Rivals of Aether

Rivals of Aether

Youmu Konpaku
Showing 1-9 of 9 entries
Update: 30 Sep, 2019 @ 2:39am

v1

Update: 29 Sep, 2019 @ 11:59pm

v0.90

I'm really happy to say that with this version, Youmu is now feature complete! There's some smaller balance changes in here, I think, but I didn't document those because it took me so long to get the Dspecial working. Still pending hurtbox fixes, but I'm removing the WIP tag from the title.

Update: 28 Sep, 2019 @ 3:03am

v0.50

Neutral and forward specials are now implemented! All that's left is the down special, then I'll fix the hurtboxes and I'll mark Youmu as "complete." There'll undoubtedly still be some balance issues (among other small things), but she'll be fully playable.

This also changes the charselect image (so you can actually see her alternate palettes) and adjusts the hitbox on Fstrong, because I actually had multiple people tell me the hitbox was too small. If you have any other balance/adjustment suggestions, I've made a dedicated discussion thread for it.

Update: 27 Sep, 2019 @ 4:48am

v0.40

myon

I've added Youmu's ghost half. Currently doesn't do anything but follow Youmu around, but you can launch and recall it using her forward special. The plan is to let you use her down special to fire a spiral of bullets around the ghost half. Because, you know, you're not doing your Touhou character mod right if there isn't a lot of bullets.

Update: 26 Sep, 2019 @ 8:05pm

v0.31

I forgot to increment the version number in the config.ini shhh

Added really bad AI and colors. Unfortunately, I'm limited in what I can do with sprites from Hisoutensoku in this regard so I was only able to change the main color of the dress and the eyes.

Update: 26 Sep, 2019 @ 4:18am

v0.30

All ground normals, ground aerials, and strong attacks are now implemented. Again, they DEFINITELY need tweaking, but they're usable. Nspecial, Fspecial, and Dspecial will hopefully come soon, but I have to figure those out first.

I've also removed what's left of the Sandbert sprites. I left in the hurtboxes just in case, but they don't work correctly when you use any of the unimplemented special attacks (which you shouldn't be using anyway).

Update: 25 Sep, 2019 @ 3:56pm

v0.20

No new attacks quite yet, but I've refined a lot of the already implemented attacks. I mainly adjusted hitboxes. Additionally, I also modified some of the frame timings on just about every attack. Trying to get the 3-hit jab working has been a bit of an issue, but hopefully that's mostly fixed now.

Update: 25 Sep, 2019 @ 12:29am

v0.10

Unversioned change, only fixes the Ftilt hurtboxes so I could take the third screenshot here on the workshop page. because i'm lazy

Update: 25 Sep, 2019 @ 12:01am

v0.10

This is the inital WIP release.