Rivals of Aether

Rivals of Aether

[OLD] Marisa Kirisame - Touhou Challenger Pack 1
Showing 1-8 of 8 entries
Update: 20 Aug, 2020 @ 5:12am

V2.3 Update; this update adds support for the MT. Dedede Stadium stage by Smiley_The_Stickman! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2162612549
This update also fixes some bugs and makes some general improvements.

Marisa Kirisame
Version 2.3 Patch Notes

General:
-Added support for the MT. Dedede Stadium stage by Smiley_The_Stickman.
-Respawn platform now renders behind the character.

N special:
-The projectile now faces the direction it is travelling when bashed by Ori.
-You can no longer fastfall right after the floating part of the move begins.

D special:
-You can no longer fastfall right after the move begins.
-You will no longer accelerate suddenly when dropping through a platform at the same time as using this move.

Update: 26 Jun, 2020 @ 4:08am

v2.2.1

Fixed a typo.

It happens.

Update: 18 Jun, 2020 @ 12:44pm

v2.2

Added support for the Dracula boss stage by Harbige12!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2132275518

Update: 4 Apr, 2020 @ 1:36pm

V2.1 Update! When originally creating Marisa, I had intended for her to be an aggressive character, because that suits her, however feedback suggested that people found it most effective to play her as a zoner. The objective of these changes is to overhaul a few of her moves to encourage a more aggressive playstyle.

Marisa Kirisame
Version 2.1 Patch notes

Jab
-Now has follow-up attacks
-Increased endlag of jab 1 by 1 frame

F tilt
-Replaced with a new attack

Dash Attack
-Replaced with a new attack

F air
-Increased startup by 2 frames
-Increased endlag by 7 frames
-Amount of recoil adjusted
-As a result of these changes, doing shorthop Fair will now cause her suffer the move's landing lag, making it much less spammable.

Other
-Updated land animation
-Updated airdodge animation

Update: 29 Dec, 2019 @ 7:05am

v2.0 is here, bringing mainly a lot balance changes and an improvement to the AI. The details of all the changes are listed below, for those who are interested:

Marisa Kirisame
Version 2.0 Patch Notes

Basic Properties
-Weight reduced slightly. This is actually a fix, not a balance change. She was supposed to be 5% lighter than default, but instead I had made her 5% heavier than default. Oops.

F strong
-Damage of the sweetspot increased from 9 to 10.
-Knockback growth of the sweetspot increased from 0.9 to 1.
-Reduced the sliding of the move a bit.

U strong
-Improved consistency of all the hits connecting.
-Startup increased from 9 frames to 16 frames.

D strong
-Startup increased from 11 frames to 15 frames.
-Knockback scaling of the sweetspot reduced from to 1.1 to 1.
-Knockback scaling of the sourspot reduced from 0.9 to 0.8.
-Damage of the sourspot reduced from 8 to 5.
-Increased the endlag of the move, but reduced the whifflag of the move. On whiff, the overall time it takes for the animation to finish is still the same.
-Visual effect of the sweetspot changed.

F air
-Time to charge into a projectile increased from 6 frames to 8 frames.
-Increased startup time by 3 frames.
-Increased endlag by 5 frames.

B air
-Knockback growth increased from 0.5 to 0.8.
-Angle changed from 140 to 135 (45 but facing backwards).
-Damage increased from 7 to 10.

F special
-You are now more vulnerable after the move if it started on the ground but finished in the air.
-Pratland time increased, but only for side special.

U special
-Reduced startup time from 10 frames to 7 frames.
-Reduced knockback growth of the sourspot from 0.85 to 0.75.
-The move’s hitbox can no longer break projectiles. She’s invulnerable to projectiles during the rising part of this move anyway, but now it will better give the impression she is grazing past them rather than destroying them.

Other
-Improved the AI of the CPU version of the character.

Update: 21 Dec, 2019 @ 1:45pm

Update: 21 Dec, 2019 @ 1:44pm

v1.0

Update: 21 Dec, 2019 @ 1:27pm

v1.0