6/17/25 - fixed fvar issue with LVL3 - updated constants - fixed dmg issue for LVL3 scream - reduced amount of time madman's ball lasts when guarded by half 5/23/25 - updated EX ball follow up vels again - pop kick limited stuck for 10 more frames 5/20/25 - added Pilaf absorption - EX Maniac ball now moves in proper trajectory by holding directions - nerfed AA on cHK - candy beam adds dmg scaling - limiter pop kick can no longer hit OTG and pops P2 up less high (seemed to fix pop kick loop vs satan) - fixed issue with fin3 keeping P2 in laydown if Buu does anything besides return to state 0 - armor goes into the same non hittable state that it goes into for guard when Buu is in get up, ground tech, and air tech states - added longer end to LVL3 recovery to give P2 time to hit ground 5/30/24 -charging beam to max now only takes half a bar -fixed cHK having zetto HKD -LVL3 invuln longer by 20f -added persistent = 0 to the posadds of sHK -updated first attack code with Yoshin findings -Vice Shots no longer destroy themselves if Buu is hit 5/10/24 -fixed jitter issue on sHK hit -fixed jHK hitspark issue -fixed sonic winpose positioning -reduced burp/ex burp dmg -reduced burp meter gain on raw hit -increased startup on repeated burps in same combo -P2 can air tech after 2nd use of head geyser -head recall bite deals more dmg and gives more power on block -reduced dmg on gackt and charging takes meter -fires gackt automatically at 0 meter -slowed F+HK -LVL3 no longer an air type -reduced meter gain on head geyser -removed invuln from focus -fixed issue with first attack -reactivated ctrlset in guard states -applied hold button to zetto roll -fixed snd issue on emo charge -no longer remove emo exit on LVL3 -made another failsafe to make sure LVL3 goes into cinematic -added fast recover from zetto -zetto pop kick stays on ground and has minimum distance from Buu -Buu can be hit after active frames on P zetto and hitbox is smaller -removed invuln from 2nd vide shot -vice shot can be counter hit on landing -head recall can be counter hit -added flip sounds JNP log 3/28/23 -changed Sleepy Punch Velocities and startup command is now Down + direction to travel left or right. Hold Up after doing the move to float. -Sleepy punch no longer causes KD on standing opponents -can now use Down + MK in air -jHK now has crossup hitbox -Down+jHK does stretchy kick -can do puddle in air and to cancel most attacks, specials, and supers faster -can hold Down+3K to initiate puddle -ctrl given back after jHP/jHK in air -air normals no longer cause KD when comboing on grounded opponent -Up+jHK now cancels into supers on connect -HP head recall now teleports to puddle instead of straight to pop kick 3/15/23 -resolved issues with Candy beam turning the head to candy AGAIN (please be all issues) -can no longer do follow up head inputs after turning head to candy -Pop Kick now pops when hit -Pop kick has layering and ground dust improvements -Pop Kick limiter should trigger more properly -Pop kick limiter now lasts a specified amount of time -dash back can become puddle by holding down -press punch during puddle to do leap -jHK will now KD due to jump normal limiters Kegg Log 2/23/23 -reverted airdash back to the typical normal airdash back 12/28/22 -changed how LVL3 scream destroys itself -fixed issue with Ball limiter and separated the EX from the normal limiter -JD no longer carries over after emo JNP log 12/20/22 -head> candy recoded -increased hitstun from recall +2 -every use of recall in a combo reduces hit stun -every use or head column in a combo reduces launch height and after the third one P2 can recover -emo indicator no longer stays purple when going from emo exit back to emo -fixed infinite state loop with Pop kick limiter -EX Pop kick no longer gets stuck but causes HKD again -updated woosh on meltdown kick -Buu Ball Limiter now causes HKD could not reproduce the bug where P2 vanished during rain so maybe that's fixed? It does still sometimes allow 3 Buu balls but that's due to MUGEN having issues with 2 moves hitting at once -fixed issue with JD continuing through quick hitting moves -endlag of LVL3 scream increased 12/15/22 -candy has shadow -candy now pops like buu head to leave -dizzy sound occurs during actual dizzy portion of LVL3 -added small spark to candy being turned -reduced JP needed for meltdown kick -meltdown kick +2 hitstun -normals deal less dmg -sleepy punch has ground bounce limiter -LVL1 and 2 finishers cause HKD -decreased Flesh Prison DMG and increased speed it descends -popkick limiter changed -air dash normals keep some momentum 12/12/22 -fixed issues with candy + head toss -eating candy fills emo more gradually -eating head turned candy fills power and emo -can use LVL3 while in emo exit mode (ends emo exit) -emo exit applies palfx to the emo gauge -HKD snd channel updated -ai updated 12/11/22 -fixed puddle intro -made emo exit no longer drain during round start, round over, and while armor is not active -added steam to the pushblock limiter and increased time between limiters to 200ticks (a bit over 3 seconds) -Changed RDP so it can be done during C and S -knock knock no longer removes emo -UP+MK deals more dmg -Guard push does not become enabled while being hit or guarding (unless hit by cinematic) -eating candy fills super meter and emo meter (even in emo exit) -emo/emo exit carry over properly to next round and are lost properly on KO Rawk Log 12/10/22 -normalized followups for ex ball -fixed close mp to not hit weird or use that frame bathlizard didnt like -added up air medium kick -fiddled with jump normal frames to make them make more sense -added sound for instant block and you can do it on projectiles -emo exit now works under lvl 1 and has a minimum time of about a second -added an effect for pushblock, decreased push and increased time between to 2 seconds KaseSnake Logs 11/30/22 -Fixed Head Recall facing the wrong direction bug -Changed Ball Limiter, now regular Ball triggers the limiter in the 3rd hit, EX does in the 6th. It uses the same limiter -Guard push is now performed with 3P instead of LP -Fixed various bugs with Just Def. -crHP no longer allows for recovery 11/4/22 -Added emo charge new input (d,d,MP+MK) -Fixed visual bugs with pop kick and melted kick -Changed head geyser behaviour -Flesh prison doesn't hit crouching opponents -Fixed bug where crHK wouldnt send p2 to HKD state Brose Log 9/30/22 **Misc** -Emo Exit: -Bugfixes on not allowing various Emo related functions while Emo Exit is active -Finishers -Just Defend -Emo gain by consuming an EX Burp (life gain still available) Brose Log 9/20/22 **Buff** -cMP: -Eating an EX orb gives Emo **Nerf** -Emo Exit: -20 Emo points are cut if starting a round with Emo remaining from the previous round **Misc** -Flesh Geyser: -New VFX -Candy Beam and Mega Candy Beam: -Turning and opponent into candy will now be counted as a cinematic -First Version of Just Defend implemented -Blocking an attack within 7 frames of pressing back will trigger "Just Defend" -Small power and life gain on success -Reduced block stun and knockback when successful -Emo Exit: -Removed Mega Candy Beam -Armor is now active while Emo remains. Gone when Emo is depleted -Emo only depletes if Armor is active -Air Recovery: -Failsafe added when below floor Brose Log 7/13/22 **Buff** -Mega Candy Beam: -Buu is now invincible if the super connects with an opponent -Head Toss: -Recall speed of the head increased -Detection radius to Buu increased **Nerf** -Head Candy: -No longer able to use Meltdown - Kick when the Head Puddle is candy **Misc** -Normals: -Bugfix on not being able to properly combine cMP with EX Burp on the right side -Bugfix on cHK sending p2 into an incorrect state while turned into candy -Head Toss: -VFX fix to turn properly if recalled from behind Buu -Maniac Ball: -VFX and SFX adjustments Brose Log 7/9/22 **Buff** -Head Throw: -Can now be combined with Candy Beam [B,D,B + 2P] for a special candy -The candy can be eaten to recover 10% of missing health -EX Burp: -The projectiles can now be eaten with cMP -Projectiels recover 10% of missing health when eaten -Pain Train: -Chip damage increased to 45 (from 0) -Ground F+HK/Air D+HK: -GROUNDED : First hit hitbox extension -GROUNDED : Knockback reduced for 2nd and 3rd hit -AIR : Reduced horizontal knockback on all hits -AIR : Final hit has increased downward knockback **Nerf** -Heavy Aerials: -Control is lost after using [aHK or aHP] **Misc** -Vice Shot: -Bugfix on Lvl2 not being able to kill -VFX update -Maniac Ball: -SFX fix on EX version -Air Dash: -Bugfix on being able to Back Air Dash from a forward jump -5.1: -Reversaldef fixes added to various helpers Brose Log 6/27/22 **Buff** -Maniac Ball: -Recovery time decreased to 8f (from 12) -Emo: -Emo is kept after winning a round -Throws: -Back throw causes HKD -Zetto Counter: -All Zetto Counters cause HKD **Misc** -Vice Shot: -VFX Updates -Slower projectile travel speed -Increased speed of teleport after fire during Lvl2 -Position is based on P2 rather than corners -Maniac Ball: -SFX/VFX Updates -Increased horizontal speed on aerial version -Limiter adjustments -Controlled movement during Flesh Prison -Normals: -Proper fall behavior on aHK Brose Log 6/21/22 **Misc** -Vice Shot Rework: -Delay time after activation, hold in the direction of a corner to teleport there [UB,UF,DB,DF] [hold nothing for UB] (lvl2 has multiple teleports, continue to hold for different positions) -Vice Shot has slower travel time 5/20/22 -fixed some limiter issues -visual improvements to Maniac ball limiter -fwd maniac ball shouldn't go up a bit anymore at start -close sMP hits twice -sLP has 1f more startup (now 5) -cHK hits on smear -jHP hits on smear -cHK now hits mid -lowered dash back hurtboxes for start up tested puddle kick but it looked bad 5/19/22 -Maniac Ball limiter added -supers no longer use or remove emo -Rain super deals less dmg and hitstun on the way up -Madman's Ball super deals less dmg, lasts less time, has longer startup, and ends in HKD -Flesh Prison now launches -LVL3 hits further and is Projectile invuln 5/17/22 -I think (hope) all maniac ball velocities work as intended now -cannot use head call command while calling the head -head recall attack no longer goes forward on activation -Candy Beam can be done with head out now -head return has 4 more frames of hit slide time and pulls back much more on guard -added sleepy fall as a limiter to normal Maniac Ball -added guard stun to Pop Kick so it can be punished on block -Rain Super can now hit on way up ---addendum--- -should have issues with recall vars fixed -puddle mode can steal the corner -can cancel sleep and jHP into specials and supers -sleepy punch only hits after going a certain velocity while falling -rain causes KD to air opponents 5/12/22 -added 5.1 updates -maniac ball now changes speed on 2nd use and fixed guarded speed issue -pop kick is faster, is a low, and second useage causes HKD -added EX Pop Kick -dmg for Pop kick and barf no longer changes based on button pressed -added MP version of head recall (still need to make the hard version) -Candy Beam command now EX Head Toss (RDP+2P) -candy beam has longer recovery -candified opponents are faster can jump higher and can double jump after their peak by holding Up -candy grab to eat now hits in a larger area and can hit airborn candy 5/6/22 -improved look and feel of sHK -made Puddle start faster -Puddle start and puddle modehave much lower hurt boxes -new air floatyness values -Barf Balls now bounce -EX Barf Balls no longer random and have various bounce directions -air dashes go upwards a bit -Maniac Ball now now has new velocities depending on speed used --it can no longer pass through guard -lowered crouch hurtboxes removed defense buff from crouched states -changed most normals (mostly buffs) -back dash no longer has armor and is a crouch state -changed jumping physics -added UP+HK command normal in the air ============rawk log =========================== close st mp reaches slightly lower to hit crouching opponents (only did this because far st mp already does and i think its weird to punish you for being too close) fixed close st mp getting different frame data if you hold forward sweep can now otg. his other crouching normals no longer can. this is probably the worst trade deal the burp fireball now gets a little burst hitbox if it hits the ground, should make it slightly better for holding neutral and better for setups on knocked down opponent air supers are now input in whatever direction your facing, no matter if youve crossed the opponent no longer turn invisible when trade with candy beam, just fall over instantly head should always face buu when being recalled made back throw recover 2 frames faster so they both have total 22 frames you can now only use candy beam once in the middle of a combo (if you start the combo with candy beam you can still use it once in the middle of the combo) ==================================== WHAT's DONE - All Basics - Meltdown (D,D,D hold) or (D+3K, hold D) - Standing Taunt - Crouching Taunt - Air Taunt - 12 Intros + 1 Special (Gotenks) - 9 Winposes + 2 special (Absorbed/Candy Swallow) - Win quotes - 1 Lose by time - 69 Pals - Ground Zetto Counter (f+2P) (f+2K) - Air Zetto Counter (f+2P) (f+2K) - Burp Fireball [EX] (QCF+P) - Pop Kick (QCB+K) - Head Throw (RDP+P) - Head Recall (RDP+P) - Focus Attack (SP+SK) - Maniac Ball [AIR] [EX] (QCB+P) - EX Candy Beam (B,DB,D+2P) - Candy Grab (D+LP+LK while candied enemy) - Counter Breaker (3P) - Heavy Rain Lv1 (2QCB+P) - Vice Shot Lv1 [AIR] (QCBF+P) - Vice Shot Lv2 [AIR] (QCBF+2P) - Gackt! Lv1 (2QCF+P) (hold P to charge) - Madman's Ball Lv1 [AIR only] (2QCB+P) - Pain Train Lv1 (2QCF+K) - Flesh Prison Lv2 (QCBF+2K) - EMO mode (DD+MP+MK) - Mega Candy Beam (DD+MP+MK) (during EMO mode) - Kill You! (2QCB+K) - EMO startup - Finisher Lv1 - Destroy Everything! - Finisher Lv2 - Eat You!!! - Finisher Lv3 - Human Extinction Attack!!! WHAT's LEFT - replace enemy>target in explods - Buu's damage values - Supers/Hypers triggering KO BG - Adjust CMD's comboality - Absorbed forms: Cell/Future Trunks/Beerus - Generic fighter absorbed form (just 7 atm) - Extra intros: custom intros against Z2 chars (he should at least have one against Satan and another one against Piccolo) - Some absorbed sprites may look bad with custom pals - Some Buu sprites still have palette issues TODO: IAD fix? Winpose Gackt chargeup anim playing on loop --- not sure about it him falling asleep with snoring sounds --- too similar to sleepy intro TODO : fix EMO armor issues with hitpauses against Piccolo SP <-- apparently fixed... TODO : fix state 917 freezing and full muteki after hitting several times with Piccolo SP <-- apparently fixed... TODO : Also if you hit them in the back with it it still messes up the animations (ie candy man running into buus mouth instead of away) <-- fixed?? TODO : Finish Absorbed Gohan intros Added sounds 3900 5-6 "mmmmmmmmmmmmmmmmmmm" [BUU] 3900 10-11 Toilet fart[BUU] 4360 31 Victim Dies - Fattie [BUU] (just moved the second Wolfie sound to the Fatty victim, Wolf only has the "beh" sound now) TODO: 5.0 updates Gohan intro update DOCS PROGRESS LOG Beta 18b (20210207) - Unfolded edition - Fixed JP usage in s.SK and c.SK - Fixed Burp Fireball button detection when cancelled from Pop Kick - Fixed EMO Armor display counter during Maniac Ball - Fixed reverse command issue on Flesh Prison - Added new sprites to Ground Flesh Prison - Added Proximity check to Flesh Prison - Ground version of Flesh Prison is no longer blockable - Air version of Flesh Prison will now grab grounded enemies - Removed Steam from EMO power charge - [HDBZ] Updated movelist Beta 18a (20210201) - Stupid bot edition - Throws will count as a hit for the combo counter - Normal hits will KD the enemy if they are under Candy Beam's influence - Flesh Prison command has been changed to QCBF+2K - Flesh Prison Lv2 can now be peformed on ground, and connect with enemies on hit - [HDBZ] Updated wakeup turn code Beta 18 (20210117) - Dungeons And Dragons edition - Fixed guardflag in Dash Punch - [HDBZ] Added KD properties to Focus Attack - [HDBZ] Added body proximity check to throws - [HDBZ] Updated movelist Beta 17 (20201231) - Farewell 2020 edition - Tweaked Clsn1 box in throws - Fixed crossup issues in Maniac Ball on block - [HDBZ] Fixed animation check in state 651 - [HDBZ] Added Focus Attack Limiter - [HDBZ] Fixed Focus Attack bug allowing cancel on whiff from P2 side - [HDBZ] Added NHB safeguard to helpers without clsn2 boxes - [HDBZ] Zetto Counter followups will now result in minimal damage Beta 16g (20201223) - Crispy Crunch edition - 5.0 - Fixed armor issues in puddle preventing some hyper moves to connect - Fixed Air EX Maniac Ball>Forward Ex Maniac Ball position offset - Fixed Vice Shot bugs against Satan - Fixed bug in Air Block code - [HDBZ] Updated movelist - [HDBZ] Update Victory Quotes Beta 16f (20201221) - Cap'n Crunch edition - Remapped some palettes - Added new pals - Fixed camera not following Buu during back dash - Fixed dash lines alignment during EX Maniac Ball - Improved blocking performance of Vice Shot when launched at point blank - [HDBZ] Added Chicken Block special Projectile Beta 16e (20201213) - Crunchyroll edition - Fixed replant issue in c.MK - Removed armor properties from puddle gethit animation - Fixed Maniac Ball cancelling if player is not holding direction+punch - Fixed buffer in EX Maniac Ball, preventing the move to be comboed without inputting any new direction - Prevented Zetto Counters from being activated on first tick - Added missing Glass Shatter sound - [HDBZ] Tweaked Focus Attack performance on time=0 - [HDBZ] Updated Lv2 Super sparks - [HDBZ] Added Tenshinhan's Birdview gethit - [HDBZ] Fixed dizzy stars inheriting char's PalFX effects - [HDBZ] Fixed Cheap KO detection system Beta 16d (20200309) - Jones Bones edition - Decreased frame advantage on F+s.MK - Fixed Dash Cancel behavior in Focus Attack - Added Lilith's Gloomy Puppet Show special gethits - [HDBZ] Cleaned up unused commands - [HDBZ] Updated guard code Beta 16c (20200724) - 24/7 Service edition - Added missing negative edge button detection in some states - Fixed Juggle Point usage in c.HK - Fixed Dizzy stars on Finishers - [HDBZ] Fixed Piccolo's leftover charge commands in CMD - [HDBZ] Added 4.5 preview code Beta 16b (20200707) - Dude, Where's my pal? edition - Updated character to SFFv2. Say goodbye to easy pal management, and welcome to the worst system Elecbyte could ever create - Updated power charge sprites - Power charge steam will now dissipate instead of disappearing when Buu's hit - Fixed bug in Throw Code Beta 16a (20200614) - Brokeback Mountain edition - Increased width in Forward Throw to avoid whiff on small characters - Detached heads will automatically get closer to Buu if he moves outside a certain range - Fixed Candy Beam bug against OTG enemies - Removed vulnerability from Candy Grab P2 state to fix bugs with delayed attacks - Fixed bug in Kill You! not target stating the enemy under certain conditions - Updated Choco beam sprites and FX in Finisher 2 - Fixed bug in Candy grab during Mega Candy Blast not ending Emo mode Beta 16 (20200430) - Springtime edition - Added Launch absorbed form - Removed transparency from absorbed aura - Changed initial Y position in Falling from sky intro - Updated sprites in SF3 style intro - Fixed camera movement in Going Up winpose - Fixed super jump bug introduced after adding Explodsive buffer - Updated walk sounds - Removed superarmor from Meltdown recovery - Improved binding on Pop Kick crater FX - Small tweaks on Head Recall's code - Small graphical improvements on head recall - Fixed EX Maniac Ball being stalled in the corner under certain conditions - Tweaked clsn box in Counter Breaker - Updated sprites in Heavy Rain's vanishing blast - Changed voice sample in Madman's Ball - Fixed bug in Vice Shot Lv2 placing enemies into a custom state even if Buu was hit out of the move - Revamped Candy Beam and Mega Candy Blast's visuals and P2 behavior - Fixed bug in Mega Candy Blast against armored characters - Fixed bug in Mega Candy Blast if Buu was hit at the same time as the blast hits the enemy - Fixed bug in Pain Train dealing less hits than expected if performed on the corner - Updated documentation on Pain Train - Removed invincibility frames on Kill You! - Improved camera movement on Finisher 1 - Added explosion sound to Finisher 1 - [HDBZ] Updated code for Wall Break KO Beta 15 (20200308) - The Pinky Panther edition - Updated food sprites - Added Krillin, C17 and Raditz absorbed forms - Fixed name triggers in some absorbed poses - Tweaked some winposes so they happen onscreen - Increased guard.dist for extended attacks - Increased recovery time in some moves for gameplay balances - Tweaked some clsn boxes - Improved blocking performance in Pop Kick - Fixed unbinded explods in Pop Kick - Counter Breaker is now a special move that can be performed by pressing 3 Punches (3P) - Removed projectile invulnerability to Counter Breaker - Updated sprites in Counter Breaker - Disabled superarmor during Counter Breaker - Added inbetween animation to Madman's Ball Lv1, increasing his recovery time - Fixed Pain Train variable hitcount depending on different stage's bounds - Buu will now inmediately bounce off the wall on Pain Train whiff - Heavy Rain projectiles will blow up when launching Kill You! to avoid cosmetic issues during the cinematics - Updated sprites and cinematic visuals in Finisher 1 - Revamped Superarmor code, for gameplay balances - Added visual indicator to superarmor cooldown timer - Corrected mistakes in winquotes - [HDBZ] Added Wall Hit sparks - [HDBZ] Added Dizzy stars - [HDBZ] Added new EMO Activation sound - [HDBZ] Updated Focus Attack and Wall break - [HDBZ] Changed basics limiter helper into an explod as well as fixing the hitpause delay application of the limiter - [HDBZ] Updated anti-fuzzy code Beta 14b (20191020) - Streets of Fire edition - Fixed bug in enemy not disappearing sometimes in toilet winpose - Fixed b+MP and f+MP EXPLODsive buffer command - Increased hit pushback in extended MP and MK - Fixed throws displaying a whiff sprite for a couple of ticks on hit success - Fixed counter flag during Ground Zetto Counter - Air Zetto counter will knock down enemies in mid air - Fixed missing power gain in Maniac Ball - Fixed incorrect command for Candy Beam - Tweaked Pain Train damage - Fixed Pain Train no longer scrolling through the stage - Timing improvements on Kill You! scream - Kill You! screams can now be destroyed by enemy projectiles - Fixed debug flood during game ending scene - [HDBZ] Removed power gain in some Zetto Counters - [HDBZ] Fixed bug in guarding states causing first attack notification fail after blocking heavies and holding back after the block Beta 14 (20191018) - State of War edition - Cleaned up unused variables - Added intro against Vegetto Z2 - Added Goku Black, Jiren, Armor Vegeta and Deadpool absorbed forms - Added D+3K as alt command for Meltdown (Puddle Mode) - Removed special gethit/Hitoverrides in Puddle Kick. - Fixed Maniac Ball being unblockable at point-blank - Fixed Zetto counters killing flag - Fixed debug error in Pop Kick while Buu is under custom anims - Removed special gethit/Hitoverrides after hitting Buu while Pop Kick is active. Hitting just the foot will still trigger the special gethit, though. - Recoded Chaos Braker into Counter Breaker - Tweaked clsn boxes in Pain Train - Fixed issue of wrong StateType/Pos Y for target during Pain Train bounce - Revamped Kill You! scream FX and features. Scream is no longer unblockable - [HDBZ] set getup animation to 30 ticks - [HDBZ] Fixed power charge filling at time=0 - [HDBZ] Added AlexSin's fixes in throw states - [HDBZ] Shortened animation 5100 and fixed sprite alignment - [HDBZ] Fixed jump start invulnerability frames - [HDBZ] Added EXPLODSive buffer - [HDBZ] Added Gotenks scribble gethits - [HDBZ] Removed obsolete code for RE Broken Back - [HDBZ] New anim standard 5252 - [HDBZ] Added Satan's Megaton Punch gethits - [HDBZ] Added Satan's Champ's Delight gethits Beta 13 (20180206) - JNP edition - Tweaked CLSNs - [HDBZ] Added IAD delay attack code - Pain Train Blockable at start Beta 12 (20180202) - Frank Underwood edition - Added Vs.Gotenks intro - Slight adjustment in clsn boxes - Adjusted hitstun in normal extended attacks - Meltdown mode exit animation can now be punished - Slight increase in meltdown mode clsn boxes - Slight velocity decrease in meltdown walk - Fixed backdash issue when performed at the edge of the stage - Fixed bug in Hyper KO BG finish with Vice shot - Mega Candy Beam now allows for multiple hits as long as there is power on the emo bar. - A special background with speedlines will be onscreen while the MCB multihit feature is enabled - Hyper Attacks and Finishers will be disabled under Mega Candy Beam influence. Normals and Specials will work as usual - [HDBZ] Added OTG fix - [HDBZ] Removed PowerAdd from basics - [HDBZ] Updated Chicken Block code - [HDBZ] Added Tech throw code - [HDBZ] Added Air Basics Knockdown effect Beta 11 (20180107) - Revenge of the Nerfs edition - Decreased overall attack values - Sleepy Punch can now only be performed while going downwards during the jump - Fireballs and projectiles are no longer overhead - Pop Kick gethit animation is no longer invulnerable. Enemies could keep hitting a Buu stuck on the ground - EX Chaos Burst will reduce 10% of Buu's defense value - Pain Train is now blockable during the first 20 frames. After this period, the move will become unblockable and steam will come out of Buu. - Whiffed or blocked Pain Train will prevent Buu from recovering mid air after hitting the edge of the stage. - Pain Train has now a 2 hits maximum superarmor - Superarmor disabled during puddle mode - Fixed time out issues during Emo Scream activation - Added new absorbed forms Beta 10 (20180105) - New age edition - Fixed issue in which Buu would regain control during the intro - Air basics will knockdown the enemy if hit by a third time in a same combo - Prevented Power Charge while the enemy is in candy form - Prevented comboing from Ground Zetto Kick counter - Zetto counters can now be performed during EMO mode - Small fixes in supermarmor courtesy of JustNoPoint - Fixed j.LK>j.LK loop infinite - Fixed s.SK>Burp Fireball infinite - Fixed Meltdown kick cancelling into Dash punch earlier - Prevented EX Chaos Burst to be executed in Lie-Down states - Decreased chip damage in Gackt! Lv1 - Fixed Gackt! Lv1 not interacting correctly or freezing under some instances when colliding with other projectiles - Fixed damage output when Madman's Ball Lv1 was blocked - Fixed hitcount problems in Vice Shot Lv2 - Fixed issues with Buu freezing sometimes during Vice Shot Lv2 - Fixed guarding properties in Vice Shot Lv2 - Fixed damage absortion in c.MP during EMO mode - Flesh Prison Lv2 now correctly exits EMO mode - Added new absorbed forms - Small corrections in the name triggers for the absorbed poses - Improved positioning of EMO steam during crouch taunt - [HDBZ] Fix in Dash Collision facing bug - [HDBZ] Fixed old WinMugen state 5050 - [HDBZ] Fixed old WinMugen state 5200 - [HDBZ] Fixed animation 5170 glitch Beta 9a (20170809) - XGargoyle's birthday special edition - Updated movelist - Increased width in some winposes to prevent them happening offscreen - Fixed P2 sprite priority issues in EMO Power Charge - Fixed bug if 2 Buus hit each other with Candy Beam at the same time, by granting inmunity to his own attacks - Added back Candy Beam recovery sparks that were deleted by mistake - Chaos Burst will no longer kill the enemy - Fixed bug in Angry Vice Shot Lv2 freezing up if the helper was destroyed earlier - Increased damage in Chaos Burst and Flesh Prison Lv2 - Small tweaks and fixes in AI - [HDBZ] Added Neutral Throw Beta 9 (20170730) - Buu is out!! edition - Added movelist to character files - Fixed explod being bound for 1 tick in Eating intro - Added morphing sound to recovery animation - Small tweaks to audio steps in running animation - Fixed bug in Candy Beam if move was blocked - Fixed bug in candied enemies not returning to normal state after some time - Fixed enemies disappearing/freezing if Buu was hit at the same time that Candy Beam impacted the enemy - Fixed enemy being invisible for a few frames after recovering out of candy - Fixed enemy's axis position after recovering out of candy - EX moves now cost 500 power under EMO mode - Added missing sprite in EMO bar that was deleted by mistake - Fixed EMO Armor bug creating clones when hit by attacks with the wrong hitflag (as in badly coded) - Added AI Beta 8f (20170722) - Get ready for a pow-wow!! edition - Boosted up volume in some audio samples - Cleaned up code, sprites and sounds - Small tweaks in lip syncronization - Buu now drops faster in Twelve intro - Changed sparks in Skinny Buu intro - Small tweaks in Absorbed intro - Added new voices to Absorbed intro - Delayed audio in Scary winpose - Tweaked ZZZ positioning in laughing winpose - Small tweaks in Jumpscare winpose - Added farting Toilet winpose - Changed walk back animation in Toilet winpose - Tweaked toilet shaking animation - Prevented Toilet winpose to be performed in Simul modes and against Saibamen - Fixed Dash Collision win animation - Updated idle meltdown stance - Added face animation to EMO power charge - Added steam to EMO power charge - Changes in EMO steam behavior - Fixed bug in Super Armor not resetting sometimes after getting out of EMO mode - Added sounds to Flesh Prison Lv2 - Fixed facing/positioning issues in Finishers - Tweaked lip syncronization in Finisher 3 - Fixed hit count issue with P2 in Finisher 3 Beta 8e (20170709) - Pre-Release Candidate edition - Updated Fat Buu sprite - Updated Emo activation face sprite - Small tweaks in Skinny/Fat Buu intro animations - Small tweaks in Absorbed intro animations - Small tweaks in Emo Activation lip-synch - Added Talky intro - Hourglass winpose - Give me Chocolate winpose - Fixed some winposes happening offscreen - Small tweaks in Jumpscare winpose - Finally fixed positioning bugs in Toilet winpose - Updated sounds to Final Bout intro, Jumpscare winpose, Throws, Pop Kick, Heavy Rain, Vice Shot, Madman's Ball - Replaced StateTypeSet by AttackDist - c.SK is now non-recoverable - Extended normals (F+s.MP/s.MK) can only be performed once per combo - Fixed meltdown walking speeds - Added sounds to Punch Zetto Counter - Fixed Pop Kick positioning in Kick Zetto Counter - Fixed Pop Kick damage in Kick Zetto Counter - Changed Emo Charge Power animation - Changed Superarmor Steam behavior - Fixed Steam placement in Maniac Ball and Madman's Ball - Prevented Kill You! to be performed against Saibamen and Simul modes - Added extra ghost to Buutenks - Added 55 new pals. Thanks to all the submitters. Beta 8d (20170701) - Canadian Bacon edition - Corrected Pal issues in some sprites - Added blinking flashes to Skinny/Fat Buu intro - Lightning sparks from Final Bout intro now play slightly faster - Small tweaks in Absorbed intro - Adjusted sprite alignment in Going Up winpose - Updated Jump Scare winpose - Sonic winpose now moves faster - Added Easter Egg absorbed pose - Added Ghost to Buutenks absorbed pose - Fixed positioning bugs in Toilet winpose - Fixed custom state related bugs in Toilet winpose - Small tweaks in Cheap KO state - Added comboability from c.SK - Fixed bug in Meltdown Kick>Dash punch>Maniac Ball - Removed Juggle Points from Pop Kick - Restricted Pop Kick to be used only once per combo - Added recovery for Buu after Pain Train Wall Bounce - Planted heads will now also vanish during a cinematic started by Buu - Planted heads will vanish during winposes - Slight damage increase in Vice Shot Lv2 - Increased recovery time for blocked Vice Shot Lv2 - Prevented Mega Candy Beam to be performed if enemy is already in Candy form - EMO bar will automatically reset after hitting Candied enemies under Mega Candy Beam - Added alternate P2 Struggle animation for Kill You! - Fixed PalFX issues in Finisher 3 - Revamped beams in Finisher 3 - Changed Beam vanish animation when hitting ground in Finisher 3 Beta 8c (20170613) - Unlucky day edition - Updated Lie Dead sprites - Updated sprites with palette errors - Added Chicken Block - Disabled PalFX effects on Power Charge - Added Fat Buu to Skinny Buu intro - Added Absorbed pose intro - Added Final Bout intro - Added Eating - Do not Disturb intro - Added Against Gotenks intro (pending final timing from Gotenks) - Added Scare Jump winpose - Added Toilet winpose - Added Crouch Taunt - Revamped Absorbed pose code and added rest of forms (nearly 80!!) - Added Cheap KO animation - Tweaked movetype idle status recovery - Tweaked clsn boxes in walk animaiton - Removed extra frame from Meltdown recovery - Tweaked combo features in extended MP and MK - Fixed loop with meltdown kick - Planted heads will vanish during a cinematic hit (using Piccolo's clones ID and/or 2 seconds custom state delay) - Fixed Maniac Ball infinite loop in mid-air - Fixed Focus Attack hitdef properties - Converted Chaos Burst from EX to Lv1 super - Tweaked Chaos Burst behavior to adapt it to Lv1 - Prevented Pain Train Lv1 to stay frozen in a loop - Fixed Pain Train's enemy facing during drag along move - Slightly lowered Flesh Prison Lv2 explosion spot - Corrected landing animation in Flesh Prison Lv2 - Fixed bugs in EMO Super Armor - Super Armor will no longer get decreased during Focus Attack - Tweaked animation in Kill You Lv3 - Fixed bug in Kill You Lv3 not resetting previous EMO level - Added Mega Candy Beam - Can only be performed under EMO mode - Full screen Candy Beam - Candy status' time depends on EMO bar level Beta 8b (20170519) - Night Fever edition - Added Air Taunt. At the end of the taunt, it will grant you an extra jump - j.D+SP>Meltdown Kick>Dash Attack (FF+SP or F+SP) - Fixed bug in which Madman's Ball was hitting multiple times on the same tick - Added 2 seconds limiter to Madman's Ball Lv1 - Prevented enemy from being hit by external attacks during Flesh Prison Lv2 - Supers can be performed under EMO mode at reduced cost, but will remove EMO mode - EMO mode now grants Super Armor to all kind of hits from Level 0. Each EMO level adds 1 additional hit of Super Armor - Fixed Super Armor being removed before hit was over - Super Armor will no longer get decreased from blocking hits - Blocking hits will now increase the EMO bar - Reduced Super Armor cooldown time from 10 seconds to 6 Beta 8a (20170514) - Test wave 1 edition - Added missing clsn box in Taunt animation - PalFX now resets after cancelling Focus Attack into dash forward - Fixed Pop Kick gethit animation - Increased blockstun for Pop Kick - Increased hitstun time for Head Throw's head - Hyper Kill BG will trigger now on first hit of Gackt! - Fixed Gackt! charge sound not stopping after Buu was hit - Delayed woohoo sound in Madman's Ball LV1 - Fixed Pain Train bug when used in EMO mode - Fixed Vice Shot Lv2 ignoring guardflags - Changed sounds to Flesh Prison Lv2 - Fixed bug under certain conditions in P2 sprite alignment for Flesh Prison Lv2 - Changed bounce sound in Finisher 1 - Added new sounds to Finisher 1 - Fixed PalFX bug when hitting juggle points limit in Finisher 2 - Added new sounds to Finisher 3 Beta 8 (20170513) - Unknown Angel edition - Tweaked idle stance animation - Changed frames in jump start and landing - Changed axis alignment in liedown sprite - Small tweaks in gethit recovery frames - Small tweaks in frames advantage - Fixed width parameter in F+MP - Added whip sound to F+MP - Changed whip sound timing in some moves - Fixed magic series combos - Added invincibilty to Buu's throws to prevent interruption from delayed hits - EMO Bar now fills 3x times faster - Changed sound when filling EMO bar - Enabled back supermoves that were disabled by mistake under EMO mode - EMO Super Armor no longer debug floods under custom states - PalFX now resets after cancelling Focus Attack into Backdash - Fixed guardspark in Pop Kick helper - Combo display now correctly reflects new hits after Pop Kick - Added face explod to Head Recall - Candy Beam frames animate faster now - Added Gackt! vomit sound - Added dust FX to Gackt! while charging - Fixed Gackt Beam staying onscreen if the enemy was not hit for some time - Heavy Rain Lv1 beams will no longer disappear if hit offscreen - Increased number of blasts in Heavy Rain Lv1 - Fixed Black BG bug in Heavy Rain Lv1 - Madman's Ball Lv1 will now bounce at blocking enemies - Madman's Ball Lv1 will now push back blocking enemies - Fixed gethits in Madman's Ball Lv1 - Added new impact sound to Madman's Ball Lv1 - Changed sound timing in Madman's Ball Lv1 - Fixed bug in Pain Train's aura not removed if Buu was hit during the activation - Fixed NotHitBy attributes in Pain Train Lv1, Vice Shot Lv1 and Lv2 - Flesh Prison Lv2 now lasts longer and deals more hits - Fixed bugs in Flesh Prison Lv2 and made it to only hit airborne enemies - Added roar sound to Kill You! Lv3 - Added Speedlines to Kill You! Lv3 - Updated Kill You! Lv3 sounds - Changed Y starting position in Kill you! Lv3 - Kill you! Lv3 will not kill the enemy if the finishers are active. If the finishers are not active, it will kill the enemy and play the absorbtion winpose - Added getup animation for P2 in Kill you! Lv3 - Added bouncing animation for P2 in Finisher 1 - Tweaked animation and sounds in Finisher 3 - Changed hitspark in beams from Finisher 3 - Finisher 3 is now able to kill the enemy ( _ U) - Updated sprites in Laughing winpose - Camera will not follow Buu during the Going Up winpose - Tweaked Sonic winpose Beta 7 (20170506) - Ohio Steamer edition - Extended s.MP - Changed whip sounds to c.SP, F+s.MK and F+j.MK - Fixed Basics Limiter helper - Added EMO Gauge - Added Meltdown Kick - Added charge limiter to Gackt! - Pain Train is now a single Lv1 Hyper - Madman's Ball Lv1 - Flesh Prison Lv2 - Added face explods to Finisher 3 - Added extra sounds to Finisher 3 - Added Reverse Intro - Updated Sonic winpose - Added EMO Mode + EMO Bar - Grants SuperArmor to Normal hits (Lv1) and Special Hits (Lv2) - Each level is able to absorb 1 additional hit - Hits absorbed during SuperArmor will deal half damage - Once the SuperArmor is broken, there's a cooldown process of 6 seconds, displayed by steam coming out of Buu - [HDBZ] Disabled text notification in Dash Collision - [HDBZ] Disabled EMO mode in Simul modes and against Saibamen - [HDBZ] Added new damage dampener Beta 6 (20170409) - Not a real Champ edition - Updated idle stance sprites - Updated guard sprites - Added sounds to c.SP - Added sounds to F+s.MK and F+j.MK - Added Twist sound to Air Recovery - Changed sound in Power Charge - Fixed spark alignment in reflected projectiles - Corrected command input in RDP - Added Taunt sprites to Head Throw - Changed sprite priorities in Head Throw - Added sounds to Head Throw - Added sound and changed hitsound to Chaos Burst - Added charging sound to Gackt! - Fixed Afterimage in Air Vice Shot Lv2 - Added temporary aura to Pain Train startup - Added Steam FX to Pain Train - Added jumping back into screen animation at the end of Finisher 1 - Added Swallow sound to Eating intro and Finisher 2's eating - Removed fake ground sprite from Finisher 2 - Added Big Swallow sound to Finisher 2 - Improved animation timing and sounds to Finisher 2 - Added Finisher 3 - Human Extinction Attack - Fixed alignment issues in Sonic winpose - Updated sounds in Sonic winpose Beta 5 (20170214) - Be my Valentine! edition - Updated s.SK sprites - Tweaked EX Burp Fireball velocities and damage - Added Head Throw movement. - Fixed bug in shared variable in Head Throw and other moves - Changed animtimes in Head Throw Recall - Changed hitpause times from 13 to 16 in Maniac Ball - Fixed Pain Train Lv1 not moving forward after being hit by a projectile - Tweaked Pain Train Lv1 sounds - Added Finisher 1 - Destroy Everything!!! - Expanded list of characters for Absorbed winpose Beta 4 (20161218) - Rebuilt SFF with correct pal index - Added new palettes - Added new small portrait - Added Skinny Buu intro - Added Falling Ball intro - Added Slime intro - Added Sleepy Times intro - Added Going Up winpose - Added Sonic Winpose - Fixed c.SK not returning to the correct state - Fixed Focus Attack cancelling into the wrong state - Added voice clip to Candy Beam - Added multiball to EX Burp Fireball - Fixed Candy Grab not connecting from a previous combo - Removed charging sound in Vice Shot Lv2 - Added taunting sound to Vice shot Lv2 - Decreased pause time in Pain Train Lv1 - Fixed face explod in Pain Train not bound to character - Added Hulk/Morrigan/Sonic/Old/Young absorbed forms Beta 3 (20161113) - Daeron's Birthday Party edition! - Fixed screen shaking during walk animations - Fixed coming down from Jumping forward animation - Updated crouch gethit sprites - Added Eating Intro - Switched s.MK and f+s.MK - Added non-blurred frame to f+s.SK - Updated sprites in j.MP - Updated sprites in j.SP - Changed command for Sleepy Punch to D+j.SP - Reverted back command for Puddle mode to D,D,D - Candy Beam is now an EX Move - Reduced overall speed in Candy Beam - Added Candy Beam vanish sprites - Tweaked damage formula in Candy Beam - Updated Burp Fireball ground impact sprites - Increased damage in Burp Fireball and EX Burp Fireball - Disabled debug version of Ground Zetto Counter, left by mistake in the previous build - Changed impact sound in Ground Zetto Counter (Punch) - Improved camera focusing in Maniac Ball and EX Maniac Ball - Added 5 ticks delay to the active hitbox in EX Maniac Ball - Added intermediate beam position in Gackt! - Hold any punch button to charge Gackt in order to deal more hits - Tweaked damage formula in Gackt! - Updated Vice Shot charge sound - Tweaked timing in Vice Shot Lv2's second launch - Fixed Air Vice Shot Lv2 not cancellable from air attacks - Added EMO SuperArmor to Pain Train Lv1 - Revamped Pain Train Lv1-Lv2 - Damage dealt during EMO mode's superarmor will now decrease the EMO bar - Added FX sounds to Kill You! - Added invincibility frames to P2 during Kill You! to prevent accidental release of the target - Added Finisher 2 - Eat you!!! - Added Buu/Goku/SSJ Goku absorbed forms - Added Vegetto/Alex/Chun Li/Dhalsim/Guile/Honda/Geese/Kenshin/Jailbot absorbed forms - Added name triggers of other characters to absorbed winpose - Adjusted Buu position in absorbed winpose - Temporary FX tweaks to absorbed winpose - Tweaked cosmetics in Portal Winpose - [HDBZ] Replaced "volume" parameter by "volumescale" --- Some sounds my play lower or higher than before though, requiring individual fine tuning - [HDBZ] Added Piccolo's Compatibility against clones Beta 2 (20161029) - Candies for Halloween edition!!!! - Temporary EMO Mode (D,D,y+b) - Temporary Startup Emo attack (2QCB+kick) - Absorbed Winpose (after killing with EMO startup) - Dash Attack [TEMP] - Ground Zetto Counter (f+2P) (f+2K) [TEMP] - Air Zetto Counter (f+2P) (f+2K) [TEMP] - Level 2 Vice Shot (QCBF+2p) [AIR] - Level 123 Pain Train (2QCF+kick) - Temporary followup can be done with 2qcf+kick or Start - Changed Puddle mode activation to D,D,x+a to coexist with EMO activation - Changed EMO activation to D,D,y+b - Tweaked dust effect in Run Forward animation - Tweaked hitspark placement in Vice Shot - Tweaked hitbox size in Vice Shot - Changed Vice Shot charging sound - Updated Portal winpose - Updated Walk Back sprites - Changed Walk speed constants to suit new animation frames - Updated Scream FX sprites - Fixed pal in Dust effect - Buu will now regain control sooner after Maniac Ball - Tweaked Candy Grab damage formulas - Changed P2 animation after Candy Grab release - Fixed Gackt not trading hits correctly against KMH - Added Easter Egg (Portal) - [HDBZ] Removed Blue explosion sprites in Dash Collision - [HDBZ] Updated battle messages - [HDBZ] Updated Hyper KO Finish BG Beta 1 (20161009) - No longer the Alpha male edition - Beta phase! - Forward s.MK [TEMP] - Converted j.SK to up+j.SP - new j.SK [TEMP] - Candy Grab [TEMP] - Updated Candy Beam sprites - Updated standing gethit sprites - Updated c.SP sprites - Changed clsn positioning in c.SP - Improved and cleaned up Maniac Ball code - Tweaked Laughing C/D winpose animation frames - Adjusted hitspark position in Vice Shot - Removed Cybaster's method for sparks - Fixed Dash Collision grab after success - Pop Kick will now come out faster, allowing for basic combo chains - Changed impact sounds for Maniac Ball and Burp Fireball - Added Pop Kick - Appear sound - Added Meltdown alternate liedead sprite/animation - Added Win quotes Alpha 12 (20160925) - Tweaked c.SP, increasing range and adjusting sprite alignment - Changed hitbox positioning in s.MK - Improved Pop Kick behavior and hit properties - Pop Kick > Burp Fireball - Pop Kick > Supers - Maniac Ball [EX] > Air Vice Shot - Added 1-hit projectile armor to EX Maniac Ball - Removed extra sound in Maniac Ball - Fixed Burb Fireball going down after pressing multiple buttons - Burb Fireball is now an overhead projectile - EX Burb Fireball will now properly vanish after 3 seconds - Candy FX beam is now removed if Buu gets hit - Tweaked Gackt beam hit properties - Tweaked Vice Shot hit properties - Changed ground recovery sound - Updated Shocked Aura sprites - Added shockwave sound to Focus Attack - Removed Dust FX from Heavy Rain - Increased stun time in Heavy Rain blasts Alpha 11 (20160918) - Chaos Burst [TEMP] - Focus Attack [TEMP] - Burp Fireball > Gackt! - Laughing winpose (4 variants) - Swapped command motions for Heavy Rain and Vice Shot - Tweaked transparency values in Vice Shot's Teleport helper - Tweaked animations timings in Assimilation - Reduced 20% recovery time in Meltdown - Reduced 30% spinning time in Maniac Ball and EX Maniac Ball - Improved behavior on slipping away from Pop Kick introduced in Alpha 10 - Fixed clsn placement in s.LPx2 - Changed active hitframe in Pop Kick - Added Freeza's absorbed form - Added Meltdown walking sprites - Updated sprites for EX Burp Fireball - Updated B&W Shocked sprites - Updated Heavy Rain sprites - Recoded Gackt to mimic new behavior - [HDBZ] Updated author's name to HDBZ standard Alpha 10 (20160727) - Assimilation (Reverse Throw) - Air Vice Shot [TEMP] - Gackt! level 1 [TEMP] - Aiming Beam (hold up to aim) - Tweaked position of Candy Beam transformation - Tweaked Vice Shot hit properties - Reduced slipping away from Pop Kick - Added mockup of teleport afterimage to Vice Shot - To be investigated - Updated Vice Shot sprites - Updated Burp Fireball FX sprites - Burp Fireball > Heavy Rain - Burp Fireball > Vice Shot - Updated sound for Vice Shot Impact Alpha 09 (20160709) - Whip throw (Forward Throw) - Ground Vice Shot [TEMP] - Extended j.MK - Updated j.MK sprites - Updated Burp Fireball sounds - Added FX to Candy Beam - Improved code and cosmetics for Candy Beam - Added Back dash on corner Alpha 08 (20160616) - New soundpack by Balthazar - Disabled player push during Pop Kick - Damage dealt to Pop Kick's foot will now be transfered to Buu's main life (half damage) - Improved Kirby mode - Added sparks to Heavy Rain - Supers/Hypers will now trigger the Hyper BG KO Finish - Added deflating sound to winpose muscle burst - Fixed Aura in Ground Maniac Ball - Finished coding on Maniac Ball (all versions) Alpha 07 (20160611) - Tweaked sprite alignment in s.LP and s.SP - Tweaked sprite alignment in Dash Collision - Removed walking sounds in Meltdown - Fixed bugs in j.SK - Fixed c.SP not being comboable from Run - j.SK can now be followed by Meltdown while holding down - Maniac Ball will turn into Meltdown after hitting ground - Added ground spark to j.SK landing - Added snoring sound - Added sound to intro 1 - SF3 style - Added sounds to Power Charge - Added grunt sounds - Added hurt and KO sounds - Added sound to successful Kirby mode - [HDBZ] Updated sounds to SP (5,2), SK(5,5) and Strong Hit sound (5,6) - Added 4 new palettes - Changed motion for Maniac Ball - Burp Fireball [TEMP] - EX Burp Fireball [TEMP] - Winpose 2 - Opening Portal [TEMP] Alpha 06 (20160604) - Added gethit sprites to Pop Kick - Updated Heavy Rain sprites - Updated c.SP sprites - Updated c.SK sprites - Updated j.MP sprites - Updated My Toes! sprites - Updated Twist gethit sprites - Updated dash Collision sprites - Updated knockout sprites - Updated heavy knockout sprites - Updated Genocide Heavy Rain FX sprites - s.SP [TEMP] - c.SK [TEMP] - j.MK [TEMP] - j.SK [TEMP] - Hold direction to hover during air - Lose by Time Over pose - [HDBZ] Fixed Dash Collision bug locking P1 in state 0 - c.MK is now comboable from c.LP/c.LK - Removed Winane's AI related code - Added Kirby mode to c.MP - Added sounds to Meltdown mode - Adjusted edge width value in walk back animation - Tweaked sprite alignment in s.LP - Tweaked Maniac Ball ground version - Tweaked Genocide Heavy Rain behavior (LP:more scattering, SP:less scattering) Alpha 05 (20160327) - Fixed power charge steam palette issues - Added recoil to meltdown gethit states - Updated s.LP sprites - Updated s.MP sprites - Updated j.LP sprites - s.LP combo [TEMP] - forward s.SK [TEMP] - 3 hit combo - c.LK [TEMP] - c.MK [TEMP] - j.LK [TEMP] - Pop Kick [TEMP] Alpha 04 (20160217) - Corrected motions for Chocolate Beam and Maniac Ball - EX Maniac Ball - Air [TEMP] - s.LP [TEMP] - s.MK [TEMP] - c.SP [TEMP] - Meltdown [TEMP] - Heavy Rain [TEMP] - Added sounds for SF3 intro, Portal Intro, winpose flex, dash forward/backward, s.SK, Maniac Ball, j.SP, c.LP, c.MP, Meltdown - Added placeholder animations for Buu's absorb finisher, press start to trigger against Z2 characters [TEMP] Alpha 03 (20160106) - Added HDBZ portrait and displayname - Tweaked s.MP alignment - Fixed dust in Power Charge - Delayed hit frame on c.MP - Added steam to power Charge - Chocolate Beam [TEMP] - Portal intro [TEMP] - Added blur frame to s.MP - Added extra frame to s.SK - Close s.MP [TEMP] - j.LP [TEMP] - j.MP [TEMP] - j.SP [TEMP] - Winpose 1 - Exploding Biceps [TEMP] - Improved Maniac Ball behavior - Tweaked crouching CLSN2 boxes Alpha 02 (20160102) - Pal: Dark Buu - c.LP [TEMP] - c.MP [TEMP] - Power Charge [TEMP] - s.MP [TEMP] - s.LK [TEMP] - s.SK [TEMP] - Maniac Ball [TEMP] - EX Maniac Ball - ground [TEMP] Alpha 01b (20151221) - Tweaked Taunt, hold start - Updated idle stand - Tweaked loopstart in walk back Alpha 01 (20151220) - Gethits - Stand, crouch, jump, high jump, dash, run - Portraits - Dash collision - taunt - SF3 intro