- constants updated for Black and winquotes only for Nightmare (from Black) - zamasu taunt should keep music stopped during pauses now - sped up emo fill from hold taunt - zam taunt stops snd when he changes states - ear ring spark should no longer play during guard states - needles explosion now goes much lower - zamasu should now always face the same direction as Black when firing Holy Light - Back Zamasu now always appears at the back of the stage - updated palettes 6/2/25 - added dmg scaling to portal clones - can block portal clones on get up - fixed issue with emo colors not carrying over to the next round 5/28/25 - clone fix added to zetto tech - blue zam bar always triggers when 1st bar is filled - P zetto now has invuln on zamasu - P2 has full invuln when FWD Zamasu hits them until they hit the wall - nerfed distance of UpK (back zam) zetto. Decided divekick zetto still launching is probably fine since it's a bit slow - fixed KHH fatality proper -fixed issues with training not auto guarding attacks 5/24/25 - updated ai helper call code - fixed boss exit assists - can hold MP or MK to delay exit assists up to 10 seconds extra - fixed alignment for clones portal 5/23/25 - shadow intro tweaked - LVL3 loses emo after hitting armor - Omen has fastest startup with LP but longest recovery while HP has longest startup and fastest recovery 5/22/25 - 2 more intros, 1 more winpose - small bugfix to Needles 5/20/25 - updated explosion on Needles to always deal 5 hits - updated buffed Needles to stick to wall on miss - baby anim added - updated portal anims for Holy Severence - added new sounds to Holy Severence - raised super spark for aireal version of Punishment BOSS - updated afterimage code in hopes it is a bit more consistent 4/30/25 - updated fin2 - reduced voice volumes - Punishment no longer triggers dust in the air - Black's attacks are mids all the way through Clone army and clone army will not come out if black is hit on the frame before the portal is created. The army also is destroyed if a cinematic is in play - added aura sounds to aura/swipe winpose - removed the speed up to Back Zam zetto - guard during attack fix - fine tuned ai a bit more - remade Boss Revenge assists - Black now makes p2 drop dragon balls in arcade and has compatibility with boss options along with nightmare - zettos improved - Nightmare layering and sometimes double jumping during intro fixed - exit zamasu face appears after he does his blood buff intro 4/22/25 - reverted infinite counter on fin3 - fixed issue with a 1f delay allowing Zam stuff after get up most notable with throw - zamasu now must be on ground to instantly leave when round ends - fg no longer gone during emo exit recovery - fixed issue with tornado intro not making wind sounds and made the white out a circle - scythe ground crack now moves with moving stages - fixed kanji facing wrong way on winpose p2 side - went ahead and made emo exit air unblockable since there are questions about if the move is strong enough - removed KO fatality from KHH - increased hit range for emo exit attack 6 so they all can hit KFM - X appears over Zam bar while dizzy - coded a new way to call the zam assists so there is no way to call more than 1 at a time - when 2 zam bars exist the 1st will now be blue when full even if the 2nd bar is not - shrug intro now speaks to Black, Goku, Soku, Vegeta, and Sugeta - Zamasu has new voices for when he gets hit, after being hit by KHH, after exploding from fin2, all assist attacks and focus - zam bar no longer moves during super pause of LVL2 - replaced healing beam frames - added drained MB frames 4/21/25 - added infinite hitcounter to fin3 - fixed P2 animation getting out of sync in fin 3 - can block EX hands and ex noose with UP+Back - added new firing beam sound to LVL2 fin - Balth updated .snd file (volume adjustments and replacements) - Blades hyper gives full invuln on firing and when it hits - fixed zetto attacks not allowing recovery - fixed buffed EnGuarde sometimes missing - fixed small bg zamasu coming onscreen intro 3/2/25 - lowered absolution hyper large lightning so the bottom goes off screen - added more states that remove blood buff sparks - hitting a helper with Needles makes it go straight to the explosion state - updated states that Zamasu leaves in to include emo exit and he will leave when the match ends - Black jumps back from dash HK slide if he loses his target (they get hit while he is sliding) - P2 will fall to the ground if F Zamasu assist is removed while they are being carried - red X on Zam bar is removed during cinematic - emo bars are removed on cinematic - fixed issue with Zamasu losing emo by being hit by his own finishers or being placed in those states at all while hit - can cancel Needles into Super Needles on hit or miss - Fixed Ranbu follow up teleport being able to go below ground - zam bar goes back to 1 bar when you lose emo by losing buffer 4/8/25 - recoded zettos - can no longer call 2 assists at once - updated rules on using Zamasu power charge, throw, and focus. Need 1 full bar. Throw and Focus take 2nd bar. Zam bar cannot fill when Black is in throw or focus states. Focus only takes and adds Zam bar if it tanks a 2nd hit or if it hits P2 - EX Hands helper should no longer become Black and turn around - adds 2 dmg dampener points if he cancels an air normal into double jump - Zamasu now leaves during cinematic (he didn't beforehand!) - updated B,F,B,F K hyper and added air grab variant to zamasu - cannot use focus once you fire portal clones - all attacks become mids when portal clones come on screen edit: - fixed fx and snd lingering if Black is hit out of KHH start - firing khh now has full invuln - fixed issue with zamasu appearing on wrong side - fixed issue with Black getting stuck in the air - fixed issue with game crashing during simul - in simul Zamasu could attack either opponent - added the ability to hold down on jump land to change him to crouch type - fr fixed fixed issues with dash HK having P2 being hit out of it - Blood Buff is lost if Black is hit during one of the buffed specials - adjusted black bg for portal clones - added laughter to portal clones 3/1/25 - added another sound to abomination fin2 anim - changed the way the limiter for Noose works - added boss LVL3 QCBx2+P -restored all intros 2/28/25 - finished emo exit including winpose - added sounds to fin2 world blasts - moved P2 when punched in fin2 - moved 2nd crater pos in fin 2 - added new animation for ending fin2 on left side (starting from right side) - fixed beam gap in planet booms fin2 - fixed alignment issue in large smear frame for win fin2 - made cursed not mirrored - fixed fire fx not being aligned in fin2 - fixed various smear issues in fin2 big smear scene 2/25/25 - moved fin2 ko to the flash - updated emo exit - fixed crouch cursed 2/24/25 - simplified combo assist limiters - zam throw, focus, and power charge need at least 1 full zam bar - zam power charge fills power faster if emo bar is full - zamasu focus tanking a hit or hitting and landing any zamasu throw takes 100 from the 2nd zam bar if available - fixed control and hold start issues with taunt - added babidi cursed anims - updated emo exit - updated end of fin2 2/15/2025 - new emo back throw update - finishers shake on 18's stage - winposes for fiishers added - fixed issue with focus zam being able to be called with other zams - fixed zetto killing - fixed issues with certain assists calling buffer wrong 2/5/2025 - Hado Log ------------------------------------------------- General: -Added New Emo Backthrow Stand HP: Fixed sound effects playing twice on hit Stabby Hands lvl1: -Added Jenningra's fix for playing two voice fx at once -All hits now cause custom states. This should also help the followup connect more consistently Justice mode: -The emo bar now only fills up once like normal goku -Added red x to p2's zamasu bar Finisher 1: -Added laugh during winpose Finisher 3: -Added infinite hitcounter -sort of? 11/22/24 - finished Omen and buffed omen - made buff special 2K - finished buffed and EX EnGuarde - punches are less safe on block - F+S Zam replaced - zetto counter no longer needs zam bar gain Up+2P/2K zetto in emo - Zam power charge fills zam gauge then emo update - fixed zam assists - normal Omen won't explode on guard buffed will - dash HK -2 on block - layering on ex enguard portal updated - sLK, cMK, cHK minus on block 11/14/24 - changed air jump vels - fixed throw tech - updated zam bar and cost Brose Log 5/9/23 **Nerf** -sHK: -Hitstun on Black increased to 12 (from 10) -Knockback increased **Misc** -Focus Attack: -FX adjustments -Power Charge: -Can now use Power Charge in Training Mode to refill Zamasu Meter and Emo Buffer -Sanctified Blood: -VFX adjustment Brose Log 4/26/23 **Buff** -Power Charge: -Now refills Zamasu Meter on use -Now refills Emo Buffer when Zamasu Meter is full -Sanctified Blood: -Now adds a flat +30 to Zamasu Meter on use **Misc** -Power Charge: -FX updated Brose Log 4/18/23 **Misc** -Sanctified Blood: -No longer costs health -Throw: -Bugfix on Emo Throw that would allow Black to enter Emo mode again -Bugfix on Emo Throw not properly adjusting Emo bars -Zetto Counters: -Bugfix where Power Meter was required to use -Now only requires full Zamasu Meter Brose Log 4/5/23 **Buff** -Holy Light: -Can now be used after a running HK on an airborne target -Zamasu Assists: -No longer cost Power Meter to use -Emo Mode: -Activating Emo will refill Zamasu Meter to full -Holy Light: -Horizontal speed increased **Nerf** -Zamasu Assists: -Uses limited to amount of meter available in Zamasu Meter -Now costs 100 Zamasu Meter to use **Misc** -Zamasu Meter Added -New move added: Sanctified Blood [QCB+K] -Omen [~B,F+P] and Noose [~D,U+P] have new properties when used after this buff -Deals 30 damage to user -Charges Zamasu Meter twice as fast while active -EX Omen: -No longer causes knockdown on first hit March 8 2021 --------------------------------------------------------------------------------- General: -Ex moves have an afterimage Cr.Hp: -Added new animation (Has CS issues) -Adjusted hitboxes to match new animation -Now hits three times St.Hkx2: -Fixed bug causing opponent to fly away when a helper hits at the same time Zamasu assist: -Cannot be activated before the round begins Punishment(lvl 1): -Lvl2 followup cannot be used if the opponent is dead -Adjusted kamehameha position during level 2 followup Divine Cross (lvl3): -Black is fully invincible after the first hit connects -Opponent cannot be OTG'd after the lvl 0 ends Finisher 3: -Added big sprite. Just goes back into finisher 2 right now November 28 2021 --------------------------------------------------------------------------------- General: -Added Satan Megaton animation -Replaced normals limit helper -Added limit to focus attack in a combo -All air normals are jump cancelable -Allowed normals and specials to be done after a round ends -Added finisher 2 Throw: -Halves damage scaling Cr.HP: -Increased startup by 1 frame. Cr.Hk: -Knocks down opponent. Omen: -Fixed bug causing wall projectiles to be unblockable when launched at close range Noose: -Fixed bug causing projectile to give meter for every frame of hitstun -Decreased damage on the projectile J.LP: -Decreased launch height J.LK: -Decreased launch height J.HK: -Decreased launch height NJ.HK: -Decreased launch height November 1 2021 --------------------------------------------------------------------------------- General: -Fixed bug with cpu not being able to block certain normals -Decreased launch height on air normals Cl. LK: -Increased activation range Cr. LP: -No longer needs to be blocked low F + MK: -Decreased startup -Decreased recovery -Increased movement speed B + MK: -Decreased startup -Decreased recovery -Increased movement speed Omen: -Disabled doing another Omen when one is currently out. EX Omen: -Increased projectile travel speed -Increased recovery. -Decreased hitbox on the back edge of the projectile. -Decreased hitstop on the projectile -Projectile knocks the opponent down. -Projectile fades away faster after contact. En Guarde: -Reworked. Ex version is still the same for now. -Each strength has a different amount of hits, travel distance, startup, and recovery. Bloody Fireball (lvl 1): -Can only have one ball on screen at once July 25 2021 --------------------------------------------------------------------------------- General: -Double jumping no longer causes followup air normals to knock down opponents -Double jump startup is now instant instead of taking 2 frames -Fixed bug allowing Blacku to jump cancel during double jump startup -Holding backwards during a normal throw no longer gives you a back throw HKx2: -The opponent no longer gets launched in the wrong direction when hit from behind DF + HK: Fixed cancel routes to match other heavy normals. Omen: -Grounded opponents return to idle after being pinned -Air opponents stick to the wall for longer and then quickly fall instead slowly sliding -Launch height on explosion decreased Noose: -Projectile reduced to one hit -Projectile launch height increased July 10 2021 --------------------------------------------------------------------------------- General: -Added Finisher 1 -Taunting gains a full bar of finisher meter(Testing purposes) April 14 2021 --------------------------------------------------------------------------------- General: -New st.MK -New.St.HK. Has an HKx2 followup St.Hp: -Splats the opponent instead of groundbounces -Damage increases DF + HK: New move. The old St.HK animation April 5 2021 --------------------------------------------------------------------------------- General: -The opponent now has a hitbox after getting thrown -Added new tornado intro -5.0 standards: Run autocorrect, Megaton punch Omen: -Changed explosion effect -Strength affects the amount of explosions Ex Omen: -Damage increased -Reduced proximity guard distance -Disappears after about 5 seconds March 16 2021 --------------------------------------------------------------------------------- General: -New boss in town -Neutral jump normals cost 1 less juggle point than their counterparts -Added new shrug intro Omen: -Projectile behavior reworked -Projectile sticks to the edge of the screen and then explodes. -Button Strength determines time until detonation Punishment(Lvl 1): -Command changed to: CHARGE Back, Forward, Back, Forward + K Bloody Fireball(Lvl 1): -Command changed to: CHARGE Back, Hp,Mp,Lp, Forward -------------------------------------------------------------------------------- 10/26/20 Brose Log -**Buff**: -Now able to dash using the 2P+direction shortcut (Air and Ground) -**Misc**: -VFX added to grounded Backdash -Emo Bar has proper Power/Level Indicators -Bugfix on camera being locked after Cross Slash -Bugfix on being able to do Cross Slash while Clone Portal is active -Black KHH will track to P2's position if off centered -Black KHH beam better alignment -Bugfix on being able to call a Zamasu assist during Cross Slash -Scythe Noose VFX change -Cross Slash VFX/SFX changes 10/17/20 Brose Log -**Buff**: -New move added: -"Cross Slash!" [/DB,DF,DB,UF] (jack-knife motion) -Level 3 Hyper that will lead into finishers -Anti-Air -Vertical knockback on Hyper Dash Assault increased -Can now grab P2 after a full charge Focus Attack -Neutral jHK hitbox increased -**Nerf**: -Back Walk speed decreased -**Misc**: -Bugfix on Holy Severance not having the proper KO fx -Bugfix on Earring sparkle to re-appear too quickly -Bugfix on Black being able to move around after his Instant Transmission intro -Bugfix on Blade Storm projectiles still being attached to p2 after the super is blocked -Walking SFX changed -Back Walk anim change -Failsafes added to Black KHH -Gutter Trash Winpose SFX added -Bugfix on being able to use the Black KHH during the recovery of Hyper Dash Assualt -Bugfix on Light Scythe Noose not positioning correctly 9/17/20 Brose Log -**Buff**: -Can now use the Black KHH [2P] at any point during the Hyper Dash Assault [/B,F,B,F+HP+HK] -Grounded Medium attacks' hitstun increased to 18 tics (from 12) -Grounded Light attacks' hitstun increased to 10 tics (from 8) -Neutral aHP hitstun increased to 20 tics (from 15) -**Nerf**: -Hitting a grounded opponent with consecutive aerials after a double jump will cause knockdown -Removed decreased startup on sHP when cancelling from lower normals -Blade Storm projectiles will disappear if Black is hurt after activation -**Misc**: -Black KHH SFX added -Black KHH colors changed to match palette -Gutter Trash Winpose added -Can not enter Emo while Zamasu is on screen -Removed shadow on Holy Light fireball -"ZWANG!" Hyper kill screen fix -Various palette fixes -F.Walk anim change -Victory Portrait change -Bugfix on cMK changing its damage after a jump 8/21/20 Brose Log -**Buff**: -sHP startup decreased (-4) when being chained into -Close sLK can now be properlly chained into: -crouching punches -crouching kicks -sHK/sHP -Vertical knockback on non-heavy aerials increased -Recovery from M Scythe Noose reduced to match other buttons -Added ability to guard while air dashing forward -Added air dashing by [P+P] -Can use a second Focus Attack while P2 is dizzy from the first -Can jump cancel non-heavy aerials on hit -Horizontal knockback from aHP increased -Damage on Blade Storm increased to 140 (from 80) -**Nerf**: -EX Scythe Noose can no longer grab downed opponents -Vertical knockback on Down Zamasu assist reduced -aLK active time no longer infinite -**Misc**: -Float Intro SFX added -Power Charge VFX added -EX Omen VFX change -Scythe Float Winpose added -Love Yourself Winpose added -Time Over animation added -Zamasu teleport VFX change -Bugfix on clones from Holy Severance reaching helper limit -Holy Severance VFX/SFX change -aN.HP makes P2 face Black 8/12/20 Brose Log -Buff: -Scythe Noose's [/D,U+P] projectile now gives meter (+40) on hit -En Guarde [/B,F+K] now gives meter (+30 per hit) -Hyper Rush speed increased -sHP and cHP JP reduced to 4 (from 7) -Scythe Noose can now be cancelled into supers -Bloody Fireball [/B,F,B+K] will now have a knockdown on final hit -Nerf: -Bloody Fireball will disappear after 5 seconds -2 Bloody Fireballs allowed in a row (from 3) -Cancel window on F/B+MK into sHK delayed until Black is on the ground -Can no longer regain control after an aHK -Back Zamasu Assist startup extended (+13f) -SFX added -Misc: -Holy Severence anim change -Idle Quirk added -Forward Dash anim changed -New sprites added to clone super [/B,F,B+2P] -Dizzy anim palette fixes -Dizzy anim changed -Aura for GT Palette changed to Yellow -P2 animation changed if hit by Omen [/B,F+P] mid-air -Blades from Omen will disappear if Black is hurt or P2 is no longer being hit by Omen -P2 Emo Bars aligned properly -Time to dash cancel taunt extended to 30 tics -No longer cancel cHP into sHK -Twist FX aligned properly -Charge indicator added to Black's earring for backwards or down charge Jan/31/20 ------------------------------ MISC: -various system fixes updating old template issues -added a facing failsafe to be sure the opponent will always face the correct way during throws -fixed bug with cMP activating twice -fixed double sound issues w sHP -sHP makes opponent fall on second hit -removed all 201 snd triggers -updated guard sound/alignment for Zemasu Dive Kick -removed shadow from ground crack NERFS: -cannot whiff cancel jLK you can still double jump from it but it's now 15 ticks into it instead of 11 -longer startup on close sLK -longer recovery on Omen -new recovery anim plays when En Guarde is blocked Sept/27/19 ------------------------------ MISC: -Added Punishment Hyper B,F,B,F + S or SP+SK, Press 2P 2 spend 1 more bar and fire KHH -corrected ability to attack after njSK NERF: -EnGuarde no longer makes opponent rise when hit unless EX or with air hands Sept/27/19 ------------------------------ SYSTEM: -allowing diagonals during dashes now (for 1st input only) MISC: -all dash back attacks are now N jump basics -added 3 new palettes -sHK forces P2 to face P1 on hit -fixed guard issues with Omen and Blade Storm -EX Noose adds to hit counter when throw connects -when Zamasu teleports out he won't be paused -focus attack uses sHP slash hitsound -Added sound to Blade Storm Swipes -added ear ring sparkle to back walk on full charge BUFFS: -disabled cornerpush from EnGuarde unless blocked NERFS: -Omen no longer an over head -Emo throw adds 3 juggle points on hit -Zamasu assist jump kick no longer an overhead -can no longer get a ground bounce off a ground bounce sHP Sept/26/19 ------------------------------ SYSTEM: -Power Charge delay -Jump start throw invincibility -Projectile MoveType standard -OTG infinite fix -flip turning sounds moved to -2 -hold to tech -ground spark fix for clones and root -updated guard code -Applied XG antifuzzy fix -removed variable air dash -chicken block fix with projectiles/helpers -added dizzy from focus -added Gotenks Scribble -added training mode detection MISC: -updated Zamasu teleport out state to fix various issues -updated colors on face for Portal Clones in BG -added dust to ground as they pass by -added blade sound and low zamasu laugh to emo Buffs: -changed how Portal Hands hits NERFS: -removed power gain when clones hit -reduced min dmg on clones from 15 to 13 Sept/20/19 ------------------------------ -updated many anims -added Portal Enguarde. When Enguarde begins press a P button before he attacks. EX OK -Added Portal Clones hyper B,F,B,F+2P different combinations make them come back later -removed raw D,U+K teleport -crouch anim has an additional frame that makes the anim jumpy --fixed -incorrect colours on dizzy gethit (I'll upload a fix) --still need fix -death cry voice clip is a little odd --You don't like the laugh till he dies lines? -emo activation could use some SFX for Zamasu blade and maybe a voice clip --not added yet -en guarde cooldown frames transition into old stance frames, alternatively he can go into landing frames --fixed -taunt should be updated to the tea drinking anim --done -Zamasu divekick looks empty, maybe add Soku's FX for his divekick or ghosting(like an EX attack)? --still need to do this -jumping LK needs another frame for hair and clothes movement (I can do this if we dont have the frames) --still need additional frame -after an assist, Zamasu should go into his crouched pose for 1 frame before jumping offscreen. Currently he goes from stance to blurred lines. --done 4/03/19 ------------------------------ -Added another failsafe to make sure Bloody Fireball fires and can hit if Blacku is hit too soon -made his turn code the same as Soku's after teleport -changed how the pause works during Zetto counter -assists will now teleport away if Blacku goes into emo while they are out -think I set the "one type of assist per combo" correctly 3/28/19 ------------------------------ -Added emo -Down and Up assists come in differently when P2 is in a hit state 2/20/19 ------------------------------ -added throw -added emo throw (press taunt to gain emo var) -fixed issues with controlling Bloody Fireball -can no longer call assists during throws -added gethit, death, normals, specials, and super voices (zamasu voices were not working in mugen and need to be reprocessed) -edited landing for jump kick assist not sliding and landing snd/fx 2/15/19 ------------------------------ -added zetto counters (can be done with normal inputs or assist inputs) 2/14/19 ------------------------------ -Bloody Fireball is destroyed if Blacku is hit before it fires -fixed crack in ground from sSP being created more than once -fixed hitspark for surf kick -fixed turning issues -fixed yet another frame in Noose landing that wasn't aligned correctly -changed colors of Super BG win and fixed issues with config.txt -replaced Bloody Fireball hit sound -better hitspark placement for cHK -added new stance -added Tien Bird's eye view gethit -added dash collision -added back breaker and my toes anims 2/6/19 part 2 ------------------------------ -several tweaks to Bloody Fireball timings -tweaked B+MK near wall -sSP will randomly choose to not have large lightning strike in frame -adjusted height of EX Noose Throw -surf lasts a bit longer and now has some shake -Crack in ground from scythe stab now a helper so it will shake with stages properly 2/6/19 ------------------------------ -A sound fx for the Surf Kick , impact of p2 to the ground: https://vocaroo.com/i/s0P09v0JIsTl --ADDED -Use this sound for the ki blasts being fired of Zamasu's up+Start move (you're using punch whooshes for it now): https://vocaroo.com/i/s1MCoLHnjidu --ADDED -You're still using the old/wrong blocking sound. Use Group 6, Index 0 (not Group 6, Index 1) --FIXED -The way p2 jitters back and forth a bit upon being released from the Surf Kick looks odd --FIXED -added fx on P2 for surf -added new super move Bloody FireBall Charge back, F, B, F +K (air okay) needs a few sounds 1/31/19 ------------------------------ -Fixed issue with electric on En Guarde (norm/EX) so it will disappear when he's not in the correct states -fixed alignment issue on whiffed EX Noose Throw -made adjustments to how dash HK hits 1/30/19 PART DEUS ------------------------------ -Added hit counter points to BLADES hyper -Added ability to chain Blades from most specials -Changed the way the Blades impale the opponent -changed dash HK to always slide if opponent is hit while in air -Ethan CS'd Blades hyper frames 1/30/19 ------------------------------ -Zamasu strikers no longer give meter on contact -Zamasu jump in kick acts more like Marvel tag in -fixed issue with direction of blades stabbed in opponent -corrected some typos in win quotes -sSP no longer uses reversaldef to kill projectiles. Now it uses hurtbox method -EX En Guarde no longer projectile immune, is now +1 oB, and no longer applies DMG scaling points to the 1st 9 hits -EX Teleport Noose no longer invincible -EX Omen Wave should now disappear when Black uses or is hit by a cinematic hyper, it also has it's destroyed anim again =EX Noose Throw should no longer hit during block stun -can no longer be hit out of BLADES hyper -added superbg explosion -corrected issues with sMP -adjusted how Burst Punch Zamasu lands behing P2 -Adjusted how dash HK hits P2 -Now 2 dash HK in the same combo creates the Surf -fixed invisible Blacku in tornado intro thingy 1/23/19 ------------------------------ -added Ethan CS and various get hit anims -updated intro -added power charge -If you do st.lp and then delay cancel it into st.mp, it'll do the st.mp animation twice --FIXED -no longer air recover off Omen Slices -Omen now +2 oB point blank -sHP now +3 oB -sHP destroys normal and special projectiles -Zamasu strikers now cost 500 power 1/11/19 ------------------------------ -fixes to Omen Slicer -Omen Slicer now Charge back, fwd, back, fwd, P -removed voiceline from taunt -can now do Up and Down Zamasu assists using diagonals 1/09/19 ------------------------------ -finished OmenSlice super still temporarily has QCFx2+P 8/14/18 ------------------------------ -updated sLK anim -updated cSK anim -updated jLK anim and adjusted hurt box -FINALLY added sounds to Zamasu strikers -updated sounds for cSP - added BLADES! super move NOT finished!!! 6/22/18 ------------------------------ -removed ability to do jLK after jLK -D,U+P Scythe Noose and EX Noose grab -D,U+K is Teleport Noose -Scythe Noose launches the waye when it lands -Teleport Noose adds teleport effect on return and floats up. -EX teleport Noose is invincible on startup and has faster control given -Zamasu Burst always appears facing Blacku behind opponent -sSP now ground bounces on AA or counter hit, opponent always faces Blacku, and it's a hard knockdown 5/24/18 ------------------------------ -added correct limiters to Assists -changed timing of dash anims -adjusted timing for EX Noose Grab -can no longer air dash from back dash -sHP ground bounces on AA -changed Noose --Hold P for Scythe --tap for empty --teleports use Soku logic -- can dash cancel from Scythe --EX Scythe is immune to projectiles --hold LP+LK before he teleports with EX Noose for throw -Cannot dash from Noose/Scythe for 15 ticks -sHP has ground bounce limiter -air dash pause removed -air sHP KDs on 2nd hit -fixed EX Noose Scythe 5/22/18 ------------------------------ -removed SJ after cHK -sHP hitboxes added, launches on CH -hurtboxes added to back walk -adjusted hurtboxes on dash fwd -adjusted hitbox for dash HK -removed B+LK -can chain after B+MK -changed various clsn boxes on kick normals -sped up sMK -reversed left and right assist commands -reversed up and down assist commands -Zamasu Burst (Back + assist) now appears further behind P2 -ctrl given after jnHP and jnHK -can air jump after back jump attacks -removed replant from cMK -can't call Zamasu during get up -EX Noose no longer gives meter on hit -fixed issue with Zamasu getting hit on ground after kick assist -had guard and hit reactions for assists reversed. Fixed -Omen made into actual projectile -adjusted pausetimes for Omen -added electricity in jnHP -fixed KD issue after jLK -added win quotes -EX Omen no longer KDs -Added vacuum on EnGuarde attacks on hit