, & Suika updated (10/18/18)
Post by: Ricepigeon on October 19, 2018, 03:32:24 am
Cirno, Patchouli, Youmu, & Suika updated

Cirno:
Quote
=====================================
10/18/18 - Version 2018.10.18
=====================================

- 3y: Fixed issue with resets.

Patchouli & Youmu:
Quote
=====================================
10/18/18 - Version 2018.10.18
=====================================

- Fixed forward dash behaviors.

Suika:
Quote
=====================================
10/18/18 - Version 2018.10.18
=====================================

- Fixed forward dash behaviors.
- Corrected paletting issue in intro.
Title: Re: [GR style] Eirin updated (10/19/18), Four characters updated (10/18/18)
Post by: Ricepigeon on October 20, 2018, 02:38:56 am
Eirin Yagokor updated

Quote
=====================================
10/19/18 - Version 2018.10.19
=====================================

- Fixed forward dash behaviors
- Tidal Forces: No longer disappear when Eirin enters blockstun.
Title: Re: [GR style] Cirno updated (11/03/18)
Post by: Ricepigeon on November 03, 2018, 10:07:18 pm
Major update for Cirno

Quote
=====================================
11/03/18 - Version 2018.11.03
=====================================

- Crouch Walk: Velocities increased, vertical hitbox sizes decreased.
- 3y: Startup decreased by 8f, recovery increased by 1f.
- 3y: No longer causes a knockdown on grounded opponents.
- j2z: Fixed bug where move would deal more than 4 hits on block, block restrictions removed
- j2z: Hitstun increased by 5f, blockstun decreased by 3f.
- j2z: Power gains decreased (30xN/15xN -> 24xN/12xN).
- Guard Cancel: Damage increased (63->90).
- Icicle Shot: Chip damage increased (2xN->3xN).
- Icicle Shot: Fixed bug that would erroneously cause a reset.
- Ice Charge [X & Y ver]: Startup decreased by 3f.
- Ice Charge [Z ver]: Startup decreased by 2f.
- Ice Charge [Followup]: Vertical hit velocities altered.
- Icicle Fairy Sculpture: Startup on all versions decreased (9f/12f/15f->6f/8f/10f).
- Icicle Fairy Sculpture: Startup invincibility removed, ice clones now disappear when Cirno is hit.
- Frozen Technique: Startup on all versions decreased (28f/28f/28f->18f/20f/22f).
Title: Re: [GR style] Cirno updated (11/03/18)
Post by: LuigiMario79 on November 10, 2018, 11:50:24 pm
Marisa updated

Quote
=====================================
07/01/18 - Version 2018.07.01
=====================================

- Voice added courtesy of PlasmoidThunder.
- 1 New palette added.
- Miasma Sweep: Fixed IKEMEN-exclusive bug with invincibility.

Sweet! I wonder where PlasmoidThunder got the voice clips for Marisa...
Title: Re: [GR style] Cirno updated (11/03/18)
Post by: elementhedge on November 10, 2018, 11:56:00 pm
From what I can tell, her voice clips are from Yang Xiao Long from BlazBlue Cross Tag Battle
Title: Re: [GR style] Cirno updated (11/03/18)
Post by: PlasmoidThunder on November 11, 2018, 12:30:46 am
Correct.
Title: Re: [GR style] Lie Meiling updated (11/18/18)
Post by: Ricepigeon on November 18, 2018, 09:08:12 pm
Lie Meiling updated

Quote
=====================================
11/18/18 - Version 2018.11.18
=====================================

- "Youkai Armageddon": Fixed issue where move could be used even when not selected.
Title: Re: [GR style] Seven GR characters updated (11/21/18)
Post by: Ricepigeon on November 21, 2018, 10:36:38 pm
Reimu, Marisa, Flandre, Yuyuko, Yukari, Komachi, & Meimu updated

Reimu:
Quote
=====================================
11/21/18 - Version 2018.11.21
=====================================

- Fixed issue with resets on certain Normals.

Meimu:
Quote
=====================================
11/21/18 - Version 2018.11.21
=====================================

- Fixed width issues.

Marisa, Flandre, Yuyuko, Yukari, & Komachi:
Quote
=====================================
11/21/18 - Version 2018.11.21
=====================================

- Fixed a minor issue with corner crossups.
Title: Re: [GR style] Yukari updated (11/24/18), Seven GR characters updated (11/21/18)
Post by: Ricepigeon on November 25, 2018, 03:17:00 am
GR Yukari updated

Quote
=====================================
11/24/18 - Version 2018.11.24
=====================================

- Fixed reset issue on several Normals.
Title: Re: [GR style] Yuyuko updated (11/28/18), Yukari updated (11/24/18)
Post by: Ricepigeon on November 29, 2018, 02:13:53 am
Yuyuko updated

Quote
=====================================
11/28/18 - Version 2018.11.28
=====================================

- 2y: Corrected hitdef attribute.
- Throw: Corrected bug that prevented opponent from teching.
Title: Re: [GR style] All GR characters updated (12/02/18)
Post by: Ricepigeon on December 02, 2018, 09:02:57 pm
All GR characters updated

Reimu:
Quote
=====================================
12/02/18 - Version 2018.12.02
=====================================

- 6z: Hitstun increased by 3f, blockstun by 1f.
- 6xyz/4xyz: Projectile invincibility now lasts until landing. Can now cancel into from all Normals.

Marisa:
Quote
=====================================
12/02/18 - Version 2018.12.02
=====================================

- "Blazing Star": Corrected glitch when Marisa reaches the end of stage.

Flandre:
Quote
=====================================
12/02/18 - Version 2018.12.02
=====================================

- "Laevatein": Now faces opponent when landing.

Cirno:
Quote
=====================================
12/02/18 - Version 2018.12.02
=====================================

- 3y: Now becomes a projectile when button is released.

All characters:
Quote
=====================================
12/02/18 - Version 2018.12.02
=====================================

- [System] Fixed bug involving OTGs.
Title: Re: [GR style] Marisa, Chen, & Meiling updated (12/08/18)
Post by: Ricepigeon on December 09, 2018, 03:25:27 am
Marisa, Chen, & Meiling updated

Marisa:
Quote
=====================================
12/08/18 - Version 2018.12.08
=====================================

- Witch Leyline: No longer hits overhead.
- "Blazing Star": No longer hits overhead.

Chen:
Quote
=====================================
12/08/18 - Version 2018.12.08
=====================================

- Adjusted Hitvels on Aerial Normals.
- Immortal Sage's Rumbling: Velocities increased, hitbox size slightly increased.
- Dharmapala's Rampage: Can now hit airborne opponents.

Meiling:
Quote
=====================================
12/08/18 - Version 2018.12.08
=====================================

- Fixed Intro bug.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: Ricepigeon on December 11, 2018, 02:53:11 am
Sanae updated

Quote
=====================================
12/10/18 - Version 2018.12.10
=====================================

- 5x: Hitbox priority decreased.
- 5y: Hitbox priority decreased.
- 6y: Hitbox priority decreased.
- 5z: Hitbox priority decreased.
- 2x: Startup increased by 1f, Hitbox priority decreased.
- 2y: Hitbox size & priority decreased.
- j5x: Startup increased by 2f, Hitbox size & priority decreased.
- j5y: Hitbox size & priority decreased.
- j5z: Hitbox size & priority decreased.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: ZolidSone on December 11, 2018, 03:39:44 am
Ok, I think it's about time for me to write a little rant about these "updates." I never bring it up as I thought this issue was minor, but it still keeps happening to this day and has officially come to the point that I can no longer keep quiet about this.

How long are going to keep posting updates for the Gensokyo Reloaded characters? You just updated them a week ago with one or two simple fixes, and then you posted another update of the same characters a few days later with more issues that could have been resolved previously. What you are doing is so tedious and annoying, I even lost track of how many times you done it as this is not the first time it happened. You even stopped posting dates on when they were updated on the file names recently, making it even more difficult to keep track unless they see this post and visit your website. Is there any reason behind that?

This is also a big issue as if people want to use your characters as a template to make their own Gensokyo Reloaded characters or do some personal edits. Since there's never a finalized version, it renders them obsolete automatically after one single update you make. I remember a user here used one of your characters as a template to make a Gensokyo Reloaded version of Tenshi Hinanawi, but it's already obsolete before it's release since it's plagued with bugs you decided to fix later on. For every update you make, you are slowly killing their projects to the point they're abandoned and no longer giving them support. One or two issues is fine, but a huge list of them after that? The issues slowly adds up and gets too technical they can't fix it themselves.

When I heard you announced that you are working on a new Touhou project called Incident Zero a while back, I was hoping you would've moved on and put your focus and energy on that. But that turns out that still hasn't changed anything. If you're just going to continue updating the Gensokyo Reloaded characters for the sake of balance or minor bug fixes in small consecutive updates, it makes me less want to use the new versions of them since they play the same just with different FX and mechanics. I don't recall any feedback asking for these specific changes.

When I posted that comment on the first page 3 years ago, I was excited to see you move on to new things. But coming to now, what I said that day was a mistake. All the Gensokyo Reloaded characters are already finished and complete, so why do you continue sticking into them like glue? I never seen someone update the same characters over 20 times nor have I seen you done this back in your old M.U.G.E.N days. Why not revisit your old characters as they needed it most? You don't even have those characters on your website either, so what's exactly stopping you from doing that?

Ricepigeon, you used to be one of my favorite creators. But now, you have officially lost it for me. A spark that shows a sign of uniqueness towards other creators has been burnt out. I'm sure there are people out there that feels the same way I do.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: PeXXeR on December 11, 2018, 03:57:18 am
Ehm, you cant bash people for updating their stuff, you should be happy people take time to upload stuff at all. ( I did not read the rest of that wall of text)
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: yamme on December 11, 2018, 04:10:00 am
Ricepigeon, you used to be one of my favorite creators. But now, you have officially lost it for me. A spark that shows a sign of uniqueness towards other creators has been burnt out. I'm sure there are people out there that feels the same way I do.

He's lost your spot as favorite because he wants to polish his creations as much as he can? If thats your problem, you should probably reconsider your priorities.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: lui on December 11, 2018, 04:12:03 am
He's working on his own creations when he wants. Not for YOU

You sound extremely entitled right now and if you want to embarass yourself by getting mad at a creator UPDATING HIS STUFF WHEN ITS NOT AS POLISHED AS IT CAN BE then man idk what to tell you
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: Ricepigeon on December 11, 2018, 04:18:10 am
Wow, this was unexpected. Let me dissect this piece by piece and respond appropriately.

How long are going to keep posting updates for the Gensokyo Reloaded characters? You just updated them a week ago with one or two simple fixes, and then you posted another update of the same characters a few days later with more issues that could have been resolved previously. What you are doing is so tedious and annoying, I even lost track of how many times you done it as this is not the first time it happened.

The main focus right now is the Gensokyo Reloaded fullgame. We're in the process of making what is effectively the final build of the game, and we want to iron out as many issues as we possibly can. Sometimes things go unnoticed, and when I become aware of them, I address them ASAP. These recent and frequent updates just so happen to be the result of this. It's more important now than ever that these issues get ironed out before we release the final build of the game.

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You even stopped posting dates on when they were updated on the file names recently, making it even more difficult to keep track unless they see this post and visit your website. Is there any reason behind that?

This was done for the sake of convenience and reduce the workload of having to replace every single URL each time a character gets updated, which becomes extremely tedious when you have 30+ characters.

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This is also a big issue as if people want to use your characters as a template to make their own Gensokyo Reloaded characters or do some personal edits. Since there's never a finalized version, it renders them obsolete automatically after one single update you make. I remember a user here used one of your characters as a template to make a Gensokyo Reloaded version of Tenshi Hinanawi, but it's already obsolete before it's release since it's plagued with bugs you decided to fix later on. For every update you make, you are slowly killing their projects to the point they're abandoned and no longer giving them support. One or two issues is fine, but a huge list of them after that? The issues slowly adds up and gets too technical they can't fix it themselves.

When I posted that comment on the first page 3 years ago, I was excited to see you move on to new things. But coming to now, what I said that day was a mistake. All the Gensokyo Reloaded characters are already finished and complete, so why do you continue sticking into them like glue? I never seen someone update the same characters over 20 times nor have I seen you done this back in your old M.U.G.E.N days.

See my response above regarding to finalizing the build of the game.

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Why not revisit your old characters as they needed it most? You don't even have those characters on your website either, so what's exactly stopping you from doing that?

I have already done this. The GR versions of those characters are effectively my revisits, and those that didn't get this treatment (ie: Hina & Yuugi) were because the sprites were, in retrospect, unusable for a polished product.

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When I heard you announced that you are working on a new Touhou project called Incident Zero a while back, I was hoping you would've moved on and put your focus and energy on that. But that turns out that still hasn't changed anything. If you're just going to continue updating the Gensokyo Reloaded characters for the sake of balance or minor bug fixes in small consecutive updates, it makes me less want to use the new versions of them since they play the same just with different FX and mechanics. I don't recall any feedback asking for these specific changes.

I've already taken this into account when designing the IZ versions of these characters. Granted there's always going to be similarity with the same character between game systems (ie: Ryu will always play like Ryu, Zangief like Zangief, etc), but I feel that I've implemented enough of a difference between the two systems and their character movesets to the point where neither is redundant and gives an incentive to use both versions. And this isn't even taking extreme cases like Reisen and Yukari into account, whose movesets have been drastically changed to the point where they now play much differently.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: ZolidSone on December 11, 2018, 05:34:25 am
The main focus right now is the Gensokyo Reloaded fullgame. We're in the process of making what is effectively the final build of the game, and we want to iron out as many issues as we possibly can. Sometimes things go unnoticed, and when I become aware of them, I address them ASAP. These recent and frequent updates just so happen to be the result of this. It's more important now than ever that these issues get ironed out before we release the final build of the game.
When you announced Incident Zero a couple of months back, I thought Gensokyo Reloaded was already completed or near completion. Handling two full games projects can be difficult and hard to keep track of so I thought that was the case. I know you're just trying to fix many bugs for the full game, but I just didn't see what's the point of certain updates such as changing hitboxes when they don't affect characters outside the full game. That's why issues like these are hard to tell and certain feedback can't be proven with other characters. Another reason why it was hard to keep up with the updates is because of bandwidth. Some of the files aren't edited so people will be downloading files that aren't updated. It was sad to see what happened to that user who made that GR Tenshi Hinanawi, he lost confidence on his project and was abandoned shortly after her release. When GR is officially out, I hope that doesn't happen anymore.

I have already done this. The GR versions of those characters are effectively my revisits, and those that didn't get this treatment (ie: Hina & Yuugi) were because the sprites were, in retrospect, unusable for a polished product.
I was thinking of your even earlier characters way before GR. Like the SSB Touhou, Inuyusha, Pokemon, etc. They're not on your website and feel a little out of date. I hope YouTube wasn't the sole reason behind them as it's not a very good place to show off creations as there will be a lot of people who just want the characters for themselves.

I've already taken this into account when designing the IZ versions of these characters. Granted there's always going to be similarity with the same character between game systems (ie: Ryu will always play like Ryu, Zangief like Zangief, etc), but I feel that I've implemented enough of a difference between the two systems and their character movesets to the point where neither is redundant and gives an incentive to use both versions. And this isn't even taking extreme cases like Reisen and Yukari into account, whose movesets have been drastically changed to the point where they now play much differently.
Ok, but at least you did plan ahead of time when announced IZ. It's not just about your old characters, but to that project as well. I like to see that it improve. That's why I posted that rant as I thought you're paying less attention to it.

Oh, and for those think I'm "entitled," I made a post about this earlier on 6 months ago on DW's character update topic. The global moderator Speedpreacher understands how constant updates can be a pain for naming triggers for intros. DW took it lightly and tries not push too much updates after a main one unless feedback is involved. If I said that 3 years ago without any reason behind it, then yes I would be considered "entitled." But why did I waited until now to say it instead of back then with plenty of points to back up my argument? I know Ricepigeon is a great creator and I've been keeping track of him since my first post on the first page, but other people today who visits this post and his site will not see that. If I kept quiet, then no one will ever know the truth behind his updates. Cut some slack, you guys just wrote a sentence about me without reason and didn't bother to read any of it. At least I became prepared.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: Speedpreacher on December 11, 2018, 05:45:35 am
From someone who spent quite a long time having to re-edit name triggers for intros I can empathize

But if he's gonna update he's gonna update

Yeah, that Speedpreacher guy is smart you should listen to him.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: PlasmoidThunder on December 11, 2018, 11:52:28 am
It was sad to see what happened to that user who made that GR Tenshi Hinanawi, he lost confidence on his project and was abandoned shortly after her release.
That's untrue. The character was updated a number of times after its initial release before recently being completely revamped while still retaining the GR style of gameplay. He's been working on another GR-style character as of late.
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: Shinzaki on December 11, 2018, 01:08:38 pm
SolidZone 26 said:
Oh, and for those think I'm "entitled," I made a post about this earlier on 6 months ago on DW's character update topic. The global moderator Speedpreacher understands how constant updates can be a pain for naming triggers for intros. DW took it lightly and tries not push too much updates after a main one unless feedback is involved. If I said that 3 years ago without any reason behind it, then yes I would be considered "entitled." But why did I waited until now to say it instead of back then with plenty of points to back up my argument? I know Ricepigeon is a great creator and I've been keeping track of him since my first post on the first page, but other people today who visits this post and his site will not see that. If I kept quiet, then no one will ever know the truth behind his updates. Cut some slack, you guys just wrote a sentence about me without reason and didn't bother to read any of it. At least I became prepared.

Weird that you implied that you weren't entitled, since y'know, you were complaining about how he's been updating GR over IZ in a way that sounds such.

SolidZone 26 said:
It was sad to see what happened to that user who made that GR Tenshi Hinanawi, he lost confidence on his project and was abandoned shortly after her release.
When was this?
Title: Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)
Post by: _Data_Drain_ on December 11, 2018, 04:29:51 pm
Look, if you can't grasp the simple concept that, Rice is human, things will of course slip passed him. As it does with ALL of us. And that he simply wants the best polish for his characters. Then I advise just leaving this thread and coming back when the full release is in the "Gold" state. THEN you can make all the THGR style characters you want without worry.
Title: Re: [GR style] Yukari updated (12/16/18), Sanae updated (12/10/18)
Post by: Ricepigeon on December 17, 2018, 12:43:37 am
GR Yukari has been updated

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=====================================
12/16/18 - Version 2018.12.16
=====================================

- 2 additional Palettes added.
- Gazing Eye: Fixed bug that allowed opponent to recover prematurely.
Title: Re: [GR style] Remilia updated (12/20/18), Yukari updated (12/16/18)
Post by: Ricepigeon on December 21, 2018, 02:55:21 am
Remilia updated

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12/20/18 - Version 2018.12.20
=====================================

- Chain Gang [X & Y ver]: Proration increased (80%->85%).
- Chain Gang [Z ver]: Damage decreased (30->20), proration increased (75%->80%).
- Vampire Kiss: Corrected bug with inputs.
Title: Re: [GR style] Flandre updated (12/29/18), Remilia updated (12/20/18)
Post by: Ricepigeon on December 29, 2018, 11:42:25 pm
Flandre updated

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=====================================
12/29/18 - Version 2018.12.29
=====================================

- [System] Corrected bug involving dash landing states.
- [System] Minor sound adjustments.
- 2y: Hitbox adjusted, now moves forward slightly.
- 2z: Minor graphical adjustments.
Title: Re: [GR style] Hong Meiling & Mima updated (12/31/18), Flandre updated (12/29/18)
Post by: Ricepigeon on December 31, 2018, 09:33:46 pm
GR Meiling & GR Mima updated with a shared bugfix

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12/31/18 - Version 2018.12.31
=====================================

- Fixed bug with launcher states.
Title: Re: [GR style] Komachi Onozuka updated (01/11/19)
Post by: Ricepigeon on January 12, 2019, 03:14:28 am
Komachi updated

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01/11/19 - Version 2019.01.11
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- Voice added.
Title: Re: [GR style] Cirno, Lie Meiling, & Yuyuko updated (01/14/19)
Post by: Ricepigeon on January 15, 2019, 02:20:50 am
Cirno, Lie Meiling, & Yuyuko updated

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01/14/19 - Version 2019.01.14
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- Throw: Corrected bugs involving teching Back Throw.
Title: Re: [GR style] Patchouli Knowledge updated (01/23/19)
Post by: Ricepigeon on January 24, 2019, 04:56:54 am
Major Patchouli updated

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01/23/19 - Version 2019.01.23
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- 5x: Damage decreased (30->25), proration increased (0.92->0.95).
- 2x: Damage decreased (30->25), proration increased (0.9->0.92).
- 5y: Hitbox priority decreased.
- 5y: Proration increased (0.92^2->0.945^2), damage decreased (35x2->31x2).
- 6y: Fixed bug where move causes less raw damage when cancelled into.
- 6z: Now causes a knockdown, hitvels adjusted.
- 2z: Removed. 3z input remapped to 2z.
- j5y: Proration increased (0.8->0.85).
- j5z: Proration increased (0.84^2->0.895^2).
- Summer Red: Fixed juggle flags, hitstun and blockstun increased by 3f. Grounded recovery increased by 4f.
- Summer Red [Air]: Recoil reduced, hitstun and blockstun now the same as grounded version.
- Sylphae Horn: Fixed bug involving combo counter. Supercancel conditions adjusted.
- Emerald City: Vertical hit velocity increased, proration increased (0.75->0.8).
- Autumn Blade: Fixed juggle flags.
- Winter Element: Proration increased (0.75->0.8).
- "St. Elmo's Pillar": Fireball now lands 3f earlier. Velocity formula adjusted to compensate.
- "Elemental Harvester": Can now be used in midair.
- "Royal Flare": Damage per hit increased (Total damage: 440->460), vertical hit velocity increased.
- "Philosopher's Stone": Fixed unintended behavior that allowed p2 to recover prematurely.
Title: Re: [GR style] Cirno & Sakuya updated (01/24/19), Patchouli updated (01/23/19)
Post by: Ricepigeon on January 25, 2019, 02:44:22 am
GR Cirno & GR Sakuya updated

Cirno:
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01/24/19 - Version 2019.01.24
=====================================

- Icicle Shot [Z ver]: Fixed juggle flags.
- "Ice Tornado": Fixed issue where opponent could recover prematurely.
- "Great Crusher": Damage increased (414->432), fixed issue where opponent could recover prematurely.

Sakuya:
Quote
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01/24/19 - Version 2019.01.24
=====================================

- "Jill the Ripper": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Cirno & Sakuya updated (01/24/19), Patchouli updated (01/23/19)
Post by: ZolidSone on January 25, 2019, 12:16:31 pm
Since I've been doing detail and aesthetic type feedback for other people, I figured I come back and post every single aesthetic missing on each character. If there is a character missing that I haven't mentioned, there are no issues in that regard:

Byakuren:
-Z version Vidudahka's Sword is missing the landing sound effect.

Chen:
-Her forward and back dashes has no landing sound effect when she touches the ground.

Flandre:
-Her forward and back dashes has no landing sound effect when she touches the ground.

Lie:
-Black Dragon Rising has no landing sound effect.

Mamizou:
-The landing sound effect on her forward and back dashes is louder than normal as it's being played twice at the same time.
-Transformation "Youkai World Gate of 100 Demons", Transformation "Bunbuku Hot Soup Bathtub" and Band of 808 Tanuki has no landing sound effect when she touches the ground.

Meiling:
-Cyclone Light Step has no landing sound effect when she touches the ground.
-The swing sound on her grab has a second of delay.

Mokou:
-Blazing Bamboo Tube and Resurrection has no landing sound effect when she touches the ground.

Remilia:
-Her forward and back dashes has no landing sound effect when she touches the ground.
-Demon Lord Cradle, Midnight Sign "Demon King Cradle" and "Scarlet Devil" has no landing sound effect.

Sakuya:
-Cross-up Magic and Wound Sign "Inscribed Red Soul" has no landing sound effect.
-Her sprite when she's lying on the ground is misaligned.

Suika:
-Gnome -Dense- has no landing sound effect.

Utsuho:
-The dust effect on the landing is missing if she dashing forward or back.

Youmu:
-Crescent Moon Slash and the third hit of Slash of Life & Death has no landing sound effect.
-There is no ground sound effects when gets knocked down.

Yukari:
-The Z version of Illusion Rift has no landing sound effect.

General:
-Your characters are very inconsistent when it comes to the sound from the ground fx (Sometimes they play the one from the fightfx and they play the sound from their snd file).

Since these characters are for a full game, please consider looking at these as aesthetics are just as important. Sakuya's recent update still has the aesthetic issue I mentioned.

It was sad to see what happened to that user who made that GR Tenshi Hinanawi, he lost confidence on his project and was abandoned shortly after her release.
That's untrue. The character was updated a number of times after its initial release before recently being completely revamped while still retaining the GR style of gameplay. He's been working on another GR-style character as of late.
Ok, so maybe I haven't kept up with his updates as it probably went on a different name. But while I was testing his characters for feedback, I found two other RP-styled characters that are also in my roster. Hina Kagiyama by minoo and Koakuma by jade_midori. Hina hasn't been updated since 2010 and still uses RP's old system. I knew she had "Hina" in her name, but I guess I may have mentioned the wrong character as it turns out it's not Tenshi Hinanawi.
Title: Re: [GR style] Cirno & Sakuya updated (01/24/19), Patchouli updated (01/23/19)
Post by: PlasmoidThunder on January 25, 2019, 01:28:49 pm
That's because that's Rice's Hina; Minoo made the original character (not GR-styled) and Rice used the sprites for his version. Koakuma is still receiving updates behind the scenes, as she appears in Gensokyo Reloaded and is thus kept up to date along with everyone else.
Title: Re: [GR style] Youmu, Yuuka, & Yukari updated (01/25/19)
Post by: Ricepigeon on January 26, 2019, 02:59:28 am
GR Youmu, GR Yuuka, & GR Yukari updated

Youmu:
Quote
=====================================
01/25/19 - Version 2019.01.25
=====================================

- [SYSTEM] Resolved issue with missing sounds.
- "Meditation": Fixed issue where opponent could recover prematurely.
- "Slash of Present": Fixed issue where opponent could recover prematurely.

Yuuka:
Quote
=====================================
01/25/19 - Version 2019.01.25
=====================================

- "The Beauty of Nature": Fixed issue where opponent could recover prematurely.

Yukari:
Quote
=====================================
01/25/19 - Version 2019.01.25
=====================================

- 3z: Fixed visual bug with gap effect.
- "Fight the Ocean": Fixed issue with juggle flags.
- "Chen": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Youmu, Yuuka, & Yukari updated (01/25/19)
Post by: Luis on January 27, 2019, 01:55:57 am
Can you fix Yukari second version Ran super? Sometimes that super makes the opponent disappear. It has other problems too like freezing characters in place or sending enemies to the sky and they won't come back down
Title: Re: [GR style] 6 Characters updated (01/27/19)
Post by: Ricepigeon on January 27, 2019, 06:50:26 am
GR Reimu, Marisa, Sanae, Alice, Eirin, & Mamizou updated.

Reimu:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- [System]: Updated recovery frame flags to current standard.
- Hakurei Amulet: Fixed juggle flag issue.
- "Fantasy Nature": Fixed issue with guard distance on second active frames onward.

Marisa:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- "Final Spark": Fixed issue where opponent could recover prematurely.

Sanae:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- j2y: Startup increased by 2f, hitbox size decreased.
- Wind Goddess ~ Pillar: Fixed juggle flag issue.
- "Night of the Supernova Storm": Fixed issue where opponent could recover prematurely.

Alice:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- Volatile Doll: Fixed juggle flags.
- "Goliath Doll MkII": Damage increased (435->455).
- "Lemmings Parade": Damage increased (13xN->14xN), fixed issue where opponent could recover prematurely.

Eirin:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- Tidal Forces: Fixed juggle flags.
- "Apollo 13": Fixed issue where opponent could recover prematurely.

Mamizou:
Quote
=====================================
01/27/19 - Version 2019.01.27
=====================================

- [System] Fixed issue with landing sounds.
- "Youkai World Gate of 100 Demons": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Flandre, Komachi, Reisen, & Suika updated (01/28/19)
Post by: Ricepigeon on January 29, 2019, 02:22:32 am
GR Flandre, GR Komachi, GR Reisen, & GR Suika updated.

Flandre:
Quote
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01/28/19 - Version 2019.01.28
=====================================

- [System] Recovery flags updated to current standards.
- "Weapon of Mass Destruction": Fixed issue where opponent could recover prematurely.

Komachi:
Quote
=====================================
01/28/19 - Version 2019.01.28
=====================================

- Floating Indolent Dead Spirits: Fixed issue with juggle flags.
- Soul Detonate: Opponent is now always knocked away from Komachi.

Reisen
Quote
=====================================
01/28/19 - Version 2019.01.28
=====================================

- Disbelief Aspect: Fixed issue with juggle flags.
- "X-Wave": Fixed issue where opponent could recover prematurely.
- "Lunatic Red Eyes": Fixed issue where opponent could recover prematurely.
- "Tele-Mesmerism": Fixed issue where opponent could recover prematurely.

Suika
Quote
=====================================
01/28/19 - Version 2019.01.28
=====================================

- "Missing Purple Power": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Utsuho & Hong Meiling updated (01/29/19)
Post by: Ricepigeon on January 30, 2019, 02:50:04 am
GR Utsuho & GR Hong Meiling updated

Utsuho:
Quote
=====================================
01/29/19 - Version 2019.01.29
=====================================

- "Creeping Sun": Fixed issue where opponent could recover prematurely.
- "Uncontrollable Dive": Fixed issue where opponent could recover prematurely.

Meiling:
Quote
=====================================
01/29/19 - Version 2019.01.29
=====================================

- [System] Recovery flags updated to current standards.
- 5y: Hit velocities adjusted, now easier to connect after the launch.
- "Roc's Fist": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Remilia & Ichirin updated (01/30/19)
Post by: Ricepigeon on January 31, 2019, 03:12:07 am
Remilia & Ichirin updated

Remilia:
Quote
=====================================
01/30/19 - Version 2019.01.30
=====================================

- Chain Gang: Fixed issue with juggle flags.
- "Bad Lady Scramble": Fixed issue where opponent could recover prematurely.

Ichirin:
Quote
=====================================
01/30/19 - Version 2019.01.30
=====================================

- "Forseeing Nyuudou Cloud": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Remilia & Ichirin updated (01/30/19)
Post by: ZolidSone on January 31, 2019, 10:55:41 am
I'm glad you took the time to fix the feedback I posted even though it's not mentioned, but there are still some characters that do not have their missing aesthetics fixed even after they got updated again. Here are the characters that never got it:

-Yukari touches the ground with her feet in the Z version of Illusion Rift, yet there's no landing effect.
-Utsuho have a dust effect when she jumps and touches the ground normally, but not when she dashes both sides in the air and backwards on the ground.
-Both Scarlet sisters, Remilia and Flandre remains unchanged and still has no landing sound effects on either.
-A mistake on my part, but I forgot to post Ichirin as she doesn't have a landing sound effect when she dashes both sides in the air.
-I know my feedback was posted after her update (so I know her landing effects aren't fixed prior), but I'll say it again anyway: I'm not sure if the new update for Sakuya caused this as I accidentally deleted the previous one before it, but her position when she's lying on the ground looks very misaligned:
(https://i.imgur.com/XaNt8BU.png)

I appreciate if you take a look at these characters again. Aesthetics should never be ignored as small missing details like this it would create inconsistency with the characters especially on a full game.

That's because that's Rice's Hina; Minoo made the original character (not GR-styled) and Rice used the sprites for his version. Koakuma is still receiving updates behind the scenes, as she appears in Gensokyo Reloaded and is thus kept up to date along with everyone else.
Yeah, you're right. While I was backing up his characters, I found her zip file in his folder. But that makes me curious about something. If that is Rice's Hina, why isn't she on his site and updated to today's standards like the others? Is she not part of Gensokyo Reloaded anymore and cut from the full game? I completely forgot about her so I had no idea.

As for Koakuma, cool. Glad she is.
Title: Re: [GR style] Remilia & Ichirin updated (01/30/19)
Post by: PlasmoidThunder on January 31, 2019, 01:35:25 pm
Rice didn't transfer any of his old characters to his new site, possibly just to keep it GR/IZ. Hina, along with Yuugi, wasn't remade because Rice doesn't want to work with Minoo's sprites again and they're the only sprites available for those two.
Title: Re: [GR style] Yuyuko updated (01/31/19), Remilia & Ichirin updated (01/30/19)
Post by: Ricepigeon on February 01, 2019, 03:26:09 am
Yuyuko updated

Quote
=====================================
01/31/19 - Version 2019.01.31
=====================================

- [System] Fixeed issue on Spellcards where opponent could recover prematurely.
- Lance of the Swallowtail Crest: Fixed juggle flag issue.
- "Ticket to the Netherworld": Z version now fires projectile at an upward angle.
Title: Re: [GR style] Byakuren, Koishi & Mima updated (02/01/19), Yuyuko updated (01/31/19)
Post by: Ricepigeon on February 02, 2019, 05:33:05 am
GR Byakuren, GR Koishi, & GR Mima updated.

Byakuren:
Quote
=====================================
02/01/19 - Version 2019.02.01
=====================================

- Sword of Vidudhaka: Corrected missing sound effects.
- "Brilliance of Mahavairocana": Fixed issue where opponent could recover prematurely.
- "Angrias' Knowledge": Total damage increased (395->445).
- "Sakra Devanam Indra's Thunderstorm": Damage increased (60xN->62xN), fixed bug where projectiles would disappear prematurely if used in a corner.

Koishi:
Quote
=====================================
02/01/19 - Version 2019.02.01
=====================================

- 4y: Fixed issue with hitting opponents out of a reset.
- Growing Pain: Fixed juggle flag issues.

Mima:
Quote
=====================================
02/01/19 - Version 2019.02.01
=====================================

- 3z: Hit acceleration adjusted, now easier to follow up after launch.
- "Orerries Sun": Fixed issue where opponent could recover prematurely.
Title: Re: [GR style] Byakuren, Koishi & Mima updated (02/01/19), Yuyuko updated (01/31/19)
Post by: ZolidSone on February 02, 2019, 07:03:26 am
Tested Koishi again and looks like she's missing some aesthetics as well. I wonder why I didn't notice them while I was testing the characters the first time. Guess I may have accidentally skipped a couple like Ichirin:

-Fidgety Snatcher, Growing Pain and Unanswered Love has no landing sound effect when she touches the ground.
-Instinct "Release of the Id" and Dream Sign "Ancestors are Watching You" has no landing sound effect if performed in the air.

However, I'm certain I skipped Mima intentionally as she has a light blue tail instead of legs. Since she's a soul, I feel like it makes sense that there isn't a landing sound effect when she dashes both sides on the ground and the air. Same with Cirno as she's floating. Hopefully I'm sure that's all of them.

I also like to add that I tested the IZ version of Sakuya and she has the correct position and the landing sound effects on her moves:
(https://i.imgur.com/MLjaJsM.png)

Rice didn't transfer any of his old characters to his new site, possibly just to keep it GR/IZ. Hina, along with Yuugi, wasn't remade because Rice doesn't want to work with Minoo's sprites again and they're the only sprites available for those two.
So that's means those two character are cut in GR. A shame, but it can't be helped. Good to know you're telling me this instead of Rice himself as I didn't keep up with his full games, just the updates on the characters themselves.
Title: Re: [GR style] Koishi & Meimu updated (02/02/19), Byakuren & Mima updated (02/01/19)
Post by: Ricepigeon on February 03, 2019, 03:35:24 am
GR Koishi & Meimu updated.

Koishi:
Quote
=====================================
02/02/19 - Version 2019.02.02
=====================================

- Backward Dash (Attack): Fixed issue with hitting opponents out of a reset.
- 4z: Fixed issue with hitting opponents out of a reset.
- "Ancestors are Watching You": Damage decreased (36xN->27xN), now always knocks opponent in direction Koishi is facing.
- "Ancestors are watching You": Koishi can no longer gain meter while unused spirits are still on screen.

Meimu:
Quote
=====================================
02/02/19 - Version 2019.02.02
=====================================

- "Eldritch Abomination": Fixed issue where opponent could recover prematurely.
- "Let this World Return to Nothingness!": Fixed issue where opponent could recover prematurely.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Addressed issue with Meimu taking too much damage from certain attacks.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Fixed issue where Meimu could be hit during teleports.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Countdown timer now freezes while Meimu is under Spell Break.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Proration on damage received during non-Spell Break decreased (90%->85%).
Title: Re: [GR style] Flandre updated (02/07/19), Koishi & Meimu updated (02/02/19)
Post by: Ricepigeon on February 08, 2019, 02:30:17 am
Flandre updated

Quote
=====================================
02/07/19 - Version 2019.02.07
=====================================

- Throw: Corrected bug that prevented proper proration.
Title: Re: [GR style] Remilia updated (02/11/19), Flandre updated (02/07/19)
Post by: Ricepigeon on February 12, 2019, 01:16:54 am
Remilia updated

Quote
=====================================
02/11/19 - Version 2019.02.11
=====================================

- Chain Gang: Fixed visual bugs.
Title: Re: [GR style] Reimu, Marisa, Youmu, & Alice updated (02/16/19)
Post by: Ricepigeon on February 17, 2019, 12:53:47 am
GR Reimu, GR Marisa, GR Youmu, & GR Alice updated

Reimu, Marisa, & Youmu:
Quote
=====================================
02/16/19 - Version 2019.02.16
=====================================

- [System] Corrected bug that erroneously give projectiles counterhit properties.

Alice:
Quote
=====================================
02/16/19 - Version 2019.02.16
=====================================

- Thousand Spear Dolls: Fixed Counterhit properties.
Title: Re: [GR style] Five characters updated (02/17/19)
Post by: Ricepigeon on February 17, 2019, 07:38:31 pm
GR Lie Meiling, GR Mokou, GR Komachi, GR Kanako, and GR Utsuho have been updated

Quote
=====================================
02/17/19 - Version 2019.02.17
=====================================

- [System] Corrected bug that erroneously give projectiles counterhit properties.
Title: Re: [GR style] Five more updated (02/18/19), Five characters updated (02/17/19)
Post by: Ricepigeon on February 18, 2019, 11:31:37 pm
GR Ichirin, GR Meimu, GR Cirno, GR Meiling, & GR Reisen updated

Ichirin & Meimu:
Quote
=====================================
02/18/19 - Version 2019.02.18
=====================================

- [System] Corrected bug that erroneously give projectiles counterhit properties.

Cirno & Reisen:
Quote
=====================================
02/18/19 - Version 2019.02.18
=====================================

- 2y: Corrected juggle flags.

Meiling:
Quote
=====================================
02/18/19 - Version 2019.02.18
=====================================

- 4y/j4y: Corrected juggle flags.
Title: Re: [GR style] Reimu updated (02/21/19), Five characters updated (02/18/19)
Post by: Ricepigeon on February 22, 2019, 02:19:14 am
GR Reimu updated

Quote
=====================================
02/21/19 - Version 2019.02.21
=====================================

- [System] Charge input buffer times decreased (47f/50f -> 42f/42f).
Title: Re: [GR style] Lie Meiling updated (02/23/19), Reimu updated (02/21/19)
Post by: Ricepigeon on February 24, 2019, 04:17:45 am
Lie Meiling updated

Quote
=====================================
02/23/19 - Version 2019.02.23
=====================================

- Four Star Sword: Corrected Supercancel flags.
- Monochromatic Hurricane: Corrected Supercancel flags.
- Youkai Flip [Throw]: Now correctly applies 80% prorate.
Title: Re: [GR style] Byakuren updated (03/12/19)
Post by: Ricepigeon on March 13, 2019, 12:43:31 am
GR Byakuren updated

Quote
=====================================
03/12/19 - Version 2019.03.12
=====================================

- [System] Adjustments to common state animations and hurtboxes.
- [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.
- Throw: Now applies 0.9 normal proration.
- Dance of Hanuman (3rd hit): Fixed hitdef trigger bug which prevented the hitbox's first active frame from making contact with an opponent.
- Guard Cancel Counter: No longer gains counterhit bonuses.
Title: Re: [GR style] Komachi updated (03/15/19), Byakuren updated (03/12/19)
Post by: Ricepigeon on March 16, 2019, 02:09:50 am
GR Komachi updated

Quote
=====================================
03/15/19 - Version 2019.03.15
=====================================

- [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.
- 2x: Proration increased (0.97->0.92).
- j5y: Corrected oversight where the move could be blocked by crouching opponents.
- j2z: Now applies a 90% groundbounce multiplier to the base proration upon counterhit.
- Throw: Now applies 90% normal proration.
- Soul Detonate: Detonated Spirits will now flag recovery frames once the explosion's active frames have ended.
- Guard Cancel Counter: No longer gains counterhit bonuses.
Title: Re: [GR style] Reisen updated (04/10/19)
Post by: Ricepigeon on April 11, 2019, 01:39:27 am
GR Reisen updated

Quote
=====================================
04/10/19 - Version 2019.04.10
=====================================

- [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] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Corrected regular jump landing time (5f -> 4f).
- [System] Corrected forward dash startup time (7f -> 5f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected back hop/air dash landing times (12f -> 8f).
- [System] Adjusted how the character handles landing sounds in certain basic states.
- 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: Corrected juggle flag.
- 2x: Corrected inability to conserve forward dash momentum into the attack.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Lunacy Ray: Fixed IKEMEN exclusive visual issue where the laser effect helpers would incorrectly generate a shadow.
Title: Re: [GR style] Chen updated (04/15/19), Reisen updated (04/10/19)
Post by: Ricepigeon on April 16, 2019, 03:35:30 am
Chen updated

Quote
=====================================
04/15/19 - Version 2019.04.15
=====================================

- [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] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [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] 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.
- 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.
- 2x: Corrected inability to conserve forward dash momentum into the attack.
- 6y: No longer loses overhead properties when chained into.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Immortal Sage's Rumbling (Recoil): Added a landing sound effect.
- All Spellcards: Corrected issue with charge buffer that would allow for the moves' activations without releasing back.
- Cait Sith of Mayohiga: Corrected recovery frame flag time.
- Soaring Bishamonten: Fixed IKEMEN exclusive visual issue where the final hit's effect helper would incorrectly generate a shadow.
Title: Re: [GR style] Sanae updated (05/03/19)
Post by: Ricepigeon on May 04, 2019, 04:13:50 am
GR Sanae has received a major update.

Quote
=====================================
05/03/19 - Version 2019.05.03
=====================================

- 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.
Title: Re: [GR style] Yuyuko updated (05/07/19), Sanae updated (05/03/19)
Post by: Ricepigeon on May 08, 2019, 03:44:45 am
Yuyuko updated

Quote
=====================================
05/07/19 - Version 2019.05.07
=====================================

- [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.
Title: Re: [GR style] Youmu updated (05/08/19), Yuyuko updated (05/07/19)
Post by: Ricepigeon on May 09, 2019, 03:39:24 am
GR Youmu updated

Quote
=====================================
05/08/19 - Version 2019.05.08
=====================================

- [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.
Title: Re: [GR style] Reisen & Cirno updated (05/12/19), Youmu updated (05/08/19)
Post by: Ricepigeon on May 12, 2019, 11:47:43 pm
GR Reisen & GR Cirno updated

Reisen:
Quote
=====================================
05/12/19 - Version 2019.05.12
=====================================

- [System] Air dashes now have a height restriction when ascending.

Cirno:
Quote
=====================================
05/12/19 - Version 2019.05.12
=====================================

- [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.
Title: Re: [GR style] Komachi updated (05/14/19), Reisen & Cirno updated (05/12/19)
Post by: Ricepigeon on May 15, 2019, 03:59:54 am
GR Komachi updated

Quote
=====================================
05/14/19 - Version 2019.05.14
=====================================

- [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.
Title: Re: [GR style] Mima updated (05/15/19), Komachi updated (05/14/19)
Post by: Ricepigeon on May 15, 2019, 05:34:25 pm
Mima updated

Quote
=====================================
05/15/19 - Version 2019.05.15
=====================================

- [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.
Title: Re: [GR style] Byakuren updated (05/19/19), Mima updated (05/15/19)
Post by: Ricepigeon on May 19, 2019, 08:37:23 pm
GR Byakuren updated

Quote
=====================================
05/19/19 - Version 2019.05.19
=====================================

- 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.
Title: Re: [GR style] Youmu updated (05/21/19), Byakuren updated (05/19/19)
Post by: Ricepigeon on May 22, 2019, 03:55:46 am
GR Youmu updated

Quote
=====================================
05/21/19 - Version 2019.05.21
=====================================

- 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.
Title: Re: [GR style] Ichirin updated (05/23/19), Youmu updated (05/21/19)
Post by: Ricepigeon on May 24, 2019, 03:48:32 am
GR Ichirin updated

Quote
=====================================
05/23/19 - Version 2019.05.23
=====================================

- [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.
Title: Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)
Post by: Ricepigeon on May 24, 2019, 09:30:39 pm
GR Suika updated

Quote
=====================================
05/24/19 - Version 2019.05.24
=====================================

- [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.
Title: Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)
Post by: ComboAssassin20 on May 24, 2019, 10:09:12 pm
I got this message while using suika herself:

Library error message: Died parsing value

Error detected.

Invalid trigger: value
Error parsing [State 1112]
Error in [Statedef 451]
Error in custom.st:282
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Suika_RP/Suika_RP.def
Error while precaching
Invalid trigger: value
Error parsing [State 1112]
Error in [Statedef 451]
Error in custom.st:282
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Suika_RP/Suika_RP.def
Error while precaching
Invalid trigger: value
Error parsing [State 1112]
Error in [Statedef 451]
Error in custom.st:282
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Suika_RP/Suika_RP.def
Error loading p1

Clipboard tail:
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Dream vs Dream: Helltech Labs loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1052214599
Reset persist vars team 1
Loading character chars/Suika_RP/Suika_RP.def...
  Loading info...OK
  Loading cmd command set Suika_RP.cma...OK
  Loading cns Suika_RP.cns...OK
  Loading cns Suika_RP-Normals.st...OK
  Loading cns Suika_RP-Specials.st...OK
  Loading cns Suika_RP-Supers.st...OK
  Loading cns Suika_RP-Negative.st...OK
  Loading cns helper.st...OK
  Loading cns custom.st...Character Suika_RP.def failed to load
Title: Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)
Post by: Ricepigeon on May 26, 2019, 07:50:23 am
Suika was already updated again shortly after that was discovered. Try downloading her again.
Title: Re: [GR style] Mamizou updated (05/26/19), Suika updated (05/24/19)
Post by: Ricepigeon on May 26, 2019, 10:36:29 pm
GR Mamizou updated

Quote
=====================================
05/26/19 - Version 2019.05.26
=====================================

- [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).
Title: Re: [GR style] Reimu updated (05/30/19), Mamizou updated (05/26/19)
Post by: Ricepigeon on May 31, 2019, 12:50:27 am
GR Reimu updated

Quote
=====================================
05/30/19 - Version 2019.05.30
=====================================

- 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.
Title: Re: [GR style] Kanako & Remilia updated (06/01/19), Reimu updated (05/30/19)
Post by: Ricepigeon on June 01, 2019, 11:53:05 pm
GR Kanako & GR Remilia have been updated.

Kanako:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [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.

Remilia:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [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.
Title: Re: [GR style] Patchouli updated (06/05/19), Kanako & Remilia updated (06/01/19)
Post by: Ricepigeon on June 06, 2019, 01:52:13 am
Patchouli Knowledge updated

Quote
=====================================
06/05/19 - Version 2019.06.05
=====================================

- 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.
Title: Re: [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19)
Post by: Ricepigeon on June 11, 2019, 04:11:35 am
GR Yuuka updated

Quote
=====================================
06/10/19 - Version 2019.06.10
=====================================

- [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.
Title: Re: [GR style] Koishi updated (06/19/19), Yuuka updated (06/10/19)
Post by: Ricepigeon on June 20, 2019, 04:11:53 am
GR Koishi updated

Quote
=====================================
06/19/19 - Version 2019.06.19
=====================================

- [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.
Title: Re: [GR style] Marisa updated (06/22/19), Koishi updated (06/19/19)
Post by: Ricepigeon on June 23, 2019, 01:46:27 am
GR Marisa updated

Quote
=====================================
06/22/19 - Version 2019.06.22
=====================================

- [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.
Title: Re: [GR style] Mokou updated (06/28/19), Marisa updated (06/22/19)
Post by: Ricepigeon on June 29, 2019, 03:57:39 am
GR Mokou updated

Quote
=====================================
06/28/19 - Version 2019.06.28
=====================================

- [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.
Title: Re: [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19)
Post by: Ricepigeon on July 03, 2019, 04:25:35 am
Eirin updated with several changes.

Quote
=====================================
07/02/19 - Version 2019.07.02
=====================================

- 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.
Title: Re: [GR style] Mamizou updated (07/23/19)
Post by: Ricepigeon on July 24, 2019, 03:42:21 am
GR Mamizou updated with a few balance changes

Quote
=====================================
07/23/19 - Version 2019.07.23
=====================================

- [System] Walk & Dash speeds decreased.
- 6z: Now requires 1 leaf to use.
- j2z: Now requires 1 leaf to use.
Title: Re: [GR style] Utsuho updated (07/24/19), Mamizou updated (07/23/19)
Post by: Ricepigeon on July 25, 2019, 02:51:37 am
Utsuho updated with various system & gameplay changes

Quote
=====================================
07/24/19 - Version 2019.07.24
=====================================

- [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.
Title: Re: [GR style] Alice, Sakuya, & Yukari updated (08/03/19)
Post by: Ricepigeon on August 04, 2019, 04:53:48 am
GR Alice, GR Sakuya, & GR Yukari updated

Alice:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [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.

Sakuya:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [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.

Yukari:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- 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.
Title: Re: [GR style] Five characters updated (08/04/19), 3 chars updated (08/03/19)
Post by: Ricepigeon on August 04, 2019, 07:24:17 pm
GR Eirin, GR Komachi, GR Mamizou, & GR Patchouli updated with a fix to a shared system issue. GR Meiling updated with several fixes

Eirin, Komachi, Mamizou, & Patchouli:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [System] Corrected ground tech behavior.

Meiling:
Quote
=====================================
08/04/19 - Version 2019.08.04
=====================================

- 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.
Title: Re: [GR style] Reimu & Chen updated (08/09/19), Five characters updated (08/04/19)
Post by: Ricepigeon on August 10, 2019, 01:35:00 am
GR Reimu & GR Chen updated

Reimu:
Quote
=====================================
08/09/19 - Version 2019.08.09
=====================================

- [System] Miscellaneous common state fixes and adjustments.
- [System] Spellcard text animations updated to current standards.

Chen:
Quote
=====================================
08/09/19 - Version 2019.08.09
=====================================

- [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.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: Ricepigeon on August 25, 2019, 11:06:05 pm
GR Chen, GR Cirno, GR Mamizou, GR Marisa, GR Meiling, GR Patchoulu, & GR Reimu have been updated with a few changes.

Chen:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Cirno:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Mamizou:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Marisa:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Meiling:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Patchouli:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.

Reimu:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: ZolidSone on August 27, 2019, 10:41:16 am
I was backing up files and realized none of those 7 characters are updated as the Mediafire date uploaded are way before 8/25. I hope I ain't the only one who noticed this.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: Ricepigeon on August 28, 2019, 02:22:01 am
Good catch. I inadvertently reuploaded the existing versions of the characters prior to the update. The correct versions should be uploaded now.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: ZolidSone on August 28, 2019, 09:19:50 am
Found a bug with Reimu's update. Her snd file has 0 bytes and doesn't load on Fighter Factory, causing the character to give this error if played:

Quote
Error message: Can't load Reimu_RP.snd
Error loading chars/ffs_0/ffs_0.def
Error loading p1

I noticed something was off when the file size was lower than 2 mb. The other 6 characters work fine.

Edit: I also forgot to mention that the landing sound effect on Marisa's Miasma Sweep is louder than normal.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: PlasmoidThunder on August 28, 2019, 11:49:23 am
Should probably mention Koishi's .snd file is commented out in the .def, but I know everyone's getting updated again so I imagine that'll be fixed anyway.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: TurnPile on August 28, 2019, 10:08:21 pm
Should probably mention Koishi's .snd file is commented out in the .def, but I know everyone's getting updated again so I imagine that'll be fixed anyway.

For now, just simply remove it. Probably either for the annoying voice to be gone, or just by mistake.
Title: Re: [GR style] Seven characters updated (08/25/19)
Post by: Ricepigeon on August 29, 2019, 01:38:38 am
Not sure how those happened but Reimu & Koishi have been reuploaded with the necessary corrections.
Title: Re: [GR style] Six characters updated (09/02/19)
Post by: Ricepigeon on September 02, 2019, 10:12:52 pm
09/02/19: (Gensokyo Reloaded) Six characters updated
GR Chen, GR Mamizou, GR Meiling, GR Patchouli, GR Reimu, & GR Reisen have been updated with a few changes.

Chen:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.

Mamizou:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.

Meiling:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.
- "Fierce Tiger's Strength": Timer countdown now ignores hitpause.

Patchouli:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.
- Summer Red: Corrected a hitoverride bug introduced in Version 2019.06.05.

Reimu:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.

Reisen:
Quote
=====================================
09/02/19 - Version 2019.09.02
=====================================

- [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.
Title: Re: [GR style] Cirno updated (09/10/19)
Post by: Ricepigeon on September 11, 2019, 01:53:20 am
GR Cirno updated

Quote
=====================================================
09/10/19 - Version 2019.09.10
=====================================================

- [System] Additional miscellaneous common state fixes.
Title: Re: [GR style] Yuyuko updated (09/14/19), Cirno updated (09/10/19)
Post by: Ricepigeon on September 15, 2019, 05:23:41 am
GR Yuyuko updated

Quote
=====================================
09/14/19 - Version 2019.09.14
=====================================

- [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.
Title: Re: [GR style] Youmu updated (09/16/19), Yuyuko updated (09/14/19)
Post by: Ricepigeon on September 17, 2019, 02:55:17 am
GR Youmu updated

Quote
=====================================
09/16/19 - Version 2019.09.16
=====================================

- [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.
Title: Re: [GR style] Komachi updated (09/17/19), Youmu updated (09/16/19)
Post by: Ricepigeon on September 18, 2019, 02:02:38 am
GR Komachi updated

Quote
=====================================
09/17/19 - Version 2019.09.17
=====================================

- [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.
Title: Re: [GR style] Marisa updated (09/19/19), Komachi updated (09/17/19)
Post by: Ricepigeon on September 20, 2019, 02:53:06 am
GR Marisa updated

Quote
=====================================
09/19/19 - Version 2019.09.19
=====================================

- [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.
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Ricepigeon on September 27, 2019, 05:09:11 am
GR Meiling, GR Lie Meiling, GR Mima, GR Reisen, GR Remilia, and GR Sanae updated.

GR Meiling:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- [System] Minor adjustments to certain sprite alignments and common anims.
- [System] Adjusted head and mid positions.

GR Lie Meiling:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- 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.

GR Mima:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- [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.

GR Reisen:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- [System] Fixed a minor error in the tick fix code.

GR Remilia:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- [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.

GR Sanae:
Quote
=====================================
09/26/19 - Version 2019.09.26
=====================================

- [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.
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: ZolidSone on September 27, 2019, 05:42:22 am
Reisen is not updated with the minor error of the tick fix code. Her files are dated from 9/2.
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Ricepigeon on September 27, 2019, 05:54:24 am
File updated. Try redownloading.
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Luis on October 07, 2019, 01:53:18 am
Can you please fix this bug on your Yukari second? It ruins matches. Ran can make the opponent disappear when she hits them while their doing a special move.

Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Ricepigeon on October 07, 2019, 03:39:10 pm
Can you provide the debug info when this happens? I can't seem to replicate the issue and having the debug information would help me diagnose what's going on or if it's a character-specific problem.
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Luis on October 07, 2019, 06:53:03 pm
You mean this? I'm not sure which one is the best to show because I never used this feature before. The easiest way I know to trigger it is to make Ran hit Maori when she's using her big sister move. It only happens when Maori is hit while she's using that move when Yukari is fighting her.

Spoiler, click to toggle visibilty
Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: EgyLynx on October 08, 2019, 03:46:27 pm
 
You mean this? I'm not sure which one is the best to show because I never used this feature before. The easiest way I know to trigger it is to make Ran hit Maori when she's using her big sister move. It only happens when Maori is hit while she's using that move when Yukari is fighting her.

Well.. I think in now youre should ask at that other maker also... whose maked that Maori...


Title: Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)
Post by: Ricepigeon on October 09, 2019, 02:37:10 am
GR Meiling updated.

Quote
=====================================
10/08/19 - Version 2019.10.08
=====================================

- [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.

On a side note, I managed to find out what was causing the issue in Yukari and a fix is in order.
Title: Re: [GR style] Yukari updated (10/09/19), Meiling updated (10/08/19)
Post by: Ricepigeon on October 10, 2019, 02:43:22 am
And as promised, the Yukari bugfix update.

Quote
=====================================
10/09/19 - Version 2019.10.09
=====================================

- 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.
Title: Re: [GR style] Yukari updated (10/09/19), Meiling updated (10/08/19)
Post by: Luis on October 10, 2019, 03:24:58 am
Thanks for the bug fix.
Title: Re: [GR style] Ten characters updated (10/10/19), Yukari updated (10/09/19)
Post by: Ricepigeon on October 11, 2019, 03:10:20 am
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.

Mima:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Ichirin:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [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.

Komachi:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [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.

Reisen:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Suika:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [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.

Yuyuko:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Remilia:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Lie Meiling:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Yuuka:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [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.

Koishi:
Quote
=====================================
10/10/19 - Version 2019.10.10
=====================================

- [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.
Title: Re: [GR style] Twelve characters updated (12/02/19)
Post by: Ricepigeon on December 03, 2019, 02:40:37 am
GR Chen, GR Cirno, GR Eirin, GR Kanako, GR Mamizou, GR Marisa, GR Mokou, GR Patchouli, GR Reimu, GR Sanae, GR Utsuho, and GR Youmu have been updated.

Chen:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- "Cait Sith of Mayohiga": Now freezes the timer if the move successfully hits.

Cirno:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Eirin:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [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] Palette remapping now functions correctly when the character turns.
- Fixed various angledraw errors on certain effects.
- "Heaven Spider's Butterfly Catching Web": Explosion now occurs on immediate contact if blocked.
- "Heaven Spider's Butterfly Catching Web": Now freezes the timer if the move successfully hits.
- "Heaven Spider's Butterfly Catching Web": Damaage multiplier for Sulfuric Acid is now consistent with other attacks (10%->15%).
- "Heaven Spider's Butterfly Catching Web": Move now always deals full Sulfuric Acid damage providing the first hit connects.
- "Heaven Spider's Butterfly Catching Web": Block damage decreased (100->77).
- "Heaven Spider's Butterfly Catching Web": No longer applies additional Sulfuric Acid damage on block.
- "Heaven Spider's Butterfly Catching Web": Added missing flask breaking effect.
- "Roche Limit": Fixed an issue where the move wasn't dealing additional Sulfuric Acid damage.

Kanako:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [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.

Mamizou:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- "Bunbuku Hot Soup Bathtub": Now freezes the timer if the move successfully hits.
- "Band of 808 Tanuki": Now freezes the timer if the move successfully hits.

Marisa:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- "Sungrazer": Now freezes the timer if the move successfully hits.

Mokou:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [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] Adjusted head and mid positions.
- 6z: Active frames on first hit increased (1f->2f).

Patchouli:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Palette remapping now functions correctly when the character turns.

Reimu:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Updated command input detection in regards to turning.
- [System] Adjusted head position.

Sanae:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Utsuho:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [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] Adjusted head and mid positions.
- Fixed visual issue where the tech recovery palfx was only being applied for a single frame.
- Control Rod [Level 3]: Recovery frames are now flagged properly.
- Hell Geyser: Geysers now flag recovery frames peroperly.
- "Creeping Sun": Recovery frames are now flagged properly.
- "Giga Flare": Recovery frames are now flagged properly.

Youmu:
Quote
=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- Lotus Stance Cut: Additional projectile spawned during "Secret of Life and Death" now uses a seperate juggle value.
- "Secret of Life and Death": Timer countdown now ignores hitpause, buff duration is 25% longer to compensate for this.
Title: Re: [GR style] Twelve characters updated (12/02/19)
Post by: EgyLynx on December 04, 2019, 06:17:56 pm
Ah, sorry, i think youre stopped update these... or somewhat worse happened... well... that put to future... long long far way future...
Title: Re: [GR style] Twelve characters updated (12/02/19)
Post by: TurnPile on December 05, 2019, 02:16:30 am
Ah, sorry, i think youre stopped update these... or somewhat worse happened... well... that put to future... long long far way future...

He was mostly busy working on a Charizard.
Title: Re: [GR style] Twelve characters updated (12/02/19)
Post by: Ricepigeon on December 09, 2019, 01:03:03 am
He was mostly busy working on a Charizard.

This, plus some people were starting to get annoyed that I was releasing too many updates too frequently.

Speaking of which, GR Eirin, Mamizou, Mima, Patchouli, Reimu, & Utusho have been updated.

Eirin:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Burst Shot: Move can no longer be used while another instance of the move's projectiles still exist.
- Elixir: Move can no longer be used while another instance of the move's flask helper still exists.
- Lunar Debris: Move can no longer be used while another instance of the move's projectiles still exist.
- Saturn V: Fixed an issue where the move could be used without releasing down.

Mamizou:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Youkai Amikiri Transformation: Corrected turning command input.

Mima:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Fixed a tick fix issue that would allow Mima to erroneously cancel Flight Mode startup into certain moves.


Patchouli:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Fixed a graphical issue with the taunt.

Reimu:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Hakurei Amulet [All versions]: Corrected projectile limiting.
- Hakurei Amulet [Ground version]: Now turns to face p2 on startup.

Utsuho:
Quote
=====================================
12/08/19 - Version 2019.12.08
=====================================

- Control Rod [Air versions]: No longer turns to face p2 on startup.
- Rocket Dive [Air version]: No longer turns to face p2 on startup.
- "Giga Flare": No longer turns to face p2 on startup.
- "Yatagarasu Dive": Now turns to face p2 on startup.
- "Uncontrollable Dive": Now turns to face p2 on startup.
Title: Re: [GR style] Alice updated (12/13/19), 6 characters updated (12/08/19)
Post by: Ricepigeon on December 13, 2019, 03:44:50 pm
Alice Margatroid updated

Quote
=====================================
12/13/19 - Version 2019.12.13
=====================================

- [System] Corrected issue involving certain Normals not being able to cancel into Specials or Spellcards.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability.
- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Air forward dash startup increased by 1f, trajectory is no longer preserved during startup.
- [System] Corrected friction behavior on air dash landing states.
Title: Re: [GR style] Byakuren & Sakuya updated (12/21/19), Alice updated (12/13/19)
Post by: Ricepigeon on December 21, 2019, 10:30:04 pm
GR Byakuren & GR Sakuya updated

Byakuren:
Quote
=====================================
12/21/19 - Version 2019.12.21
=====================================

- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

Sakuya:
Quote
=====================================
12/21/19 - Version 2019.12.21
=====================================

- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Air forward dash no longer preserves previous trajectory during startup.
- [System] Corrected friction behavior on air dash landing states.
- [System] Miscellaneous common state fixes and adjustments.
Title: Re: [GR style] Yukari & Meimu updated (12/22/19) Byakuren & Sakuya update (12/21/19)
Post by: Ricepigeon on December 23, 2019, 04:35:07 am
GR Yukari and GR Meimu have been updated with several system fixes. This will most likely be the last update for the GR characters for a while unless some major bug creeps up.

Yukari:
Quote
=====================================
12/22/19 - Version 2019.12.22
=====================================

- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Walk and dash speeds slightly decreased.

Meimu:
Quote
=====================================
12/22/19 - Version 2019.12.22
=====================================

- Consolidated character file structure of regular & boss versions.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 7f extra grab invulnerability.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Corrected jump cancel timings of forward dash.
- [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 start time.
- [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] Added missing turn animations.
- [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.
- [Boss ver] Revised appearance of intro dialogue cutscenes in Arcade mode.
- Guard Cancel: No longer gains counterhit properties.
- 2x: Now carries momentum from a dash.
- 6y: No longer loses overhead properties when cancelled into.
Title: Re: [GR style] Yukari & Meimu updated (12/22/19) Byakuren & Sakuya update (12/21/19)
Post by: Ricepigeon on December 24, 2019, 12:51:06 am
Had to reupload Meimu to correct a stupid last minute typo that I forgot to test.
Title: Re: [GR style] Byakuren updated (03/23/20)
Post by: Ricepigeon on March 24, 2020, 12:48:30 am
GR Byakuren has been updated with some major (and long overdue) changes and updates

Quote
=====================================
03/23/20 - Version 2020.03.23
=====================================

- [System] Slight adjustment to head position.
- [System] Character no longer autoturns when landing from a jump or air dash.
- [System] Forward dash startup increased (2f->4f).
- [System] Byakuren can now pass through opponents during the active portion of her dashes.
- [System] Moves can now only be cancelled from a dash 5 frames after Byakuren has fully reappeared.
- [System] Air dash landing recovery increased (4f->6f).
- [System] Minor adjustments to the handling of landing from air dashes.
- [System] Fixed an issue where the opponent would fall through the ground if they tried to tech recover Byakuren's moves.
- 5y: Hitstun & Blockstun decreased by 3f, recovery frames increased by 1f.
- 5z: Air hit velocities adjusted.
- Throw: No longer turns to face p2 on startup.
- Chant: Can now be performed in midair.
- Chant: Can now still be used even after Byakuren charges the maximum number of orbs.
- Virupaska's Eye: Startup increased (5/9/12->10/14/18), Active frames decreased (4f->2f), Horizontal range decreased.
- Virupaska's Eye: Damage decreased (120/130/140->30/40/50), hit velocites decreased, now stuns grounded opponents on hit.
- Virupaska's Eye: Power gains decreased (45/120/60 -> 30/80/40).
- Virupaska's Eye: Startup invincibility removed on non-Guard Cancel versions.
- Virupaska's Eye: Can now be used in the air.
- Virupaska's Eye [Ground X & Y ver]: Now has partial upper body invulnerability.
- Vidudahka's Sword: Is now air usable.
- Durga's Soul: Now causes a wallbounce.
- Skanda's Leg: Corrected bug that prevented move from being cancellable into Spellcards.
- "Sakra Devanam Indra's Thunderstorm": Fixed an issue where the move only required a minimum of 1000 Power to activate.
Title: Re: [GR style] Byakuren updated (03/23/20)
Post by: gem a.k.a. MiltJr on March 24, 2020, 08:13:41 pm
aw s*** here we go again but in all seriousness go to see you back in action!
Title: Re: [GR style] Remilia updated (03/29/20), Byakuren updated (03/23/20)
Post by: Ricepigeon on March 30, 2020, 01:44:24 am
Remilia updated

Quote
=====================================
03/29/20 - Version 2020.03.29
=====================================

- Vampire Kiss: Fixed bug where throw limiter wasn't being flagged properly.
Title: Re: [GR style] Reimu updated (03/30/20), Remilia updated (03/29/20)
Post by: Ricepigeon on March 30, 2020, 07:03:51 pm
GR Reimu has been updated with a minor fix

Quote
=====================================
03/30/20 - Version 2020.03.30
=====================================

- [System] Backward hop's hurtbox slightly adjusted.
Title: Re: [GR style] Patchouli & Youmu updated (04/22/20)
Post by: Ricepigeon on April 23, 2020, 12:35:30 am
GR Patchouli & GR Youmu updated

Patchouli:
Quote
=====================================
04/22/20 - Version 2020.04.22
=====================================

- Sylphae Horn: Fixed a bug where leaves would not destroy themselves offscreen if fired at certain angles.
- "St. Elmo's Pillar": Fixed a bug where the attack would persist through the opponent's superpause.
- "Royal Flare": Fixed a bug where the attack would persist through the opponent's superpause.

Youmu:
Quote
=====================================
04/22/20 - Version 2020.04.22
=====================================

- "Meditation": Fixed a visual bug where the sword graphic would become desynchronized from Youmu during the opponent's superpause.
Title: Re: [GR style] Marisa & Sakuya updated (04/26/20)
Post by: Ricepigeon on April 26, 2020, 10:56:09 pm
GR Marisa & GR Sakuya updated

Marisa:
Quote
=====================================
04/26/20 - Version 2020.04.26
=====================================

- [System] A.I. slightly improved.
- "Blazing Star" [Aerial version]: No longer turns to face p2 on startup.

Sakuya:
Quote
=====================================
04/26/20 - Version 2020.04.26
=====================================

- [File] override.st renamed Sakuya_RP-Overide.st
- Bounce/No-bounce: No longer disappears when Sakuya blocks.
Title: Re: [GR style] Yukari updated (05/03/20), Marisa & Sakuya updated (04/26/20)
Post by: Ricepigeon on May 04, 2020, 12:46:34 am
GR Yukari has been updated

Quote
=====================================
05/03/20 - Version 2020.05.03
=====================================

- [System] Adjusted head and mid positions.
- [System] Adjustments to Yukari's main hurtbox in most states.
- [System] Additional miscellaneous common state fixes and adjustments.
- [System] Fixed a sprite conflict issue that caused one frame in the level 3 spellcard effect to show the incorrect sprite.
- [System] Fixed an issue that would stop the A.I. from using certain moves.
- [System] A.I. improved.
- Throw: Hurtboxes adjusted.
- Urashima's Box: Opponent can no longer quick getup after being knocked down.
- Zen Temple Butterfly [All versions]: Command activation is now more lenient.
- Zen Temple Butterfly [X and Y versions]: No longer air unblockable during the first active frame.
- Illusion Rift [All versions]: Command activation is now more lenient.
- Illusion Rift [X and Y versions]: Fixed an issue where Yukari would sometimes face the wrong direction if she reappeared inside an opponent.
- Illusion Rift [Aerial version]: No longer turns to face p2 on startup.
- Illusion Rift [Aerial version]: Now has a separate animation that uses the regular aerial hurtbox.
- Boundary Between Mind and Foot: Recovery frames are now flagged properly.
- "Chen/Ran Yakumo": Characters now cast shadows.
- "Quadruple Barrier": Fixed an issue where the incorrect damage scaling variable was being used.
- "Danmaku Bounded Field": Now freezes the timer if the grab successfully connects.
Title: Re: [GR style] Alice & Suika updated (05/06/20), Yukari updated (05/03/20)
Post by: Ricepigeon on May 07, 2020, 01:05:15 am
GR Alice & GR Suika updated

Alice:
Quote
=====================================
05/06/20 - Version 2020.05.06
=====================================

- Realigned certain sprites.
- [System] Slight adjustments to head and mid positions.
- [System] Adjustments to Alice's main hurtbox in numerous states.
- [System] Adjustments to some common state animations.
- [System] Additional miscellaneous common state fixes and adjustments.
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Corrected back hop/air dash landing times (8f->10f).
- [System] Repositioned dash effects.
- [System] Replaced cornerpush system.
- Back/close medium Normals: Can now cancel into heavy Normals as was originally intended.
- Throw: No longer turns to face p2 on startup.
- Guard Cancel: Fixed an issue where the move was still gaining counterhit properties.
- Doll Placement: Now turns to face p2 on startup.
- Volatile Doll [All versions]: Move can no longer be used while another instance of the doll helper still exists.
- Volatile Doll [All versions]: Corrected juggle flag.
- Volatile Doll [Ground version]: Now turns to face p2 on startup.
- Volatile Doll [Aerial version]: Now has a separate animation that uses the regular aerial hurtbox.
- Edo High-Explosive Pawn: Now turns to face p2 on startup.
- Edo High-Explosive Pawn: Corrected juggle flag.
- Doll Set: Now turns to face p2 on startup.
- "Goliath Doll Mk.II": Fixed a bug where the attack would persist through the opponent's superpause.
- "Goliath Doll Mk.II": Fixed a visual bug where the slash effects would incorrectly generate a shadow.

Suika:
Quote
=====================================
05/06/20 - Version 2020.05.06
=====================================

- j5y: Increased edge width during the attack's active frames.
- Gnome -Dense-: Attack is now governed by a single juggle flag.
- Gnome -Dense-: Landing hit now snaps Suika's y-position to ground level.
Title: Re: [GR style] Nine characters updated (05/08/20), Alice & Suika updated (05/06/20)
Post by: Ricepigeon on May 09, 2020, 01:25:04 am
The following 9 characters have all been updated: GR Eirin, GR Meiling, GR Lie Meiling, GR Mima, GR Mokou, GR Reimu, GR Meimu, GR Sakuya, and GR Byakuren.

Full changelists can be found on the site, as they are too numerous to list here.
Title: Re: [GR style] Ten characters updated (05/24/20)
Post by: Ricepigeon on May 24, 2020, 08:51:36 pm
05/24/20: (Gensokyo Reloaded) 10 characters updated
Various GR characters have been updated with various fixes, including GR Alice, Byakuren, Ichirin, Lie Meiling, Mima, Patchouli, Remilia, Sakuya, Sanae, & Yuyuko.

Alice
Quote
    [System] Fixed a sprite conflict issue that caused one frame in the level 3 spellcard effect to show the incorrect sprite.
    "Goliath Doll Mk.II": Now gains counterhit bonuses.
    "Goliath Doll Mk.II": Fixed move contact sprite priority issue.
   
Byakuren
Quote
    "Angiras Knowledge": Fixed an issue where the move wasn't gaining a counterhit damage bonus.
   
Ichirin
Quote
    [System] Unzan recharge now ignores hitpause.
    6z (Unzan active): Fixed an issue where the move wasn't gaining a counterhit damage bonus.
    6z (Unzan active): Fixed an issue where the move wasn't abiding by damage dampening.
    Raging Running Fist (Unzan active): Now gains counterhit bonuses.
    "Deadly Wind of Penitence": Now gains counterhit bonuses.
   
Lie Meiling
Quote
    [System] Fixed an IKEMEN-exclusive damage dampening issue.
    Monochromatic Hurricane [X version]: damage slightly increased (67->70), block damage slightly increased (13->14).
    Monochromatic Hurricane [Y and Z versions]: First hit's damage slightly decreased (60->58), damage from second hit onwards slightly decreased (33->32).
    "Dichromatic Spark": Damage per hit slightly decreased (14->13.5)
   
Mima
Quote
    Meteor Strike: Can no longer be used if "Orreries Sun" is active.
    Meteor Strike [Z ver]: Now teleports Mima behind the opponent. No longer has any active frames or projectile invulnerability.
    "Twilight Spark": Fixed an issue where the move wasn't gaining a counterhit damage bonus.
   
Patchouli
Quote
    [System] Fixed an IKEMEN-exclusive damage dampening issue.
    Summer Red [All versions]/Autumn Blade/Winter Element: Removed legacy code that would incorrectly set the projectiles to inactive if they were used before the juggle flag had been reset.
    Summer Red [Aerial version]/Sylphae Horn: Adjusted landing animation.
    "Elemental Harvester": Damage per hit decreased (22->21).
   
Remilia
Quote
    "Millenium Vampire": Timer countdown now ignores hitpause.
    "Scarlet Devil": Now gains counterhit bonuses.
   
Sakuya
Quote
    "Deflation World": Fixed an issue where the move wasn't gaining a counterhit damage bonus.
   
Sanae
Quote
    [System] Fixed an IKEMEN-exclusive damage dampening issue.
    "Charm of Good Commerce": Significantly reduced the amount of talisman helper afterimages.
   
Yuyuko
Quote
    1y: Corrected opponent's y-accel value.
    Eternal Wandering: Corrected to be a soft knockdown.
    Ghostly Butterfly: Corrected to be a soft knockdown.
    "Sense of Cherry Blossom": Fixed an issue where the move wasn't gaining a counterhit damage bonus.
Title: Re: [GR style] Eirin updated (05/25/20), Ten characters updated (05/24/20)
Post by: Ricepigeon on May 25, 2020, 10:15:55 pm
GR Eirin has been updated. She was originally intended to be released alongside the other 10 characters yesterday but was overlooked.
 
Quote
=====================================
05/25/20 - Version 2020.05.25
=====================================

- Elixir: Fixed an issue with the juggle flag.
Title: Re: [GR style] Marisa, Mokou, & Koakuma updated (05/29/20), Eirin updated (05/25/20)
Post by: Ricepigeon on May 30, 2020, 01:16:07 am
05/29/20: (Gensokyo Reloaded) Marisa, Koakuma, & Mokou updated
GR Marisa & GR Mokou have been updated with several adjustments. With Jademidori's permission, GR Koakuma has also been updated with similar fixes.

   
Marisa:
Quote
    "Final Spark": Effects no longer turn with Marisa if she's attacked from behind.
   
Mokou:
Quote
    [System] Fixed an IKEMEN-exclusive damage dampening issue.
    6z: Damage on first hit decreased (41->40).
    j.5y: Corrected counterhit hitstun bonus value.
    j.5z: Corrected counterhit hitstun bonus value.
    j.2z: Corrected counterhit hitstun bonus value.
    Resurrection: Block damage per hit decreased (base 6/7/8 -> base 5/6/7).
   
Koakuma:
Quote
    [System] Fixed an IKEMEN-exclusive damage dampening issue.
    Throw: Fixed issues with sprite priority.
    Lesser Key of Soloman [Laser]: Move is now a true hard knockdown.
    Devil's Kiss: Fixed issues with sprite priority.
    "Crimson Combination": Move is now a true hard knockdown.
    "Noachian Deluge": Move is now a true hard knockdown.
    "Little Devil Cradle": Move is now a true hard knockdown.
    "Silent Selene": Fixed an issue where the helper sometimes wouldn't spawn.
    "Silent Selene": Move is now a true hard knockdown.
Title: Re: [GR style] Yukari updated (05/31/20) Marisa, Mokou, & Koakuma updated (05/29/20)
Post by: Ricepigeon on June 01, 2020, 01:03:21 am
GR Yukari updated

Quote
=====================================
05/31/20 - Version 2020.05.31
=====================================

- [System] No longer has "Waifu immunity".
- 5y: Startup increased by 2f.
- Ride the Waves/Fight the Ocean: Gaps will now close if Yukari is hit.
Title: Re: [GR style] MAJOR Yuuka update & Marisa updated (06/26/20)
Post by: Ricepigeon on June 27, 2020, 01:30:16 am
GR Yuuka has received a significant update, changing the way some of her moves work. GR Marisa has also been updated with major balance changes.

Yuuka:
Quote
=====================================
06/26/20 - Version 2020.06.26
=====================================

- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- [System] Fixed super cancel flags.
- [System] Fixed IKEMEN-exclusive damage proration issue.
- [System] Updated tick fix triggers.
- [System] No longer uses a custom buffer system, is now consistent with the other GR characters.
- 5x: Hit velocity increased.
- 5y: Recovery time increased by 2f.
- j.5y: Corrected counterhit hitstun bonus value.
- j.5z: Corrected counterhit hitstun bonus value.
- j.2z: Corrected counterhit hitstun bonus value.
- Soil Tilling: Now merged with Creeping Thyme. Command changed to F,DF,D,DB,B + X/Y/Z (63214x/y/z).
- Soil Tilling: Animation timings adjusted. Now has a followup command that can be used before the final hit (214x/y/z & 236x/y/z).
- Creeping Thyme: Now merged with Soil Tilling.
- Flytrap: Now places opponent in a dizzy state rather than a crumple animation. Damage decreased (120/140/160 -> 80/90/100).
- Drifting Dandelion: Command changed to aerial F,DF,D,DB,B + X/Y/Z (63214x/y/z).
- Thorny Rose: Removed. Replaced with Flower Parasol Charge (D,DF,F + z/y/z).
- Flowers in the Wind: Move completely redone. Command changed to F,D,DF + x/y/z.
- "Reflowering of Gensokyo": Command changed to F,DF,D,DB,B,F,DF,D,DB,B + x/y/z (6321463214x/y/z)
- "Reflowering of Gensokyo": Can now hit opponents in a dizzy state, damage is now affected by scaling.
- "True Master Spark": Renamed from "Original Master Spark", command changed to F,DF,D,DB,B,F,DF,D,DB,B + X+Y+Z (6321463214xyz)
- "True Master Spark": Can now hit opponents in a dizzy state, now deals approximately 70% of its normal damage if used in this manner.
- "Twin Spark": Hitdef attribute changed to "Throw", will now properly hit armored opponents.
- "Twin Spark": Total damage increased (434->496).

Marisa:
Quote
=====================================
06/26/20 - Version 2020.06.26
=====================================

- [System] Fixed an IKEMEN-exclusive damage dampening issue.
- j.5y: Corrected counterhit hitstun bonus value.
- j.5z: Corrected counterhit hitstun bonus value.
- j.2z: Corrected counterhit hitstun bonus value.
- Miasma Sweep [Z version]: Startup invulnerability removed.
Title: Re: [GR style] MAJOR Yuyuko update & Mamizou and Marisa updated (07/25/20)
Post by: Ricepigeon on July 25, 2020, 09:15:47 pm
GR Yuyuko has been updated with several buffs and slight reworking of her existing moves, along with some system changes. GR Mamizou and GR Marisa have also been updated with system changes and other tweaks, namely, a slight rework of Marisa's Star Charge system.

Yuyuko:
Quote
=====================================
07/25/20 - Version 2020.07.25
=====================================

- [System] Hurtbox sizes slightly decreased.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second hit onward.
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- 5x: Startup and Recovery frames decreased by 1f each.
- 5y: Startup decreased by 2f, Damage increased (45->55)
- 5y: Hitbox position adjusted, now hits above Yuyuko.
- 5z: Startup decreased by 2f, hitbox horizontal size slightly increased, vertical reach decreased.
- New Command Normal: 6z.
- 2X: Startup frames decreased by 1f
- 1y: Recoil velocity decreased. Projectile hitbox slightly increased. Frame gap between projectiles decreased (3f->2f).
- 1y: Damage per hit increased (25xN->32xN), projectile active frames increased by 5f
- 2z: Startup decreased by 1f, hit velocity on block increased.
- j5x: Startup decreased by 1f.
- j5y: Hitbox sizes on last 3 active frames slighly increased.
- j2z: Damage increased (30xN->37xN), active frames adjusted (2,3,4,5 -> 2(1)2(1)3(1)3), fixed bug that caused proration to be delayed.
- Lance of the Swallowtail Crest [Z ver]: Now hits OTG.
- Reverse Screens: Recoil velocity on all versions decreased.
- Eternal Wandering [All ver]: Wisps now all share the same hitbox & hurtbox, corrected bug with juggle flags.
- Eternal Wandering [All ver]: Projectile now spawns slightly further away from Yuyuko.
- Eternal Wandering [All ver]: Damage increased (15xN->219xN).
- Eternal Wandering [Y ver]: No longer hits grounded opponents, Startup decreased by 2f, Projectile velocity behavior changed.
- Eternal Wandering [Z ver]: Startup increased by 8f, recovery frames decreased by 14f. Projectile velocity behavior changed.
- Ghost Butterfly: Damage increased (20xN->24xN), corrected glitch where projectiles would fly at extremely faster or slower velocities than intended.
- Ghost Butterfly: Projectiles now slowly accelerate after hitting a wall/ceiling.
- "Ghastly Dream": Damage increased (31.5xN->40xN).
- "Ticket to the Netherworld": Projectile damage decreased (60->50), Explosion damage decreased (240->210).

Mamizou:
Quote
=====================================
07/25/20 - Version 2020.07.25
=====================================

- [System] All combos now apply a one-time 75% prorate for the second hit onward.
- [System] Throw tech window increased (7f->15f).
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- Air Dash speeds increased. Now has approximately the same speeds as her grounded dashes.
- Guard Cancel: Changed to Youkai Amikiri Transformation.
- 6z: Damage increased (40,45->45,50).
- 2z: Hit velocity on block increased.
- Youkai Amikiri Transformation: No longer loses any leaves when used as a Guard Cancel.
- "Bunbuku Hot Soup Bathtub": Damage increased (50,22xN -> 80,25xN).
- "Youkai World Gate of 100 Demons": Damage increased (30xN->37xN), proration increased (0.95xN->0.96xN).

Marisa:
Quote
=====================================
07/25/20 - Version 2020.07.25
=====================================

- [System] All combos now apply a one-time 75% prorate for the second hit onward.
- [System] Throw tech window increased (7f->15f).
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- 2z: Hit velocity on block increased.
- Witching Blaster [All ver]: Star charges are now gained only when projectile makes contact.
- Witching Blaster [EX ver]: Damage increased (49x2->56x2), Now activated manually with D,DF,F + 2 atk
- Miasma Sweep [All ver]: Star charges are now gained only when move makes contact.
- Miasma Sweep [Y ver]: Damage increased (70,57->75,70).
- Miasma Sweep [EX ver]: Damage increased (80,80->90,90), now activated manually with F,D,DF + 2 atk.
- Witch Leyline [All ver]: Star charges are now gained only when move makes contact.
- Witch Leyline [EX ver]: Now activated manually with D,DB,B + 2 atk.
- Narrow Spark [All ver]: Star charges are now gained only when projectile makes contact.
- Narrow Spark [Y ver]: Damage increased (39x2->43.5x2).
- Narrow Spark [Z ver]: Damage increased (36.5x3->43x3).
- Narrow Spark [EX ver]: Damage increased (47x3->55x3), now activated manually with F,DF,D,DB,B + 2 atk.
- "Master Spark": Damage increased (15xN->19.5xN).
Title: Re: [GR style] Komachi, Sanae, & Yukari updated (07/25/20)
Post by: Ricepigeon on August 02, 2020, 12:50:17 am
GR Komachi, GR Sanae, and GR Yukari have been updated with system changes and some rebalancing. GR Mamizou has been updated with an additional system fix.

Komachi:
Quote
=====================================
08/01/20 - Version 2020.08.01
=====================================

- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Throw tech window increased (7f->15f).
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- [System] Changed method in which proration is applied to attacks.
- 5x: Startup decreased by 1f.
- 2x: Startup decreased by 1f.
- 6z: Recovery decreased by 5f.
- 2z: Hit velocity on block increased.
- New Special: Scythe of the Reaper (D,DF,F+x/y/z in air).
- "Scythe of Final Judgement": Fixed bug where move was not causing a Hard Knockdown, now hits OTG.
- "Short Life Expectancy": Now properly applies 0.5 proration on hit.

Sanae:
Quote
=====================================
08/01/20 - Version 2020.08.01
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Adjusted tech recovery behavior slightly.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 4z: Hitbox size adjusted & slightly increased. Suwako now begins attacking closer to the ground to avoid whiffing against certain crouched opponents.
- 4z: Damage decreased (34xN->28xN).
- 2z: Hit velocity on block increased.
- j2y: Proration increased (0.85xN->0.9xN)
- Omikuji Bomb: Bomb types now follow a predetermined pattern, instead of being chosen at random.

Yukari:
Quote
=====================================
08/01/20 - Version 2020.08.01
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Maxwell's Demon: Proration increased (0.75->0.85).

Mamizou:
Quote
=====================================
08/01/20 - Version 2020.08.01
=====================================

- [System] Proration system no longer uses Attackmulset.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 6z: Damage changes from Version 2020.07.25 reverted.
- "Bunbuku Hot Soup Bathtub": Damage changes from Version 2020.07.25 reverted.
- "Youkai World Gate of 100 Demons": Damage & proration changes from Version 2020.07.25 reverted.
Title: Re: [GR style] Five characters updated (08/10/20)
Post by: Ricepigeon on August 11, 2020, 01:02:46 am
 08/10/20: (Gensokyo Reloaded) Five characters updated

GR Marisa, GR Meiling, GR Lie Meiling, GR Reisen, and GR Yuyuko have been updated with system changes and some rebalancing.

Marisa:
Quote
=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: Fixed Ikemen-exclusive bug.
- Miasma Sweep [Y ver]: Damage changes from Version 2020.07.25 reverted.
- Miasma Sweep [EX ver]: Damage changes from Version 2020.07.25 reverted.
- Witching Blaster [EX ver]: Damage changes from Version 2020.07.25 reverted.
- Narrow Spark: Damage changes from Version 2020.07.25 reverted.
- "Master Spark: Damage changes from Version 2020.07.25 reverted.

Meiling:
Quote
=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Damage dampener no longer uses attackmulset.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 5x: Opponent's fall gravity increased.
- 6y: Now sends airborne opponents into the correct reset state.
- 6y: Opponent's fall gravity increased.
- 5z: Startup decreased (11f->10f).
- 6z: Recovery decreased by 5f, now causes a wallbounce on counterhit.
- 2x: Opponent's fall gravity increased.
- 2y: Recovery decreased by 2f, blockstun increased by 1f, Opponent's fall gravity increased.
- 2z: Hitbox horizontal size slightly increased.
- 2z: Guard pushback velocity increased, opponent's fall gravity slightly increased.
- 2z: Recovery decreased by 4f, proration increased (0.7->0.75).
- 3z: Recovery decreased by 4f, move now continues with the "Fierce Tiger's Strength" version if the spellcard ends mid-attack.
- j.5x: Opponent's fall gravity increased.
- j.5z: Hitstun against airborne opponents increased, opponent's fall gravity increased.
- Throw: No longer turns to face P2 on startup.
- Throw: Fixed Ikemen-exclusive bug.
- Cyclone Light Step [X ver]: Blockstun increased by 4f.
- Fragrant Wave: Vertical hit velocity slightly increased.
- Fragrant Wave [X ver]: Total animation time decreased (25f->21f).
- Fragrant Wave [z ver]: Damage per hit increased (24->25).
- Fragrant Wave [z ver]: Opponent's fall gravity increased.
- Tremor Kick: Hitstun increased by 1f.
- Tremor Kick [X ver]: Blockstun increased by 8f.
- Tremor Kick [Y ver]: Blockstun increased by 5f, vertical hit velocity increased.
- Tremor Kick [Z ver]: Blockstun increased by 2f.

Lie Meiling:
Quote
=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: Fixed Ikemen-exclusive bug.
- 5x: Proration increased (0.92->0.95).
- 5y: Proration increased (0.85->0.9).
- 5z: Proration increased (0.8->0.85).
- 2x: Proration increased (0.9->0.92).
- 2y: Proration increased (0.8->0.85).
- 2z: Proration increased (0.7->0.75).
- 2z: Hit velocity on block decreased, fixed oversight where counterhit bonuses were not applied vs airborne opponents.
- j5x: Proration increased (0.85->0.9).
- j5y: Proration increased (0.82->0.85).
- j2y: Proration increased (0.8->0.85).
- j5z: Proration increased (0.85x2->0.89x2).
- Monochromatic Hurricane [Ground]: Fixed bug where proration was being applied late.
- Monochromatic Hurricane [Y ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x3->0.9,0.92x2).
- Monochromatic Hurricane [Z ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x4->0.9,0.92x3).
- Seven Star Sword: Proration increased (0.85xN->0.947xN).
- Seven Star Sword [Y ver]: Damage decreased (18xN->17xN).
- Seven Star Sword [Z ver]: Damage decreased (21xN->17xN).
- Four Star Sword: Proration increased (0.85x2->0.92x2).
- Ultraviolet Flip [X Followup]: Proration increased (0.8->0.85).
- Ultraviolet Flip [Y Followup]: Proration increased (0.8->0.85).
-"Roc's Fist": Proration on 2nd hit decreased (0.7->0.6).

Reisen:
Quote
=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] Damage proration no longer uses Attackmulset.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Air dash velocities decreased, now uses the same velocity as grounded dashes.
- Life Decreased (950->900).
- 5x: Recovery frames increased by 1f.
- 5y: Recovery frames increased by 1f.
- 6y: Startup increased by 6f.
- 5z: Recovery frames increased by 1f.
- 2z: Hit velocity on block increased.
- j5x: Startup increased by 1f.
- j5y: Startup increased by 1f, hitbox extended behind Reisen.
- j5z: Startup increased by 2f.
- Throw: Fixed Ikemen-exclusive bug.
- Mind Explosion [Air ver]: Startup increased by 1f.
- Mind Explosion [Air ver]: Landing recovery increased by 6f.
- "X-Wave": Hit velocity on block decreased.
- "Lunacy Ray": Recovery increased by 2f.
- "Lunatic Echo": Landing recovery increased by 7f.

Yuyuko:
Quote
=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: Fixed Ikemen-exclusive bug.
- 6z: Damage decreased (34xN->28xN).
- 1y: Damage changes from Version 2020.07.25 reverted.
- j2z: Damage changes from Version 2020.07.25 reverted.
- Eternal Wandering: Damage changes from Version 2020.07.25 reverted.
- Ghostly Butterfly: Damage changes from Version 2020.07.25 reverted.
- "Ghastly Dream": Damage changes from Version 2020.07.25 reverted.
- "Ticket to the Netherworld": X version now fires projectile at a slower speed.
Title: Re: [GR style] Ten characters updated (08/17/20)
Post by: Ricepigeon on August 18, 2020, 02:51:10 am
08/17/20: (Gensokyo Reloaded) Ten characters updated

GR Komachi, GR Marisa, GR Meiling, GR Yukari, GR Yuyuko, GR Mamizou, GR Reisen, and GR Sanae have been updated with a shared bugfix.
GR Youmu & GR Lie Meiling have been updated with several system & additional fixes.


   
GR Komachi, GR Marisa, GR Meiling, GR Yukari, & GR Yuyuko:
Quote
=====================================
08/17/20 - Version 2020.08.17
=====================================

- Throw: Removed fall parameter glitch.

GR Mamizou, GR Reisen, and GR Sanae:
Quote
=====================================
08/17/20 - Version 2020.08.17
=====================================

- Throw: Removed fall parameter glitch.
- Fixed incorrect Counterhit stun bonuses on air Normals.

GR Youmu:
Quote
=====================================
08/17/20 - Version 2020.08.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] Damage proration no longer utilizes Attackmulset.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2x: Spirit Lv damages adjusted (18/18/21/25->18/20/23/25).
- j2z: Spirit Lv damages adjusted (65/65/70/80->65/65/70/75).
- Throw: Now affected by Spirit Lv, damages adjusted (80/80/80/80->70/70/75/80), fixed Ikemen-exclusive bug.
- Throw: Removed fall parameter glitch.
- Fixed incorrect Counterhit stun bonuses on air Normals.
- Crescent Moon Slash [Y ver]: Damage on 1st hit adjusted (49/51/54/54->45/47/49/52), proration increased (0.8x2->0.9,0.85).
- Crescent Moon Slash [Z ver]: Damage on 1st & 2nd hits adjusted (49/51/54/54->45/47/49/52), proration increased (0.8x3->0.9x2,0.85).

Lie Meiling:
Quote
=====================================
08/17/20 - Version 2020.08.17
=====================================

- 5y: Added missing one-time proration modifier.
- 2z: Corrected inability to autoturn opponents on hit.
- j.5y: Corrected counterhit hitstun bonus value.
- j.2y: Corrected counterhit hitstun bonus value.
- j.5z: Corrected counterhit hitstun bonus value, value now also applies to the second hit.
- Throw: No longer turns to face p2 on startup.
- Throw: Escape failsafe removed, initial grabbox no longer causes fall.
- Ultraviolet Flip [Z Followup]: Initial grabbox no longer causes fall.
- Ultraviolet Flip [Z Followup]: Fixed an issue introduced in the previous update that caused the counter hit graphic to display.
- "Wrath of the Raging Youkai": Initial grabbox no longer causes fall.
- "Wrath of the Raging Youkai": Fixed an issue introduced in the previous update that caused the counter hit graphic to display.
Title: Re: [GR style] Ten characters updated (08/17/20),Five characters updated (08/10/20)
Post by: 8i98oy on August 19, 2020, 03:09:29 am
I know I haven't used this acc for basically anything in the past.... I don't even know how many years, but I gotta' say that it's pretty admirable that you're still giving updates to your many Touhou characters to this very day. If I may ask, are you perhaps attempting to go for entirely source accurate versions of them hence the vast amount of said updates? (unless im wrong of course)
Title: Re: [GR style] Ten characters updated (08/17/20),Five characters updated (08/10/20)
Post by: PlasmoidThunder on August 19, 2020, 12:37:55 pm
Source accurate to what? They don't play like any existing Touhou fighter :P

But no, it's because they're part of a game (https://mugen.fandom.com/wiki/Touhou:_Gensokyo_Reloaded) with an active playerbase, so it's all mostly balance changes and fixes.
Title: Re: [GR style] Cirno, Eirin, & Mokou updated (08/22/20)
Post by: Ricepigeon on August 22, 2020, 10:53:38 pm
08/22/20: (Gensokyo Reloaded) Cirno, Eirin, & Mokou updated
GR Cirno, GR Eirin, & GR Mokou have been updated with several system fixes, as well as a reworking of Mokou's life drain mechanic.

Cirno:
Quote
=====================================
08/22/20 - Version 2020.08.22
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Damage proration no longer uses AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug & bug involving fall flags.
- Air Throw: Fixed inability to throw tech.
- 6y: Startup decreased by 1f, revised animation effects.
- 2z: Hit velocity on block increased.
- j5y: Fixed incorrect Counterhit stun bonus values.
- "Perfect Freeze": Startup decreased by 1f, Damage increased (342->396), now properly applies 80% prorate.
- "Great Crusher": Damage increased (432->441), proration increased (0.6->0.4).

Eirin:
Quote
=====================================
08/22/20 - Version 2020.08.22
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- [System] Throw tech window increased (7f->15f).
- [System] Fixed bug where Eirin would get a sudden velocity burst when jumping out of a grounded dash.
- Air Dash velocities increased, now use the same values as ground dashes.
- Throw: Fixed Ikemen-exclusive bug.
- 2z: Hit velocity on block increased.
- Burst Shot: Air Y & Z versions now affected by gravity.
- Lunar Debris: Projectile now disappears if Eirin is hit.
- Saturn V: Removed.
- New Special: Omoikane Mindbreak: D,D + X/Y/Z (22x/y/z)
- Guard Cancel: Changed to Omoikane Mindbreak.

Mokou:
Quote
=====================================
08/22/20 - Version 2020.08.22
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- St. Germain's Forewarning: Removed.
- New Special: Spontaneous Combustion (X+Y+Z). Mokou's attacks now only drain her Life while Spontaneous Combustion is active.
- 5x: Damage decreased (25->20), now deals bonus damage, chip damage, and life drain during Spontaneous Combustion.
- 5y: No longer deals chip damage outside of Spontaneous Combustion being active.
- 6y: No longer deals chip damage outside of Spontaneous Combustion being active.
- 5z: Damage decreased (75->70), No longer deals chip damage outside of Spontaneous Combustion being active.
- 6z: Damage decreased (40,55->35,45), no longer deals chip damage outside of Spontaneous Combustion being active.
- 2x: Damage decreased (30->25), now deals bonus damage, chip damage, and life drain during Spontaneous Combustion.
- 2y: No longer deals chip damage outside of Spontaneous Combustion being active.
- 2z: Damage decreased (90->80), No longer deals chip damage outside of Spontaneous Combustion being active.
- 2z: Hit velocity on block increased.
- j5x: Now deals bonus damage, chip damage, and life drain during Spontaneous Combustion.
- j5y: Damage decreased (65->55), No longer deals chip damage outside of Spontaneous Combustion being active.
- j5z: Damage decreased (90->80), No longer deals chip damage outside of Spontaneous Combustion being active.
- j2z: Damage decreased (90->80), No longer deals chip damage outside of Spontaneous Combustion being active.
- Throw: Fixed Ikemen-exclusive bug, removed fall parameter glitch.
- Resurrection: Now only gains damage bonuses while Spontaneous Combustion is active. No longer restores Life during Spontaneous Combustion.
- Resurrection: Hitbox on all versions adjusted. Spontaneous Combustion versions no longer increase hitbox size.
- Blazing Bamboo Tube: Now drains Mokou's Life & gains damage bonus during Spontaneous Combution.
- Blazing Bamboo Tube: Fixed bug that prevented the projectile from being guarded properly.
- Self-harming Fire Talons: Damage decreased (45/50/55,45/50/55,50/55/60->40/45/50,40/45/50,45/50/55).
- Self-harming Fire Talons: Proration on final hit increased (0.8->0.85).
- Mt. Fuji Eruption: Damage decreased (75->70).
- "South Wind Clear Sky -Mt. Fuji Volcano-": Damage adjusted (50,5xN,35xN->30,20,34xN), can no longer KO an opponent until the pillar spawns.
- "South Wind Clear Sky -Mt. Fuji Volcano-": Proration on divekick portion adjusted (0.98xN->0.92), now only hits once.
- "South Wind Clear Sky -Mt. Fuji Volcano-": Mokou and the opponent now become invincible after connecting with the divekick until pillar spawns.
- "Fire Bird -Flying Phoenix": Damage decreased (30xN->29xN).
- "Fire Bird -Flying Phoenix": Recovery animation increased by 20f if projectile makes contact.
- "Phoenix Rebirth": Removed
- "Immortality's Reckless Sacrifice": Now only gains damage bonuses while Spontaneous Combustion is active. No longer restores Life during Spontaneous Combustion.
- "Immortality's Reckless Sacrifice": Now uses different effect colors depending on whether Spontaneous Combustion is active or not.
- "Immortality's Reckless Sacrifice": Base damage increased (31xN->33xN).
Title: Re: [GR style] Five characters updated (09/04/20)
Post by: Ricepigeon on September 05, 2020, 02:12:32 am
09/04/20: (Gensokyo Reloaded) Five characters updated

GR Chen, GR Kanako, GR Koishi, GR Reimu, & GR Meimu have been updated with several system fixes.

Chen:
Quote
=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Fixed bug involving counterhit explods.
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Damage dampener no longer uses attackmulset.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 5x: Hitbox size slightly increased.
- 5y: Hitbox size slightly increased, hitbox size extended, recovery decreased by 3f, effect added.
- 6y: Hitbox size slightly increased, effect timing adjusted.
- 5z: Hitbox size slightly increased, recovery decreased by 4f.
- 2x: Hitbox size extended upward.
- 2y: Hitbox size slightly increased, recover decreased by 1f.
- 2z: Hit velocity on block increased.
- j.5x: Hitbox size slightly increased, effect added.
- j.5y: Corrected counterhit hitstun bonus value, hitbox size slightly increased, hurtbox size slightly decreased.
- j.5z: Hitbox positions adjusted & size increased, effect added, now causes ground bounce on counterhit.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug & bug involving fall flags.
- Nekomata Feral Movement: Now has a follow up that can be performed by pressing any attack button.
- Immortal Sage's Rumbling: Damage increased (80/90/100->80/100/120).
- Immortal Sage's Rumbling [Z followup]: Fixed the multihit variable not reseting at the start of the attack.
- Immortal Sage's Rumbling [Z followup]: Adjusted how proration is handled, hitbox extended, effect added.
- Jumping Crossing Scales [Z followup]: Fixed the multihit variable not reseting at the start of the attack.
- Jumping Crossing Scales [Z followup]: Adjusted how proration is handled, hitbox extended, effect added.
- Dharmapala's Rampage: Fixed Ikemen-exclusive bug & bug involving fall flags.
- Dharmapala's Rampage: Can now hit crouching opponents.
- Flight Sign "Flight of Itaden": Damage per hit increased (54->58), block damage per hit decreased (11->10).
- Flight Sign "Flight of Itaden": Adjusted how proration is handled.
- "Cait Sith of Mayohiga": Projectile hitbox size increased, now drops slightly further from Chen.

Kanako:
Quote
=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Damage proration no longer uses AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 5x: Proration increased (0.9->0.92).
- 5y: Proration increased (0.85->0.9), hitbox extended upward slightly.
- 5z: Proration increased (0.8->0.85).
- 2y: Proration increased (0.8->0.85).
- 2z: Hit velocity on block increased.
- j5y: Hitbox extended on last 3 active frames, fixed counterhit stun bonuses.
- j5z: Active frames adjusted (2,2,2,2->2(1)2(1)2(1)2), fixed bug where proration would be delayed.
- j5z: Now causes knockdown.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.
- Sky God -Onbashira-: Proration increased (0.7->0.75).
- Omiwatari God Cross: Command changed to Direction + X+Y+Z, fixed bug where Kanako would travel in opposite direction if used during cross-up.
- Omiwatari God Cross: Hitbox size slightly increased, hitbox & hurtbox positions changed if Kanako is travelling upward.
- Omiwatari God Cross: Damage increased (50xN->60xN), proration increased (0.84xN->0.85xN).
- Misayama Hunting Ritual: Damage decreased (25x5->22x5), proration increased (0.9x5->0.96x5).
- "Meteoric Onbashira": Damage increased (40xN->44xN).
- "Virtue of Wind God": Damage increased (430->470).

Koishi:
Quote
=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Fixed Counterhit stun bonuses for aerials.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.
- "Brambly Rose Garden": Fixed bug that prevented proration from being applied properly.

Meimu:
Quote
=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Prorate system no longer uses AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Fixed Counterhit stun bonuses for aerials.
- 2z: Startup increased by 2f, Hitbox vertical size decreased.
- 2z: Hit velocity on block increased.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Formless Wave: Damage increased (35xN->40xN), projectile velocity of the 2nd & 3rd projectiles will now always be the same as the 1st.
- [Boss] Adjusted AI of 2nd phase to prioritize certain attacks under certain conditions.
- [Boss] Timer values for 2nd phase adjusted (90/75/60->99/85/70).
- [Boss] 2nd phase damage values for "Feel the Formlessness of Chaos!" and "Let this World Return to Nothingness!" decreased.

Reimu:
Quote
=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Proration no longer utilizes AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- j5y: Fixed proration bug if Reimu hit on the last active frames of the attack.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.
- Air Throw: Fixed inability to air tech.
Title: Re: [GR style] Eight characters updated (09/17/20)
Post by: Ricepigeon on September 18, 2020, 01:21:14 am
09/17/20: (Gensokyo Reloaded) Eight characters updated
GR Koakuma, Mima, Patchouli, Reimu, Remilia, Sakuya, Utsuho, & Yuuka have been updated with several system fixes.

Koakuma:
Quote
=====================================
09/17/2020 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Fixed missing dust effects on tech recovery.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Velocity on hit decreased, hit velocity on block increased.
- j2y: Velocity increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Voile's Swords: Damage increased (30/30/40->40/40/40).
- Devil's Kiss: Damage increased (60/50/40->70/60/50), fixed Ikemen-exclusive bugs.
- Lesser Key of Solomon [Lightning Ball]: Proration increased (42%->65%).
- Lesser Key of Solomon [Emerald City]: Projectile transparency effects revised.
- "Little Demon Cradle": Fixed bug where books applied additional proration that wasn't intended.
- "Silent Selene": Now applies 97%xN proration to total prorate (damage unaffected).

Mima:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Air Throw: Fixed p2's inability to tech throw.
- Meteor Strike: Proration increased (0.7->0.8).
- "Orreries Sun": Now disables the use of Throw & Air Throw while active.

Patchouli:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- 2z: Hit velocity on block increased.

Reimu:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- Air Throw: Fixed issue where Reimu would turn immediately upon execution.

Remilia:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- j5x: Adjusted momentum when used from ground dashes.
- j5y: Corrected counterhit stun bonuses, adjusted momentum when used from ground dashes.
- j2y: Corrected counterhit stun bonuses, adjusted momentum when used from ground dashes.
- j5z: Adjusted momentum when used from ground dashes.
- j6z: Corrected improperly set recovery frame flag during recoil animation.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Vampire Kiss: Fixed Ikemen-exclusive bugs.
- "Demon Lord Cradle": Fixed bug where proration was only being applied once.
- "Scarlet Devil": Total damage increased (400->425).

Sakuya:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 5x: Now applies same proration value regardless of whether "Sakuya's World" is active.
- 5y: Proration increased (0.85->0.9).
- 5z: Damage decreased (46x2->45x2), proration increased (0.87x2->0.89x2).
- 2x: Now applies same proration value regardless of whether "Sakuya's World" is active.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.

Utsuho:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Proration no longer utilizes AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- j5y: Fixed Counterhit stun bonuses.
- j6z: Fixed Counterhit stun bonuses.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Hell Geyser [Lv 1]: Proration increased (0.8->0.85).
- Hell Geyser [Lv 2]: Damage decreased (75x2->70x2), proration increased (0.8x2->0.89x2).
- Hell Geyser [Lv 3]: Damage decreased (70x3->64x3), proration increased (0.8x3->0.9x3).

Yuuka:
Quote
=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw/Air Throw: Fixed Ikemen-exclusive bugs.
- Air Throw: Fixed p2 inability tech out of throw.
- Soil Tilling: Fixed Ikemen-exclusive bugs.
- Drifting Dandelion: Fixed Ikemen-exclusive bugs.
- Fantastic Spring Flowers: Proration increased (70%->85%).
- "Reflowering of Gensokyo": Fixed Ikemen-exclusive bugs.
- "The Beauty of Nature": Fixed bug where proration wasn't being applied immediately.
- "True Master Spark": Fixed Ikemen-exclusive bugs.
Title: Re: [GR style] Youmu & Meimu updated (09/20/20), Eight characters updated (09/17/20)
Post by: Ricepigeon on September 21, 2020, 04:16:09 am
GR Youmu & GR Meimu updated with major bugfixes

Youmu:
Quote
=====================================
09/20/20 - Version 2020.09.20
=====================================

- Crescent Moon Slash [Air]: Fixed bug where move was incorrectly using the same juggle flags as Lotus Stance Cut.

Meimu:
Quote
=====================================
09/20/20 - Version 2020.09.20
=====================================

- Boundary of Shadow & Substance: Fixed bug that would cause move to reset all juggle flags, leading to an infinite.
Title: Re: [GR style] Five characters updated (09/27/20), Youmu & Meimu updated (09/20/20)
Post by: Ricepigeon on September 27, 2020, 07:24:54 pm
09/27/20: (Gensokyo Reloaded) Five characters updated
GR Alice, GR Byakuren, GR Kanako, GR Suika, GR Utsuho have been updated with bugfixes that impact their gameplay.

Alice:
Quote
=====================================
09/27/20 - Version 2020.09.27
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- c.2z: Hit velocity on block decreased.
- f.2z: Hit velocity on block decreased.
- j5x: No longer based on jump direction, divided into j5x and j6x.
- j5y: No longer based on jump direction, divided into j5y and j6y.
- j5z: No longer based on jump direction, divided into j5z and j6z.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.

Byakuren:
Quote
=====================================
09/27/20 - Version 2020.09.27
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.

Kanako:
Quote
=====================================
09/27/20 - Version 2020.09.27
=====================================

- "Virtue of Wind God": Fixed bug that caused P2 to be stuck in a liedown state.

Suika:
Quote
=====================================
09/27/20 - Version 2020.09.27
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Proration no longer utilizes AttackMulSet.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- j5y: Fixed Counterhit stun bonuses.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Kidnapping Oni: Fixed Ikemen-exclusive bugs.
- Foot Bellows: Proration increased (70%->80%).
- "Throwing Mt. Togagushi": Fixed Ikemen-exclusive bugs with throw portion.
- "Massacre on Mt. Ooe": Fixed Ikemen-exclusive bugs.
- 5x (MPP): Proration increased (50%->65%).
- j5x (MPP): Proration increased (50%->65%).

Utsuho:
Quote
=====================================
09/27/20 - Version 2020.09.27
=====================================

- [System] Can no longer perform more than one mid-air dash cancel.
Title: Re: [GR style] Mamizou, Ichirin, & Reimu updated (11/01/20)
Post by: Ricepigeon on November 02, 2020, 01:19:00 am
11/01/20: (Gensokyo Reloaded) Mamizou, Ichirin, & Reimu updated
GR Mamizou, GR Ichirin, & GR Reimu have been updated with bugfixes and balance changes.

Mamizou:
Quote
=====================================
11/01/20 - Version 2020.11.01
=====================================

- 5z: Hitbox vertical range increased, startup decreased by 3f, recovery increased by 2f.
- 6z: Now gains damage bonuses from "Prosperity of Infinite Tanuki".
- 2z: Hitbox horizontal range increased.
- j5x: Hitbox now extends behind Mamizou.
- j5y: Hitbox vertical range increased.
- j5z: Hitbox horizontal range increased.
- j2z: Damage decreased (85->80), now causes a groundbounce on counterhit, hitbox horizontal range slightly increased.
- j2z: Hitbox priority increased (will now trade in some instances where it would have previously been beaten out by another attack).
- j2z: Now gains damage bonuses from "Prosperity of Infinite Tanuki".
- Animal Lute Priest: Now gains damage bonuses from "Prosperity of Infinite Tanuki".
- Youkai Tsurube Transformation: Projectile no longer affected by melee attacks. Now loses a leaf when Mamizou herself is hit.
- Youkai Karakasa Transformation: Projectile now hits twice, with second hit causing knockdown, velocities & hit velocities adjusted.
- Youkai Karakasa Transformation: Damage adjusted (70x1->35,40), proration adjusted (0.85x1->0.92x2), Active frames adjusted (12f->9f,(4f),2f).
- Youkai Karakasa Transformation: Recovery frames increased by 8f.
- "Bunbuku Hot Soup Bathtub": Revised sound effects.
- "Youkai World Gate of 100 Demons": Corrected oversight where missing sound effect was not playing.
- "Prosperity of Infinite Tanuki": Damage bonus increased (20%->25%).

Ichirin:
Quote
=====================================
11/01/20 - Version 2020.11.01
=====================================

- [System] Maximum Life decreased (1100->1000).
- [System] Unzan active hurtboxes decreased.
- [System] Walk & Dash speeds increased, now moves slightly slower while Unzan is active.
- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- [System] Unzan gauge depletion rate decreased (approx 300% dmg -> 200% dmg).
- [System] Unzan gauge regeneration rate decreased (Regular: 5gps->4gps (Approx 200f->250f), Broken: 3gps->2gps (Approx 334f->500f)).
- [System] Ichirin no longer takes chip damage when blocking while Unzan is active, but Unzan gauge now depletes during this time.
- 5z (Unzan active): Hitbox size decreased & position adjusted.
- 5y (Unzan inactive): Hitbox size increased.
- 5y (Unzan active): Hitbox position adjusted.
- 2y (Unzan inactive): Hitbox size increased.
- 2y (Unzan active): Hurtbox & projectile hitbox sizes decreased, recovery frames decreased by 3f.
- 2z (Both): Hit velocity on block increased.
- 6z (Unzan inactive): Hurtbox size decreased, recovery frames decreased by 6f, damage decreased (100->90).
- j5x/j5y/j5z (Unzan active): Fixed graphical bug where Unzan's animation would loop.
- j5x (Unzan inactive): Hitbox size increased & repositioned.
- j5x (Unzan active): Completely revised, now differentiated from Unzan inactive version.
- j5y (Both): Fixed counter hit stun bonuses.
- j5y (Unzan inactive): Hurtbox after active frames reduced.
- j5y (Unzan active): Hitbox size decreased.
- j5z (Unzan inactive): Startup decreased by 1f, active frames increased by 4f.
- j5z (Unzan active): Hitbox & hurtbox sizes decreased, proration increased (70%->75%).
- j5z (Unzan active): now properly causes a knockdown against airborne opponents.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Raging Running Fist: Can no longer be used if Unzan is inactive, all versions changed to the former inactive versions.
- New Special: Returning Treasured Rings: D,DF,F + x/y/z (236p) while Unzan inactive.
- Hanging Cloud's Iron Hammer: Startup decreased by 6f on all versions, projectile now comes out 2f earlier.
- Hanging Cloud's Iron Hammer: Proration increased (75%->80%).
- North Mountain Wind of Mercy: Hurtbox size decreased, proration increased (65%->75%).
- Handful of Floating Cloud: Groundbounce velocity increased, throw animation recovery decreased by 10f.
- Handful of Floating Cloud: Now utilizes its own juggle flag, fixed Ikemen-exclusive bugs.
- Handful of Floating Cloud: Proration increased (50%->75%).
- New Special: Small Kamitate Cloud: F,D,DF + x/y/z (623p) while Unzan inactive.
- "Deadly Wind of Penitence": Hurtbox on Ichirin no longer extends forward.
- "Foreseeing Nyuudou Cloud": Hurtbox sizes increased.
- "Thunderous Rage of an Angry Old Man": Fixed Ikemen-exclusive bugs.
- "Thunderous Rage of an Angry Old Man": Startup invulnerability now lasts past active frames, superpause now occurs later in startup.

Reimu:
Quote
=====================================
11/01/20 - Version 2020.11.01
=====================================

- 4xyz/6xyz: No longer puts Reimu in an airborne state.
- Hakurei Amulet [Ground]: Recovery increased by 1f.
- Ascension Kick: Opponent now turns to face Reimu on hit.
- "Fantasy Nature": Fixed an issue that would cause the opponent to be mispositioned.
Title: Re: [GR style] Kanako, Komachi, Patchouli, & Sakuya updated (11/22/20)
Post by: Ricepigeon on November 22, 2020, 10:11:19 pm
11/22/20: (Gensokyo Reloaded) Four characters updated
GR Kanako, GR Patchouli, GR Sakuya, & GR Komachi have been updated with bugfixes and balance changes.

Kanako:
Quote
=====================================
11/22/20 - Version 2020.11.22
=====================================

- [System] Fixed bug where Kanako was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Horizontal jump velocities slightly increased.
- 2z: Guard velocity increased.
- 3z: Guard velocity increased.
- j5x: Hitbox extended vertically downward.
- j5z: Fixed minor bug involving hitting the final hit on the very last active frame.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Omiwatari God Cross: Fixed bug where 2nd & 3rd hits would ignore juggle flags.
- Sky God" Wind Tunnel: Fixed bug where pushing effect would continue during superpause.
- Misayama Hunting Ritual: Fixed incorrect hitstun bonuses on counterhit, fixed issue with proration flags.
- "Beautiful Spring-like Suiga": Fixed timing issue with flagging of recovery frames.
- "Virtue of Wind God": Fixed incorrect hitstun bonuses on counterhit, BGM removed.

Komachi:
Quote
=====================================
11/22/20 - Version 2020.11.22
=====================================

- [System] Fixed bug where Komachi was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed minor bugs in Spellcard & Palette selector.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 5x: Hitbox size extended, recovery decreased by 2f, blockstun increased by 1f.
- 5y: Startup decreased by 1f, recovery decreased by 2f, blockstun increased by 1f.
- 6y: Startup decreased by 2f, recovery decreased by 3f, blockstun increased by 1f.
- 6z: Now forces crouching opponents into a standing state on hit.
- 2x: Hitbox size extended, startup decreased by 1f.
- 2y: Recovery decreased by 2f.
- 2z: Guard velocity increased.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Spirits of the Firm: Recovery decreased by 2f.
- Wind on the Last Journey: Fixed bug where active Hitdefs would not update automatically, now flags recovery frames properly.
- Wind on the Last Journey: Damage adjusted (17xN/16xN/15xN->19xN/19xN/12xN).
- Wind on the Last Journey [X ver]: Startup decreased by 1f.
- Wind on the Last Journey [Y ver]: Startup decreased by 2f.
- Wind on the Last Journey [Z ver]: Startup decreased by 9f, now moves forward during initial startup.
- Lonely Bound Spirits: Startup decreased by 6f, explosion damage increased (85->90), recovery decreased by 11f.
- The Endless Way: Pillar now disappears if Komachi is hit.
- Nautical Sign "Flow of the River": Now checks for the move hitting as a condition to apply proration.
- Nautical Sign "Flow of the River": Now flags recovery frames properly.
- "Scythe of Final Judgement": Startup decreased by 4f, recovery decreased by 5f.
- "Short Life Expectancy": Startup decreased by 7f.

Patchouli:
Quote
=====================================
11/22/20 - Version 2020.11.22
=====================================

- [System] Updated a few victory quotes.
- [System] Fixed bug where Patchouli was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Fixed incorrect hitstun value & counterhit hitstun bonus not being applied against airborne opponents on most Normals.
- 5x: Corrected fall acceleration for airborne opponents.
- 5y: Corrected sprite drawing priority, fixed bug involving proration not applying on the last possible active frames of the attack.
- 6y: Corrected sprite drawing priority.
- 5z: Corrected fall acceleration for airborne opponents.
- 6z: Now causes a hard knockdown.
- 2x: Corrected fall acceleration for airborne opponents.
- 2y: Corrected fall acceleration for airborne opponents.
- 2z: Opponent now turns to face Patchouli when hit, p2 guard velocity increased.
- j5x: Corrected fall acceleration for airborne opponents.
- j5y: Corrected fall acceleration for airborne opponents.
- j5z: Corrected fall acceleration for airborne opponents, fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: No longer turns to face opponent on startup.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Summer Red [Ground]: Recovery decreased by 2f.
- Autumn Blade [Y ver]: Recovery decreased by 4f.
- Autumn Blade [Z ver]: Recovery decreased by 7f.
- Emerald City: Fixed bug where counterhit hitstun bonuses were not being applied, fixed improper hitstun value vs airborne opponents.
- Winter Element: Fixed improper hitstun value vs airborne opponents, now hits OTG.
- "St. Elmo's Pillar": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents.
- "Elemental Harvester": Fixed issue where effects would desynch during p2 superpauses, opponent now turns to face Patchouli when hit.
- "Elemental Harvester": Fixed improper hitstun value vs airborne opponents.
- "Royal Flare": Fixed issue where effects would desynch during p2 superpauses.
- "Royal Flare": Fixed improper hitstun value vs airborne opponents, fixed improper slide time on guarding opponents.
- "Philosopher's Stone": Fixed issue where effects would desynch during p2 superpauses.
- "Philosopher's Stone": Fixed improper hitstun value vs airborne opponents,
- "Philosopher's Stone": Duration decreased (14 sec -> 12 sec), cooldown between crystal usage decreased (3 sec -> 2.5 sec).

Sakuya:
Quote
=====================================
11/22/20 - Version 2020.11.22
=====================================

- [System] Fixed bug where Sakuya was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses. Does not apply to pause from Sakuya's World.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Removed timestop effect from Sakuya's intros, which caused issues with player 2 intros in some characters.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed minor oversight in cornerpush values for various Normals & other attacks.
- [System] Corrected Hitstun values & Counterhit bonuses for airborne opponents on most attacks.
- 5y: Damage increased (43->45).
- 4y: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World".
- 4y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 5z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 5z: Fixed bug where attack applied incorrect y acceleration to airborne opponents.
- 2y: Fixed bug where attack applied incorrect y acceleration to airborne opponents.
- 2y: Now sends airborne opponents into the correct reset state.
- 2z: Fixed bug where attack applied incorrect y acceleration to airborne opponents.
- j5y: Fixed bug where attack applied incorrect y acceleration to airborne opponents.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Sense of Thrown Edge: Now has a maximum limit of 2 sets when used during "Sakuya's World".
- Sense of Thrown Edge: All knives in a set now fire in 2f intervals between each knife.
- Sense of Thrown Edge: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special.
- Sense of Thrown Edge: Damage increased (9xN->13xN).
- Sense of Thrown Edge: Fixed issue with juggle flags that would cause knives to whiff.
- Bounce/No-Bounce: Damage increased (11x6->12x6), damage during "Sakuya's World" unaffected.
- Bounce/No-Bounce: Now has a maximum limit of 2 sets when used during "Sakuya's World".
- Bounce/No-Bounce: Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special.
- Bounce/No-Bounce: Fixed issue with juggle flags that would cause knives to whiff.
- Cross-Up Magic: Renamed "Close-Up Magic", fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World".
- Cross-up Magic: Fixed proration bug that would occur if the character hit on the last active frames of each hitbox.
- Close-Up Magic [Ground]: Power gains adjusted (26x3/20x4/24x5->27x3/25x4/24x5).
- Close-Up Magic [Air]: Power gains adjusted (26x3->27x3).
- Vanishing Everything: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World".
- Time Paradox: Fixed graphical bug during superpauses. Does not apply to pause from "Sakuya's World".
- Time Paradox: Damage increased (39,45/49,45/55,56->49,55/59,55/65,66).
- "Killing Doll": Fixed issue where knives did not interact with Yukari Yakumo's Ride the Waves Special.
- "Inscribed Red Soul": Fixed issue where projectiles did not interact with Yukari Yakumo's Ride the Waves Special.
- "Sakuya's World": Fixed oversight where foreground stage elements were not disabled.
- "Deflation World": Revised flashing effects.
- "Jill the Ripper": Fixed minor graphical issue with stage darkening effect carried over from "Sakuya's World".
- "Jill the Ripper": Fixed bug where attack applied incorrect y acceleration to airborne opponents.
- "Deflation World": Now deals extra damage when done at point-blank range.
Title: Re: [GR style] Six characters updated (12/05/20)
Post by: Ricepigeon on December 06, 2020, 01:37:18 am
12/05/20: (Gensokyo Reloaded) Six characters updated
GR Cirno, GR Koakuma, GR Meiling, GR Lie Meiling, GR Reimu, & GR Remilia have been updated with bugfixes and balance changes. As part of a restructuring of the site, the Characters and Hosted characters sections have been merged.

Cirno:
Quote
=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Cirno was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Guard Cancel: Fixed bug where move erroneously gained counterhit hitstun bonuses.
- 5y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 2z: Hit velocity on block increased.
- j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw.
- Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely.
- Icicle Sword: Fixed bug with certain effects persisting through superpauses, fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents.
- Ice Charge: Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents.
- "Ice Tornado": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents.
- "Great Crusher": Fixed bug where counterhit hitstun bonus wasn't being applied to airborne opponents.

Koakuma:
Quote
=====================================
12/05/2020 - Version 2020.12.05
=====================================

- [System] Fixed bug where Koakuma was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed oversight where lifebars were still visible during intro sequence.
- [System] Book display no longer shows during intro sequence.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 5z: Corrected counterhit hitstun bonus not being applied.
- 2x: Corrected counterhit hitstun bonus value.
- j.5x: Player 2 now faces Koakuma on hit.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Voile's Swords: Fixed a visual issue where the background of the effect graphics was partially visible.
- Voile's Swords: Improved buffer window of cancelling into self on movecontact.
- Devil's Kiss: Fixed graphical bug involving effects during superpauses, fixed issue with hitsounds.
- Devil's Kiss: Fixed issue where Koakuma would not turn to face opponent.
- Devil's Kiss: Fixed bug where Counterhit indicator would erroneously pop up during grab animation.
- Lesser Key of Solomon [Autumn Edge]: Fixed graphical bug during superpauses.
- "Danmaku Repelling Shield": Fixed timing of when timer gauge appears.
- "Silent Selene": Koakuma now goes into an automatic activation animation before the laser activates.

Meiling:
Quote
=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Meiling was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed incorrect flag that prevented certain victory quotes from being used.
- [System] Removed aura effect from Palette 12.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Implemented new character-specific intro against Lie Meiling.
- 3z: Guard velocity increased.
- 3z [Fierce Tiger]: Fixed bug involving proration not applying on the last possible active frames of the attack.
- j.3x/y/z: Hitstun against airborne opponents increased.
- j.5z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Fragrant Wave: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses.
- Cyclone Light Step: Fixed graphical bug involving effects during superpauses.
- Cyclone Light Step: Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents.
- Cyclone Light Step [Fierce Tiger]: Adjusted how proration is handled, fixed bug involving flagging of recovery frames.
- Tremor Kick: Fixed graphical bug involving effects during superpauses.
- Descending Flower Slam: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses.
- Scarlet Cannon: Fixed incorrect hitstun values against airborne opponents, fixed graphical bug involving effects during superpauses.
- "Colorful Windchime": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents.
- "Roc's Fist": Fixed graphical bug involving effects during superpauses, fixed timing of effects.
- "Roc's Fist": Fixed incorrect hitstun values against airborne opponents, fixed counterhit hitstun bonus not being applied against airborne opponents.
- "Fierce Tiger's Inner Strength": Fixed graphical bug involving effects during superpauses.

Lie Meiling:
Quote
=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Lie was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- Implemented new character-specific intro against Hong Meiling.
- 6y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- j.5z: Hitstun value vs airborne opponents increased, fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Monochrome Hurricane: Adjusted recovery frame flags.
- Black Dragon Rising: Fixed bug involving proration not applying on the last possible active frames of the attack, Adjusted recovery frame flags.
- Ashura Warp: Fixed bug where Lie would be sent into an erroneous state when attempting to cancel into Piercing Heaven "Youkai Armageddon".
- Youkai Flip [Z followup]: Fixed bug where throw proration flag was not being applied.
- "Dichromatic Spark": Fixed bug involving certain effects persisting through superpauses.
- "Roc's Fist": Fixed bug involving proration not applying on the last possible active frames of the attack.
- "Youkai Armageddon": Fixed bug involving certain effects persisting through superpauses.
- "Descent of the Black Dragon": Fixed bug involving certain effects persisting through superpauses.
- "Wrath of the Ragong Youkai": Fixed bug involving certain effects persisting through superpauses, fixed minor graphical issue with Spellcard text.

Reimu:
Quote
=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Reimu was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed an oversight that prevented certain victory quotes from being used.
- [System] Adjusted sprite drawing priority on certain attacks.
- [System] Fixed issue with horizontal charge buffer that caused Reimu to lose charge during turning animations.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Added missing sound effect from intro & win poses.
- 6x: Corrected opponent's fall gravity.
- 6y: Corrected opponent's fall gravity.
- 4xyz/6xyz: Corrected opponent's fall gravity.
- 2y: Corrected bug where counterhit hitstun bonus was not being applied.
- 2y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 2z: Guard velocities adjusted, opponent fall gravity increased.
- j.5x: Corrected opponent's fall gravity.
- j.5y: Corrected issue with effect persisting through superpause, fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: No longer turns to face opponent on startup.
- Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw.
- Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely.
- AirThrow: Fixed bug with camera following opponent.
- Rain Dance: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames.
- "Fantasy Seal": Corrected opponent's fall gravity.
- "Fantasy Heaven": Corrected opponent's fall gravity & other visual discrepancies, fixed bug where grab portion would erroneously count as a counterhit.
- "Fantasy Nature": Corrected behavior that would prevent unintended targetstating if hit was traded, Last Word BGM removed.

Remilia:
Quote
=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Remilia was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed bug where air dash limiter was resetting in instances where it shouldn't.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- [System] Dash velocities slightly decreased.
- [System] Distance covered by air dashes decreased, altered momentum on Air Normals when cancelling from an Air Dash.
- Corrected typo in one of Remilia's victory quotes.
- 5y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 2z: Guard velocity increased.
- j.2y: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed minor bug in flagging of recovery frames.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Demon Lord Walk: Fixed incorrect hitstun bonus on counterhit being applied.
- Demon Lord Cradle: Fixed incorrect hitstun bonus on counterhit being applied.
- Vampire Kiss: Fixed issue where cornerpush would be improperly applied, fixed issue where target would be stuck in hitstate if Remilia was struck.
- Vampire Kiss: Fixed issue where move would erroneously gain counterhit bonuses.
- "Demon King Cradle": Fixed incorrect hitstun bonus on counterhit being applied, fixed minor bug in flagging of recovery frames.
- "Bad Lady Scramble": Fixed incorrect hitstun bonus on counterhit being applied.
- "Scarlet Devil": Fixed oversight where incorrect hitstun value was being applied to airborne opponents.
- "Millenium Vampire": Fixed bug where life drain effect wasn't occuring on certain multi-hit attacks.
- "Millenium Vampire": Fixed bug involving effects not persisting through superpause.
Title: Re: [GR style] Six characters updated (12/05/20)
Post by: Ricepigeon on December 06, 2020, 03:11:12 am
Had to reupload Remilia since the version that was uploaded still had an incorrect version of one of her files, so redownload if you've already done so.
Title: Re: [GR style] Six characters updated (12/19/20), Six characters updated (12/05/20)
Post by: Ricepigeon on December 19, 2020, 07:05:52 pm
12/19/20: (Gensokyo Reloaded) Six characters updated
GR Alice, GR Chen, GR Suika, GR Youmu, GR Yukari, & GR Yuyuko have been updated with bugfixes and balance changes.

Alice:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Alice was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Walk and dash speeds slightly increased.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Added small revisions to win & taunt poses.
- All Normals: Fixed counterhit hitstun bonus not being applied against airborne opponents.
- All Attacks: Corrected opponent's fall gravity values.
- All Attacks: Corrected hitstun value against airborne opponents.
- f.2y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- f.2z: Guard velocities increased, opponent now turns to face Alice when hit.
- c.2z: Opponent now turns to face Alice when hit, guard velocities adjusted.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Doll Placement: Opponent now turns to face Alice on hit.
- Doll Activation: Opponent now turns to face Alice on hit.
- Thousand Spear Dolls: Fixed counterhit hitstun bonus not being applied against airborne opponents, opponent now turns to face Alice on hit.
- Thousand Spear Dolls: Fixed bug involving proration not applying on the last possible active frames of the attack.
- "Return Inanimate": Fixed bug with visual effect persisting through superpauses.
- "Goliath Doll MkII": Fixed bug with visual effect persisting through superpauses, Adjusted recovery frame flags, Opponent now turns to face Alice when hit.
- "Lemmings Parade": Fixed bug with visual effect persisting through superpauses, Opponent now turns to face Alice when hit.

Chen:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Chen was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Fixed issue with horizontal charge buffer that caused Chen to lose charge during turning animations.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Implemented new character-specific intro against Yukari Yakumo.
- 5z: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Immortal Sage's Rumbling [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Immortal Sage's Rumbling [Z followup]: Fixed bug in flagging of recovery frames.
- Jumping Crossing Scales [Z followup]: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Jumping Crossing Scales [Z followup]: Fixed bug in flagging of recovery frames.
- "Soaring Bishamonten": Fixed graphical bug involving effects during superpauses.

Suika:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Suika was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed oversight where counterhit indicator would erroneously activate during throws.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 2y: Guard velocity increased.
- 2z: Guard velocity increased.
- j.5y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- j.5z: Fixed graphical bug on effect, effect sound no longer persists if effect disappears.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Kidnapping Oni: Fixed issue where vaccuum effect would persist during superpauses.
- Kidnapping Oni: Fixed issue with command input during turning animations.
- "Throwing Mt. Tokagushi": Startup invulnerability now lasts until end of grab active frames.
- "Throwing Mt. Tokagushi": Adjusted timing of superpause; grab active frames now occur immediately following superpause.
- "3-Step Destruction": Fixed bug involving proration not applying on the last possible active frames of the attack.
- "Missing Purple Power": Fixed bug where initial hit was not gaining bonus damage on counterhit.
- "Missing Purple Power": Fixed proration bug that occurred if Suika hit on the last active frame of the attack.
- "Missing Purple Power": Corrected counterhit hitstun bonuses on MP & HP Attacks.
- "Giant Oni of Earth's Axis": Fixed bug where initial hit was not gaining bonus damage on counterhit.
- "Giant Oni of Earth's Axis": Now flags recovery frames properly.

Youmu:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Youmu was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed graphical issues with Spirit Level gauge.
- [System] Myon now changes color based on Youmu's current Spirit Level.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Insightful Sword: Myon now performs a follow up attack if counter is successful during "Secret of Life and Death".
- Insightful Sword: Fixed oversight where move would erroneously gain hitstun bonuses on counterhit.
- Insightful Sword: Now gains a hitpause bonus at max spirit level.
- Crescent Moon Slash: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Crescent Moon Slash: Ground and Air versions now properly share the same juggle flag.
- Slash of Life and Death: Improved buffer window of cancelling into self on movecontact.
- "Meditation": Fixed bug in handling of recovery frames.
- "Slash of Present": Fixed bug involving proration not applying on the last possible active frames of the attack.
- "6-Root Cleansing": Fixed Ikemen exclusive bug that would occur if Youmu traded hits with an opponent.
- "6-Root Cleansing": Fixed oversight where move would erroneously display counterhit indicator.
- "Secret of Life and Death": Adjusted method of handling Myon's hitboxes during landing frames.
- "Secret of Life and Death": Myon now utilizes her own proration variable separate from Youmu's, which is copied at the beginning of each attack. This should result in each hit of Myon's attacks dealing near identical damage to Youmu's.
- "Secret of Life and Death": Minimum & Maximum durations decreased (Min: 5 sec -> 4 sec, Max: 12.5 sec -> 10 sec).
- "Matsuyoi Reflecting Satellite Slash": Fixed oversight where counterhit bonus damage was not being applied.

Yukari:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Yukari was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed oversight where counterhit hitstun bonuses on Normals were not being applied to airborne opponents.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- Implemented new character-specific intro against Chen.
- 5y: Opponent's fall gravity corrected.
- 6y: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected.
- 5z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected.
- 2y: Opponent's fall gravity corrected.
- 2z: Opponent's fall gravity corrected, vertical hit velocities adjusted to compensate for fixed gravity.
- 3z: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected, horizontal guard velocity increased.
- j.5x: Corrected hitstun value against airborne opponents, opponent's fall gravity corrected.
- j.5y: Opponent's fall gravity corrected.
- j.2y: Opponent's fall gravity corrected.
- j.5z: Corrected hitstun value against airborne opponents.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Illusionary Rift: Corrected hitstun value against airborne opponents.
- Zen Temple Butterfly: Corrected hitstun value against airborne opponents.
- Urashima's Box: Corrected hitstun value against airborne opponents.
- Fight the Ocean: Corrected hitstun value against airborne and guarding opponents.
- Gazing Eye: Corrected hitstun value against airborne opponents.
- Boundary of Mind and Foot: Corrected hitstun value against airborne opponents.
- "Chen": Corrected hitstun value against airborne opponents.
- "Ran Yakumo: Corrected hitstun value against airborne opponents.
- "Quadruple Barrier": Changed handling of hitboxes, corrected hitstun value against airborne opponents, corrected flagging of recovery frames.
- "Laplace's Demon": Corrected hitstun value against airborne opponents.
- "Danmaku Bounded Field": No longer plays an exclusive BGM on hit.

Yuyuko:
Quote
=====================================
12/19/20 - Version 2020.12.19
=====================================

- [System] Fixed bug where Yuyuko was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 6z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- j.2z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Eternal Wandering: Fixed bug where incorrect hitstun value was being applied to airborne opponents.
- Lance of the Swallowtail Crest: Fixed bug where incorrect hitstun value was being applied to airborne opponents.
- Ghostly Butterfly: Fixed bug where incorrect hitstun value was being applied to airborne opponents.
- "Ghastly Dream": Fixed bug where incorrect hitstun value was being applied to airborne opponents.
- "Ticket to the Netherworld": Fixed bug where incorrect hitstun value was being applied to airborne opponents.
Title: Re: [GR style] Eight characters updated (Part 1 of 2)(12/30/20)
Post by: Ricepigeon on December 31, 2020, 01:56:41 am
12/30/20: (Gensokyo Reloaded) Eight characters updated (Part 1 of 2)
Rounding off the year 2020, GR Cirno, GR Eirin, GR Reisen, GR Mokou, GR Komachi, GR Youmu, GR Yuyuko, & GR Yukari have been updated with bugfixes and balance changes.

   
Cirno:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- 2y: Can no longer KO an opponent via chip damage.
- 3y: Projectile can no longer KO an opponent via chip damage.

Eirin:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- [System] Fixed bug where Eirin was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed issue where Eirin could not tech recover left or right.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 5y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-.
- 6y: Can no longer cause chip death while an opponent is under the effects of -Sulfuric Acid-.
- 5z: Can no longer KO an opponent via chip damage.
- 2y: Now sends airborne opponents into the correct reset state.
- 2z: Guard velocity increased.
- j.5z: Fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Burst Shot [Air]: No longer turns to face opponent when used.
- "Lunar Weapon -Brahmastra-" [Air]: Now turns to face opponent when used.

Reisen:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- [System] Fixed bug where Reisen was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed visual glitch involving Reisen's flask display not updating during superpauses.
- [System] Fixed issue where Reisen could not tech recover backward or forward.
- 2y: Can no longer KO an opponent via chip damage.
- 2z: Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Undersense Break: Corrected hitstun bonus from counterhits.
- Spell Breaking Drug: Now always has a full stock when facing against Stupa's Training character.
- "Lunatic Echo": Projectiles now ricochet off the ground, no longer turns to face opponent when used.
- "Lunatic Red Eyes": Fixed bug where proration was only being applied once, regardless of how many times the attack hits.

Mokou:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- [System] Jump & Air velocities adjusted to be consistent with their ground counterparts.
- [System] Fixed bug where Mokou was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added visual indicator for when Spontaneous Combustion is active.
- [System] Fixed visual bug where Recoverable Life gauge was not updating during superpauses.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 6z: Fixed bug where Wallbounce would not occur on the last possible active frames of the attack.
- 2z: Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Self-Harming Fire Talons: Improved buffer window of cancelling into self on movecontact.

Komachi:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- [System] Fixed issue where Komachi could not tech recover backward or forward.

Youmu:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- [System] Fixed issue where Youmu could not tech recover backward or forward.

Yuyuko:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- 1y: Can no longer KO an opponent via chip damage.
- "Death Lance": Now turns to face opponent on use.
- "Sense of Cherry Blossom": Now turns to face opponent on use.

Yukari:
Quote
=====================================
12/30/20 - Version 2020.12.30
=====================================

- "Laplace's Demon" [Air]: Now turns to face opponent on use.
Title: Re: [GR style] Seven characters updated (Part 2 of 2)(01/01/21 & 12/30/20)
Post by: Ricepigeon on January 01, 2021, 11:04:48 pm
01/01/21: (Gensokyo Reloaded) Seven characters updated
Rounding off 2020 and ringing in 2021, GR Sanae, GR Kanako, GR Utsuho, GR Koishi, GR Hong Meiling, GR Lie Meiling, and GR Remilia have been updated with bugfixes and balance changes. Part 2 of 2.

   
Sanae:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- [System] Fixed bug where Sanae was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 6z/j.6z: Can no longer KO an opponent via chip damage.
- 4z/j.4z: Can no longer KO an opponent via chip damage, fixed inability to be performed during air dashes.
- 2z: Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Wind Goddess ~ Thrust: Fixed issue where counterhit hitstun bonus was not being applied.
- "Forgotten Ritual": Now gains counterhit bonuses.
- "Moses's Miracle": Fixed issue where attack was not giving player 2 the proper amount of powergain on hit or block.

Kanako:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- 6z/j.6z: Can no longer KO an opponent via chip damage.

Utsuho:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- [System] Fixed bug where Utsuho was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed visual issue with Utsuho's klaxon effects.
- [System] Fixed issue where Utsuho could begin charging Control Rod before the round begins.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Shortened length of Utusho's klaxon intro.
- 2z: Guard velocity decreased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Rocket Dive: Camera no longer snaps to Utsuho's vertical position during recovery.
- Rocket Dive: Fixed issue where the intended Spell Card and Last Word cancel conditions were being ignored.
- Flare Up: Invulnerability is now lost when cancelling the move while charging.
- "Creeping Sun" [Air]: Now turns to face the opponent when launching the projectile.
- "Giga Flare": No longer turns to face opponent a second time when used.
- "Tera Flare": No longer turns to face opponent a second time when used.
- "Tera Flare": No longer plays an exclusive BGM upon activation, fixed issue where certain effects would not persist during superpause.
- "Yatagarasu Dive": Now turns to face opponent when used.
- "Uncontrollable Dive": Now turns to face opponent when used.

Koishi:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- [System] Fixed bug where Koishi was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed cancel flags to prevent certain moves from being cancelled when they shouldn't.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 4y: Can no longer KO an opponent via chip damage.
- 2z: Hit velocity on block increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Fidgety Snatcher: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents.
- Fidgety Snatcher: Adjusted how proration is handled.
- Catch & Rose [X ver]: Adjusted how move is handled to prevent an issue that would occur when Koishi trades hits.
- Catch & Rose [X ver]: Fixed bug where Counterhit indicator would erroneously pop up.
- Unanswered Love: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, adjusted how proration is handled.
- "SuperEgo": Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, fixed flagging of recovery frames.
- "Brambly Rose Garden": No longer plays its own BGM on hit, now plays a new 100% more heart-throbbing adventurous sound effect.

Meiling:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- 4y/j.4y: Can no longer KO an opponent via chip damage.

Lie Meiling:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- [System] Fixed issue where Lie could not tech recover backward or forward.

Remilia:
Quote
=====================================
01/01/21 - Version 2021.01.01
=====================================

- "Bad Lady Scramble": No longer turns to face opponent.
Title: Re: [GR style] Eight characters updated (01/16/21)
Post by: Ricepigeon on January 16, 2021, 07:10:59 pm
01/16/21: (Gensokyo Reloaded) Eight characters updated
GR Marisa, GR Mima, GR Yuuka, GR Byakuren, GR Ichirin, GR Mamizou, GR Yukari, and GR Meimu have been updated with bugfixes and balance changes.

Marisa:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Marisa was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed issue where Marisa could not tech recover backward or forward.
- [System] Fixed graphical bug where Marisa's Star Gauge would not update during superpauses.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Miasma Sweep: Fixed how recovery frames & proration are handled.
- "Sungrazer": No longer plays its own BGM during successful hit.

Mima:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Mima was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed an oversight where Mima would erroneously turn midair while "Orreries Sun" is active, instead of while Flight Mode is active.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 3z: Guard velocity increased.
- Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely.
- Air Throw: Opponent no longer affects camera movement.
- "Orreries Sun": Fixed bug where Orreries animation would persist during pauses.
- "Flare Star": Can now be used while airborne.
- "Flare Star": Damage increased (50xN,150->60xN,180; Damage range effectively increased from 300~500->360~600).

Yuuka:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Yuuka was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed oversight where counterhit message would erroneously appear during throws.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- 5x: Corrected hitspark position.
- 5z: Fixed graphical bug where dash effects would persist through superpauses.
- 2z: Guard velocity increased.
- 3z: Guard velocity increased.
- Throw/Air Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw/Air Throw: Fixed timing where Throw proration flag was set prematurely.
- Air Throw: Fixed bug with camera following opponent.
- Flytrap: Fixed oversight where juggle flag was not being set, causing the move to erroneously link into itself.
- Flower Parasol Charge: Fixed oversight where juggle flag was not being set.
- Flowers in the Wind: Fixed how proration & recovery frames are handled.
- "Beauty of Nature": Fixed how proration is handled.
- "True Master Spark": No longer plays its own BGM on hit.

Byakuren:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Byakuren was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed issue with certain effects not being affected by superpauses.
- [System] Fixed issue with charge gauge not updating properly under certain situations.
- [System] Fixed timing issue with background darkness effect during certain spellcards.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 5y: Opponent's fall gravity corrected.
- 6y: Opponent's fall gravity corrected.
- 5z: Opponent's fall gravity corrected.
- 6z: Opponent's fall gravity corrected, fixed how proration is handled.
- 2y: Opponent's fall gravity corrected.
- 2z: Opponent's fall gravity corrected, fixed opponent not bouncing after being knocked down.
- j.5x: Opponent's fall gravity corrected.
- j.5y: Opponent's fall gravity corrected.
- j.2y: Opponent's fall gravity corrected, first hit now causes a hard knockdown, fixed 2nd hit not sending opponent into correct reset state.
- j.5z: Opponent's fall gravity corrected.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Skanda's Leg: Fixed handling of proration, fixed hit/guard sound bug that would occur if Byakuren hit on the last active frames of each hitbox.
- "Brilliance of Mahavairocana": Opponent's fall gravity corrected.
- "Angiras Knowledge": No longer plays its own BGM on hit.

Ichirin:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Ichirin's hurtbox will now immediately change upon Unzan being activated/deactivated in all allowed common states.
- [System] Idle and walking animations will no longer restart if Unzan is activated/deactivated.
- [System] Jump start will now use the correct hurtbox when Unzan is active.
- [System] Fixed bug where Ichirin was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed bug where grabs would erroneously display the counterhit indicator.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 2y (Unzan active): Can no longer KO an opponent via chip damage.
- 2z (Unzan active): Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Small Kamitate Cloud: Fixed hitstun value against airborne opponents.

Mamizou:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Mamizou was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Leaf Counter no longer recharges during superpause.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 6z: Guard velocity on 2nd hit increased, fixed how proration is handled.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Animal Lute Priest: Removed coding oversight that accidentially gave projectile counterhit bonuses.
- Youkai Tsurube Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses.
- Youkai Karakasa Transformation: Removed coding oversight that accidentially gave projectile counterhit bonuses.
- Youkai Karakasa Transformation: Fixed how proration is handled.
- "Youkai World Gate of 100 Demons": Removed coding oversight that accidentially gave projectile counterhit bonuses.
- "Band of 808 Tanuki": Now gains damage bonus on counterhit.

Yukari:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- Illusionary Rift [X ver]: Post-teleport startup increased by 5f.
- Illusionary Rift [Y ver]: Post-teleport startup increased by 6f.
- Illusionary Rift [Z ver]: Post-teleport startup increased by 1f, blockstun decreased by 4f.
- Ride the Waves: Maximum projectile capacity decreased (10->4).
- Fight the Ocean: Fixed bug where combo counter would not increase properly, fixed graphical issue with projectile tails when projectile is destroyed.
- Fight the Ocean: Damage increased (13xN->19xN), power gains per hit increased (10xN/5xN->18xN/9xN).

Meimu:
Quote
=====================================
01/16/21 - Version 2021.01.16
=====================================

- [System] Fixed bug where Meimu was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed bug where Meimu was unable to ground recover left or right.
- [System] Fixed bug where counterhit indicator would erroneously appear during grabs.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 2z: Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Formless Wave [Z ver]: Fixed oversight where incorrect animation was being used.
- Ascension Cutter: Fixed how proration & flagging of recovery frames are handled.
- Boundary of Shadow and Substance: Removed flashing effect.
- "Eldritch Abomination": Fixed how hitsounds & proration are handled.
- "Molecular Splitter": Fixed Ikemen exclusive bug that could occur when move trades hits with opponent.
- [Boss][System] Fixed various visual and audio issues that occured if a Spell Card or Last Word was used after Meimu had been K.O.'d or during her final attack.
- [Boss][System] Fixed error where proration was being applied twice.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Fixed an issue where "Feel the Formlessness of Chaos!" would not be interrupted if Spell Break was inflicted during the move's startup.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Spell Break gauge now depletes by a static 110% of damage taken regardless of difficulty.
- [Boss] "End of Fantasy -Gensokyo Reloaded-": Armor proration value increased (85%->90%), Spell Break gauge no longer slowly regenerates over time.
Title: Re: [GR style] Yuuka Kazami updated (07/31/21)
Post by: Ricepigeon on August 01, 2021, 01:12:53 am
Good news for Yuuka fans (or fans of grapplers in general), GR Yuuka has been updated with a few balance changes, including one highly requested change.
 
Quote
=====================================
07/31/21 - Version 2021.07.31
=====================================

- [System] Adjusted positioning of several system related effects to be consistent with changes in Touhou: Gensokyo Reloaded.
- Soil Tilling: Damage on final hit increased (Total damage increased from 180/190/200 -> 200/220/240).
- Soil Tilling: Damage on follow-up throw increased (20->35).
- Flower Parasol Charge: Attack merged with removed Thorny Rose special, effects renewed.
- Drifting Dandelion: Hitbox range & downward vertical reach slightly increased.
Title: Re: [GR style] Ten characters updated (11/25/21, Thanksgiving update)
Post by: Ricepigeon on November 25, 2021, 11:04:26 pm
11/25/21: (Gensokyo Reloaded) Ten characters updated (Thanksgiving update)
GR Alice, GR Koakuma, GR Komachi, GR Mamizou, GR Marisa, GR Mima, GR Sakuya, GR Utsuho, GR Yuuka, GR Yuyuko have been updated with several balance changes & fixes.

Alice:
Quote
=====================================
11/25/21 - Version 2021.11.25
=====================================

- [System] Corrected command priority between Doll Set/Activation, Doll Placement, and Edo High-Explosive Pawn.
- [System] New victory quotes added, certain old victory quotes removed.
- 4y/c.5y: Damage decreased (65->50), Power gains decreased (80/40->60/30).
- 1y/c.2y: Damage decreased (65->50), Power gains decreased (80/40->60/30).
- 4z/c.5z: Damage decreased (90->70), Power gains decreased (120/60->90/45).
- f.2y: Fixed incorrect flag that would cause 75% forced proration to not apply if move is used to start a combo.
- f.2z: Damage increased (85->90).
- 1z/c.2z: Power gains decreased (120/60->90/45).
- j.6y: Damage decreased (75->65), Power gains decreased (80/40->60/30).
- j.6z: Damage decreased (95->80), Power gains decreased (120/60->90/45).
- Volatile Dolls: Gravity decreased on hit opponents.
- Edo High-explosive Pawn: Gravity decreased on opponents hit by the walk animation.
- "Goliath Doll MkII": Startup invulnerability increased by 2f, will now end immediately after active frames have ended if button is not held to delay attack.

Koakuma:
Quote
=====================================
11/25/2021 - Version 2021.11.25
=====================================

- [System] Fixed issue where certain attack explods were not properly removed upon landing.
- [System] Fixed ground tech behavior.
- [System] Fixed issue where round could automatically end prematurely during Koa's victory animations.
- [System] Fixed issues with damage proration not being applied when they should and vice-versa.
- [System] Adjusted Spellcard command priority; "Crimson Combination" now takes priority over "Little Devil Cradle" and "Noachian Deluge".
- 2y: Startup increased by 3f.
- j.2y: No longer possesses invulnerability.
- Voile's Swords: Hitstun & Blockstun values adjusted on all hits.
- Voile's Swords [1st Hit]: Damage adjusted (40/40/40 -> 40/45/50).
- Voile's Swords [1st Hit]: Frame data adjusted (X: 4/8/27 -> 7/2/22, Y: 6/8/28 -> 7/2/25, Z: 8/8/29 -> 7/2/28).
- Voile's Swords [2nd Hit]: Damage adjusted (40/40/40 -> 40/45/50).
- Voile's Swords [2nd Hit]: Frame data adjusted (X: 5/7/29 -> 7/2/25, Y: 7/7/30 -> 7/2/28, Z: 9/7/31 -> 7/2/31).
- Voile's Swords [3rd Hit (4p)]: Damage adjusted (40/40/40 -> 45/50/55), proration decreased (70%->85%).
- Voile's Swords [3rd Hit (4p)]: Frame data adjusted (X: 8/4/20 -> 7/2/30, Y: 10/4/21 -> 7/2/34, Z: 12/4/22 -> 7/2/38).
- Voile's Swords [3rd Hit (4p)]: Now knocks the opponent further back, but has less vertical hit velocity.
- Voile's Swords [3rd Hit (6p)]: Damage adjusted (40/40/40 -> 45/50/55).
- Voile's Swords [3rd Hit (6p)]: Frame data adjusted (X: 18/3/20 -> 17/2/30, Y: 20/3/20 -> 17/2/34, Z: 23/3/22 -> 17/2/38).
- Voile's Swords [3rd Hit (6p)]: Now causes a Knockdown, knocks the opponent higher up but has less horizontal hit velocity.
- Voile's Swords [3rd Hit (2p)]: Damage adjusted (40/40/40 -> 50/55/60).
- Voile's Swords [3rd Hit (2p)]: Frame data adjusted (X: 18/4/20 -> 12/2/34, Y: 20/4/22 -> 12/2/38, Z: 23/4/24 -> 12/2/42).
- Voile's Swords [3rd Hit (2p)]: Now causes a Hard Knockdown, proration increased (80%->75%).
- Lesser Key of Solomon [Emerald City]: Startup & recovery increased by 4f, projectile now spawns 4f later.
- Lesser Key of Solomon [Emerald City]: Projectile hitbox is now more narrow, projectile hitbox duration decreased (8f -> 4f), can no longer block more than 1 projectile.
- Lesser Key of Solomon [Autumn Edge]: Removed.
- Lesser Key of Solomon [Lightning Ball]: No longer resets juggle flags; in addition, the opponent is now considered to be in an air state if the move is not the first juggle hit.
- Lesser Key of Solomon [Laser]: Guardhit velocity on player 2 decreased, recovery decreased by 39f.
- Lesser Key of Solomon [Laser]: Damage on block increased.
- Lesser Key of Solomon [Laser (Full charge)]: Maximum charge time decreased (150f->60f).
- Lesser Key of Solomon [Laser (Full charge)]: Hitbox size increased, is no longer unblockable.
- Trickster Devil: Startup increased by 2f, invincibility now starts from 5f and lasts until 23f (just before Koakuma reappears).
- Trickster Devil: Active frames decreased by 5f, recovery increased by 5f.
- Devil's Kiss: Fixed oversight where move could be cancelled into Spellcards.
- Whimsical Flip: Book selection can now be manually selected by holding directional inputs, can no longer be held if used via this method.
- Whimsical Flip: Book swap now occurs on 11f instead of 1f.
- Whimsical Flip: Fixed graphical oversight where book would give away Koakuma's position during Trickster Devil.
- "Crimson Combination": No longer resets juggle flags.
- "Little Devil Cradle": Vertical hitbox size on trip liedown animation increased, now only slightly shorter than default liedown animation.
- "Little Devil Cradle": Can no longer proceed into 2nd part of the attack if buttons are released after Koakuma starts to get up.
- "Little Devil Cradle": 2nd part of attack now has 6f of startup, startup invulnerability now decreases based on how long Koakuma stays in trip animation.
- "Silent Selene": Total damage decreased (370->350), spellcard text now persists during entire duration of the attack.

Komachi:
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11/25/21 - Version 2021.11.25
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- 5x: Damage increased (45->50).
- The Endless Way: Damage decreased (75->70), p2 hit gravity decreased.
- The Endless Way: Attack startup decreased (17/21/25->17/20/23), Recovery decreased by 5f, Projectile hitbox activation decreased by 9f.
- Floating Indolent Dead Spirits: Proration decreased (80%->85%).
- Lonely Bound Spirits: Proration decreased (80%->85%).
- Scythe of the Reaper: Damage on 1st hit increased (30/30/30->30/40/50).
- Ritual of Ecstacy: All versions are now air-useable with height restriction, Aerial versions can be cancelled into air Normals after 14f post-teleport.
- Ritual of Ecstacy: 421/RDP version now travels a fixed distance backward.
- Ritual of Ecstacy: Startup invulnerability duration decreased (29f->18f), now ends 1f post-teleport.
- Poor Fate "Short Life Expectancy": Initial swing now deals exactly 50 damage.

Mamizou:
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11/25/21 - Version 2021.11.25
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- [System] Fixed issue where cancel proration was being applied twice on some spellcards.
- 6z: Fixed issue where second hit would whiff in a juggle.
- 6z: Fixed issue where Mamizou would not lose a leaf if she had exactly 1 leaf remaining.
- j2z: Hitbox placement adjusted, now has a larger frontal hitbox & smaller back hitbox.
- j2z: Fixed issue where Groundbounce could be done more than once per combo. Now causes a Hard Knockdown on airborne targets on non-counterhit.
- Utsusemi Jizo Transformation: Fixed issue where move would not cause a hard knockdown if only second part of attack hits.
- Youkai Amikiri Transformation: Fixed issue where Mamizou would not lose a leaf if she had exactly 1 leaf remaining.
- "Youkai World Gate of 100 Demons": Can now be used in midair.
- "Youkai World Gate of 100 Demons": Fixed issue where move could not be used out of an airdash.
- "Youkai World Gate of 100 Demons": Added additional youkai transformations that were initially missing.
- "Prosperity of Infinite Tanuki": Command changed to D,D,D+x/y/z, now costs only 1000 Power, no longer selectable as a Last Word.
- "Prosperity of Infinite Tanuki": Damage buff decreased (25%->20%), duration decreased (270f~720f -> 240f~480f).
- "Prosperity of Infinite Tanuki": Fixed issue where timer would begin decreasing before Mamizou could act.
- "Prosperity of Infinite Tanuki": Now has 20f pre-superpause startup.
- New Selectable Last Word: "Full Moon Pompokolin" (D,DB,B,D,DB,B+x+y+z).

Marisa:
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11/25/21 - Version 2021.11.25
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- [System] Additional victory quotes added.
- [System] Updated Star Charge helper gauge to be consistent with the one used in the Touhou: Gensokyo Reloaded fullgame.
- [System] Fixed certain attack effects from aerial attacks not disappearing properly on landing.
- [System] Corrected issue where certain attacks that shouldn't be affected by proration were being affected and vice-versa.
- 5y: Recovery decreased by 4f, blockstun increased by 1f, hit velocity slightly decreased.
- 5z: Startup decreased by 2f, damage increased (54->60), hit velocity decreased.
- 6z: Fixed oversight where landing animation could not be cancelled into Specials or Spellcards if move successfully makes contact.
- Witch Leyline [All Ver]: Startup decreased by 2f.
- Witch Leyline [X Ver]: Damage decreased (90->80).
- Witch Leyline [Y Ver]: Now possesses projectile invulnerability.
- Witch Leyline [Z Ver]: Damage increased (90->100).
- Witch Leyline [EX Ver]: Damage increased (115->120).
- Narrow Spark: All non-EX versions now deal exactly 3 hits. Animation timings, damage & proration adjusted to compensate.
- Narrow Spark [X Ver]: Startup decreased (24f->18f), damage per hit decreased (50x1->25x3), is now -11 on block.
- Narrow Spark [Y Ver]: Startup decreased (24f->22f), damage per hit decreased (39x2->30x3), is now -6 on block.
- Narrow Spark [Z Ver]: Startup increased (24f->26f), frame advantage unchanged.
- Narrow Spark [EX Ver]: Number of hits increased to 5, damage per hit decreased (47xN->27xN), proration decreased (93%xN->95.6%), frame advantage unchanged.
- New Special(s): Grand Stardust (D,D+x/y) and Magical Reusable Bomb (D,D+z).

Mima:
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11/25/21 - Version 2021.11.25
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- [System] Fixed issue with flight & recovery landing that rendered certain combo routes invalid when used against Mima.
- [System] Fixed issue with certain attacks during Flight Mode causing Mima to erroneously turn if opponent was directly underneath her.
- 6z: Fixed issue where effects would persist after Mima lands.
- 3z: Fixed oversight where move could be jump cancelled on block, guard hitvelocity decreased.
- "Orreries Sun": Initial activation animation now has 20f of pre-superpause startup, Spellcard name now persists during entire duration of the move until release.
- "Flare Star": Changes from Version 2021.01.16 reverted.

Sakuya:
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11/25/21 - Version 2021.11.25
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- [System] Fixed oversight in juggle flag resets.
- [System] New victory quotes added against more characters. Several older victory quotes removed.
- [System] AI routines from Gensokyo Reloaded fullgame added, Sakuya will now actually fight back when AI is enabled.
- [System] Corrected command buffer for 6y and 4y; the former command will now always take priority over the latter.
- 5z: Fixed oversight where move would give p2 more Power on block than intended.
- 2x: Sakuya now returns to normal width during recovery frames.
- 2z: Fixed oversight that wouldn't apply bonus hitstun against airborne opponents on counterhit.
- j.5z: Fixed bug where effects would persistent after Sakuya lands.
- Time Paradox: Fixed an issue where the move could be used twice in a juggle.
- Time Paradox: Increased Sakuya's width during startup.
- "Inscribed Red Soul": Now plays landing sound effect during recovery.
- "Sakuya's World": Fixed issue where projectiles spawned during timefreeze would ignore damage scaling.
- "Sakuya's World": Added failsafe that would immediately cancel the timefreeze effect if Sakuya is somehow hit or if an opposing Sakuya uses "Sakuya's World" at the same time.
- "Jill the Ripper": Time restriction removed, Sakuya can now perform "Jill the Ripper" at any time while "Sakuya's World" is active.

Utsuho:
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11/25/21 - Version 2021.11.25
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- [System] Control Rod charge can now be carried over to Utsuho's other Specials.
- [System] New Victory quotes added, older unused Victory Quotes removed.
- [System] Fixed issue where certain effects from Aerial attacks were not being removed properly upon landing.
- [System] Corrected behavior of ground recovery tech.
- [System] Corrected issue where certain attacks that shouldn't be affected by proration were being affected and vice-versa.
- [System] Corrected issue where Control Rod charging effects would erroneously play at the beginning of ground tech recovery animation.
- [System] Updated charge gauge graphics to be consistent with those in the Touhou: Gensokyo Reloaded full game.
- [System] Crouching hurtbox size decreased.
- j.5x: Fixed oversight where 75% hard proration was not being applied if used at the beginning of a combo.
- Hell Geyser: Minimum & maximum startups decreased (24f~94f->14f~84f).
- Flare Up [Z ver]: No longer possesses startup invulnerability.
- Radiant Blade: Hitbox & hurtbox ranges extended.
- "Creeping Sun": Fixed oversight where move didn't cause a Hard Knockdown.

Yuuka:
Quote
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11/25/21 - Version 2021.11.25
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- 5z: Fixed bug where charged version's armor state would ignore hitpause, which would cause the attack to whiff in certain situations.
- 5z (Charged): Startup decreased by 8f.

Yuyuko:
Quote
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11/25/21 - Version 2021.11.25
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- [System] New victory quotes added. Certain older & unused winquotes removed.
- [System] One new palette added. All references to a certain South Korean MMORPG are purely coincidental.
- [System] Fixed oversight in damage dampener code that would cause certain attacks to not be affected by proration when they should and vice versa.
- [System] Screen will now display two spellcard names at once if the effect of the first spellcard lingers after use.
- 6z: Fixed oversight that prevented move from hitting multiple times against airborne opponents.
- j.2z: Fixed issue where proration would not apply properly to the next hit.
- Throw: Fixed issue where throw would not cause a true hard knockdown against certain opponents.
- Throw [Back]: Yuyuko no longer turns immediately after grab is successful.
- Eternal Wandering: Now turns to face opponent on use.
- Lance of the Swallowtail Crest: Damage decreased (70->60)
- "Ticket to the Netherworld": Removed. Replaced with Ghost Sign "Ageless Dream" (Version 2017.03.19 changes reverted).