- updated constants - Sonic Rush will no longer make Goku yell out as if he hits against armor 5/14/25 - fixed zetto recovery - updated the removal of emo if emo exit is hit code - TP khh no longer uses emo buffer unless there is no teleport bar 05/01/25 - boss option compat - full power Up LVL2 khh air guardable - updated Dball roll out code 12/9/24 -Reduced the size of ST_LK Hitbox -Added a fix to throw teching to allow more consistent teching on wakeup -Cameo intro now uses the base Aura FX instead of the SSB FX 5/7/24 -fixed first attack issue -added hold button to get up roll -focus attack now has 6 frames of startup and larger hurt boxes 4/25/24 -can zetto escape after DP+K -added failsafe to make sure emo exit will remove if hit out of 6/14/22 -fixed issue with having ctl during cloud intro -added endlag to dive kick on miss -cHK in full invuln to low attacks and throws until the last frame -B+HK works like Noku's now -new intro vs Jiren 6/8/22 -fixed issue with LVL1 finisher breaking in kai planet stage -power gain after TP when used in combo reduced -no longer gains ctrl after EX Dive Kick bounce back on block -LVL0 finisher causes HKD -increased min dmg for LVL0 and LVL2 finishers -LVL2 finisher no longer gives 2000 meter to opponent o_O -fixed issue where he couldn't attack from whiffed air guard -fixed pal issues on TP head and a sHP sprite -updated basics limiter and applied it to the air normals (why was it missing?!!!) -TP bar fills at normal speed in training use D+Start to instantly fill it -fixed issue cancelling EX Ki Blast into Chou KHH ==redeuced dmg== sLP -3 sMP -3 sHPx2uppercut -10 sLK -3 sMK -7 sHK -2 sHKx2 -10 dashHK -6 cMP -2 cHP -4 jMP -2 jHP -7 jMK -2 jHK -2 reversedjHK -2 EX SlashDownKick -5 Slash down Kick -23 (it was dealing 61 dmg HS!!!) 5/31/22 -removed nomusic assertspecial during solute portion of LVL2 finisher -fixed aura issue on charge winpose in emo -mostly fixed the TP bars existing during LVL1 finisher -TP bars return to proper color after LVL1 finisher -Dive Kick has landing recovery oB -added hurtboxes to ground K zetto and both air zetto -removed full invuln from grounded P zetto after active frames -adjusted hitboxes of air zetto to give unique uses -jHP uses new ID so it can still combo into cLK/MK but causes KD when combo'd into itself -DP can no longer combo after OTG cLK/cMK (EX still can) -extended very low portion of cHP hitbox 5/25/22 -removed DP endlag KD rules and now they should deteriorate the launch height -fixed issue with dizzy sound after finishers -non emo TP bar fills faster -bar for nonemo no longer split -full TP bar now blue -limiter for EX dive kick fixed -fixed K zetto -cHK uses JP and can now hit falling opponents -more=========== -EX dive kick has a bit more startup -DP limiters working correctly? -finisher works vs Piccolo with Clones 5/24/22 -Reverted DP hit hight --Goku stays in landing pose until P2 lands from DP --can cancel the landlag into higher LVL DP when hitting --DP damage reduced --hit/hurtboxes changed per strength --LDP projectile immune --MDP air immune -Teleports cost no meter on block but cost both bars out of emo --in emo TP costs 1 bar. Using a second bar costs buffer --TP emo gain adjusted --starts match with full tp bars --starts emo w full tp bars --reduced cooldown time before gaining TP --cannot gain TP while being hit --sped up rate TP bar fills -Slash Down Kick changed I have not changed the EX pending approval of this change ----update---- -Cancel limiter added to DP -cooldown to build emo restored back to 120 -emo gain adjusted on TPs -TP bar fills slower during combos -JP of uppercut followup reduced to 1 -JP of cHP reduced to 2 -buffed some clsn boxes on normals and major buff to hitboxes on wing kick + it bounces P2 if they are in air -added EX Dive Kick update -adjusted OTG limiter for EX Dive Kick -TP head changes color 5/2/2022 -**Buff**: -Teleport no longer costs 500 meter outside of emo (500 cost during block strings remain) -**Misc**: -Updated Heavy Knockdown Code and added SFX -Updated Throw Tech 4/20/2022 -**Buff**: -5.1 Run adjustments -**Nerf**: -Air normals have reduced priority -**Misc**: -Bugfix on uncharged Focus Attack not hitting airborne opponents -Bugfix on cMK being air unblockable -5.1: -Minimum distance for Air Dash reduced to -30 -Guard String Penalty added 4/8/2022 -**Buff**: -Hyper Rush: -Does 3 hits on block -Deals 20 chip damage per hit on block -**Nerf**: -Blast Fist: -Reduced vertical knockback during aerial hits for all versions -**Misc**: -SFX adjustments for intro against Freeza -Hit overide adjustments for projectiles -"King Kai Joyride" winpose wont play on stages: -King Kai's Planet -King Kai's Planet - Endless 4/4/2022 -**Misc**: -5.1: -Updated trigger to Focus Attack -Updated Air Guard during aerial dashes -Added QOL to Air Dashes 1/7/2022 -**Misc**: -General: -Screen Flash on Counter Hit removed -Power Charge: -Bugfix on VFX not staying centered when moved 1/5/2022 -**Buff**: -SuperSonic Rush: -Can now act after the follow up attack connects -**Nerf**: -SuperSonic Rush: -Enemies now in an aerial state after stun -**Misc**: -General: -Hurtboxes made more consistent -Updated Move List -Ki Blast: -VFX change -Teleport: -FX change -Zetto Counter: -VFX change on Grounded Punch Zetto -Spirit Bomb Finisher: -VFX bugfix against Jiren 12/12/2021 -**Buff**: -Teleport: -No longer consume an extra 500 power during block strings -**Nerf**: -Supersonic Rush: -Final hit base damage decreased to 60 (from 90) -**Misc**: -Training: -Bugfix on CPU Button Jam -Throw: -P2 animation changed -Failsafes added to Throw Tech -Supersonic Rush: -Bugfix on connecting a Focus Attack while P2 is stunned -Zetto Counter: -Bug fix on grounded punch zetto -Teleport: -Meter refills faster in Training Mode -VFX fix on Teleport Meter -Teleport Meter goes away after round is finished -VFX and SFX changed during Emo -Emo: -VFX on Emo Meter changed -VFX on Ultra Instinct Finisher changed 12/5/2021 -**Buff**: -Throws: -Fwd and Back throw dmg increased to 90 (from 60 FT and 65 BT) -Zetto Counter: -All Zetto Counters cause heavy knock down -Throws: -Throws cause heavy knock down -SuperSonic Rush: -Now leads into stun state on hit -*Nerf*: -Air Guard: -Cant guard during Fwd Air Dash -Jump: -Jump start increased to 4 frames (from 3) -Air Dash: -Cant air dash fwd while holding up or down -SuperSonic Rush: -No longer has Counter Hit Properties -*Misc*: -Teleport: -Buffer Bar VFX adjusted -Throws: -Improved throw tech added -5.1: -Ai guard code adjusted -Wall Break Kill changes -G-Pressure: -Bugfix on Wall Bounce/Crash 10/28/2021 -**Buff**: -Emo: -Carries over between Rounds if you win -God Bind: -Damage increase for higher Emo Levels: -Lvl 1 = 200 dmg -Lvl 2 = 260 dmg -Lvl 3 = 320 dmg -**Misc**: -VFX on Teleport Bar adjusted -Bugfix that allowed 3 Smash Attacks when starting a combo with the Back Smash Attack -Rolls adjusted to activate during Wakeup 10/28/2021 -**Buff**: -cHP and sHPx2: -Grounded and airborne opponents can no longer recover after being hit (Previously only grounded opponents) -Teleport(s): -Buffer speed increased slightly -Added Wake-up Rolls: -Hold Fwd or Back on wakeup -**Nerf**: -Focus Attack: -Can no longer dash cancel when attack is guarded -Air Medium Kick: -Hitbox reduced -**Misc**: -Fixes added to Wall Kills -Teleport: -VFX on Buffer Bar adjusted -Ki Blast(s): -Follow-ups no longer done with Quarter Circle Motion. Now hold Forward and press P to do follow up Ki Blasts or G-Pressure (Super inputs remain the same) 5/9/2021 -**Misc**: -VFX change on King Kai's Car winpose -Walking animation VFX update -Emo Mode: -New Idle animation -Failsafes added so Goku interracts with Freeza properly during intro -VFX update on Helping Hand Winpose 3/6/2021 -**Buff**: -Blast Fist: -Startup is +2f faster -**Nerf**: -Teleport: -Teleport stocks now refill 2 seconds (from 1) after use of a teleport -Teleport stocks refill at a slower rate -Blast Fist: -Minimum damage on all versions reduced to 7 (from 10) -Scaling increased when done at the start of a combo -Total damage on all versions reduced -Light 40 => 32 -Medium 58 => 51 -Heavy 71 => 60 -**Misc**: -Bugfix on Focus Attack keeping its charge after being hit -Bugfix to prevent freezing during Wall Crash KO -All Smash Attacks in Emo have proper afterimages -Palette 11 changed 2/26/2021 -**Buff**: -Teleport: -Teleports in combos give increased meter towards Emo level -**Nerf**: -Teleport: -Teleport stocks cant be refilled if p2 is in block stun -Raw Teleports give less meter towards Emo level -**Misc**: -Power Charge VFX in emo changed 2/22/2021 -**Misc**: -Palette 9 changed -Teleport Rework started: -Teleport meter under the life bar -Teleports are now kept in stocks that are depleted when used and refill after a while -Stocks cant be refilled while attacking -Smash attacks in Emo do not affect the stocks 2/10/2021 -**Misc**: -Bugfix that would occur when a ki blast would hit the opponent on the same frame as Lvl3 Hyper Rush 2/2/2021 -**Misc**: -Wakeup Turn code adjusted -Palette 8 changed 1/21/2021 -**Buff**: -Damage increased on Lvl 0 Hyper Rush to 363 (from 279) -Damage increased on 1 Inch Punch to 426 (from 364) -Damage increased on Ultra Instinct finisher to 569 (from 510) -Damage scaling on Ultra Instinct finisher reduced -**Misc**: -Gotenks' Scribble VFX adjusted -Reduced AI Throw attempts -Damage difference between Straight and Up Super Kamehameha [2QCF+2P] adjusted to be more aligned -Spirit Bomb VFX changed -Player Push disabled for enemies hit with Smash Attacks to prevent getting stuck 1/19/2021 -**Nerf**: -EX Blast Fist no longer air unblockable -No longer able to Teleport Cancel a whiffed or blocked EX Blast Fist -**Misc**: -Bugfix on hitting 18's Blitz Ball with God Bind -Throw proximity added -Full charge Focus Attack mid combo will cause a knockdown instead of stun 1/5/2021 -**Nerf**: -Throws will have increased combo scaling -All Zetto Counters will apply max combo scaling --**Misc**: -Teleport animation change 1/1/2021 -**Misc**: -Wall Break VFX adjustments 12/31/2020 -**Misc**: -Anti Fuzzy block changes -Palette adjustments 12/29/2020 -**Misc**: -P2 position during Finisher 1 adjusted -sHK VFX changes -Power Charge VFX changes -Focus Attack changes to prevent infinites -Bugfix on triggering invalid teleport states -No longer required to have full bar to perform God Bind or Smash Attacks -UI Finisher: -SFX and VFX changes -Shortened length 12/22/2020 -**Nerf**: -No longer gain meter from God Bind -**Misc**: -2P dash now requires proper input direction -Bugfix on not removing Emo if hit during God Bind startup -Meter loss on Emo Activation delayed -Ultra Instinct changes: -VFX adjustments and SFX added -Animation change for Tien -BGM stopped during start -Final damage delayed -Whis winpose VFX adjusted -Increased chance of matching Transformation Intro against SSJ Vegeta -Basics limter and Anti-Fuzzy block changes added 12/18/2020 -**Misc**: -2P dash added -Fatality after Ultra Instict added -Whis Winpose added -Bugfix on Counter Hit Supersonic Rush -Removed force guarding at the end of Ultra Instinct -Win quote 76 adjusted -VFX during sHK target combo adjusted -SFX and VFX during Transformation Intro adjusted -VFX and SFX during Ultra Instinct adjusted 12/14/2020 -**Misc**: -Bugfix on Helpers being destroyed -BGM properlly stopped during Ultra Instinct -Bugfix on P2 not going the right direction after hit with the behind Smash Attack in the corner -Bugfix on Palettes not having proper colors during Ultra Instinct -Bugfix on Palette 7 during Ultra Instinct -Palette 10 and 12 changed --------------------------------------------------------------------------------------------------------------------------- 12/13/2020 -**Buff**: -Finisher 3 added: -"Ultra Instinct" (costs 2 bars and full Emo) -**Misc**: -New Lvl2 Super VFX -Chip KO bugfix -Bugfix on G-Pressure not having the Wall Crash FX on KO -Bugfix on not being able to hit P2 with a second Focus Attack when they are dizzy -Bugfix on Perfect Pimp winpose VFX --------------------------------------------------------------------------------------------------------------------------- 10/11/2020 -**Misc**: -Bugfix on sHKx3 not being able to hit armored opponents -King Kai's Car winpose SFX added -Bugfix on Power Charge creating clones -Voice clip during Power Charge are properly stopped --------------------------------------------------------------------------------------------------------------------------- 10/10/2020 -**Buff**: -SSJ Goku AI now able to use God Bind -SSJ Goku AI now able to use Lvl3 KHH -**Nerf**: -Can now ONLY get wall-bounce properties on sHKx3 if sHK was the start of the chain -SSJ Goku AI no longer able to throw without control -**Misc**: -Until Lvl3 finisher is complete, using a finisher while MAX Emo will put players into his Lvl2 Finisher -Whis Intro changed --------------------------------------------------------------------------------------------------------------------------- 3/22/2020 -Nerf: -Fall speed after Emo Smash Attacks reduced -Increased fall speed after Emo teleports removed --------------------------------------------------------------------------------------------------------------------------- 3/22/2020 -Misc: -Removed transparency on lvl1 KHH(s) --------------------------------------------------------------------------------------------------------------------------- 2/11/2020 -Buff: -Raw Teleports give more Blue Meter in Emo -Blue meter given by Teleports in a combo increased -Nerf: -Superpause on Emo Activate reduced -Teleporting while opponent is in blockstun now requires 1000 power outside of Emo -Misc: -Control set to 0 during Roundstate 4 -Palette 4, 7, 11, 12 changed -Helping Hand and King Kai's Accident winposes wont play after knocking P2 off screen -Bugfix on SSBK Aura remaining while not in Lvl3 KHH -Bugfix on certain characters having VFX from Supersonic Rush -Bugfix on Teleport repeating itself during hitpause --------------------------------------------------------------------------------------------------------------------------- 1/28/2020 -Buff: -Can cancel grounded hits of Blast Fist into supers -Misc: -Bugfix on losing emo during other character finishers -Bugfix on Lvl2 and Lvl3 KHH cancelling into each other --------------------------------------------------------------------------------------------------------------------------- 1/25/2020 -Nerf: -Lvl1 Finisher damage reduced -Lvl2 Finisher damage reduced -Misc: -G-Pressure has wall break on kill -Bugfix on Up Smash Attack landing below ground -SSJ3 winpose wont play while in Emo -Proper combo scaling on Finisher 1 -Bugfix on full charge Lvl3 KHH not having a knockdown up close -Bugfix on Focus Attack passing through another SSJ Goku --------------------------------------------------------------------------------------------------------------------------- 1/24/2020 -Buff: -Full charge Focus Attack causes wall bounce -Misc: -Wall break added -Bugfix on Hyper Rush interaction with Focus Attack --------------------------------------------------------------------------------------------------------------------------- 1/9/2020 -Misc: -Helping Hand Winpose added -Bugfix on Ai being able to charge Lvl3 KHH indefinetely -Bugfix on Lvl3 KHH FX staying on screen when hit --------------------------------------------------------------------------------------------------------------------------- 12/14/2019 -Misc: -Bugfix on Lvl3 SFX playing even if not connecting --------------------------------------------------------------------------------------------------------------------------- 12/14/2019 -Misc: -Bugfix on Lvl3 KHH FX -Helping Hand Winpose added --------------------------------------------------------------------------------------------------------------------------- 12/3/2019 -Misc: -Bugfix on Dash Collision --------------------------------------------------------------------------------------------------------------------------- 12/2/2019 -Misc: -Bugfix on Lvl3 KHH giving debug messages --------------------------------------------------------------------------------------------------------------------------- 11/24/2019 -Nerf: -No longer able to Teleport-Cancel a whiffed or blocked Blast Fist [FDF+P] -Misc: -Palette changes: -Auras have been updated -Pal 1 changed -Old Pal 1 moved to Pal 4 -Pal 7, 8, 9 have Emo variant -Bugfix on Lvl3 KHH interaction with Sugeta -Staredown intro disabled --------------------------------------------------------------------------------------------------------------------------- 11/17/2019 UPDATES -Misc: -VS Portrait raised up --------------------------------------------------------------------------------------------------------------------------- 10/19/2019 UPDATES -Misc: -Bugfix on First Attack! not being available after blocking a heavy attack at the start of the match --------------------------------------------------------------------------------------------------------------------------- 10/18/2019 UPDATES -Buff: -Non EX Blast Fist minimum damage increased to 10 (from 7) -Misc: -Whis intro sounds stop when intro is skipped --------------------------------------------------------------------------------------------------------------------------- 10/7/2019 UPDATES -Misc: -Original Winposes unlocked -Winposes added: -Kinton -Power up -Intros added: -Whis -Staredown -Air FWD Dash inputs adjusted --------------------------------------------------------------------------------------------------------------------------- 09/26/2019 UPDATES -Buff: -Sonic/SuperSonic Rush [2QCF+K/2QCF+2K] hitbox made larger -Misc: -Bugfix on God Bind VFX appearing during 18's Eternal Revolution --------------------------------------------------------------------------------------------------------------------------- 09/24/2019 UPDATES New Mechanic? Edition -Buff: -sHK target combo [sHK>sHK>sHK] will cause wall bounce if used in a combo with a counter hit --------------------------------------------------------------------------------------------------------------------------- 09/10/2019 UPDATES -Misc: -VFX changes to Dragon Fist -cHK is now a High --------------------------------------------------------------------------------------------------------------------------- 09/06/2019 UPDATES -Misc: -SFX changes to Hypersonic Rush -VFX changes on Winpose 1 --------------------------------------------------------------------------------------------------------------------------- 09/05/2019 UPDATES -Buff: -Increased fall speed after Air Teleport and Smash Attacks (EMO Only) -Nerf: -Full charge lvl3 KHH is no longer unblockable -Behind Smash Attack [B+MP+MK] startup increased (+7) -Misc: -VFX changes on Hypersonic Rush Startup --------------------------------------------------------------------------------------------------------------------------- 09/01/2019 UPDATES -Buff: -God Bind startup is 6 ticks faster -God Bind will catch opponents at close range after superpause -Teleport during Lvl1 KHH will no longer cost energy in emo -Misc: -VFX changes to Lvl2 KHH Air and Diag -VFX changes to God Bind --------------------------------------------------------------------------------------------------------------------------- 08/29/2019 UPDATES Out of the Time Chamber Edition: -Buffs: -Supersonic Rush does more damage (+30) -Hitboxes on Air Lvl2 KHH adjusted -Lvl3 KHH does more dmg -Nerf: -No longer invincible during the firing portion of Lvl2 KHH -Misc: -Lvl2 KHH can now be performed with all 3 punch buttons, but still requires 2 bars -Helper fixes to Air Lvl2 KHH -VFX changes to Supersonic Rush counter hit -VFX changes to Grab animation -Additional 5.0 projectile fixes -VFX changes to 1 Inch Punch -Bugfix on aHK --------------------------------------------------------------------------------------------------------------------------- 08/28/2019 UPDATES 5.0 Ready Edition: -Buff: -Increased height gained by P2 after a Counter Hit Supersonic Rush [2QCF+2K] -Misc: -VFX changes to lvl2 KHH (Straight) -Projectile fixes added for 5.0 -Hurt voice clips changed -Voice clips added to: -Supersonic Rush [2QCF+2K] -Hypersonic Rush [HCF,QCB+K] -Added compatibility for Gotenks' Lvl2 Finisher -VFX changes to Emo Activation [D,D,MP+MK] -Emo activation pause time extended (+30 ticks) -5.0 Dizzy State changes --------------------------------------------------------------------------------------------------------------------------- 08/21/2019 UPDATES Fresh Start Edition: -Nerf: -Zetto counters no longer can kill or give power -Misc: -VFX and SFX changes to Emo Activation -New voice clips added -SFX changes to lvl3 KHH -New Animation Standards added --------------------------------------------------------------------------------------------------------------------------- 07/05/2019 UPDATES -Buff -SuperSonic Rush [2QCF+2K] will trigger ground bounce on Counter Hit -Level 2 and 3 KHH can be cancelled from Ki Blasts -Misc: -Fully charged Focus Attack will put P2 in custom Dizzy State -Added new animation standard -Removed short Air Dash bug -Air Normals are now overhead only when falling down -Attacks that DO NOT cost meter can be done at the end of a round -Palettes 9 and 10 have SSB variant --------------------------------------------------------------------------------------------------------------------------- 05/13/2019 Buffs -SSJ3 KHH has different cancel options now -From standing normals -From Blast Fist -From cHK -From light and medium air moves -From Dive Kick -From 3rd ki blast -Running HK -SSJ3 KHH can be charged slightly longer, giving more damage -For Kaioken KHH also Misc -Satan appears during Spirit Bomb Finisher --------------------------------------------------------------------------------------------------------------------------- 05/05/2019 -Late ChangeLog Misc -The white screen that pops up when being hit out of SSJ3 KHH should be removed properly -Added 1 Inch Punch (version 1.0) as new Emo Finisher 1 -1IP in the corner now has a position add. So P2 isnt cut off -KO screams -New Spirit Bomb HAA! --------------------------------------------------------------------------------------------------------------------------- 04/21/2019 Misc -Recovery Sounds are changed -Walking towards P2 winpose has new sounds -New KO voices --------------------------------------------------------------------------------------------------------------------------- 04/18/2019 Misc -Level indicator on Justice Mode is smaller --------------------------------------------------------------------------------------------------------------------------- 04/17/2019 Buffs Nerfs -Emo will be lost if hit before God Bind is active Misc -P2 will fall out of God Bind if for some reason Soku isnt doing the move -Soku is invincible during the active parts of God Bind -Lvl 1 KHH effects will stay on afterimage during a teleport -Pursuit attacks have a new hit sound -Level indicators added to Justice Mode --------------------------------------------------------------------------------------------------------------------------- 04/14/2019 Buffs -God Bind Added in full -Range depends on emo meter. Cant be done before level 1 Nerfs -God bind will take away emo if whiffed Misc -God Bind has ZWANG ending on KO --------------------------------------------------------------------------------------------------------------------------- 04/09/2019 Buffs Nerfs Misc -Started work on God Bind --------------------------------------------------------------------------------------------------------------------------- 04/06/2019 Buffs -Timing to preform G Pressure or another Ki blast after a Ki blast has been increased -Can now perform Lvl1 KHH after 3rd ki blast Nerfs Misc -Old teleport inputs have been removed --------------------------------------------------------------------------------------------------------------------------- 04/05/2019 -Adjusted transparency on big portrait --------------------------------------------------------------------------------------------------------------------------- 04/03/2019 -Emo Lvl3 khh does more damage -Goku moved up slightly in spirit bomb ender -Tp's in combos have more emo gain -Fixed not being able to do more than 2 hyper rush in a match -KK aura should disappear after being hit properly -No more flickering between kaioken and regular palette -Wake up sound has been moved to Air Recovery -Added lvl2 khh back -De-Transform sounds added --------------------------------------------------------------------------------------------------------------------------- 03/30/2019 -Added new voices -Footstep sounds now play on walking backwards -Various changes to play against Vegito --------------------------------------------------------------------------------------------------------------------------- 03/24/2019 **Super late changelog so here goes:** -Spirit bomb ender has been moved down to lvl2 emo finisher (from 3) -Chou KHH is now a level 3 and will turn into Kaoiken KHH in emo mode -Emo mode activation /breakaway anim have been changed to match Sugeta -Hyper rush now has a blue afterimage in emo mode -Discussion is being had about how much tp's should give/take in emo (im thinking it should be more in combos) -Effects in emo have been brightened up (might be changed if i use Ethan's pal) -All finishers remove helpers properly -New palettes were added and more are currently being made --------------------------------------------------------------------------------------------------------------------------- 03/17/2019 -Replaced Lvl2 KHH with SSJ3 KHH --------------------------------------------------------------------------------------------------------------------------- 03/16/2019 -Fixed the mis-timing of the SSJ3 Kame beam -Fixed a bug causing 3rd fireball>K Teleport to lead to lvl 3 -Alpha testing SSB on emo mode --------------------------------------------------------------------------------------------------------------------------- 03/12/2019 -Various changes to Soku's files --------------------------------------------------------------------------------------------------------------------------- 03/7/2019 -Removed all unused commands from the cmd file --------------------------------------------------------------------------------------------------------------------------- 03/6/2019 -General command fixes caused by changing buffer --------------------------------------------------------------------------------------------------------------------------- 03/5/2019 -Added the remove explods to the ki blast states -Fixed the legend for the buffer sys -Override states are now the standard for the buffers -Level 3 has the correct command -When using the lvl.3 in the corner, p2 falls off screen (working on it) --------------------------------------------------------------------------------------------------------------------------- 03/3/2019 -Fixed issue where Dragon Punch could be performed by F,D+p instead of F,D,DF+p -No longer does a lvl.1 Kame before the 3rd ki blast -Combo-ing a teleport into itself now goes to the correct state -Mouth on the air lvl2 kame has the correct placement --------------------------------------------------------------------------------------------------------------------------- 03/2/2019 Brose on board with a late changelog -Added new voice files -Updated Goku to new buffer system -Ki blasts are now condensed into 3 states (from 9) -Strength of the blast depends on button press and loops into itself -Firing the 3rd ki blast now has the same timing from before buffer was added -Changes were made to how teleporting during a lvl.1 kame works -Fixed a bug with the teleport afterimage -Fixed a bug where teleporting during a Dragon Punch would go into a teleport attack -Fixed an issue where you hold charge mid-air, and he wouldnt charge when he hit the ground -Cancelling from the focus attack now leads to the correct states, and on the proper sides Oct/11/2017 --------------------------------------------------------------------------------------------------------------------------- -updated air/ground tech code Oct/10/2017 --------------------------------------------------------------------------------------------------------------------------- -Tweaked many CLSN for basics Oct/3/2017 --------------------------------------------------------------------------------------------------------------------------- -fixed colors in new Chou KHH sprites thanks to Ethan -[HDBZ] Fixed hard knockdown bug -[HDBZ] Added throw tech -[HDBZ] removed poweradd from simply doing basics without hitting -[HDBZ] Fixed empty blocking using AttackDist -[HDBZ] Added Dash Collision fix -[HDBZ] Added tall char infinite fix -[HDBZ] Added juggle limiter LVL2 -v2--fixed layering on blue flame for emo bar -v3--fixed throw Sept/29/2017 --------------------------------------------------------------------------------------------------------------------------- -Sonic Rush and Super Sonic Rush no longer fly off screen facing the corner and holding forward -Sonic Rush and Super Sonic Rush now allow control after hit in a counter hit situation -teleport attacks no longer can make P2 get stuck flying if someone is in the way -adjusted several CLSN2 on basics -adjusted CLSN2 for crouch guard -reduced min dmg on sSP -cSK should not miss any crouching chars -Reduced dmg for Blast Fist during a teleport combo -removed Blast fist limit during teleports allowing loops once more -reduced hitstun on jLK -Changed triggers for VS Freeza intro -fixed layering issues on Emo bars -Made alternate version of Hyper Rush for Simul August/11/2017 --------------------------------------------------------------------------------------------------------------------------- =[HDBZ] Added jumping basics limiter system =fixed issue with armors and custom state 5000 May/14/2017 --------------------------------------------------------------------------------------------------------------------------- -Reduced dmg of Chou KHH a bit -Reduced the amount of times he can do teleport inside of combos to 2 while not in emo. -In emo he can now do 3 teleports in 1 combo and 2 teleport attacks. -Power given to emo bar adjusted for these new rules. Teleport attacks only give 50 super meter now instead of 100 when they connect. -No longer lose 1000 super meter when exiting emo with teleport -Combo Breakers no longer work for LVL 3 super And LVL1/2 Sonic Rush -fixed incorrect state bug with teleport -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 - Fixes teleport bugs - Allows teleport kamehameha with the new command - Can't use emo against Saibamen 03/16/2017 --------------------------------------------------------------------------------------------------------------------------- -Added ability to cancel after coming down from EX Uppercut -Made Teleport attacks actually useful. They give super meter if you connect and they build up your Justice bar MUCH faster. They do give P2 quite a bit of meter though. Especially if they block it. -Fixed an issue where losing 1000 meter by leaving Justice through teleport happened only once a round -reduced life to 900 -Readjusted dmg on ALL super and finishers -made an alternative way to do teleports with QCB+attack 03/13/2017 --------------------------------------------------------------------------------------------------------------------------- Teleports now cost 500 meter unless you teleport while P2 is blocking. Then it costs 1000 meter. If P2 is in a hitstate while you teleport your super meter will fill up half as fast till P2 recovers. While in Emo mode Teleport attacks do NOT cause the super meter reduction. Just the teleports that leave you ctrl When you exit emo mode due to any teleport you also lose 1000 super meter. These nerfs were added to prevent people from using emo mode to build meter super fast then go straight into emo mode again. Sonic Rush LVL1 and 2 deal more damage Removed height restriction from EX Dive Kick and added it to normal Dive Kick 03/12/2017 --------------------------------------------------------------------------------------------------------------------------- I've tested their AI for a moment and he could do c.MP -> s.MK, he shouldn't be allowed to do that. Look out for similar combo problems. fixed Also, I don't know if I fixed the triggers for the AI regarding the teleport and the teleport attacks. Probably not, sometimes he does the same teleport attacks and he shouldn't do that. Also, from what I recall (but I might be wrong) he should do two teleport attacks in a combo. Increased the limiter to <3. Everything looks right for him to NOT do the same 2 in a row. The Justice mode aura sound effect should have a StopSND in State -2 when his StateNo is not 2745, I forgot to add it. fixed 03/10/2017 --------------------------------------------------------------------------------------------------------------------------- Fixed a winpose mistake where if P2 was near the edge of the screen he'd sometimes never stop walking forward in the car hits Goku winpose. 03/08/2017 --------------------------------------------------------------------------------------------------------------------------- Raw teleports that don't auto attack now have a 6 tick delay before you gain control unless the opponent is in a hit state. Ki blasts will knock down on the 6th ki blast onward in combos Forgot to make the recovery teleport work against Guarding opponents. Fixed Fixed an issue where jSK was only bouncing P2 every other hit. ======================================== Alex Sin fixing SSJ Goku Z2 ======================================== Missing: - Vans's fix (do I need to add it?) - Cinematic Explod thingie for Piccolo. - Maybe the variables need to be changed/fixed (like var(59)? I don't really remember...). - Teleport stuff (Justice bar cost and buffer, stuff like that). --------------------------------------------------------------------------------------------------------------------------- 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. --------------------------------------------------------------------------------------------------------------------------- 11/02/2017 - Vs Freeza intro fixed. - Sounds 5,9 and 2400,20 changed. --------------------------------------------------------------------------------------------------------------------------- 26/01/2017 - Damage dampener fixed. --------------------------------------------------------------------------------------------------------------------------- 22/01/2017 - New damage dampener added. --------------------------------------------------------------------------------------------------------------------------- 21/01/2017 - Fixed Air Chou Kame by adding a No Push helper and adding PlayerPush = 0 on all the charging states. --------------------------------------------------------------------------------------------------------------------------- 15/01/2017 - All varsets (var(7)) in all states that require it are now fixed (a.HP / a.HK bounce juggle limit). - Increased Justice power usage of teleport attacks (no combo) from 1/10 to 1/8. --------------------------------------------------------------------------------------------------------------------------- 29/12/2016 - Chou Kamehameha's damage has a different damage dampener (same thing I did for Gohan). No, it's not the new damage dampener that was suggested, I'm still using the old one. I set a variable that keeps count of the hits the Chou Kame does and the damage gets scaled because of it, separately from the other attacks. - Lvl 1 Kamehameha does 8 hits now. - Hyper Rush: Genkidama finisher fixed (aura sound effects missing; I used sound 8,5 instead of 8,0 since it's longer). - Hyper Rush: Angry Kamehameha finisher fixed (the Kamehameha wouldn't put the enemy in a custom state, so I restored the p2stateno and commented the TargetState). - Quick workaround for Piccolo's clones and Saibamen implemented (he will do a strong blast fist/shoryuken against them instead of the Shin Shoryuken). --------------------------------------------------------------------------------------------------------------------------- 18/12/2016 - Damage dampener added but then removed. The damage values are all wacky if I apply it. They don't hurt as much as they should, so I removed it. - Justice buffer bar consumption added (for Teleport Kamehameha level 1) and slightly changed for the different teleports/zanzoken attacks. - Reduced damage value of the teleport attacks. - All the winquotes from Goku Z2 are now added into SSJ Goku Z2. - Managed to resolve some Justice bar (blue) graphical bugs. - Teleport -> Blast Fist (shoryuken) loop combo shortened by a lot. After a Blast Fist you can teleport twice if in Justice mode, once if not. --------------------------------------------------------------------------------------------------------------------------- 1/12/2016 - Dizzy stars moved 30 pixels upwards for Piccolo. - Put TargetState instead of p2stateno. --------------------------------------------------------------------------------------------------------------------------- 29/11/2016 - The aura effects will stop while in pause/superpause. --------------------------------------------------------------------------------------------------------------------------- 24/11/2016 - The AI will not go into Justice Mode while charging power. - Changed teleport attack combo chains to 2 (instead of 3). (Variable 15 in the .cmd) - You can't attack the enemy with the same Zanzoken attack during a combo. --------------------------------------------------------------------------------------------------------------------------- 20/11/2016 - Sprite groups 221, 222 and 223 added to the .sff (colour separated)... :P - Found an "intro skipping" sound problem for the boulder. However I've been able to fix the sound problem for the Kinton. - Z counter hitsounds adjusted for all versions (sound 5,2 for the punch attacks, 5,5 for the slide kick, 5,6 for all kick attacks). --------------------------------------------------------------------------------------------------------------------------- 19/11/2016 - Added triggerall = !IsHelper to all explods 5938 and 20152. - Mouth closes for Justice mode activation. (added sprites 193, number 50,51,52,53,54,55) - Fixed sprite 610,2. - No intro sounds when skipping intro. - The cr.HK is some ticks slower than before. Adjusted codes for statetypesets, y positions, etc. . - P2StateNo converted to TargetState in all cns files. - Hitsparks converted from explods to sparkno and sparkxy. - Timer will be frozen during the hyper moves. --------------------------------------------------------------------------------------------------------------------------- 13/11/2016 - Changed s.HP whiff sounds with medium ones. - Corrected the King Kai animation in the winpose "Car Crashing". - Added recovery time for the Focus attack. --------------------------------------------------------------------------------------------------------------------------- 08/11/2016 - Justice mode activation changed to D,D,y+b (D,D+MP+MK); - Super Background effect added for all supermoves that didn't have it); - re-added sounds 8,5 and 8,6 (they were 8,0 and 8,1); the Justice mode activation now uses those and it looks and sounds right; - added sound 2820,5, lowered volume of the aura charge sound during the finisher "Final Punch"; - Goku Black palette (made by LightScarecrow, edited by AlexSin) added as 7th palette. --------------------------------------------------------------------------------------------------------------------------- 06/11/2016 - Authorname changed to "Team Z2"; - added updated sprite 19897,0 (BG effect for supermoves); - fixed sprite 30205,0 (wrong colours); - added MY TOES! sprites and animation (group 5886); sprites colour separated by me; - added new fonts; - dash collision updated: new sound effect, no blue explods, no font; - Z counter animation timing changed; - converted pausetimes from WinMugen to Mugen 1.0; - the Super Kamehameha effects now play during pause/superpause; - added two ticks of no control in the landing state; - removed white Flash FX effects for Ki blasts and Kamehamehas; - applied the 'mouth closes after yell ends' frames in the power charge animation; - s.HP (barrage of fists) now is uncancellable until the last hit; more time recovery added on the last hit; - c.HK -> Air Kamehameha (lv1 and lvl2) combo link added; Note: it may make him a bit unbalanced, if timed right and with the right distance (in the corner) you can perform the same combo twice. - the AngleDraw state controllers in the Hyper Dash Rush attacks (Shin Shoryuken-like finisher) had commented ignorehitpauses, making the supermove look wrong; I don't know the reason. Uncommented, so that it looks right.