--------------------------------------------- Flandre Scarlet (Flandre_RP) (Touhou: Gensokyo Reloaded version) --------------------------------------------- Author: RicePigeon, edited by PlasmoidThunder ------------------ Contents ------------------ 1. Contents (You're reading this) 2. Disclaimer 3. Version Changes 4. Movelist 4a. Command Moves 4b. Specials 4c. Spellcards 5. FAQ 6. Credits ------------------ Disclaimer ------------------ Please remember that the only official download location for this edit is my website (https://plasmoidthunder.neocities.org). While I don't care if it's rehosted somewhere else, there is no guarantee that will be the latest version, so if you have downloaded this edit from another website, I strongly recommend you redownload it from my website so as to ensure you have the most recent version. Thank you. ------------------ Version Changes ------------------ ===================================== 09/12/20 - Version 2020.09.12 ===================================== - Air Throw: Fixed inability to air tech. - Air Throw: Fixed an issue where the opponent would enter the wrong state when knocked away. - Air Throw: Opponent now faces Flandre when knocked away. - Taboo "Laevatein": Fixed debug errors. ===================================== 08/30/20 - Version 2020.08.30 ===================================== - [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. - Ground Dash velocities adjusted. - 2x: Hit velocity changes from 2020.05.28 reverted. - 2x: Hitbox size slightly decreased. - 2z: Hit velocity on block increased. - j.5x: Altered momentum when cancelled from a Ground Dash. - j.5x: Hitstun & Blockstun reduced by 1f. - j.5x: Active frames adjusted (3(6)3->2(4)2). - j.5x: Hitpause increased. - j.5y: Altered momentum when cancelled from a Ground Dash. - j.5y: Startup increased by 1f. - j.5z: Altered momentum when cancelled from a Ground Dash. - j.5z: Startup increased by 1f. - j.5z: Hit velocity on block decreased. - j.2z: Altered momentum when cancelled from a Ground Dash. - j.2z: Startup increased by 1f. - Throw: Fixed IKEMEN-exclusive bug. - Throw: Removed fall parameter glitch. - Throw: Hitbox size decreased. - Air Throw: Altered momentum when cancelled from a Ground Dash. - Air Throw: Fixed IKEMEN-exclusive bug. - Air Throw: Removed fall parameter glitch. - Air Throw: Hitbox size decreased. - Destroyer Claw: Damage adjusted (110/120/130->100/120/140), block damage adjusted (22/24/26->20/24/28). - Destroyer Claw: Proration multiplier decreased (75%->80%). - Destruction Arrow: Hit velocity on block decreased. - Royal Flush: Fixed an issue where the first hit didn't apply proration and the final hit applied proration twice. Damage values adjusted to compensate, though the total damage is unchanged. - Forbidden Barrage "Starbow Break": Damage decreased (227->221), block damage decreased (47->44). - Forbidden Barrage "Starbow Break": Recoil velocities when colliding with the screen edge increased. - Forbidden Barrage "Starbow Break": Target hitpause on final hit decreased. ===================================== 05/28/20 - Version 2020.05.28 ===================================== - 5x: Hitvels reduced (4.5 -> 4). - 2x: Hitvels reduced (4.5 -> 4). - 2y: Blockstun reduced by 2f. - Taboo "Laevatein": Fixed a hitvel issue when used against armoured opponents. ===================================== 10/16/19 - Version 2019.10.16 ===================================== - [System] Updated command input detection in regards to turning. - Taboo "Laevatein": Added effect at the end of the final swing. ===================================== 10/11/19 - Version 2019.10.11 ===================================== - [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. ===================================== 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. - [System] Adjusted head and mid positions. - 5z: Recovery increased by 1f. - 5z: Hurtboxes adjusted during recovery frames. - 2z: Recovery decreased by 2f. - Throw: Opponent no longer affects camera movement during the aerial version. - Comet Bow: Blockstun decreased by 2f. - Comet Bow: Hitvels reduced. - Comet Bow [X ver]: Projectile invulnerability removed. - Comet Bow [X ver]: Recovery decreased by 4f. - Comet Bow [Y ver]: No longer hits overhead. - Comet Bow [Y ver]: Startup decreased by 2f. - Comet Bow [Y ver]: Recovery decreased by 6f. - Destruction Arrow: Increased the interval between the ring effects being drawn. - Destruction Arrow: Hitvels adjusted. ===================================== 07/09/19 - Version 2019.07.09 ===================================== - Fixed issue that caused VSelect to crash upon loading Flandre. - Royal Flush: Added dust effect. ===================================== 06/09/19 - Version 2019.06.09 ===================================== - Smacked head against wall. - Forbidden Barrage "Starbow Break": Fixed behaviour when the move is guarded that I broke when fixing the other issue. ===================================== 06/08/19 - Version 2019.06.08 ===================================== - Comet Bow: Blockstun decreased by 2f. - Comet Bow [X ver]: Startup increased by 2f. - Comet Bow [Y ver]: Hitvels reduced. - Comet Bow [Y ver]: Recovery increased by 4f. - Comet Bow [Y ver]: Damage increased (70->90). - Straight Flush: Fixed inability to counterhit. - Destruction Arrow: Blockstun decreased by 2f. - Destruction Arrow: Recovery on hit/whiff increased by 5f, hitvels adjusted to compensate. - Destruction Arrow: Recovery on block increased by 2f. - Royal Flush: Y hitvels increased on penultimate hit. - Forbidden Barrage "Starbow Break": Fixed issues when hitting Helpers and characters when armoured. - Taboo "Weapon of Mass Destruction": Fixed visual issues during superpause. ===================================== 05/17/19 - Version 2019.05.17 ===================================== - Comet Bow: Effect now disappears if Flandre is hit before leaving the ground. - Straight Flush: Effect now disappears if Flandre is hit before leaving the ground. - Secret Barrage "And Then Will There Be None?": Fixed power gains with finisher version. - Secret Barrage "And Then Will There Be None?": Fixed issue where Flandre would enter the finisher animation despite the opponent surviving the attack. ===================================== 05/14/19 - Version 2019.05.14 ===================================== - First release. - Reluctantly used the American date format, gargh. - Changes from original version (as of the above date): -- [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 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. -- Sprite file has been rebuilt and reorganised, removing unused sprites and palette indexes. -- Adjustments to sprite alignment. -- Sprites have been colour separated. -- Now has 30 palettes in total. -- Victory quotes have been redone. -- 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. -- 5z: Fixed bug where proration wasn't applied properly. -- 2y: Fixed visual bug with effect during hitstun. -- 3y: No longer loses overhead properties when chained into. -- j.5x: Fixed visual bug with effect during hitstun. -- j.5y: Fixed visual bug with effect during hitstun. -- j.5z: Replaced with a new move. Old input remapped to j.2z. -- j.2z: Groundbounce counterhit proration multiplier decreased (85%->90%). -- Throw: Normal proration decreased (85%->90%). -- Throw: Can now be used in midair. -- Starbow Break: Removed. Replaced with Comet Bow. -- Catadioptric: Removed. Replaced with Straight Flush. -- Destroyer Claw: Reworked. Now features full startup invulnerability, with the version instead determining the inv duration. -- New Special: Destruction Arrow ([B],F + x/y/z in the air). -- Royal Flush: Command changed to [F],B + x/y/z. -- Royal Flush: All versions now prorate to 80% if all hits connect, damage values adjusted to compensate. -- Royal Flush: Hitboxes and hitvels adjusted to allow each hit to more reliably connect against airborne opponents. -- Guard Cancel Counter: No longer gains counterhit bonuses. -- Taboo "Laevatein": Completely redone. -- Taboo "Four of a Kind": Removed. Replaced with Forbidden Barrage "Starbow Break". -- Taboo "Weapon of Mass Destruction": Damage decreased (45*49xN->40xN). -- Taboo "Weapon of Mass Destruction": Power gains adjusted. -- Taboo "Weapon of Mass Destruction": Explosion now hits fullscreen. -- Secret Barrage "And Then Will There Be None?": Is no longer a one-hit KO, various attributes adjusted to compensate. -- Secret Barrage "And Then Will There Be None?": Usage restrictions removed. -- Secret Barrage "And Then Will There Be None?": Fixed visual bug where reflections would still be drawn during cinematic. ------------------ Movelist ------------------ X - Light Attack Y - Medium Attack Z - Heavy Attack A - Dash Shortcut B - Shortcut for x+y C - Shortcut for x+y+z Start - Taunt ------------------ Command Moves ------------------ Note: Each move indicates if it can be done on the ground only [G], in the air only [A], or both [GA] * F,F or F+a (66 or 6a) - Forward Dash [GA] - Both the ground and aerial versions can be cancelled into aerials. * B,B or B+a (44 or 4a) - Backward Dash [GA] - Both the ground and aerial versions can be cancelled into aerials. * y+z (5yz) - Forward Throw [GA] - Ground version can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the middle of an attack. * B+y+z (4yz) - Backward Throw [GA] - Ground version can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the middle of an attack. * DF+y (3y) - Overhead Claw [G] - Flandre leaps forward and does a low to the ground version of her j.2Z. * j.D+z (j.2z) - Spiral Claw [A] - Flandre performs a downward slash that knocks airborne opponents straight towards the ground. ----------------- Specials ----------------- * B,DB,D + x/y/z (412x, 412y, or 412z) - Guard Cancel [G] - Requires 1000 Power, can only be done during blockstun. Flandre counterattacks using a special version of Destroyer Claw that provides additional frames of invulnerability. * [D],U + x/y ([2]8x or [2]8y) - Comet Bow [G] - Flandre jumps straight up before charging forward at an angle like a comet, complete with a multicoloured particle trail. The button pressed determines the sharpness of the angle Flandre descends at and the damage the move does, with the X version going at a 55 degree angle and the Y version going at a 30 degree angle; the X version can also go behind the opponent if used at close range, crossing them up. The X version hits overhead, while the Y version is projectile invulnerable for the duration of the attack. * [D],U + z ([2]8Z) - Straight Flush [G] - Much the opposite of Comet Bow, Flan leaps a fair distance forward and then slams straight down. Very unsafe on block, but launches the opponent up on hit and also hits OTG, making it great for starting combos or as a followup to 2Z. * [B],F + x/y/z ([4]6x, [4]6y, & [4]6z) - Destroyer Claw [G] - Flandre strikes with a powerful slash that tears the entire area in front and above her. Excellent anti-air and the fast startup time allows it to be used in combos. All three versions have the same timing, but different damages and provide different durations of startup invulnerability. * [B],F + x/y/z ([4]6x, [4]6y, & [4]6z) - Destruction Arrow [A] - Flandre does a quick midair backflip before launching herself forward at speed, making for a great aerial approach option, a means to chase the opponent down, or a way to keep up the pressure. The button pressed determines the move's trajectory and startup. Hits overhead. * [F],B + x/y/z ([6]4x, [6]4y, & [6]4z) - Royal Flush [G] - Flandre moves forward with a barrage of claw strikes before slashing the opponent away from her. The move is quite versatile, being good for pinning the opponent toward the wall and building meter, with the duration of the move acting as a fantastic buffer for Flandre's Spellcards. The unconventional forward-back charge lets Flandre buffer it in while approaching, complimenting her rushdown nicely. The button pressed determines the number of hits and subsequently the distance Flandre travels. ----------------- Spellcards ----------------- ============================= Level 1 Spellcards ============================= * [DB],DF,DB,U + x/y/z ([1]318x, [1]318y, or [1]318z) - Taboo "Laevatein" [G] - Flandre summons her iconic Laevatein and swings it in front and then above her, before increasing its size for one final downward slice. Although the initial swings only count for two hits, if the horizontal swing misses, the upward swing will hit twice instead so as to retain its full damage if used as an anti-air. Completely invulnerable until the end of the upward swing. The initial swings hit mid and the final swing hits overhead, though there's a small window where the opponent can hit Flandre before the final swing if the initial swings are blocked. NOTE: An alternate command input of [DB],D,DF,F,U ([1]2368) will also work for this attack. * [B],F,B,F + x/y/z ([4]646x, [4]646y, or [4]646z) - Forbidden Barrage "Starbow Break" [G] - Flandre flies toward the opponent with tremendous speed that allows her to completely bypass projectiles. On hit, she launches the opponent upward before attacking them multiple times with a multicoloured barrage of lightning-fast strikes. If the opponent manages to block the initial hit, Flandre will recoil backward a small distance. ============================= Level 3 Spellcards ============================= * [B],F,B,F + x+y+z ([4]646xyz) - Taboo "Weapon of Mass Destruction" [G] - Must be selected prior to match. Flandre conjures a ball of destructive energy in her hands, then hurls it at the opponent. Very slow moving and Flandre can follow up after the orb starts moving. The orb will violently explode when it comes into contact with anything other than Flandre. * [B],F,B,F + x+y+z ([4]646xyz) - Secret Barrage "And Then Will There Be None?" [G] - Must be selected prior to match. Flandre leaps into the shadows, going through the opponent as she attacks from the darkness in a blindingly fast barrage of strikes. If the assault manages to finish the opponent off, Flandre will grab the "eye" of the opponent and crush it, destroying them instantly... Or so it might seem. Highly punishable if blocked, but completely invulnerable until she reappears. ----------------- FAQ ----------------- Q: Is Flandre cute? A: Yes, very. ------------------ Credits ------------------ Elecbyte - For making M.U.G.E.N ZUN - For creating Touhou Project RicePigeon - For making the base character Kurogane - Original sprites & effects, recycled code portions Daniel9999999 - Recycled code portions Flawless - Original X-Costume Selector code DoomBowser - Code cleanup Palette Contributors: - _Data_Drain_ - DoomBowser Testers: - _Data_Drain_ - Gudine - Jenngra505