- updated constants - aligned tien bird's eye view anim - Gohan secret colors work properly on next round and next match in arcade - Gohan colors updated - recoded bike intro - KHH beams go away on hit and block now to prevent helper limit 5/28/25 - applied color code to Gohan 5/24/25 - exit 3 final liedown state is now considered a hit state 5/14/25 - fwd throw does 90 dmg - made a failsafe for emo exit - LVL0 LVL1 close range emo exit now has larger hitboxes to hit lower characters - updated air and ground zettos 5/5/25 - updated emo Masenko dizzy - loses emo gauge when knocked out of emo (even when you can't see the gauge!) - emo exit cinematics LVL2 and 3 no longer minus on hit - back throw now uses fake hits, P2 cannot recover from them - all khh hit lower - tweaked emo removal vars during finishers - added sprpriority to power charge to hopefully make him not seem invisible if buffered from intro - LVL3 command no longer side switches in the air - balls drop - boss compat - land lag and land guard updated Gohan 5.1 BETA Changes =============NEW MOVES============= - Added Wall Dive F+2K near edge of screen - Added Emo Exit: Chou Kamehameha - 2 variants: kick version close range, raw version for long range - Gohan is invuln during charge - Close range emo exit has hurtboxes after active frames =============BUFFS============= - LVL3 now can be done on ground or in air. LVL3 has counter and combo variant - Masenko now hits OTG - Emo Masenko hits lower to help hit OTG better - EX DP (rising kicks) is now an actual reversal - EX hurricane kick is now proj invuln - Increased max dmg for counter finisher by 50 - HK Rising kick final kick min dmg increased from 7 to 20 =============NERFS============= - Removed old KHH (ground and air) - Increased gravity limiter on Tatsu - Reduced min dmg on finishers - K zetto no longer invuln =============SYSTEM CHANGES============= - Hold MP instead of Down for jD+MP - Improved throw tech - Decreased dmg from throws - Cannot guard during start of air dash - Instant air dash height increased - Cannot FADC on block - New Hard Knock Down states added - Can hold focus on get up - Can Z-Escape by holding left right on get up - Run buffs (can cancel into crouch, guard, jump up, jump back and run > normals carry momentum) - Opponent meter gain increased if kept in guard stun for more than 5 seconds - Air normals have lower priority - Focus Attack no longer F1 invuln after using Z Escape - Added hold button to get up roll =============MISC============= - Air P zetto now mostly hits high, has longer recovery, and can be hit after active - Air K zetto now mostly hits lower and can be hit after active - Gohan's fireballs are now rekkas (you do 236+P then hold 6 and just press P again to do the follow up fireball) - Masenko is now QCFx2+P/PP - Added Emo Level indicators - Added Buu special intro - Chun Li outfit added[Kibito Intro] - Added Gravity limiter[Soaring Kick] - Changed out the air counter lvl3 pose - Added various sprite edits by Toni =============BUG FIXES============= - Vehicle intros no longer give ctrl before round start - Fixed issue with max emo air counter locking up and recentered camera if done in the air for finisher - Fixed issue with gravity limiter not applying to LK and MK rising kicks - Fixed first attack issue - Fixed issue with jHP causing P2 to stand on hit if they are near ground level but not on - FX on emo exit khh start will remove when Gohan is hit - Flurry kick landing now can be counter hit - Ex ki blast recover can be counter hit - Fixed kanji bug when approaching lvl3 emo (kanji would dissapear) - Fixed ai frequently spamming emo exit - Removed dust from air combo lvl3 - Made Gohan's Destiny mode lightning effect disable for win screens due to visual issues. - Fixed EMO lighting sprites having unintentional scaling - Fixed a small typo in one of Gohan's win quotes - Fixed the Zetto Counter sending non-Z2 characters through the floor - fixed Thunder kicks lvl1 calling the cinematic explod - fixed specials juggle point issue - fixed lvl2 thunder kicks playing lvl1 super effects