Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Remilia Scarlet(beta)
26 Comments
Looks To The Moon 19 Sep @ 5:46pm 
@SternalSeal tbh, everyone in touhou project is a smash in my book
SternalSeal 11 Sep @ 6:37am 
remilia is a smash, I will not elaborate.
ToshiakiTofu  [author] 16 Aug @ 4:52am 
@DeltaGlitch
Thanks for the comment!
I never imagined someone would discover Touhou through a mod I made and even come to like Remilia — that makes me really happy!

About the projectiles: in the original game, they can be grazed (made harmless by dashing), so I personally think they’re already plenty strong in this game even with their current range.
But hey, since you mentioned it, maybe I’ll extend their range a bit in the next update.lol
ToshiakiTofu  [author] 16 Aug @ 4:44am 
Thank you for your comment.
Regarding the issue with SA1, I tested it myself and it worked normally without causing any crashes.
That makes me think there must be some specific condition that triggers the crash.

One possible cause could be that, in order to replicate the original game, I made each projectile’s trajectory and speed completely random. That randomness might be causing problems.

I’ll release an emergency update soon that temporarily removes the random elements, so please check if that resolves the issue.
sigmund freudian swaggot 15 Aug @ 10:57pm 
Yeah I have the same issue regarding SA1 instantly crashing the game, hopefully that can be addressed since the mod looks sick
DeltaGlitch 11 Aug @ 10:11am 
my favorite character mod!!! i researched touhou because of this and Remilia is my fav character now! the only thing i dislike is that the bullet spray attack (i forgot the name) dissapears far too quickly!
skelli_mramor 9 Jul @ 4:08pm 
SA1 crush whole game just if you press the button of it
Looks To The Moon 30 Jun @ 11:05pm 
I like TouHou, maybe make Yuyuko next?
nok 30 Jun @ 6:18am 
sheesh
the presentation on this mod is very good actually, i quite like it

funny that her intro potentially framekills herself and leaves her pretty weak at roundstart

her supers look very nice but are extraordinarily slow. unless she has moves that leave her +120 (which she should not), you're probably not hitting them

i think this is cool though, good job so far
lets hope she wont be op upon full release
toomanyfragments 28 Jun @ 11:35am 
I see, I didn’t know SpellA had iframes on startup. That actually makes the move a lot better than I initially thought, especially since you can already combo off it after the first two hits by waiting. This game doesn’t usually have combos off iframe moves, even when characters have them. If you want, instead of removing the move entirely, you could consider reworking it into a counter or a hyperarmor move for better balance. If it were a counter, it would likely be more balanced than a raw iframe move you can just throw out whenever your up close. And if it were a hyperarmor move, you'd at least take damage without being stunned, so it could still function the way it does now, just with a drawback.
ToshiakiTofu  [author] 28 Jun @ 4:51am 
I'll do my best to address the movement issues and SB1 in the next update!
That said, I’ve gotten more feedback than I expected, and there’s a lot to fix — so it might take some time…
Still, I really appreciate all the suggestions people are giving.
Everyone clearly knows this game better than I do, lol.
ToshiakiTofu  [author] 28 Jun @ 4:51am 
Thanks for the comment! I started working on this with zero coding knowledge, so getting compliments like that really makes me happy.
About SpellA — it's basically like a Shoryuken (DP) in other fighting games, and it has invincibility on startup. In other words, it's meant to be used either as a combo ender or as a reversal after getting knocked down.
But now I'm wondering... maybe this kind of move isn't really necessary in this game?
Is it the kind of game where you can just combo off of invincible moves normally?
toomanyfragments 27 Jun @ 3:07pm 
This character is really solid overall. I don’t have many thoughts that haven’t already been brought up, especially since most moves are at least consistently viable. That said, there are a few things that could use tweaks for better quality of life. SB1 is a multi-hit ranged move, which is cool, but it doesn’t seem to have good stun you can avoid most of it by DI-ing back, only getting hit briefly. SpellA, when fully played out, seems to reset both players to neutral. I’m not sure if that’s intentional, like a finishing move. Also, all the base attack moves except 3A restrict movement, preventing forward or backward dashing and only allowing jump or super jump. If these were adjusted, I think her combos would feel a lot more open and natural. That said, I’m not sure how changes could be implemented, since I don’t really know how Yomi’s coding works, lol.
Lordo 27 Jun @ 4:13am 
her* ultimate
Lordo 27 Jun @ 4:12am 
well man the stretch is 122 frame can be easily become better moves if u cut the frames and give it super armor with that if it get hit in a case it wont get cancel take ur enemy free cancel and still hits atleast it will have better use cuz in this game speed matters alot and for good example if u wanna the character to have long frame move u can copy nari he ultimate is 999 frame but it stop time in sort at frame 20 and rest its cutscene like it just plays no one can interact while its happening
ToshiakiTofu  [author] 26 Jun @ 3:48pm 
Regarding frame advantage adjustments, your input is really helpful. I assume you're talking about the opponent's hitstun frames, right? About the uppercut, it currently causes a hard knockdown (It was a non-air passive technique in the original as well). But if it’s too strong or doesn’t fit this game, I’ll consider removing that property.

I totally overlooked the fact that all the supers can be parried — thank you for pointing that out. To be honest, I designed the supers with the assumption that they’d be used in combos. Or maybe as risky reversals after a knockdown — not sure how effective that is in this game, though.

In any case, I’ll try to fix whatever I can in the next update. Thanks again!
ToshiakiTofu  [author] 26 Jun @ 3:48pm 
Thanks for the comment!

First, about the names — honestly, there's no better way to call these moves. Everyone who’s played the original game refers to them by these names. If you still think I should name them individually, I can try, but just a heads-up: my naming sense is absolutely terrible, so they might end up sounding pretty weird...

As for Remilia Stretch, that’s actually how it works in the original game too. It has a long charge time and can be avoided just by walking away. To be honest, I implemented it thinking, “Maybe you could combo into it in this game if you try hard enough,” so it’s kind of meant as a half-joke move.
Lordo 26 Jun @ 2:51pm 
for the frame work u can look at base roster frame works and take example for sim moves and how much hitstun they apply and i wish u gl have a nice day sorry for the wall of text
Lordo 26 Jun @ 2:50pm 
ok i will say this before i start the down sides its not that bad it looks nice but first .it wouldnt hurt to give the moves actual names . and as for now make the stretch move faster and u can give some sort of armor to make it uninterruptible instead of it going completely invincible ,cuz as its rn its completely useless and can be parried or just walked away .2nd the frame works need tweaks normal attacks could be around 12 18 and the one that send in the air 20 22 frames is good there is no reason for the uppercut to have 50 frame , her supers all can be parried which doesnt make sense for the spear super i mean there is projectiles that can be parried but they dont do give u disadvantage and ngl for the big one being it should be parried its too big and have too much wind up so over (1 names for the moves.2 the supers make them faster .3 reduce the hitstun on the moves no move should have more then 30 frame disadvantage
SwappedClothes1749 23 Jun @ 12:08pm 
I'm not a good YOMI player at all, but if I remember, she really just needs speed buffs and alot of hitstun since her moves don't have it, making her combos drop nearly every time
ToshiakiTofu  [author] 22 Jun @ 1:26am 
If you have any suggestions on what skills you would like to see, please write them down in the comments and I will actively try to incorporate them!
(If that's technically possible, that is.)
ToshiakiTofu  [author] 22 Jun @ 1:24am 
If I had taken too many liberties with the character, he would have become a broken character, so I tried to be faithful to the original.
Perhaps it would have been better if I had taken some liberties?
SwappedClothes1749 21 Jun @ 8:24pm 
INSANELY promising for a beta
my real complaint isn't about the character moreso than a "if you were to play her in a real game"

she (from what i played) has hardly any combos, and some moves are quite sluggish in speed.

A very good port but is too off from the YOMI norm. Still an amazing upload and hope you make more cool Touhou mods! We need more of em.
SheetersGaming 21 Jun @ 7:32pm 
wait could this be peak when it's completely finished?
Mysath 21 Jun @ 8:19am 
oh my goto it's remilia scarletu