- foreground returns after physical hyper ko bg - reduced Jiren life from 1300 to 1200 (Imma be mad if this makes him too easy to smother and kill, kegg!) Raging - Updated Raging armor code - updated Raging power charge anim - updated win port 5/24/25 - fixed MP HP fists not being air guardable with UB BOSS - fixed powered up mediums only always active during boss revenge - emo exit now occurs at 400 or less health in ai 4 full breakdown below trigger1 = AILevel = 1 && Life<=100 ;Desperate move trigger2 = AILevel = 2 && Life<=200 ;Desperate move trigger3 = AILevel = 3 && Life<=300 ;Desperate move trigger4 = AILevel = 4 && Life<=400 ;Desperate move trigger5 = AILevel = 5 && Life<=500 ;Desperate move trigger6 = AILevel = 6 && Life<=600 ;Desperate move trigger7 = AILevel = 7 && Life<=650 ;Desperate move trigger8 = AILevel = 8 && Life<=700 ;Desperate move 5/23/25 - in emo exit Jiren armor no longer reduces dmg 5/19/25 - emo exit red screen now set to ontop - emo exit fire now layer 50 - emo exit screen locks no longer effect Y camera and no longer effect X axis camera if opponent has cinematic indicator active - reduced chances for him to use specials and hypers - fixed normal Jiren losing armor on attacks in emo exit - dragon balls drop properly (had missed code causing the winpose breaking that was reported) - can no longer ground recover from air P zetto, you can still air tech from the bounce - fixed sHP and mash punches not allowing air guard with U+B - doing 360 ending on up/UB/UF adds 2 more frames of jump start BOSS - reduced life threshold needed to trigger emo exit from 375 down to 200 in ai 4, all others reduced accordingly as well - added orange after images - updated palette - added cinders - added new intro - added red hue 5/15/25 - fixed issue with emo mediums buff not resetting 5/15/24 -removed invuln and Jiren armor from focus -fists and ex fists needed ignorehitpause on nothitby and hitoverride -fixed first attack bug -added hold button to getup roll -fixed issue with snd hit of sHK missing if not enough JP and 2nd hit can give JP 1/8/24 -removed the pos x super magetic ass buggy method to keep him in place with glare and applied the don't push me around helper instead. he can be pushed a bit but not near as much -he cannot hit with the AA DP throw until after he leaps, EX can still hit F1 -he has invuln when firing Glare 1/6/24 -sMK applies juggle points -command dash dmg increased -Glare will not turn when hit from behind and will stay in place and not be pushed -glare will not fire shorter hitbox if P2 had used a projectile then went back to physical attacks -sHK 2nd hit will hit crouchers better -rapid fists are now physical attacks and not projectiles -has fast get up after zetto option 12/4/23 -Glare hyper can now break armor and cannot be hit after it hits -sHP has f1 projectile invuln until the active frames -sHK now plus on block -cHK has throw invuln -applied Brose MK dash patch fixing an issue with dash MK always being hold version after P2 was hit and otg) -EX dash goes full screen with additional speed -increased failsafe so uppercut from 360 won't hit from 2f to 4 frames -air and ground 360 have throw invuln (normal and special, hyper throws will hit) until after throw active frames -air 360 faster, hit area larger -Magnetron (LVL1&2) has invuln until no longer active -fixed issue with back dash not working from focus if P2 jumps over (Jiren will auto turn away from opponent in this scenario too) -improved hitbox for normal DP grab -now the DP grabs hit faster (EX = f1, LP = F2, MP = F3, HP = f4) -fixed layering issue when DP grab hit P2 June/12/2023 -guardstun longer on air fireball super -fixed issue with fall down hurtbox inconsistency June/3/2022 -fixed issue with wrong KO screen -fixed more sprite issues -supers should no longer be able to be pushed during armor -Glare is 3 frames faster to come out -can hold down while charging -fixed issue with clown intro music playing in wrong intro -removed screenbound for intro 6(stretch) -adjusted screenbound for Intro 9 (Fall from the Sky)as Alex suggested -made range for Jiren to not walk too far in walk onto stage intro a bit larger -added counter type zetto counters Feb/18/22 -added more safeguards to punch out of screen winpose -fixed invuln/armor on LVL1&2 ColUpper -fixed normal hit air recovery Feb/9/22 -Added random chance of phone booth for cozy intro -added voices to back turned winpose -added rage winpose -brought back old large Jiren portrait for clown intro -replaced time over anim -added ground fx to superhero landing intro -added sndfx and dust to back throw landing -gave strong normals dedicated call outs like spcials -updated sprites for cozy and suit intro -added new snd to dive from B throw -added a combination failsafe for punch away winpose Jan/27/22 -added !MoveReversed to triggers -armor aura anim fx fix -lowered big body Jiren down a bit LVL0 finisher -added debris on lvl1 finisher fatality --adjusted mountains on fatality and KO --fixed issues with Jiren not appearing --added dust trail as P2 passes through mountains -updated Punch P2 off screen winpose to work better if chars are too far away -updated huge Jiren head in intro -updated shock sprites -replaced rotated sprites for Storm Shot and removed scaling on their explosions :rollseyes: -replaced sound of 15 degree storm shot firing for lower volume overall -fixed lower placement on some chars during air to ground slam -added cozy and suit intros Jan/26/22 -improved look of ground tech -glare kills again -fixed issue where ai could interrupt it's moves to attack opponent if they were hit by cHP -removed armor from LVL1 Colossal Uppercut -reduced hitbox of glare a bit in front and behind on non projectile tanked version -Glare and ColUpper2 no longer have pushback when being hit -Tidal Wave no longer counts as a hit when grabs. EX adds more hits as they grind -can move from different strengths when using FISTS -adjusted how Hard and EX 360 wall bounce -added POTS style KD to F+MP and D+HK in air -dropkick set to air on the frame it should be -fixed layering issues on P1/P2 back and ground throws -edited the background for the LVL3 finisher so it no longer can possibly have a gap at top -fixed Jiren disappearing too late and layering of mountain in LVL1 finisher -readded the LVL indicator images -jump start now 5 frames Jan/21/22 -fixed sound issues with HKD for non HDBZ chars -fixed dmg issue with Get Lost on nonHDBZ chars -fixed issue with armor on Emo Exit start -added grin+wind winpose -added Punch away winpose -LVL3 should no longer work vs helpers -fixed opponent appearing 1 frame before blackout in finisher 0 -recoded where mountains in LVL1 finisher spawn -adjusted layering on LVL1 finisher fireball --adjusted when opponent and mountain vanish --adjusted when KO occurs --fixed debug flood on LVL1 fatality -Finisher 2 kills a bit sooner -fixed negative edge on emo entry/exit -fixed Toppo coming in for LVL3 finisher fatality -fixed issue with LVL1 360 setting a limiter on cHP when combo'd into -Giant Clown won't play vs strongman and up in the sky intro -readjusted layering of troopers -added unique final death anim -added SGS DING sound to finisher 3 fatality MORE FIXES TO MY FIXES -finishers destroy helpers if they are caught -fixed repeating snd on fatalities -Toppo has correct colors -covered top of screen for crater bg -punch winpose should no longer trigger vs farmer -fixed lvl1 fatality (again) -fixed emo bars Jan/13/22 -emo exit no longer drains during it's own start up or during supers -made a limiter so that the dive kick won't hit P2 twice if they are in focus/guard/etc -returned emo activation to arm stretch anim -changed emo exit anim to full smug+yell -added shortened yell to emo exit -fixed godzilla yell on wrong items -updated throw tech code -fixed issue with Jiren "throwing" Farmer -Can hold focus on getup addendum -adjusted MP FISTS start up to match strong and light -armor now present for entire emo exit anim -tried another fix for glare repeat anim Jan/12/22 -fixed snd repeating issue with emo? -adjusted distance for P2 when Get Lost hits in the corner -backdash has 10F of invuln -updated air tech and ground tech -changed layering of grnd dmg from back throw -added a nothitby failsafe to ColUpper startup -fixed bug where Lvl1 Magnetron wasn't causing dmg on explosion when combo'd into -fixed issue with Glare repeating anim -Jiren velocity set to zero during taunt -lowered emo gain from Power Up -Power up now gives all medium normals armor on startup -finished emo exit Jan/5/22 -sLK hits low -EX Teleport no longer stuffed by meaties -fixed debug issue on Glare -added a bit of manual delay to how long you can hold Glare without the opponent staying in an attack state -replaced crouch frame yet again -added a mostly functional emo exit to test Jan/4/22 -Updated sHP again -fixed issue with armor not working on Glare for F1 -when Glare tanks physical attacks the attack portion gains armor -when Glare tanks a projectile the attack portion becomes Projectile Invuln -reduced power gauge gain from Power up and OTG limiter when P2 is OTG and they are used more than once -fixed issue with snd persisting when thrown -can no longer cancel into ground supers from cHK -removed player push from special/super throws -reduced power gain of cHP in combos -reduced meter gain from most moves by half when comboing into throws for emo -Glare causes HKD on 2nd use and kills OTG follow ups in emo -made ColUpper worse on repeated use -doubled how long armor lasts after LVL2 Col Upper -added limiter to Get Lost -made adjustments to jHP fireball and it didn't create a clone when it hit Trap Shot -can combo into sHP -cLK hits otg -cLP knockes P2 higher if in the air (does not kill restand but shouldn't be so instantaneous) -jD+SK should no longer hit twice -juggle points were not applying correctly to OTG opponents: fixed -reduced proximity os 360 and 720 -replaced crouch idle frame -replaced sound for slam on back throw -replaced frames for sHP -back throw allows OTG throw 12/29/21 -active frames of sHP now pass through projectiles -fixed sound issues with emo power charge -sHP doesn't travel as far now 12/28/21 -fixed issue with sliding on KO and updated HKD code -j2HK ground attack now guardable mid -removed pausemovetimes from charging aura dust -added nothitby to all throws -cMP should KD if used after cLP while P2 is in the air -updated wall break code to work better with helpers -fixed issue with glare not tanking physical attacks -glare no longer bypasses startup for tanking -throws no longer hit helpers -all normals dmg reduced by 3 points -cMP dmg nerfed more -fixed issues chaining into cHP -fixed chicken blocking issue with EX 360 -360 uppercut now misses jump start -sHP now has projectile armor and barrier -Glare no longer gains power when eating projectiles -slower power up when charging -EX 360 uppercut -11oB like normal post beta 12/24 -fixes clone from jHP -fixes Finisher 3 opponent in air bug -air 360 limiter applied properly in emo -Glare goes full screen when tanking projectile as it should 12/24/21 -added fatality/winpose to finisher 3 -reduced likelihood of attacks in 1i 1-4 -fixed F+MP ai cancel bug -fixed improper varset in changestate -removed music from large clown intro -updated win quotes -disabled tester emo build with taunt -disabled emo exit -added new strong man items tickle nut coded -added back turn win pose -changed easy command for Magnetron to QCBx2 -reduced dmg on easy cmd 360 -allowed OTG after Magnetron when in emo -added demarcus clown theme 12/22/21 -fixed issue on death -replaced mountains -finished KO for finisher 2 -finished fatality for finisher 1 -removed back dash armor -added back dash dropkick -fixed issues with running basics 12/21/21 -fixed sound misshap -Jiren has 5 frames of armor on back dash -added some ai 12/20/21 -restored when 360 kills and adjusted the timing of wall break for it -Jiren no longer tosses them off screen for followup on kill -restored cHP glory but made the hurtbox even larger (not like he can be knocked out of said frame) -after images on armor move during pauses -ground throw power gain reduced by half -Jiren has ctrl during guard pause when armor is active -removed armor from K zetto and increased active time -chicken block fix applied to EX 360 and armor removed from it -added large glow behind ball in finisher 3 -recoded all SUPER BG kill triggers -cMK air blockable -LVL3 no longer goes into finisher when killing oB -ColUpper no longer makes chars guard on ground from full screen -fixed guarded glare issue -moved emo icon down and over 1 px -finished finisher 3 besides fatality -updated air hurtboxes -removed tester command for Magnatron -changed dmg for easy command version -Made the command 720+K normal and HCFx2+K in easy ---have NOT removed tester command for 360 nor have I updated them to work as they should in easy mode -removed QCF+P easy FISTS command 12/19/21 Brose Log: long time no see build -Nerf: -Ground Throw: -No longer able to change direction -Misc: -New Cliff Portrait -Movelist adjusted -Re-Entry Warhead: -VFX adjusted -Back Throw: -SFX adjusted -Power Charge: -SFX added in EMO ---JNP addendum--- -Changed hitdef of cHP so it should hit multiple targets -altered size of clsn boxes for cHP -fixed issue with sHP going through Freeza -sHP has longer startup and recovery -Can now gain ctrl during guard slide while armor is on -360 now kills when they hit the ground -360 causes 20 more dmg when they hit the ground -360 causes a bounce when they hit the ground instead of just hitting and having no more momentum Dec/17/21 -LVL2 720 throw helper now destroys itself as it should allowing Jiren to charge power at normal speed again -raised emo logo -EX pal fx applied to spin states -cMK no longer hits OTG -updated emo icon w new sprites -added birds eye view sprite -added new emo power charge -fixed Glare if it hits as crossup? -walk no longer gets pushed around -added hurt boxes to new charge anim -upgraded walk forward push -removed old power up command -increased armor after ColUpper by 20 ticks -Teledash can be used during guard slide time when armored -solved issue with multiple flip fx Dec/16/21 -crater stays longer -Jiren changes to now dynamic shading before flip kick -cSP startup increased -removed additional scaling to wall bounce -fixed missing speedlines on lvl2 -removed reflections from finishers -updated finisher 2 and applied fatality -added updated emo symbol -added fatality smoke to finisher 1 and 2 Dec/15/21 -removed change in H/EX toss on limiter air 360 -emo AA allows OTG if done in a combo -AA no longer able to hit opponent if they are in a guard stun state -fixed issue with EX hands staying if you do a move that makes them stop hitting -removed higher dmg scaling boost from AA in emo -emo AA no longer loses buffer if used as the first throw in a combo -added voice and neck crack to emo -fixed footstep sounds and envshake on walk in intro (tested the current walk speed but it makes the intro last forever because he's slow as sin so I reverted it) -changed how his get hits are pulled -added large hitsparks to finisher 0 finisher 0 completed? -removed wallbounce limiter being created off 360 toss -fixed finisher 1 from being screwy, I think? -added fatality to LVL1 :dead: -reduced min dmg on AA -fixed min dmg on finishers -removed metergain from empty teleport -recoded LVL1 finisher Dec/14/21 -removed emo gain from empty teleport -cLP hit data buffed a bit to same as sLP -Colossal Upper now makes opponent face properly on hit in front and behind -made a cross up helper to assist the opponent for airguarding ColUpper -removed proximity guard bug from ColUpper -reduced height on LVL1 colupper air guard hitting -throw prevention limiter added to guarded ColUpper -reduced armor timer after lvl2 ColUpper -fixed issue with ground throw going wrong way while back to wall -removed reflections from ground fx -DP+K moved to emo only and gives emo meter -updated small balls fx -added jiren symbol for emo -Ground Throw limiter applied to all finishers MORE -fixed air throw limiter for the last time, maybe? -removed ability to change sides from limiter -limiter air 360 ends comboability of throws/otg -H/EX 360s throw straighter longer -ground dash stops with back to wall on return from 360 -fixed mysterious flash on OTG throw after counterhit -teledash knocks down clones instead of just doing the full attack -fixed issue with fire rebinding after ColUpper>ground throw -fire only comes out on emolvl3 and is not used with ontop so some things can be in front of it (and because it's hell to layer ontop) Dec/13/21 -removed 360 throw limiters -increased emo gain -P zettos and super throws fill emo -fixed issue with air throw clsn -EX 360 slower startup -reduced hang time from jHK on hit -toni fixed the issue and I took the credit here: FIXED double sound from back throw slam! -cannot recover from cMK -decreased range on EX,L,M ground 360 -limiter air throw version created -increased startup on teleports -EX now has armor instead of invuln -telegrabs can hit falling opponents in emo -weird 360 wrong anim counterhit glitch fix -emo carries over on win Addendum