安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






This update also fixes some bugs and makes some general improvements, which you can see in the change notes section.
Because of the reasons explained I've overhauled some of her moves to try and encourage a more aggressive playstyle, the new dash attack is helpful for getting in and starting combos, and jab's new follow up hits make it more reliable up close, plus like all multi-attack jabs it can be cancelled into tilts. She also has a new Ftilt, but that's a less significant change and more to do with the fact that the animation of her old Ftilt is now used in the jab combo.
As always, the details of all changes can be found in the change notes section, and feedback on these new changes would be very appreciated, as they're quite significant.
By the way, I haven’t yet started work on Challenger Pack 3, so don’t expect it to come as quickly as Challenger Pack 2 did after the first one.
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, and I can see why. The fact this wasn't touched upon in the description also didn't help. I feel the fact people played her as a zoner is more to do with the fact she didn't have many ways to effectively approach and start combos, rather than due to her having good projectiles; the only one of her projectiles I really feel was good for zoning was her Fair (which has been nerfed again this patch) the other projectiles are pretty slow and linear.
My favorite move would definitely be her down special. I like how, not only it rises you slightly in the air if used airborn, but how the bottle itself can bounce off walls and only explodes when it hits the enemy/ground. It was a tough choice though, considering how I love the way Marisa maintains her vertical momentum (floats) when charging/using her neutral special as well.
Overall, her unique projectiles and varied recovery options makes her a very fun zoner/stage-control character to play with. Considering you titled this “Touhou Challenger Pack 1”, I’m definitely looking forward to seeing what other characters you design in the future!
Ayyyyy. Nice to see a Marisa that maintains her Soku size from the spritesheet ze~
I’m a big fan of the particle effects you implemented like the blast of blue from her fair/dair and the randomly generated star colors from her down special. Plus, the sound effects really help to make the moves feel powerful and satisfying to land on the opponent. I mean, it ain't magic if it ain't flashy! Danmaku's all about that firepower!