Juan José
3.7K posts

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Steam:store.steampowered.com/app/1970030/
Hello everyone, we plan to implement the English versions on May 1st. Please stay tuned.
皆さん、こんにちは。5月1日に日本語版を実装する予定です。どうぞご注目ください。
한국어는 아직 좀 기다려 주셔야 해요. 그래도 저희는 힘내고 있답니다.
幽紫kk-二色幽紫蝶 &ACT游戏新作「东方华心传」已EA发行@youziKK
#东方华心传 #東方華心傳 #東方华心伝 #TouhouBloomingSoul 已正式在Steam解锁发行,首发-10%,大家可以立刻开玩。默认支持简中、繁中。 接下来的一个月,我们会逐一追加英语、日语和韩语,请海外玩家耐心等待,也可以趁首发优惠先行入手。
日本語
Juan José me-retweet

Osea el gameplay de Cloud en Rebirth es una mierda por que el tipo baila con el mandoble?
El dude este es retrasado por mayor.

Chino Chattino@ChinoChatino
Notice how Genshin animations actually have weight to them? So many gachas make a claymore feel like a toothpick, but in genshin, every hit feels earned. It’s the difference between a floaty mobile game and a polished RPG. 💎
Español

La generacion actual es tan jodidamente rota que se cree que todos los hombres jugamos juegos para tirar por minas y que entramos a estos juegos lobotomizados cuando la realidad es que otra vez, hombres y mujeres no somos una mente colmena.
Muchos personajes en gachas no estan hechos unicamente para mujeres u hombres, estan creados para atraer a los 2 publicos, creer que los "hombres" solo queremos "waifuss/harem" es de una generacion que se ha vuelto con el pasar de los años mas extrema.




Wisaka@wisanyanya
No one plays gacha games for male power fantasy tf are you on
Español
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April 24 Update Preview
Elite Enemies & Vanguard Enemies Adjustments
• Adjusted the Super Armor coverage for enemies' idle states and reduced the Super Armor levels during the recovery frames of certain moves.
• Standardized the low-HP Guard Break rule for Elite Enemies, which now triggers uniformly at 20% HP.
• Increased the Max HP limit for Elite Enemies and added new combat mechanics for specific Elite Enemies.
• Optimized the spawn mechanics in Vanguard Battle Spaces: platforms will now automatically disappear after any Elite Enemy spawns or is Guard Broken, improving combat fluidity.
• Fixed an issue where monsters would abnormally continue to spawn after certain Elite Enemies were defeated.
• Fixed an issue with excessive enemy numbers on the field, and corrected an anomaly where defeating a charging [Raiju] would cause another one to spawn continuously.
• Adjusted the Guard Break mechanics for [Take-Mikazuchi]: changed from a part-based Guard Break system to triggering at a 50% HP threshold per phase.
• Optimized [Take-Mikazuchi]'s hit detection: if the character successfully blocks the phase-transition slam without entering a passive hit state, the Stun negative effect will no longer be applied.
• Increased the startup frames and damage for certain moves of [Take-Mikazuchi].
• Removed [Take-Mikazuchi]'s random fire meteorite drop and mouth-thrusting attack moves.
• Optimized general enemy AI logic.
• Adjusted the cooldowns and mechanics of enemies' barrage-type moves.
• Adjusted the mechanics of [Izanami]'s energy orb move during the [Take-Mikazuchi] battle: the orbs will now detonate upon approaching the character, dealing only explosion damage without leaving a persistent AoE damage zone. Also made visual and numerical adjustments to her phase two mass-orb move.
• Optimized [Izanami]'s combat mechanics: her hit-escape will no longer interrupt the character's actions. Increased the decay rate of her shield and removed its collision detection.
• Increased the startup frames for most of [Izanami]'s moves and optimized attack warning indicators; additionally, increased her Max HP and move damage.
• Optimized [Izanami]'s interactions with Block and Super Armor levels, allowing characters to handle more combat situations utilizing Super Armor or Block.
• Redesigned the logic and visual performance of certain moves for [Izanami].
Combat System & Operation Optimizations
• Fixed the input overlapping issue when characters consecutively cancel moves.
• Fixed abnormal move connection detections after a character performs a drop-down action.
• Further reduced the hitstop (frame freeze) duration when a character takes damage while in the Super Armor state.
• Added system mechanic descriptions for [Super Armor] and [Ultra Super Armor]. Successfully blocking an enemy's grab skill utilizing [Ultra Super Armor] now triggers exclusive visual effects and audio cues.
• Added multiple Character Customization settings to accommodate different player control preferences.
Character Optimizations & Fixes
ICEY
• New Mechanic: Aerial [Electron Flow] can now be charged, and [Shadow Dance] can now be cast in the air.
• Optimized combo interruption logic: [Regeneration] and Dash will no longer interrupt standard move combos.
• Optimized the casting feel of specific moves after normal attack combos and dash cancels, fixing input loss caused by displacement deviations.
• Enhanced Armor/Guard Break capabilities for ICEY's specific strong moves:
• [Regeneration] breaks enemy Guard upon trigger.
• The final hit of [Overload] breaks enemy Super Armor.
• [Resonance] and [Shift] break enemy Guard.
• Successfully casting moves with charging properties now increases their Super Armor break detection level.
• Added effect description for the Potential combination [Electron Flow]: successfully casting the enhanced move can break Super Armor.
• Adjusted [Brutal Blade] mechanics: the character enters a Dodge state during the attack, and the original suction-on-hit effect has been removed.
• Adjusted [Neutralize] mechanics: the character enters a Block state during the attack.
• Adjusted [Bounceback] mechanics: the character enters a Dodge state during the attack.
• Split and reconstructed Potential combinations; [Sweep]-related combos are now [Electron Flow]-related combos:
• Hitting enemies with [Electron Flow] slightly recovers MP.
• The moment [Electron Flow] attacks, the character briefly enters an Invincibility state.
• Optimized visual stuttering when ICEY continuously attacks enemies.
• Comprehensively optimized combo controls, including: additional slash for [Skewer], clone positional swap for [Shadow Dance], aerial follow-ups for [Divide], and the casting speed of [Surge] and [Shift] after entering their respective stances.
• Optimized aerial normal attack combos and the feel of transitioning into normal attacks or [Pummel] after dashing.
• Fixed an issue where the unenhanced [Pummel] would incorrectly trigger skill tear effects upon hitting an enemy on the third aerial hit.
• Fixed an issue in Phase 6 stages where [Shadow Dance] clones would incorrectly track destructible objects; [Shadow Dance] can now normally track and hit [Take-Mikazuchi]'s head.
• Fixed an issue where the hidden effect of [Electron Flow] ([Sweep] and [Sweep(Air)]) failed to maintain full invincibility during casting while possessing a shield.
• Fixed an issue where landing from a diagonal downward dash would abnormally cancel dodge invincibility frames.
• Fixed abnormal MP recovery mechanics during jump cancels.
• Fixed an issue where ICEY's clones could not properly lock onto [Take-Mikazuchi]'s head.
• Fixed an issue where hitting an enemy with aerial [Sweep] would fail to trigger the bounce action if the fall height was too high.
• Fixed an issue preventing smooth transitions from aerial dashes to jumps.
• Fixed an issue where casting [Brutal Blade] after a double jump and inputting further skill commands would incorrectly cast the unenhanced [Pummel].
• Fixed an issue where skill derivations following a grounded enhanced [Skewer] failed to receive enhancement effects.
• Fixed an issue where normal attacks could not be used after casting an aerial [Surge] and transitioning into a dash.
• Fixed an issue where the character could still be hit by enemy throws despite successfully triggering a block during [Neutralize].
Mai
• Fixed an issue where the first hit of the aerial normal attack did not properly receive the [Moon Blossom] damage buff.
• Fixed an issue where [Floral Blizzard Blossom] could not be cast when connecting skills from a Down+Dash at specific heights; this action can now connect to [Moon Blossom] earlier.
• Optimized the control logic for aerial [Floral Blizzard Blossom], allowing an earlier transition to the Special button [Moon Blossom].
• Adjusted the damage composition of [Sylvan Hurricane Assault].
• Adjusted the pursuit control logic for [Sylvan Hurricane Assault]: it now requires inputting the Special button before the Attack button to cast.
• Optimized the hidden effect detection of [Sylvan Hurricane Assault]; an early transition to [Moon Blossom] no longer strictly requires a successful pursuit.
• Optimized the casting logic for the Special button [Moon Blossom]; it can now be cast directly without directional inputs.
• Added an option in Character Settings to "Disable Spear Throw on Dash Hold."
• Fixed missing dodge frames for a short duration when immediately following a dash with [Sanzashi].
• Fixed missing dodge frames for a short duration after landing from an aerial dash transitioning into [Floral Blizzard Blossom].
• Fixed an issue where an aerial dash might not connect to a jump after a single upward jump.
Hakumen
• Fixed an issue where connecting a normal attack after [Shiden] under specific circumstances would cause incorrect combo count calculations.
• Increased the interrupt priority of Hakumen's jump actions over certain normal attacks.
• Fixed an issue where the Super Armor damage reduction from [Universal Enhancement] did not properly apply to [Kokuujin: Shippu].
• Optimized the damage immunity mechanics for [Renka]: after gaining the immunity effect, it will now be maintained throughout the falling period of an aerial Down+Attack.
• Reworked the animation for Hakumen entering the [Overload] state.
• Adjusted the normal attack combo counts when connecting after [Kokuujin: Shippu] and a successful [Yanagi] grab.
• Fixed an issue where the character could not turn normally when connecting to other moves after landing from a downward normal attack.
• Fixed an issue where taking damage while in a damage immunity state failed to trigger the on-hit SP recovery effect.
Λ-No.11-
• Optimized the input feel for [Legacy Edge], and the character now gains damage immunity while charging.
• Optimized the mechanics of [Sword Summoner EX], allowing its final hit to recover MP.
• Enhanced the mobility of [Exiga Nail] and [Corsair Sabre], upgrading their dodge effects to Invincible Dodge status.
• Optimized skill chain mechanics: casting [Corsair Sabre] and [Act Parcer Tri: Cavalier] in the air will now reset the aerial normal attack count.
• Fixed an issue where the 2nd and 3rd dash segments could not be used to cancel move recovery after connecting an aerial skill to a normal attack.
Ragna
• Optimized move connections: releasing the Down directional key and inputting a skill before landing from an aerial Down+Attack will now directly cast [Gauntlet Hades].
• Reduced the startup frames for connecting [Inferno Divider] to an aerial [Carnage Scissors].
• Fixed an issue where Down+Dash could not be input during dash attacks and [Blood Scythe].
• New Hidden Effect: The character gains a dodge detection state during the startup frames of a dash attack.
• Adjusted the control logic for dash attacks: holding the dash key will no longer trigger continuous dash attacks.
• Reduced the hitstop effect on the character when [Blood Scythe] hits an enemy.
Jin Kisaragi
• Adjusted the invincibility mechanics of the [Time Freeze] Talent: changed from Invincibility to Damage Immunity. The invincibility effects during generic knockdown recoveries and mid-air recoveries have also been synchronized to Damage Immunity.
• Fixed an issue where residual invincibility from a successful block failed to clear properly when switching moves.
• Fixed an issue where the exclusive block visual effect was missing for the [Hirensou] move after acquiring the "Draw Sword Block" Potential.
• New Mechanic: Successfully blocking will now grant an additional damage boost.
• Optimized the control feel of connecting a jump from the 2nd hit of the aerial normal attack.
• Optimized pursuit mechanics: after hitting an enemy with certain moves, casting the 1st hit of grounded enhanced normal attack or the 2nd hit of aerial enhanced normal attack within a short time will trigger a pursuit effect, granting Damage Immunity for the duration.
• Added Character Customization: Players can now freely choose to disable "Freeze/Slow" effects (excluding specific moves).
• Optimized the performance and hit detection of the SP Skill [Rengoku Hyouya].
• Adjusted the command input for [Musou Senshouzan] to "Up/Down + Dash".
• Optimized sheath state retention logic: holding the directional key to enter a running state after a grounded [Musou Senshouzan [Extend]] will no longer cancel the sheathed state.
• Added "Sheath Enhanced" branch versions for [Musou Senshouzan [Extend]], [Musou Tosshougeki [Break]], and dash attacks. The sheathed version of [Musou Senshouzan [Extend]] can now trigger a ground bounce effect.
• Optimized the animation for [Musou Tosshougeki [Break]]: reduced total action time, and adjusted fall speed and sheathing timing.
• Optimized the hitboxes for all dash-type moves, increasing the success rate of dodges and blocks, and reducing the probability of being hit by undodgeable attacks.
• Optimized move connections for all [Hyouten Danka] variants, allowing faster transition to jump commands after casting.
• Fixed an issue where an aerial "Attack + Skill" could not smoothly transition into ground skills.
• Fixed an issue where the 2nd hit of [Touga Hyoujin] could not connect to [Hiyoku Getsumei].
• Increased the damage multipliers when connecting an Issen from [Sekkajin [Ki]] / [Sekkajin], and when inputting a skill during a grounded [Kokuujin: Yukikaze].
• Reduced the command startup for connecting an Issen from [Sekkajin [Ki]]. [Kokuujin: Yukikaze] can now cast active Issen faster, and transition into jumps or dashes more swiftly after an Issen.
• Optimized the chaining logic for [Fubuki] and [Sekkajin] within normal attack combos, allowing for freer integration.
• Fixed an issue where a sheath-enhanced Issen would fail to hit targets at point-blank range.
• Fixed hit detection offsets for sword aura visuals during dash attacks.
• Fixed an issue where enemy freeze duration was insufficient when casting prolonged SP skills at max SP.
• Fixed an issue where enemies would abnormally launch vertically if Jin used continuous freezing attacks after hitting them with Naoto Kurogane's Legacy Skill 1.
• New Hidden Effects for Jin Kisaragi:
• Successfully executing a Draw Sword Block resets available mid-air jumps and dashes.
• A Draw Sword Block recovers MP/SP; doing so from a sheathed state significantly increases the recovery amount.
• A successful [Kokuujin: Yukikaze] block recovers SP.
• Casting Special or "Attack + Skill" while sheathed recovers MP; executing a Draw Sword Block simultaneously grants extra MP.
• Casting [Hyouten Danka] by any means recovers MP.
• Hitting Frozen/Slowed enemies grants extra MP recovery.
• Jumping or dashing while sheathed retains the sheathed state and grants corresponding enhanced derivations.
• Consecutive hits from [Hiyoku Getsumei] on the same enemy no longer trigger damage decay.
• Holding the input while dashing seamlessly connects to [Fubuki]/[Sekkajin].
• When dashing at the exact moment of sheathing and maintaining the hold input: pressing Attack while releasing the Left/Right directional keys casts a Sheath Enhanced Attack; pressing Attack while holding the Left/Right directional keys casts a Sheath Enhanced Dash Attack.
Es
• Fixed an issue where the attack animation for [Type:Slasher "Galahad"] would abnormally interrupt under certain conditions.
Bullet
• Fixed an issue where quickly pressing Attack or Down+Jump after an aerial dash would abnormally trigger a downward dash.
Naoto Kurogane
• Adjusted the mechanics for "Universal Enhancement III," adding a damage decay mechanism upon consecutive triggers.
Taokaka
• Fixed an issue where overlapping visual effects of ground electrical skills caused screen overexposure.
• Fixed several known input/control anomalies.
Hibiki
• Fixed a series of anomalies triggered by extreme inputs.
Noel
• Fixed an issue where immediately connecting an aerial [Overload] after a dash could incorrectly derive a dash detection.
• Fixed an issue where transitioning to different directions or segments of normal attacks shortly after an aerial [Overload] would only release the first segment of the aerial normal attack.
• Optimized the connection feel of aerial normal attacks and uppercuts; dashing into a normal attack and releasing the button now smoothly casts the second segment of the aerial normal attack.
Other Fixes
• Removed poorly placed aerial and platform traps that severely hindered combat fluidity in certain stage scenes.
• Optimized the Covenant & Cost system: removed negative costs that caused a poor experience, and added/optimized several positive Covenant effects.
• Refined the UI presentation of the Black Market Tactics system: unified the icons and effect names of [Trial] options to match Black Market Covenants.
• Enhanced collection feedback in the Tactics Tree: players can now visually distinguish unlocked Tactics during combat.
• Enhanced visual feedback and stage prompts when the clear reward is [Exchange Points], [Max HP], or [Max MP].
• Optimized the visibility of [Reki]'s Phase 2 arena, allowing players to clearly identify her position and current action.
• Optimized the Infinite Shop interaction before the final Vanguard in Mind Training: attempting to buy "Remove Negative Effect" when lacking any will now trigger an un-purchasable prompt.
• Optimized the UI for the room selection in [Extreme Difficulty]; the "Double Rewards" indicator for regular combat spaces is now more prominent.
• Fixed an issue preventing the unlocking of specific achievements, restoring their acquisition methods.
• Fixed an issue in the [Sweeper] stage where model collisions on the elevator could trap the character beneath the scene geometry.
• Fixed an issue where visual effects on the character would abnormally loop during stage transitions.
• Fixed an issue where humanoid Vanguard enemies could bypass standard recovery animations and forcefully trigger attacks while knocked down.
• Optimized the hit visual feedback for [BFW-3000] and regular monsters, and completely fixed an issue where [BFW-3000] would lock its HP and become unkillable in certain states.
• Optimized the visual effects when using [Compound No. 5].
• Fixed an issue where [Watcher] could be juggled infinitely to death due to abnormal juggle hitboxes.

English
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SSJ4 GT Goku for Daima Goku is out! Has a costume and replacer version.
Thank you to @RCBurrito for recording the advanced combos in this video. Link in reply
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