- updated after image code - updated constnts 5/23/25 - updated alt fin3 music 5/14/25 - fixed flashing kanji on emo bar P1 - EX Ki Blast causes HKD frfr - EX ki blast switches hands properly - reduced invuln time on float start from 9f to 7 05/01/25 - EX ki blast can now take 2 projectile hits - ai can use EX Ki blast - stopsnd for charging power moved to -2 so it will trigger during custom states - can now cancel float with Down Down or 2K - reduced volume on ex ki blast explosion - lowed spriority of kaioken bars and fixed P2 kaioken bar displaying incorrectly - added palfx to false ssj 04/23/25 - added new EX Ki Blast - lowered sHK hitbox to hit crouchers - fixed issue with emo bar vanishing - dust no longer transparent - ai should no longer be able to air block while air dashing fwd - added guard low on land update - added groundrecover constant - added airdash attack nerf - added potential guard during attack state bug fix - added larger dragons for finisher - added new music for fin 3 - added envshake to SSJ4 finishers - kaioken only drains life and super meter on cancels - red of emo bars are no longer ontop - added missing SSJ4 Daima frame - Updated gfx on EX Ki Blast 02/26/24 - Added a custom intro vs Krillin 12/09/24 - Added an air guard flag to Dragon Tail (QCB+P > LP) 11/20/24 - Moved Charge Input Vars to -2 from -1 (allows charging even in custom states) - Added "LVL" indicators to Emotion Gauge 11/10/24 - fixed Spirit Bomb prematurely self-destructing when an airborne opponent is hit - reduced the time between a successful lv3 Spirit Bomb and Goku being able to reactivate emo-mode 4/25/24 -LVL1 meteor kick causes HKD LVL2 does not -arching fireballs activate proximity guard from further away on the y axis -removed dust from air spirit bomb toss -bite grab causes HKD -EX Dragon Rush has full invuln on 1st 15 frames and in kaioken it has full projectile invuln after 12/28/23 -replaced genki explosion sound -made float cancel 2K -made float air emo exit D,D MP+MK -can do air genki on all versions -updated bike kick custom states -ki blasts and genki add to dmg dampener -cinematic indicator leaves when Goku is idle -added new sound to throwing genki -LVL1 genki now uses lower volume sound on initial hits before explosion -LVL3 genki no longer causes dizzy but depletes enemy meter on hit -reduced volume on KHH yell and ko yell -fixed issue with float cancel into up kick cancel on hit into float was a thing -float up+LK now hits -zettos no longer have invuln -added HKD and fast get up option from zetto -height limit of genki launch hitting increased -can launch max genki from float with MP+MK -removed guard and air dash from grounded back dash -LVL3 will now cause chip dmg and KO on low health -removed all instances of kaioken causing goku death -can do hurricane kick with float using B+K (EX okay) -EX Turtle Flip > dive kick corrects on crossover -Kaiokin Install no longer kills. At life = 1 it drains twice as fast and drains ki -kaioken install turtle flip throw now causes bounce up after headbutt -bike kick LVL3 now a combo extender 02/14/23 COMMAND CHANGE - spirit bomb charge is now 2k MP and MPx2 - mp mp lk link is gone - MPx2 is now only plus 5 on hit, +1 on block TATSU - reduced the frequency of the bonzai sound effect KAIOKEN - fixed kaioken startup anims - kaioken kame anim fixed - fixed cloneku on kaioken divekick - realigned kaioken charge anim as well - kaioken startup anim fixed SPIRIT BOMB (EMO) - fixed spirit bomb needing 3 bars to trigger - added dmg dampener to lvl3 spirit bomb - changed the loop on spirit bomb sound - lowered spirit bomb charge rate SPIRIT BOMB CHARGE (FLOAT) - dash shortcut now functions for both airdashes - lowered spirit bomb charge rate KAMEHAMEHAs - made kamehameha lvl1 and lvl2 not invuln on startup MISC - made lvl2 meteor kick send the opponent further from goku (to be visually more pleasing) - bundled updated movelist - realigned charge anim -spirit bomb charge is now 2k cause it felt better to me -lowered spirit bomb charge rate -fixed spirit bomb needing 3 bars to trigger 02/13/23 -kaioken kame anim fixed -reduced the frequency of the bonzai sound effect -made lvl2 meteor kick send the opponent further from goku (to be visually more pleasing) -added dmg dampener to lvl3 spirit bomb -changed the loop on spirit bomb sound -i think i fixed lvl3 triggering on helpers? 02/03/23 - dash shortcut now functions for both airdashes - bundled updated movelist - fixed cloneku on kaioken divekick? - realigned charge anim - made kamehameha lvl1 and lvl2 not invuln on startup - realigned kaioken charge anim as well - baby sprite added and anim 7670 added - kaioken startup anim fixed - mp mp lk link is gone - MPx2 is now only plus 5 on hit, +1 on block - fixed kaioken startup anims 12/23/22 General: - back dash - increased time before player is actionable (2 > 8) Hope Mode: - no longer able to cancel normals and specials into activation Kaioken: - activation during a combo now adds a set amount of scaling (x2 > 5) Normals: - HP - reduced hit stun (+9 > +6) - run HK - increased hit stun on 1st hit (24 > 30) December 21 2022 ------------------------------------------------------------------ Misc: - updated AI - updated movelist - added HKD sound bug fix Genkidama Charge: - air dash cancel now works properly on both sides - now only 1 use allowed per combo and airtime - EX follow ups now require meter - EX flip kick no longer triggers when cancelling to EX flip - reduced hope gauge buildup (1.3 > 1.1) - no longer cancelable from grounded normals - now cancelable from all airborne attacks (specials & air normals) - also cancelable from 1st hit of cartwheel kick Kaioken: - reduced ki blast min damage (4 > 2) - increased launch height of final hit of dragon blast upper Ki Blast: - all ki blasts now cancel into lvl1 and 2 KHH on contact and whiff Normals: - 66HK - increased hit stop on 1st hit December 20 2022 ------------------------------------------------------------------ Misc: - fixed miscolored pixel in jump anim Hope Mode: - now able to power charge in Hope Mode Genkidama Charge: - new input: D,D+K - added dash shortcut for dash cancels - air dash cancels now follow air dash limiter - now able to cancel into L and M turtle flip with 6LK and 6MK - now able to cancel into EX versions of flip, snap kick, and slash down kick November 15 2022 ------------------------------------------------------------------ Misc: - added template pal to SFF Genkidama Charge: - fully reworked, now acts as a float stance similar to tien's old float with unique follow ups - now performed by pressing two kicks while in hope mode - able to cancel into air dash by double-tapping forward or back - cancel to fall by double-tapping down - dive kick with D+K - flash kick with U+K - flip with F+K Dragon Blast Upper: - launch height now scales based on number of uses in a combo Normals: - HP - reduced hit stun (+12 > +9) - 2MK - reduced block stun (+2 > -1) - 2HP - reduced block stun (0 > -9) - reduced guard hit pause (15 > 13) November 5 2022 ------------------------------------------------------------------ General: - crouch guard code updated Kaioken: - life drain should no longer kill during cinematics Genkidama: - removed screen flashing from lvl3 version May 12 2022 ------------------------------------------------------------------ General: -Went through 5.1 changes and finished adding all of the fixes. Pos fix, hold focus, iad QoL, run buff, flip fx, guard penalty, turn code, helper bug Ki Blast: -Is usable after the round ends Turtle Slash Down Kick: -Blockstun increased Kaioken: -Activating during a combo doubles the current damage scaling placement -Increased hp cost of doing kaioken cancels in kaioken x2 and x3 -Kaioken cancels increases the current damage scaling placement by 4 Kaioken Rush: -Fixed bug causing uppercut to heal the opponent. February 1 2022 ------------------------------------------------------------------ General: -The jump land hurtbox changed to match standing hurtbox -Changed getting hit hurtboxes to match SSJ Goku Forward Throw: -Increased damage to 90 Back Throw: -Increased damage to 90 -Lowered launch height Zetto Counter: -Fixed bug where the kick version caused the opponent to fall through the floor J.HP: -Doesn't knock down the opponent Turtle flip~Slash Down Kick: -New animation Kaioken Activation: -Fixed bug causing the charge sound to keep playing while being hit Kaioken Ki Blast: -Does 2 hits instead of 3 Kaioken Bite: -Added additional hit at the end of the move that knocks the opponent down Kaioken Rush(Lvl3): -Fixed bug where one of the hits healed the opponent December/20/2021 ;======================================== -FA charge fix added -Air dash height fix added -Jump Start. Is now 4 frames -Throws. Start up 4 frames, hits on frame 5 -C.hp launcher is now not recoverable -No guard fix to air dashes added -Wallbreak fix added -Added new ki blast fx -Power Charge is now red if kaioken is active -Added new offline movelist -Tech roll added -Air hope charge now maxes out -HKD added to throws -EX dragon dash will now cross up everytime -HKD added to zetto -Counter Flash removed November 9 2021 ------------------------------------------------------------------ General: -Added new basics limiter -Converted palettes to sffv2 (I think). Cleared palette folder full of .acts St. Lp: -Blockstun decreased. Is now 0 on block Cl. Lp: -Blockstun decreased. Is now +1 on block St. Mp: -Blockstun decreased. Is now +1 on block Cr. Mp: -Blockstun decreased. Is now +3 on block Cr. Mk: -Blockstun decreased. Is now -1 on block Mp target combo: -Blockstun decreased. Is now +3 on block Dragon~Tail: -Increased blockstun -Decreased recovery -Launch height increased Kaioken Ki Blast: -Launch height decreased -Knocks down grounded opponents -Decreased hitstop for the opponent on hit -Decreased metergain for both characters -Increased damage Snap Kick: -Medium version is no longer invincible -Normal versions whiff on crouchers Meteor Kick: -Damage and minimum damage reduced -Increased recovery after the second hit -Changed launch velocity on the second and third hits August 3 2021 ------------------------------------------------------------------ Cartwheel Kick: -Removed force stand Hurricane Kick: -Hitstop reduced Ex Hurricane Kick: -Hitstop reduced Dragon~Fist: -Now hits twice Kaioken Dragon~Fist: -Damage increased Dragon~Blast Upper: -Decreased launch height on airborne opponent Kaioken Dragon~Blast Upper: -Damage increased -Only the last hit launches Turtle Flip~Flip Kick(normal and kaioken): -Opponent is launched straight up on hit Kaioken Slash Down Kick: -Launches a clone downwards as goku hops forward Kaioken Hurricane Kick: -Launches opponents on the way up -Damage increased Kaioken Install(all levels): -Added stacking. Using a higher level while at a lower level reduces the meter cost Kaioken Install(lvl 1): -Increased superpause time Kaioken Install(lvl 2): -Decreased superpause time Kaioken Install(lvl 3): -Decreased superpause time Febuary 12 2021 ------------------------------------------------------------------ Finisher 3: Fixed bug allowing opponents to teleport out of ki blasts January 5 2021 ------------------------------------------------------------------- General: -Zetto counters max out damage scaling -Throws add 2 points to damage scaling -Kaioken Auras made fully opaque Snap Kick: -Extended window for up input January 1 2021 ------------------------------------------------------------------- General: -Fixed Focus attack dash bug -Fixed Shenron being invisible during the intro -Fixed groundbounce animation bug Cr.hp: -Made techable when not done in a combo Kaioken: -Added afterimages December 25 2020 ------------------------------------------------------------------- 5.0 release! Good job everyone! December 24 2020 (again) ------------------------------------------------------------------ General: -Fixed lk+mk doing hk special moves when power is less than 500 -Replaced patchnotes Ex dragon dash: -Fixed bug allowing it to be done while airborne Snap Kick: -Fixed kaioken version being able to be done without meter Kamehameha: (Hopefully-my favorite word) Fixed issue with kaioken canceling during superpause December 24 2020 ------------------------------------------------------------------- General: -Replaced Changelog Ex turtle flip: -decreased launch velocity -decreased upwards momentum Kamehameha: -Fixed not being super cancelable from dragon rush Kaioken Install: -Adjusted cancel rules for ki blast -Bars disappear during cinematics Kaioken Rush: -Added nojugglecheck \_(?)_/ December 22 2020 ------------------------------------------------------------------- Snap kick: -Added new woosh sound Ex Snap kick: -No longer gains meter on contact -Added new woosh sound Kaioken Install: -Added Timer made by Tickle Nuts -Added new activation sound December 16 2020 ------------------------------------------------------------------- General: -Reworked how kaioken cancel inputs are handled. St. hk: -Hitstun increased Ki blast: -Decreased damage and metergain on kaioken version -Changed projectile animation on kaioken version Dragon Fist: -Fixed bug causing it to hit multiple times per swing on block Dragon~Blast Upper: -Adjusted launch height and metergain on kaioken version Ex dragon: -Stops closer to the opponent Turtle Flip~Bite: -Arms share his palette -Bites add to the damage dampener Hurricane Kick: -Reverted knockdown changes Ex Hurricane Kick~Blur Kick: -Command changed to F+K -I had no idea this existed Kaioken Rush~Spirit Bomb: -Added dizzy sound December 14 2020 ------------------------------------------------------------------- General: -Added new move: Kaioken(Qcbx2+P)(3 levels) Cartwheel: -Is untechable Dragon~Tail: -New animation -Launch Height increased Ex dragon: -Added time limit to dash Hurricane Kick: -Fixed bug causing heavy version to always come out when negative edged -Light version forces crouch instead of knocking down (You're welcome, Balth) -Air Knockback reduced Hurricane Kick~Blur Kick: -Costs 1 juggle point (up from 0) Hurricane Kick~Boomerang Kick: -Costs 1 juggle point (up from 0) Turtle Flip: -Stays flipping the entire way down -Added ex version Snap Kick: -Decreased minimum damage -Medium and Heavy version launch height reduced Chou Kamehameha: -No longer unblockable when fully charged Kaioken Kamehameha: -Cost 2 bars -Can only be activated during kaioken mode -Voice clip isn't so damn loud Kaioken Rush: -Doesn't spend extra meter after hitting November 23 2020 ------------------------------------------------------------------- General: -Removed extended air dash Cr. Hp: -Can be canceled into light ki blast Cr.Hk: -Increased launch height -Pulls the opponent inwards Ki Blast: -Increase launch height -Decrease horizontal hit velocity Dragon: -Added manual run stop -Can no longer do followups during run stop -Increased width Ex Dragon: -Added buffer to followups -Startup increased -Can no longer do followups until it goes behind -Now pulls the opponent out of the corner Dragon~Tail: -Added otg limit Dragon~Fist: -Removed FX -Adjusted width -Second hit also forces crouch -Damage reduced Dragon~Blast Upper: -Invincibility starts 3 frames later. Length is the same -Air launch height increased -Lifts grounded opponents on block -Damage reduced Hurricane kick: -Increased launch height Turtle Flip~Flip Kick: -Takes two juggle points November 16 2020 ------------------------------------------------------------------- General: -Can now air guard while moving forward -Zetto counter can be done at any time during blockstun -Added 2p dash shortcut -Added C18 Spin anim standard -Added Gotenks Scribble anim standard -Added birds eye anim standard Dragon~Fist: -FX no longer continues playing through hitpause -Fixed FX alignment issues Turtle Flip: -Added afterimage Slash Down Kick: -Added otg limit Turtle Flip~Bite: -Fixed issue causing some characters to face the wrong way Finisher 3~Genkidama: -Removed dizzy stars November 3 2020 ------------------------------------------------------------------- General: -Dragon ball stars now correspond to match number -Dragon balls only appear when goku wins -Remove volume scaling from twist sfx -Hungry intro is now a special intro vs himself -Replaced Hungry bubble dissipation with Toni's redraw -Added proper kip-up whoosy Cr.mp: -Added unused frame to animation Ki Blast: -Second lob toss ki blast is angled slightly closer than the first -Added fixed eye sprites -Destroyed animation doesn't go back as far Hurricane Kick~Boomerang Kick: -Can now be used even on whiff -Command changed to b+HK Hurricane Kick~Blur Kick: -Command changed to f+HK Genkidama: -Lvl 3 version no longer produces dust in mid-air Kaioken~Hyper Kick: -Replaced sprites with Toni's redraw March 10 2020 ------------------------------------------------------------------- General: -Updated win portrait -More winquote proofreading! -Changed Air Recovery sfx -Changed Getup sfx Ki Blast: -Readded the ability to chain 3 in a row -Fixed various explod buffering errors -No longer plays the hit ground sfx on impact Hurricane Kick: -Now always knocks down when descending Dragonrush~Fist:-Startup increased -Forces crouch on hit -Added hitboxes to frame 8 February 9 2020 ------------------------------------------------------------------- General: -Jump startup is no longer fully invincible -Added chicken block Helper fix -Added Helper Attribute standard -Dizzy no longer sets variables for the opponent -Added new backthrow Focus Attack: -Startup changed to 6 frames -Full charge version causes a wallbounce Ki Blast: Changed Heavy projectile trajectory Dragon Rush: -Motion changed to QCB+P Ex Dragon Rush: -Motion changed to QCB+2P Turtle Flip: -Motion changed to QCF+K Snap Kick: -Jump trajectory changed -Startup increased -Number of hits is now tied to button strength -Light version is no longer invincible -Invincibility frames on Medium version reduced to 6 -Now costs 2 juggle points -Can now be super canceled Dragon Crash: -Upwards hitbox reduced Ex Snap Kick: -Number of hits increased -Animation of last hit changed -Can now be super canceled Dragon Crash: -Upwards hitbox reduced January 29 2020 ------------------------------------------------------------------- General: -Super FX moved 5 pixels down and 1 pixel to the left -Replaced Chichi sprites -Corrected winquotes -Added new win portrait Ki Blast: -Light version recovery reduced -Projectile's blockstun reduced -New animation on medium and heavy versions Genkidama: -Full power version can now be performed during air genkidama charge -Full power version can now be canceled into from aerial normals January 24 2020 ------------------------------------------------------------------- General: -Replaced CSS portrait -Added new LVL 2 super FX -Added new LVL 3 super sfx -Fixed bug allowing goku to change special move strengths in the middle of a move -Fixed bug causing emo meter to not reset after being killed Turtle Flip-Bite: -Adjusted alignment -Fixed palette issues with bite Hurricane Kick: -Damage reduced Kaioken Dash: -Startup reduced -Dash speed increased -Added invulnerability -Reduced number of hits on block decreased to 1 -Blockstun increased Genkidama: -Recovers sooner when done in the air January 19 2020 ------------------------------------------------------------------- System: -Fixed issues with special move strengths -Fixed bug causing Emo mode bar to not reset when killed -Increased the amount of Backups per builds >:( Cr.hp: -Is now special cancelable Cartwheel Kick: -Hitstop on first hit reduced -Hitstun on second hit reduced -Blockstun on second hit reduced -Second hit moved to 15th frame -Knocks down airborne opponents -Active frames on second hit increased from 4 to 6 -Juggle points decreased to 0 Ki Blast: -Motion changed to QCF+P -Followups disabled Dragon Rush: -Added new sfx -Motion changed to QCF+K Ex Dragon rush: -Increased leniency on autocorrect -Added new sfx -Motion changed to QCF+2K Turtle Flip: -Added new sfx -Motion changed to QCB+P Turtle Flip-Bite: -Added new sfx Air Hurricane Kick: -Launch height reduced Hurricane Kick-Boomerang Kick: -Motion changed to any K Hurricane Kick-Blur Kick: -Motion changed to any K Slash Down Kick: -Keeps more vertical momentum during startup Ex Slash Down Kick: -Keeps more vertical momentum during startup Genkidama Launch: -Full power version can now be done while airborne. January 16 2020 ------------------------------------------------------------------- System: -Added new moves: Dragon Rush(Qcf+P)(Ex-ok),Turtle Flip(Qcf+K),Snap Kick(Charge down,up)(Ex-ok) -Added new CSS portrait -Removed dragon fist Cartwheel Kick: -Startup reduced -Now only second hit is an overhead -Can no longer be special canceled Reverse Boomerang kick: -No longer has to cross up enemy to use the move. Hurricane Kick: -Damage reduced -Launch height reduced -Removed 5-limiter -Now knocks down grounded opponents after being used twice in a combo -Hitbox extended backwards -Now adds 2 juggle points Blur Kick: -Input buffer removed -Can now be done from air hurricane kick -Launch height increased Slash Down Kick: -Launch Height increased -Removed height limit Ex Slash Down Kick: -Removed 5-limiter -Now knocks down grounded opponents after being used once in a combo -Launch height increased -Startup is now the same as the normal version Kamehameha: -Damage Increased -Minimum damage increased -Chip damage increased Kamehameha-Upwards: -Launch Height Increased Air Kamehameha: -Chip damage increased March/6/2019 ------------------------------------------------------------------- ---did the following 5.0 changes -Make get up time universal -change when power charge actually begins -fix grab anim on throws -make jump start state not hittable by throws -remove extended throw invincibility from get up -Fireball Projectile Helper Standard -make sure no OTG attacks can cause infinite with new OTG system fixes in place (example is cMK fix) -various throw fixes -hold button to recover -change invuln time after get up from 3 to 1 -move flip ko sounds to -2 -No hold for focus -Ground/wall spark clones fix 2-12-19 ------------------------------------------------------ -added play through blur frame code and applied it to jSK 2-5-19 --updated sff with Ethan's --updated .snd --updated small portrait --updated config.txt --fixed back throw sound repeating on hit --fixed EX dive kick -We are now unable to activate the Hope Mode in mid-air. Charging in mid-air still works, but the activation doesn't. --fixed -I'm unable to do the rekka Dragon Upper move with SP, it only works with LP and MP. And on top of that, the timing is a bit different than before (you need to input the Dragon Upper slightly sooner than before). --fixed -He is now missing sounds for jumping (not Super Jumping) , charging Hope Mode , jump-landing sound after Get Up , foot step sound for Turn Elbow recovery , lightning flashes (during Chou Kamehameha charging) , the second falling sound for P2 after Lvl3 Bike Kick... (maybe some more) -updateing volume to volumescale broke a few things. Searched all volumescale values and fixed -power charge aura looping sound is still present, but it seems lower in volume compared to before. --morevolumescale -I'd swap out a few of his HIYAH voices used for his Ki Blasts, I'd use some more low-effort grunts (like ones used for his Light Attacks) for those --added more variety 1/14/19 -JNP is back -fixed EX Rekka issue -updated various buffer codes -fixed walk sounds -added more gethit voices -added more death cries -throw fixes -LVL2 and LVL3 Bike Kick speed same as LVL1 now for less dropped combos 10/02/18 - Answer >Superglued hope bar together, very wonky need some testing >fixed lvl3 Kaioken Kamehameha oversight; command is qcfqcf 3p 12/03/18 includes list of changes I forgot >Boomerang Kick command fixed >Fixed cancel issue with lvl1 and 2 KHH >Fixed? Issue with Hope Bar >Goku'd voice no longer gets cutoff when doing lvl3 KHH >Grab anim adjusted >changed sound for flying away winpose 09/30/18 - Answer >Dragon fist's travel distance fixed >Genkidama should be easier to perform >Cartwheel kick command fixed >earrape removed from backthrow >Kaioken's command changed from qcfqcb to qcfhcb (there is no buffercommand for the former I could find) >Added Ethan's fixed snd Nov/16/2017 --------------------------------------------------------------------------------------------------------------------------- -reduced hit time from tatsu Oct/30/2017 --------------------------------------------------------------------------------------------------------------------------- -[HDBZ]air basics won't hit overhead on the way up -[HDBZ]8 tick window before you gain control in air dash after jumping Oct/11/2017 --------------------------------------------------------------------------------------------------------------------------- -[HDBZ]updated air/ground tech code Oct/10/2017 --------------------------------------------------------------------------------------------------------------------------- -Tweaked many CLSN for basics Oct/8/2017 --------------------------------------------------------------------------------------------------------------------------- -Added back ability to chain Tatsu and EX Tatsu from cartwheel -chaining into tatsu from cartwheel costs more juggle points -sSP not as + on hit and block -sSP can chain into sSK or cartwheel -tatsu less safe on block -Goku attack power reduced from 100 to 89 -V2-- tatsu tweaks Oct/1/2017 --------------------------------------------------------------------------------------------------------------------------- -tweaked EX Snap Kick September/29/2017 --------------------------------------------------------------------------------------------------------------------------- -cartwheel +1 on block -fixed 3rd hit auto rekka -fixed issue with KHH beams missing at close range September/28/2017 --------------------------------------------------------------------------------------------------------------------------- -Fixed throw tech - again -Fixed issues with Kaoken KHH and increased it's block dmg -Added clash ability with KHH beams -tweaked EX Snap kick to not hit twice but still break armor -v2-- lowered cartwheel cartwheel is +1 on block September/27/2017 --------------------------------------------------------------------------------------------------------------------------- -[HDBZ] Fixed hard knockdown bug -[HDBZ] Added throw tech -[HDBZ] removed poweradd from simply doing basics without hitting -[HDBZ] Fixed empty blocking using AttackDist -Added longer start up to EX Snap Kick -Can now combo after it connects -1st 2 rekkas are no longer unsafe on block -fixed crouch guard clsn boxes -"I'm really hungry" now part of random intros instead of only vs himself -Changed interaction triggers for intro vs Vegeta (awaiting changes to Vegeta) -DMG on Emo LVL3 finisher greater than #2 -can no longer chain combos after cartwheel -reduced hitstun for jLK -added Ki blasts knockdown limiter -removed pauses from LVL2&3 Bike kick -fixed layering for emo bar -Light Dragon fist now travels least distance, strong furthest -changed snd fx for Broken Back toss and hurricane kick connect -version 2 -- fixed bug in throws -version 3 -- cartwheel +2 on hit rekka 1 and 2 are +1 on hit September/26/2017 --------------------------------------------------------------------------------------------------------------------------- -[HDBZ] Added Dash Collision fix -[HDBZ] Added tall char infinite fix -Added Kaioken Kamehameha lvl3 super QCFx2+3P -now stay floating in air for 10 ticks when you stop charging Emo in air September/20/2017 --------------------------------------------------------------------------------------------------------------------------- -Cartwheel made to be 13 frames September/8/2017 --------------------------------------------------------------------------------------------------------------------------- -[HDBZ] Added jumping basics juggle limit LVL2 going further beyond! August/11/2017 --------------------------------------------------------------------------------------------------------------------------- =[HDBZ] Added jumping basics limiter system =fixed issue with armors and custom state 5000 =removed pause from Bike Kick July/5/2017 -------------------------------------------------------------------------------------------------------------------------- -Increased Guard Pausetime for 2nd hit of Cartwheel Kick -Increased start up of cartwheel kick -Added a sub dampener for Hurricane kicks -Can now activate Hope Mode in the air --The following changes are in hope mode-- -While gathering energy you may now hold UP to stick in the air -while floating you can press back and forth to move -you gain control 10 ticks after floating -you can still use the float technique even when your Hero Meter is filled ------------------------------------------------------ -EX Snap Kick now goes through 1 hit of armor, goes further and higher, and you gain control on the recovery. May/31/2017 -------------------------------------------------------------------------------------------------------------------------- -Increased Goku's Guard stun on combo cSP(after Cartwheel too), jSK, and Boomerang Kick follow up after hurricane -If 2nd hit of LVL3 Teleport Attack misses then 3rd attack does not occur -Kaioken Dash should be immune to Combo Breakers -Added Chicken Block code -Can now throw with just LP+LK no directions needed -Fixed all attacks to work with super armor 4.1 patch log - Fixed Ground Bounce State - Fixed State Type for Teleports - Fixed VS Vegeta Intro bug - Nerfed meter gain from cartwheel and tatsumaki - Nerfed min damage on Bicycle kicks - Added Tatsumaki limiter - New Default Palettes - Tweaked win quotes 03/19/2017 -------------------------------------------------------------------------------------------------------------------------- I changed damage and scaling for hurricane kick and doubled the scaling points given by ki blasts. 03/17/2017 --------------------------------------------------------------------------------------------------------------------------- Had missed the dampener for one of the Meteor Kicks flip supers. Fixed a bug that caused you to be able to kill P2 and go into emo at the same time for the cost of 0 super meter carrying over to the next round. 03/16/2017 --------------------------------------------------------------------------------------------------------------------------- -Hitpauses on EX Hurricane reduced from 12 to 8 -Can cancel cSP after Cartwheel kick upon landing -Damage on all super moves and finishers adjusted -LVL3 super command changed back to QCFHCB+k -Returned ability to combo after sSP but the move isn't as safe on block now -fixed various "no target found" debug issues -Reduced startup for light and medium hurricane kick 03/13/2017 --------------------------------------------------------------------------------------------------------------------------- Added longer start up to normal Hurricane Kicks Quicker recovery from landing after EX Hurricane Kick Reduced recovery on EX Dragon Fist Removed height limit on EX Dive Kick while adding it to the normal version. ============================ Alex Sin fixing Goku Z2 ============================ Missing: - Vans's fix (do I need to add it?) - Cinematic Explod thingie for Piccolo. --------------------------------------------------------------------------------------------------------------------------- 07/03/2017 - Hitting ground/wall sounds bug fixed (adding channels 20,21,22). - Changed Enemy to Target and NumTarget instead of NumEnemy in certain cases, to remove debug flood. --------------------------------------------------------------------------------------------------------------------------- 28/01/2017 - Even more fixes to the damage values. I forgot to remove and change some fvar(15), which are not used, to fvar(11). - Also fixed the bounce variable, var(7). --------------------------------------------------------------------------------------------------------------------------- 19/01/2017 -New damage dampener added and fixed. I forgot to add root, fvar(11) in some places and I had to add a ParentVarSet that added 1 to the root's fvar(13) (hit count variable). --------------------------------------------------------------------------------------------------------------------------- 15/01/2017 - All varsets (var(7)) in all states that require it are now fixed (a.HP / a.HK bounce juggle limit). --------------------------------------------------------------------------------------------------------------------------- 02/01/2017 - a.MK can't be combo-ed into itself anymore (e.g.: dash backward (jump), MK -> repeat) - EX Slash Down Kick can't be combo-ed into itself now. --------------------------------------------------------------------------------------------------------------------------- 17/12/2016 Finished adding the damage dampener like I was told to... Although in the helpers.cns it doesn't work as intended, so I had to "adapt" it for the character... I don't know why it works on Piccolo but not on Goku, I made sure the variables I used weren't being used for something else... I don't know. Whatever. \_(-_-)_/ --------------------------------------------------------------------------------------------------------------------------- 8/12/2016 Adding new damage dampener. Missing only helpers.cns. --------------------------------------------------------------------------------------------------------------------------- 4/12/2016 - Aerial Genkidama charge (Hope charge) added. Sprites come from SSJ Goku Z2 and correctly indexed (group 2500, indexes 10,11,12). States 2506 and 2507. (thanks to xxxXx for the animelem varset trick, didn't think of that) --------------------------------------------------------------------------------------------------------------------------- 1/12/2016 - Hope system activation kept to D,D,b+y (medium kick + medium punch). The other commands (Kaioken, Genkidama) will use their original input. No more easy commands. 4/12/2016: Scratch that, the easy commands will be available. Only this time the Kaioken can be done with QCBx2 and any kick button (easy command). - Dizzy stars moved 30 pixels upwards for Piccolo. --------------------------------------------------------------------------------------------------------------------------- 29/11/2016 - The aura effects will stop while in pause/superpause. --------------------------------------------------------------------------------------------------------------------------- 28/11/2016 -Added "triggerall = !IsHelper" to explods 5938 (flip ko effect) and 20152 (twist ko effect). --------------------------------------------------------------------------------------------------------------------------- 1/11/2016 - Small bugs on the Kaioken rushes fixed. (eg. explods, hitsounds) --------------------------------------------------------------------------------------------------------------------------- 27/10/2016 - Perfect pimp winpose removed. - Dragon Fist -elbow- hitsound has been changed. (group 5, index 10) - Aura charge animation updated. - Shenron intro fixed (BG Pal FX, sound effects etc.). - Sprites group 5886 fixed (I used a different colour for the gi, now that's been fixed). - Updated Hope bar and relative sprites (group 2556, 2557 added). --------------------------------------------------------------------------------------------------------------------------- 25/10/2016 - Intro sounds will now stop if the intro is skipped. --------------------------------------------------------------------------------------------------------------------------- 22/10/2016 - p2stateno to TargetState. --------------------------------------------------------------------------------------------------------------------------- 21/10/2016 - Hope mode -> Genkidama throw timing corrected. - Added ignorehitpause = 1 to the dust effect of the Focus Attack/Slash Chop. - Genkidama sound effect added (2000,12). --------------------------------------------------------------------------------------------------------------------------- 20/10/2016 - Chou Kamehameha explods movement during pause/superpause fixed (for some reason pausemovetime and supermovetime were commented, so I just removed the semicolons needed to comment them). - Genkidama throw after activating emotion system during the superpause. - Kamehameha -> Genkidama cancel is now possible. - Kaioken costs two powerbars when in Hope mode (Emotion system). (21/10/2016: fixed power condition in the commands) - Hope bar won't decrease when getting hit. Removed the "darn it!" (both english and japanese) voiceclip when he's in Hope mode. - Organized the config file a little (for the easy commands). Now you only use one variable to choose between normal commands and easy commands. Everything is explained in the config file. --------------------------------------------------------------------------------------------------------------------------- 18/10/2016 - Shenron sound effect changed. - Dash Collision effect removed. Dash collision sound changed. - Hitting ground sound effects changed and added (15000,2). - Added easy_emo command (easy command to activate the Emotion system, Hope). easy_emo = D,y+b (Down, Medium Punch + Medium Kick) - Grab whiff sounds swapped. - Two ticks of delay added to the Ctrlset in the jump landing state. --------------------------------------------------------------------------------------------------------------------------- 17/10/2016 - New fonts added. --------------------------------------------------------------------------------------------------------------------------- 10/10/2016 - Taunt: thought bubbles and food position changed. Winpose (I'm hungry): thought bubbles and food position changed. - Added sound effect for hitting ground. (15000,1) - Backward throw sound effect changed. - Dragon Fist (1st attack) and EX Dragon Fist (3rd punch) have now lower guard hit times so he can be punished. Same thing for the Hurricane Kick (not the EX version). - Kamehameha (ground, air) sound effect (charge) has been changed. - Added easy_genki and easy_kaio commands (easy commands to shoot the Genkidama and to perform Kaioken). easy_kaio = D,x+a (Down, Light Punch + Light Kick) easy_genki = D,z+c (Down, Heavy Punch + Heavy Kick) They can be set in the config.txt file. - Genkidama sound effects changed. - Stupid bug with up Chou Kamehameha fixed; I fixed it on Gotenks but I made the same mistake on Goku! >_< - Emotion system will be removed when and if the Kaioken rush supermove fails. - Instead of explods, now the helpers use the sparkno in their hitdefs. This means that, although the hitsparks can't be scaled like before, there won't be problems regarding hitspark positioning (eg against Piccolo's clones). - Kaioken workaround for Piccolo completed. Hey, before I mentioned Gotenks, maybe I'll have to take into account those ghosts of his. --------------------------------------------------------------------------------------------------------------------------- 04/10/2016 - Fixed the "I'm really hungry" intro against himself. You could jump before the intro roundstate finished, causing him to stand in the air. (state 746, changestate: it had ctrl = 1; changed to ctrl = 0) - Removed the heart graphic in his "Catching Chichi" winpose. (state 700) - Removed yellow effect for his Focus strike attack. - Genkidama Kaioken rush fixed. Occasionally he would shoot ki blasts ad infinitum. So I added a varset at the start to fix it. Also fixed the sound effect playing ONLY when the Genkidama flies against the enemy, not when it hits the enemy. - Slash Down kick (state 1100) can now be punished if guarded. (only tested against Goku Z2) - Kamehameha white light effect removed on all Kamehameha moves. - Added Kaioken aura to Kaioken Chou Kamehameha (upwards). --------------------------------------------------------------------------------------------------------------------------- 03/10/2016 - Slightly extended red CLSN for s.SP. Also changed the ground.slidetime and ground.hittime to 20 and the ground.velocity to -7.7. - Added twirl sound effect for his flip animations (Bicycle Kick, Meteor Kick, Super Meteor Kick). - Fixed Zero Counter start up animation. - Added workaround for Kaioken against Piccolo Z2. When he's alone (no clones), the Kaioken works like normal; When he makes clones, Goku does the Kaioken Kamehameha. I'll have to test it more (what if Goku does the Kaioken while Piccolo summons his clones?) - Kaioken Kamehameha fixed. --------------------------------------------------------------------------------------------------------------------------- 30/09/2016 - Added sounds 2000,2 and 2000,10 as 2000,3 and 2000,11. Sounds not used, awaiting instructions. - Changed reverse throw sound (with strong punch whiff sound) and added forwward throw sound (jumping sound effect). - Changed authorname to "Team Z2". - Added "My Toes!" sprites and animation. (number 5886) - Added combo: c.SP -> EX Hurricane Kick. - Reducing pausetimes (removing one unit on all hitdefs) Done: normals.cns, specials.cns, system.cns, supers.cns, helpers.cns I hope I haven't put the old infinite combos in the character when editing the pausetimes. - Fixed head.pos. - Not really needed or useful but fixed the sprite 20500,0 to spell Kaioken instead of Kaiyoken.