- constants updated 5/23/25 - final hit of fin3 adds to hitcount - fin 3 winpose uses "today is the day I surpass the gods" line 5/15/25 - finished movement on SSBE finisher p2 getting hit by gamma burst - fin 2 removes emo - tweaked electrified custom state so hopefully P2 won't stay stuck in fringe scenarios - ground dmg craters now helpers to bind to stage - lvl3 emo and non emo has super ko bg - emo exit explosions no longer hit otg - emo exit explosions now occur during ground and air dash - Emo exit music is now removed and normal music restored if he is placed in a cinematic - fixed simul issue killing with Finl Flash - fixed air throw breaking in simul - fixed detransformation snd after fin3 ko December 25 2023 ------------------------------------------ General: -Updated AI behaviour -Removed meter gain from Punch Zetto Royal Buster~Starters and Paths: -Removed meter gained by performing the move Royal Buster~Medium Path: -Reduced recovery and hitstun by 5 frames -Adjusted frame data on block(L = -3; M = 0; H = +2) Royal Buster~Medium Ender: -Added meter gain Enh.Royal Buster: -Reduced minimum damage(10 -> 7) EX Royal Buster: -Removed meter gain from any follow-up Final Impact: -Added adaptive speed -Decreased EMO gained for each perfect timing(500 in total -> 250) Final Flash: -Added visual adjustments to KO fatality Saiyan Rave~Ender 1: -Slightly reduced minimum damage Elite Assault~Finisher 2: -Added HKD EMO exit explosions: -Decreased meter gain(35 -> 1) -FIxed issue with Elite assault not working properly March 25 2023 ------------------------------------------ General: -Added startup invul and airborne state to backdash January 24 2023 ------------------------------------------ Enh.Elbow: -Added Limiter version Enh.Shooter: -Fixed bug where Vegeta couldn't get past the enemy while in the corner November 12 2022 ------------------------------------------ General: Updated AI behavior Reverse EX Royal Buster Ender(Restand Ver.): -Slightly increased recovery and hitstun -Now it's super cancelable Final Flash: -Added some visual adjustments Saiyan Rave: -Now vegeta slows down when close to the opponent, making the move hit more consistently at midscreen November 11 2022 ------------------------------------------ General: -Updated crouch guard code Enh.EX/Enh.Royal Buster: -Now vegeta slows down when close to the opponent, making the move hit more consistently at midscreen Reverse EX Royal Buster Ender(Restand Ver.): -Revamped anim and properties -Now this ender will act as a launcher if performed more than once in the same combo August 1 2022 ------------------------------------------ General: -Added more 5.1 fixes to the Focus Attack Elbow/Enh.Elbow: -Now hits more consistently during emo exit Reverse EX Royal Buster Ender(Limiter Ver.): -Now causes a normal fall Emo Exit explosions: -Fixed various issues such as multiple explosions appearing after landing a single attack or explosions not working properly during specific attacks June 29 2022 ------------------------------------------ EX Royal Buster~Normal Enders: -Fixed issue with the move not causing a HKD under certain circumstances June 23 2022 ------------------------------------------ General: -Now the pride up buff won't be lost when blocking an attack EX Royal Buster~All Paths and normal Enders: -Juggle point cost reduced to 0 -Decreased damage and minimum damage EX Royal Buster~EX Ender: -Performing a restand will add 5 points of damage scaling -Increased hitstun, now it's +8 on hit -Now it's super cancelable Grounded: -Reduced damage to Light and Medium versions -Increased damage to Heavy and Ehnanced versions June 13 2022 ------------------------------------------ Enh.Grounded: -Now vegeta slows down when close to the opponent, making the move hit more consistently at midscreen Final Impact: -Now each "true impact" will give Vegeta some emo meter while the final hit will activate a passive emo gain wich will be lost if you miss the timing Elite Assault~LV1-2 Finishers: -Added some visual adjustments June 4 2022 ------------------------------------------ General: -Added some minor visual changes to a couple of intros -Fixed sprites for counter and first attack notifications -Now P2's emo bar is correctly mirrored -Added indicator for the emo taunt buff Royal Buster~Mid Path: -Increased Pushback againts cornered opponents -Turns around a backturned opponent -Slightly increased distance traveled -The speed at wich the enemy will go after the wall bounce will adjust based on the player's distance(EX only) Air Straight Shooter: -Now maintains horizontal momentum -Hits more consistently EX Royal Buster: -Now causes a normal fall againts airborne opponents -The enemy can now tech when close to the ground EX Buster Ender: -Hits more consistently -Vegeta can start blocking right after the backflip -The Projectile won't ignore super pauses anymore -Added a vanish FX to the projectile Enh.Royal Buster: -Fixed issue with the lighting FX not appearing during ssg anim Elbow(all strenghts): -Turns around a backturned opponent Enh.Elbow: -Now travels the same distance as the heavy version EX/Enh.EX Elbow: -Now the last part hits more consistently Grounded: -Now each button strenght has different properties: Light hits on frame 6, causes a normal KD, can be followed up with a super. Medium hits on frame 9, causes a normal KD, can be followed up with a OTG attack or a super. Heavy hits on frame 12, causes HKD. May 18 2022 ------------------------------------------ General: -Added "P" hitflag standard -changed air dash height from -50 to -30 -Added turn fix -Removed BG music during EVO winpose -Added HKD to back throw -Removed "fake HKD" states(like Enh.Shooter or Grounded) -Fixed issue where vegeta will perform the stomp winpose after the special Final Flash KO -Removed FG during final flash Special KO Taunt: -Performing taunt during emo will activate a passive emo gain until vegeta gets hit or activates emo exit Enh.Shooter: -The landing anim is super cancelable Saiyan Rave~LV3 Ender: -Now projectiles hit more consistently Bingo Dance: -Added Super KO(Both success and fail) EMo Exit Explosions: -The limiter has been reworked: each explosion will add/remove points to a limiter, when it reaches 12 points, the enemy will fall. Lights add 3 points; Mediums 2; Heavies and specials 1; EX and Enh. moves deplete 1 point; Enh.EX moves deplete 2 points May 3 2022 ------------------------------------------ General: -Fixed Throw Tech issue -Added Reverse Beat EX Royal Buster Starter Standing MK: -Keeps more momentum from run Crouching HK: -Keeps more momentum from run EX Royal Buster~Mid/Low Ender: -Can start a Reverse Beat on block -Reduced pushback on block EX Royal Buster~High Ender: -Can't jump cancel immediately after hitting Saiyan Rave~LV3 Ender: -Now causes HKD April 29 2022 ------------------------------------------ General: -Added new aura CS Straight Shooter: -EMO drain removed during the recovery state Grounded/Enh.Grounded: -EMO drain removed during the recovery state Niagara Pummel: -EMO drain removed during the recovery state Final Flash: -EMO drain removed during the attack segment -Now causes HKD Saiyan Rave~LV3 Ender: -EMO drain removed during the attack segment Royal Buster~EX Ender: -EMO drain removed during the recovery state(Only on hit) EX Royal Buster: -Now landing any Royal buster Ender will allow the player to Reverse Beat the rekka EX Royal Buster~All Paths: -Reduced Meter Gain Royal Buster[Reverse Beat(all strenghts)]: -Now causes HKD Royal Buster~Mid Path: -Slightly decreased hitbox and hurtbox -Updated Anim EX/Enh.EX Elbow: -Added targetbind againts airborne opponents -Extended hitbox backwards -Fixed Width issue April 27 2022 ------------------------------------------ General: -Added 5.1 fixes to Focus Attack(Wake up buffer; HitDef update; Backdash cancel when focus is blocked) -Added other 5.1 fixes to Wall Break KO -Added IAD QOL Buffer -Added 5.1 Run buffs -Added Guard String Penalty -Changed Air normals' hit priority to 3(6HK included) Forward Grab: -Updated Ki blast FXs Royal Buster~Heavy Low Ender: -EMO explosion won't occur anymore Royal Buster~Mid Path: -Fixed anim alignement Royal Buster~Mid Ender: -EMO explosion won't occur anymore(Heavy Version only) Enhanced Royal Buster: -now the launch height will decrease each time the move connects EX/Enh.EX Elbow: - EMO explosion won't occur anymore on the last hit March 29 2022 ------------------------------------------ General: -Fixed bug causing vegeta to pass through opponents during advancing attacks -Fix issue causing the descend from sky intro to get stuck forever -Added fix to throw teching Cr.MK: -Slightly increased forward movement on startup St.HP: -Can be chained into St.HK St.HK: -Increased distance moved on startup -Vegeta's hurtbox pulls back during startup -Increased horizontal hitbox size Royal Buster~Mid Path: -Slightly decreased pushback Saiyan Rave: -Changed big explosion fx on lvl 2 ender -Lvl 3 ender doesn't continue if blocked SSJ Blue Evolved(Emo exit): -Fixed bug causing vegeta to become dizzy if he won a round at 0 emo meter January 26 2022 ------------------------------------------ General: -Made air hurtboxes match normal vegeta if they didn't already -Added rotation twist animation standard. (5252) Focus attack: -Cannot be forward dash canceled on block St. Hp: -Increased hitbox downwards Elite Assault: -Fixed bug causing it to do variable damage on different characters -Fixed invalid animation on certain opponents SSJ Blue Evolved(Emo exit): -Fixed bug preventing record scratch from playing -Certain attacks now have different explosion timings -Increased the speed that the emotion meter drains while the opponent is being hit January 9 2022 ------------------------------------------ General: -Adjusted animation timings on cursed sprites to fit standard -Attempted to fix issue with descend from the sky intro Forward Throw: -Ki blast damage decreased Back Throw: -Decreased damage to the opponent from being slammed into the wall Royal Buster~Mid Path: -Turns around a backturned opponent Royal Buster~High Ender: -Decreased blockstun on heavy version Royal Buster~Ex Ender: -Command changed to B+2P Final Flash(lvl 2): -Decreased startup -Fixed alignment of earth. SSJ Blue: -AI cannot use this move in simul mode SSJ Blue Evolved(Emo exit): -Is now fully invincible for the entire animation -Halved the cost of doing saiyan step Blue Evolved Follow-up Explosion: -Now created on every attack except supers and throws -Projectile framedata is no longer based on the attack that created them May 11 2021 ------------------------------------------ General: -All normal special moves gain super meter on startup Cr.Hp: -Added Envshake -Increased damage -Juggle point cost reduced to 4 Elbow drop: -Horizontal momentum can be controlled by holding left or right (Enhanced) Superdash: -Vegeta regains air options after the final hit Royal Buster~Mid Path: -Increased recovery -Increased hitstun -Increased blockstun Royal Buster~Low Ender: -Blockstun increased Royal Buster~Ex Ender: -Recovery reduced -Blockstun heavily reduced (Enhanced) Royal Buster: -Launch height on airborne opponents decreased -Increased damage -Removed 1-limiter (Enhanced) Ex Royal Buster: -No longer forces the opponent out of a juggle state -Travel Distance increased Savage Grounder: -Decreased height requirement March 17 2021 ------------------------------------------ General: -Removed throw invulnerability frames after getup -Changed jump start anim -Changed jump startup hurtbox to be the same as standing animation Buster Kick: -Startup reduced by 2 frames. Hits on frame 19 Royal Buster~Low Path: -Startup decreased by 4 frames. Hits on frame 21 Royal Buster~High Path: -Startup decreased by 4 frames. Hits on frame 21 -Hitbox increased downwards (Enhanced) Ex Royal Buster: -Blockstun increased. Is now 0 on block Blue Evolution: -Decreased recovery after mode ends February 2 2021 ------------------------------------------ General: -Run and Backdash no longer autocorrect -Fixed bug with turning on wakeup -Fixed Aura Charge palette issues Bingo Dance: -The AI can now play the minigame January 25 2021 ------------------------------------------ General: Vegeta is fully invincible during throws Royal Buster~Heavy Ender: -Horizontal launch velocity increased Saiyan Rave: -Fixed how move functions against Vegetto Fun Time Bingo: -Counts as a cinematic Elite Assault: -Meter cost is no longer reduced while in SSJ Blue Evolved mode Pride mode: -Increased finisher bar gained from advancing when the opponent is not being hit -Decreased finisher bar gained from advancing when the opponent is being hit -Disabled while in Simul Game Mode Finisher 2~Big Bang Attack: -Fixed transparency issues on fade out January 20 2021 ------------------------------------------ General: -Added maximum range to throws Fun Time Bingo: -Added unique background music and sfx Pride mode: -Increased finisher bar gained when moving forward and the opponent is not being hit January 8 2021 ------------------------------------------ Grounder:-Opponent turns around before getting up Saiyan Rave: -Decreased forward movement on followups January 5 2021 ------------------------------------------ General: -Fixed bug causing vegeta to return to SSJ after being hit by Satan's lvl 3 -Zetto counters max out damage scaling -Throws add 2 points to damage scaling Enhanced Straight Shooter: -Opponent turns around before getting up January 1 2021 ------------------------------------------ General: -Punch Zetto Counter can no longer kill -Kick Zetto Blockstun increased -Fixed focus attack dash bug Final Impact: -Reduced Launch height on third hit Saiyan Rave: -Able to do followups faster Final Flash: -Reduced damage on first hit -Fixed damage scaling -Updated FX December 22 2020 ------------------------------------------ Straight Shooter: -Added negative edge Final Flash: -FX disappears when vegeta is hit Elite Assault: -Decreased damage on first hit Fun Time Bingo: -Fixed bug allowing it to be canceled into itself Pride mode: -Decreased amount of meter gained by moving forward -(Hopefully)Fixed slowdown on activation Emo exit: -Removed damage increase -Updated background track AI: -Decreased chance to forward throw November 30 2020 ------------------------------------------ General: -Added C18 twist animation standard -Added Gotenks scribble animation standard -Added Satan anim standards -Added new dizzy standard -Sped up forward throw animation Elbow drop: -Reduced hitbox downwards Royal Buster: -Enders cost 1 juggle point (down from 2) -Increased pushback on mid path Ex Royal Buster: -Hitstun on second hit reduced -Recovery reduced Final Impact: -Medium timing explosion is untechable October 31 2020 ------------------------------------------ General: -Reduced throw attempt hitbox to match normal vegeta -Fixed FA charge bug -Replaced the walk frame with stray pixels -No longer uses personal common1 Buster Kick: -Startup adjusted to be airborne faster -3 frames slower -Hitstun reduced -Blockstun halved Royal Buster~High Path: -Startup increased by 4 frames. Making it 24f Royal Buster~Low Path: -Startup increased by 4 frames. Making it 24f Straight Shooter: -Fixed bug causing him to go into success animation when krillin fired ki blasts Final Impact: -Adjusted launch velocities to combo more consistently Pride mode: -Taunt no longer fills an entire bar of emo -Using god steps keeps the red bar drained for the rest of the combo -Red bar refills between rounds AI: -Added more blockstring options -No longer goes emo when AILevel is less than 5 -Can now use emo exit -Increased chance of using level 3 when in emo -(Hopefully?) Fixed issue with AI stuttering between actions October 12 2020 ------------------------------------------ General: -Added AI Final Impact: -Extended hitboxes upwards Bingo Dance: -Opponent cannot go into the same animation within the first 8 frames August 24 2020 ------------------------------------------ General: -Added Whis Intro -Fixed throws not functioning in simul mode -Added slide fx to backthrow -Fixed bug causing Vegeta to play stomp winpose even when the opponent is not on the screen -Added chart to palettes folder -Changed selectable extra palettes to better match the chart -Replaced first frame of squiddy winpose Dash attack: - No longer causes the enemy to block Emo: -Activation Ball Aura Fx now uses aura colors -Decreased bar drain from being knocked down Bingo Dance: -Added the newly CS armor sprites -Time it takes for circles to reach icons increased from 21 frames to 31 frames -Changed Idle animation when hit by Bingo August 17 2020(redux) ------------------------------------------ General: -Fixed bug causing vegeta to laugh after cheap ko -Replaced cheap ko voice line August 17 2020 ------------------------------------------ General: -Added bubblegum prince as an extra palette Dash attack: -No longer increases the emo bar at the start of the move -Moving backwards does not decrease the emo bar. Emo exit: -Fixed bug causing record scratch sfx to play repeatedly when sugeta dies -Shortened transformation song Finisher 3: -No longer returns to base after it ends. August 14 2020 ------------------------------------------ Bingo Dance: -Disabled in Simul mode and against Saibamen -Added new CS'd sprites -Fixed miss penalty adding points instead of subtracting them on P1 side -Fixed explods recreating themselves after the move ends -The opponent is now invincible until they lose the minigame August 12 2020 ------------------------------------------ Bingo Dance: -Button icons no longer switch order on p2 side -Changed command to Forward, Hp, Mp, Lp, Forward -Increased Good timing window from 5 to 9 -Added Poor timing window -Increased penalty for missing a note -Added final attack for both success and failure Finisher 1: -Replaced hitsound August 5 2020 ------------------------------------------ General: -Added Bingo Dance super (unfinished): LP,HP,F,HK,Taunt Final Impact: -Added new animation for firing the explosion -Added new telekinesis FX July 5 2020 ------------------------------------------ General: -Added cursed form Finisher1: -Replaced hitspark with explosions -Replaced hitsound -Added orange background on opponent's descent Finisher2: -Changed the way the enemy hits the ground after being kicked -The opponent now disappears at the same speed as vegeta Finisher3: -Fixed lack of shadow on end portion June 24 2020 ------------------------------------------ General: -Added dash shortcut with 2P -Zetto Counters can now be used at any point during blockstun -Can now airblock while moving forward -Added new power charge auras for his tranformations Superdash: -Fixed SSG CS issues Royal Buster~High Path: -Posadd moved -Retimed frames to make it easier to react to Finisher1: -Fireball is now multi-hit -Added more envshake to explosion Finisher3: -Added new explosion FX to final punch June 15 2020 ------------------------------------------ General: -Fixed Color Seperation issues on SSG moves -Stomp winpose now plays the correct footstep sounds -No longer laughs after being killed -Detransform on death timing changed -Changed focus attack hit sound -Added new voice line to cross armed winpose Straight Shooter: -Changed voice line Final Flash: -Space Dust and final voice lines are now properly spaced out Finisher 3: -Replaced waterfall sound fx with boosted version -Kills on the final hit June 5 2020 (again) -------------------------------------------- -Did hotfixes for everything addressed but forgot which files were changed so you gotta redownload June 5 2020 -------------------------------------------- General: -Added finisher 3 -Increased amount emo bar decreases when moving backwards -Fixed bug causing opponents to fall through the floor in rounds where squid intro played St.Mk: -Startup increased by one frame Superdash: -Increased horizontal hitbox size of third hit -Lowered cornerpush Royal Buster: -Heavy version turns around when the opponent is behind vegeta Royal Buster~High Ender: -Is no longer affected by wallsplat limiter Royal Buster~Low Ender: -Is no longer affected by wallsplat limiter (En.) Ex Royal Buster: -Added 1-limiter Straight Shooter: -Now only turns around when the enemy is behind Vegeta May 29 2020 -------------------------------------------- General: -Increased Z counter startup animation -Punch Z counter replaced -Frame data on lights changed to match the other Vegetas St.Lp: -Can now be canceled into Cr.Lk Cr.Lp: -Now longer hits low St.Mk: -Forward velocity increased -Active frames increased -Pushback increased Cr.Mp: -Hitstun increased -Blockstun increased -Recovery decreased by 1 frame -No longer hits low Cr.Mk: -Recovery increased by 2 frames Cr.Hk: -Carries forward momentum Royal Buster~Low Path: -Increased recovery by 3 frames Royal Buster~Mid Path: -Decreased enemy pausetime on medium version Royal Buster~Low Ender: -Decreased blockstun Royal Buster~High Ender: -Is now untechable -Opponent now flies forwards -Fixed bug with sending the opponent into the wrong animation (En.) Ex Royal Buster: -Increased opponent's vertical velocity Atomic Burst: -Wallbounces now add to the hitcounter Final Flash: -(Hopefully) Fixed bug causing opponent to fall out of final flash Finisher 1~Spirit Breaking Cannon: -He now transforms properly again Emo Exit: -Fixed bug causing bombs to appear during hitpause May 5 2020 -------------------------------------------- General: -Cleared unarmored frames from sff (Thanks Ethan) -He is now fully CS'd. Palettes should now look like they should -Palette selection updated -Changed SSJ transformation cutout -Added new intro: Short SSJ transformation (En.) Royal Buster: -Extended the amount of time his hair turns red when god canceled (En.) Ex Royal Buster: -Back Lightning moved behind Vegeta -Lightning FX moved 5 pixels forwards Final Flash: -Grounded version is now airborne -Added Aura to the startup Saiyan Rave: -Crack to Zwang April 13 2020 -------------------------------------------- General: -I'm running out of variables, please help -Changed animation for Squiddy returns winpose -Fixed camera issues in Squiddy returns winpose -Vegeta no longer does the stomp winpose when the opponent is offscreen -Added SSJ transformation intro -Fixed bug with yellow super ko bg staying for too long St.MK: -Hitstun reduced -Hitspark moved downwards St.HK: -Hitstun increased -Blockstun reduced -Knockback increased -**SM -***/.-------------------------------------------------------------------------***,.-aiyan Step: -Removed teleport follow-up Royal Buster~Mid Path: -Extended hurtbox forward during recovery frames (En.) Royal Buster: -Added Lightning FX Straight Shooter: -Changed landing recovery animation -Now turns around when he lands -Decreased fall velocity -Added landing FX Atomic Burst: -Can no longer be canceled into from whiffed rekka enders Pride Mode: -Pride Canceled specials turn SSG Finisher 2~Big Bang Attack: -Removed a teleport March 17 2020 -------------------------------------------- General: -Fixed kick sfx during backthrow -Consecutive air normals now knock down even when not chained -Added Helper compatibility to his Finishers -Removed ground break fx during blue2 walk :( Royal Buster-Mid Ender: -Heavy version now only triggers the limiter when the opponent actually wall sticks (En.) Straight Shooter: -Now turns around automatically -"Eat this and die" line is now in channel 0 Atomic Burst: -Projectile takes longer to disappear. Fixing the bug with wallkill glass not appearing March 16 2020 -------------------------------------------- General: -Added longer fx to Squid intro -Wallkill Glass now always has a fixed horizontal position -Fixed bug causing wallkill to not play winposes -Fixed palfx on power charge to be yellow -Added special squiddy winpose -Replaced Aura in blue2 winpose Cr.lk : -Hitstun reduced -Blockstun reduced St.lk : -Hitstun increased -Blockstun increased Ex Superdash: -Is no longer an overhead (En.) Ex Superdash: -Is no longer an overhead Royal Buster: -Pushback on Medium and Heavy versions increased Royal Buster-All Paths: -Command changed to b+P(I got tired of getting super) Royal Buster-High Ender: -Removed Upper-body invulnerability (En.) Royal Buster: -New Hitsound Ex Royal Buster: -Hitpause on first hit increased -Replaced third frame (En.) Ex Royal Buster: -Hitpause on first hit increased -Replaced third frame (En.) Grounder: -Added 1-limiter Atomic Burst: -Increased Superpause duration Final Flash: -The first hit no longer deals chip damage -Added changing hitsounds Emotion Mode: -Fixed bug causing blue cancel bar to not scale properly Emo Exit: -Replaced White Flash with larger version -Added new sound fx Finisher 1-Spirit Breaking Canon: -Added new voiceline -Added lip flaps Finisher 2-Big Bang Attack: -No longer has leftover envshake at the end of the move -Added sound for p2 falling -Updated kill background -Now disables foreground -Extended explosion fx downwards February 26 2020 -------------------------------------------- General: -Lvl 2 superspark moved 1 pixel to the left and 5 pixels down -Fixed bug with vegeta getting frozen after winning maybe possibly -Changed aura colors on default palette -Laughing animation during power of gods winpose changed -New taunt animation -Fixed bug causing throw to play the same sound repeatedly -Added new speedlines -Added finisher 2: Big bang attack Saiyan Step: -Projectile invul now has 3 frames startup -Can no longer do blue cancels if the Blue2 is 0 -Can no longer be canceled into taunt Royal Buster: -Hitstun on Medium and Heavy versions decreased -Blockstun on Medium and Heavy versions increased -Hitstun on Light version increased -Hurtbox extended forward Royal Buster-Mid Ender: -Now has hurtboxes on contact (En.) Royal Buster: -Horizontal hit velocity reduced Ex Royal Buster: -Is now two hits -New animation -Causes restand (En.) Ex Royal Buster: -Is now two hits -New animation -Hit effect changed -Can no longer be canceled into rekka followups Final Impact: -Added flame fx to perfect explosion Emo exit: -Changed activation animation Finisher 1: -Vegeta now detransforms after landing -Added flame fx to the fireball hit -Added scaling -Fly Aura no longer gains transparency January 22 2020 -------------------------------------------- System:-Fixed palette issues with SSG mode -The changelog got lost somehow halfway through so expect a lot of stealth fixes -Fixed bug causing FA to not wallbreak after killing -Added new Lvl 2 superspark All normals: -Damage reduced Reverse Breaker Kick: -Hitbox increased downwards Superdash:-Blockstun increased -Hitstop decreased Royal Buster: -Damage reduced -Minimum damage reduced -Now knocks down airborne opponents -Is now untechable Royal Buster-All paths: -Damage reduced -Minimum damage reduced -Now knocks down airborne opponents -Is now untechable (En.) Royal Buster: -Damage reduced -Minimum damage reduced (En.) Straight Shooter:-Added new woosh sfx -Damage removed from sliding portion -Fixed issues with freezing (En.)Grounder:-Damage reduced Elite Assault: -Added failsafes for freezing -Is now invincible after hitting Finisher 1: -Now turns SSG -Now uses a custom anim for hit ground -Fixed bug causing opponent to be frozen in air after hitting ground January 6 2020 -------------------------------------------- System: -Blue2 winpose now uses aura colors -Stomp winpose activation rate returned to normal. I changed this to test lip flaps and forgot to change it back. -Fixed WinScreen typos -Temporarily made him enter cheap kill when killed by 18's focus attack -Focus attack now dizzies when fully charged -Kick Zetto Counter depowers in emo mode Superdash: -Spinny frame is now armored (En.) Superdash: -Spinny frame is now armored Straight Shooter: -Can now be super canceled into knuckle waterfall -Added background palfx (En.) Straight Shooter: -New animation Royal Buster-Mid Ender: Wallsplat is now limited to 1 per combo Ex Royal Buster: -Blockstun increased (En.) Ex Royal Buster: -Hitstun decreased Knuckle Waterfall: -Added new voiceline -Damage reduced -Minimum damage reduced Atomic Burst: -Projectile no longer moves during superpause Final Flash: -Changed hitsound -Added Hitsparks Emo Activation: -Breakaway fx now uses the second lightest aura color Elite Assault: -Now causes super ko fx -P2 is now bound to P1 after the stomp -Timer is now frozen throughout the entire move December 3 2019 -------------------------------------------- System: -Replaced sff -Added updated palettes -Added de-transformation sound -Enemy now starts sliding from wall stick later -Added new emo bar design -Adjusted foot height for Stomp winpose against certain characters. -Realigned Walk up winpose when the opponent has his back towards you -New Winpose in Blue2 mode Grounder: -New sfx -No longer causes the enemy to block (En.) Grounder: -New sfx -No longer causes the enemy to block (En.) Ex Superdash: -Now causes wall stick when near the corner Final Impact: -Fourth Hit no longer kills Final Flash: -Attempted to recode final flash but then gave up and deleted everything Regal Rave - Fingerbang Flurry(lvl 3): -Explosion FX moved upwards -Fixed Palette issues on recoil fx -Added sfx to final blast November 22 2019 -------------------------------------------- System: -Added fix to bounce effect playing more than once -Fixed bug causing focus attack to make certain characters get stuck -Stomp winpose now has a voice line Enhanced Straight Shooter: -Hitsounds now work properly with non-Z2 characters. Grounder: -Sfx now plays during the smash portion and not the grab portion Final Impact: -Width increased Final Flash: -No longer loses shadow Elite Assault: -Added Ground smash fx to stomp November 20 2019 -------------------------------------------- System: -Fixed bug preventing him from doing crouching heavy normals while running -Fixed trigger for stomp winpose -Added full power sfx to descend intro -Focus attack now properly reflects projectiles -Replaced grunts for normal attacks and gethits Cr.Hp: -Removed extra whoosh sfx when landing J.Mk: -Extended hitbox upwards -Extended hurtbox downwards Superdash: -Damage reduced -Metergain reduced -Minimum damage increased -Launch height increased Royal Buster-Mid Path(Heavy): -Hitstun decreased Straight Shooter: -Is now special cancelable (En.) Straight Shooter: -Vegeta is now invincible when it hits. Grounder: -Fixed bug causing p2 to get stuck permanently -Smash sound fx now plays when the opponent hits the ground. Atomic Burst:-Active frames increased -Hitboxes changed to better match the fx Final Flash:-Made it easier for final flash to hit its intended target -Hitcount changed to better match hitsparks -Fixed bug causing game to soft lock when done with your back to the corner. This should also fix other soft locks. -Fixed bug causing voiceline not to play during air version. -Boom sound fx no longer plays twice when the move is blocked Saiyan Rave: -Hitboxes on followups adjusted to make small characters easier to hit. Saiyan Rave-Fingerbang Blaster(lvl 3): -Hit sfx changed -Hit fx changed -Bullets sped up Elite Assault: -Added bounce fx when the enemy gets stomped Blue evolution: -Background music no longer plays through hitpause -Explosion hitsounds changed November 9 2019 -------------------------------------------- System:-Stomp winpose no longer activates when the enemy is not in the correct state. -Charge sfx added to Charge Ball winpose -Replaced blue2 palettes with balth versions -Changed palette order to align with the chart. Comrade is now a Start+ palette -Added juggle points to various special moves -Record scratch -Fixed animation for st.mk,Kick Z counter, and neutral jump. Atomic Burst: -Blast fx changed Final Flash: -Is now Air-Ok -Charge fx changed Fingerbang Furry(Lvl 3): -Goes backwards fullscreen -Fireball spread reduced Elite Assault: -Re-enabled during emo exit October 31 2019 --------------------------------------------- System: -Fixed stomp winpose bug with with a band-aid and duct tape -Copy Vegeta palette moved to start+a, replaced with comrade palette -Stomp winpose no longer plays if the enemy is alive -Background music during blue2 doesn't play again if another vegeta is already in the mode. -Properly aligned P2's emo bar. Punch Z counter: -No longer techable -Startup increased Royal Buster Mid Path: -Pulled a Sorito Ex Royal Buster Ender: -Can now be blue canceled October 28 2019 --------------------------------------------- System: -Charge Ball winpose now only activates if the opponent is dead -Power Charge scream has been sped up and is the same in all forms -Squid squishes -Adjusted name trigger on Charge ball winpose -Air recovery has a new sound fx -Punch Zetto Counter changed -Air Aura fx matches your palette -Cannot use supers after KO -Added Stomp Winpose(Voice and Lipsync Pending) Backthrow: -Fixed bug causing mash fx to never disappear against farmer Cr.hp: -Added landing recovery Superdash: -Cannot be canceled on whiff Royal Buster-Low Ender: -Fixed bug causing counter hit flash to last longer than usual Grounder: -Fixed bug causing it to flash white when canceled from Cr.hp Focus attack: -Now hits projectiles -Dizzies the opponent when fully charged. Final Impact: -Added Charge sound -Can be canceled into higher level supers Final Flash: -FX no longer moves during the opponent's superpause -Added Lightning FX while firing -Has a shadow while firing. -Fixed crashing issues on whiff. Hopefully with farmer as well. -No longer activates against helpers Fingerbang Furry: -Slowed Down slightly -Damage Values changed -Projectile firing sound changed -Added new blow frames Elite Assault: -Added Hitfx to the final hit -Change Hitsounds on kick attacks October 22 2019 --------------------------------------------- System: -Disabled "Do you know pain" intro -Charge ball winpose no longer fires a blast -Charge ball winpose no longer activates on Saibamen or Farmer J.Hp: -Now hits properly during emo exit Straight Shooter: -Now slows down automatically after a certain amount of time Final Impact: -Success pose extended -No longer gains meter from followups Deadly Rave: -Added Woosh Final Flash: -Fixed bug with the scaling of the tail Fx (I randomly moved sprites around and it worked for whatever god-forsaken reason) Fingerbang Furry: -Animation changed -Projectile trajectory changed(again) -Projectiles now face the direction they're moving in Elite Assault: -Fixed FX not showing up properly Pride mode: -LVL 3 now properly disables the mode Blue Evolution: -Particles and afterimages are disabled when vegeta is being hit or is in the opponent's states -Music stops when Freeza's level 3 finisher starts October 20 2019 --------------------------------------------- System: -Proofread winquotes -First screenshake in Super vegeta winpose removed -Lightning removed from descend from the sky intro -Now works properly with characters using the helper method for back breaking states -Squidtro blast fx goes further upwards -All palettes now have a blue evolution form Throw: -Can no longer move before landing -Removed armorless frame Cr.hk: -FX color now changes with form (En.) Superdash: -Hitsound on final hit changed Final Impact: -Sweet spot extended 2 ticks earlier -Sour spot impact changed -Now causes super ko background -Now has 3 versions based on strength -Super fx on startup moved -Sfx on strong hit changed -Added the rest of the follow-ups(QCBx2+P,P,K,K,P) Ground Final Flash: -Enemy now falls in the correct spot -"Wrapped up" Deadly Rave: -Startup increased Deadly Rave-Fingerbang Cannon: -Slow motion removed :( -Trajectory on projectiles changed -Animation on projectiles changed Atomic Burst: FX now still plays even if the projectile has been destroyed Elite Assault: Now disables Pride mode on block and whiff Emo Exit: -Transition from Dizzy changed -Has activation music(Very quiet, might remove) September 29 2019 --------------------------------------------- System: -Default palette in all forms changed -Default CSS portrait changed -Added alternate CSS portrait -Removed Laugh Winpose -Squidtro -Added Cross-armed winpose -Added Super Vegeta winpose -Added charge ball winpose (sfx pending) Cr.mk: -New animation Saiyan Step: -Can now be canceled into itself Final Impact: Added followup: P FingerBang Cannon (QCB+ HK after deadly rave):-Trajectory on projectiles changed -Now moves backwards before firing -Added explosions on projectile hits -Can now no longer be done after the uppercut followup to Deadly rave Emo Exit: -Explosions now happen after the initial hit (Fx pending) -Added miscellaneous fx to activation -New animation for activation -New standing animation -New charging animation -Increased dizzy time after depletion August 29 2019 --------------------------------------------- System: -Changed CSS portrait (En.)"Going Down" -Hitbox extended downwards -No longer causes debug flood on certain enemies Final Flash:-Now invul after hitting Elite Assault: -Removed white effect -Remove white hitspark Pride Mode: -Finisher bar no longer decreases when moving back if meter is full -Activation fx now properly synced Pride Cancels: -Increased charge penalty for consecutive uses -Meter now shows up for p2 August 28 2019 --------------------------------------------- System: -Updated armor on idle anim -P2 side emotion bar now displays levels correctly -New moves: Final Flash(QCB,F+2P) -Dragon Balls now pop out of the opponent when you win a match in arcade mode -Air Dash momentum can no longer be changed by holding forward -Can now hold a button to tech -Emo Exit replaced Cr.Hk: -No longer special cancelable Elbow Drop: -No longer knocks grounded opponents down when chained into Reverse Breaker Kick: Hitbox reduced (En.) Ex Superdash: -Skid fx alignment changed -Skid fx animation changed(used to be in the wrong order) -Fixed bug where the opponent would not go into a custom state if the knee was canceled (En.) Royal Buster: -Hitstop increased -Lightning fx added -Now works as intended when hitting an opponent that's close to the ground -Limiter now works as intended Straight shooter: -Fixed bug causing vegeta to be sent to another dimension Knuckle waterfall: -The opponent no longer twitches after the final punch -No longer skips the victory animation Atomic Burst: - No longer an overhead - Gets more powerful the longer you hold it -New firing Fx -Removed hitbox from startup animation -Now blows through other projectiles -New voice clip -Lightning fx added Deadly Rave: -Hitstun increased on Jump Kick to prevent follwups not comboing -Hitbox on Jump Kick increased downwards -Added lvl 3 ender(QCB+K) Pride Cancels: -Now have their own bar above the emo meter -Charge time is increased with every use while the opponent is in hitstun Emo Exit ---------------------------------------- -All damage multiple by 1.2 -Normals become super-charged- hitting twice and mutliplying hitstun by 1.3 -Passive metergain when the opponent is not in hitstun -Pride cancels are no longer limited and instead cost a chunk of emo meter March 19 2019 --------------------------------------------- -The final explosion of his lvl 2 rave now shows up again -Added the sounds, possibly. Who knows. I probably forgot -Changed liedown time on forward throw -Z-counters can no longer kill -Impact on enhanced grounder changed -Aura colors on cr.Sk fixed -End animation on Lvl 2 final impact changed -Can no longer blaze through rekkas by holding back -Added Bird's eye sprite -Changed walk sounds -Changed P2's animation during normal throw -cr.hk now otgs -Added Emo exit -Emo activation can now be canceled into -Can now cancel specials into wavedash during emo March 3 2019 --------------------------------------------- -No longer armored frames on the character -Added new frame to cr.Sp -Added updated sounds -Super KO background now shows up on the wallbounces of atomic burst -Fixed Straight Shooter's interactions with armored moves -The knockdown state is no longer a single state shared between a bunch of moves (IE Knuckle Waterfall, throw, etc). This should fix any issues for said moves -Added fx to cr.Sk -Fixed color issues on armor -Fixed issue with a disembodied vegeta mouth showing up during airdash -Added Final Impact(first hit) - QCBx2 + P -Speed up the animation on Enhanced Super dash -Ex superdash now combos better on airborne opponents -Tweaked lvl 3 again February 24 2018 --------------------------------------------- -Adjusted velocity on a successful straight shooter -Fixed 1-limiter on enhanced royal buster -Fixed 1-limiter on Royal Buster Mid Ender -Royal Buster High Ender hit-effect changed on all versions -All Royal Buster Enders now share the same limiter -Damage on level 2 reduced -Can now cancel Royal Buster into its followups sooner -Fixed bug causing straight shooter to phase through the floor -Halved the amount of time enhanced move afterimages stay on screen -Minimum damage on Knuckle waterfall decreased -Tweaked Lvl 3 -Added new winpose -Fixed issues regarding sound continuing past the intro -Added woosh sounds for royal buster -Select Screen portrait updated February 2 2018 --------------------------------------------- -Atomic Burst returned to normal -Focus Attack animation changed -Non-emo power charge animation changed -Backthrow animation changed -Idle animation-Emo changed -Fixed guard sounds on normals -Added Ex rekka ender -Fixed bug causing knuckle waterfall to get stuck when the attack whiffed but the opponent was in a hitstate -Rekka mid path animation no longer loops back -Added Elite Assault, qcbx2+k (unfinished) -Added new armor frames -I know these updates took a while but no need to rant and RAVE about it January 8 2018 --------------------------------------------- -Fixed bug causing enhanced's straight shooter's hitsparks to not show up on certain characters -Replaced intro aura with the airborne variant -Fixed color issues -Low path and High path no longer shift vegeta forward during the attack itself -Fixed bug that allowed you to cancel air command grab into knuckle waterfall before you reached the ground -New frames added to cr.hp -Fixed bug that prevented atomic burst from being used while the opponent was still spinning from the first one -Cheap KO no longer freezes the game/ Scream added to cheap KO -Added new armor frames -Updated normal throw to follow 5.0 standards -Atomic Burst only has two wallbounces now -Atomic Burst no longer hits during superpause/Projectile alignment adjusted December 17 2018 ---------------------------------------------- -Added all rekka paths && low ender -Added Atomic Burst super: qcb,f+ P -Replace b+k with enhanced air command grab -Added new armor frames -Both versions of ex royal buster have less hits -Number of ki blasts in throw increased Last week 2018 ---------------------------------------------- -Ex superdash now knocks down in the right place -Forward throw now leaves the enemy in front of you -Enhanced ex royal buster now has less hitpause on the last hit -Ex royal buster knocks down airborne opponents (Still not ideal, but better than straight up not working) -Fixed sounds on buster kick -Added missed sound to normal throws -Fixed Balth's sounds and various other suggestions -Wavedash into Taunt is now possible for......reasons -Taunt now carries forward momentum -Fixed commands on air moves and enhanced moves to not change direction when the opponent jumps over you -Fixed bug causing you to get stuck after a throw -Added all rekka paths && low ender -Added Atomic Burst super: qcb,f+ P -Replaced b+k with enhanced air command grab October 6 2018 ---------------------------------------------- -Fixed animation on air command grab -Added hitpause to straight shooter -Air command grab now has scaling -Fixed victory quote length -Buster Kick is now an overhead ( it wasn't one before for some reason) and cancelable from st.Sp -Buster Kick now goes farther and keeps your previous momentum -Added new block sounds for normals (Check if they're the right ones before I do it for all moves) Edit: Actually do specials even use them?) -Fixed hitstound issues -Backthrow now has TWO sounds. Amazing, right? -Enhanced superdash now has a new animation -Added supercancels to Buster Kick, enhanced superdash, and air command grab -Straight Shooter actually has scaling now (Oops) -Adjusted head parameter to match other Vegeta September 25 2018 ---------------------------------------------- -Added cr.Hp -Went back and fixed old bugs/suggestions -Added cr.Sk -Added winquotes -Added new small portrait -Fixed issue with default palette not showing up ingame(I fixed the thing, Balth. You can have your portrait goodness now :P) -Messed with invincibility stuff -New command dash followup: b+k. Emo only -Auto teleport in emo removed -Forward Throw is no longer mashable -Number of hits in backthrow increased -Added mash icon to back throw to make it more apparent that it's mashable -Fixed bug that allowed you to jump cancel cr.SK on block -Added all alpha counters -Can no longer combo after straight shooter -Removed strengths from air command grab -Added mid ender to rekka: b+mp -Changed command for high ender to b+ Hp instead of b+ any punch button -New animation for air command grab -Air command grab recoded and strengths removed -Added strengths to Superdash August 8 2018 ---------------------------------------------- -Added new armor frames -Fixed bug that caused his hair to turn normal between rounds -Aligned p2's emo gauge properly -st.SK animation replaced -Added d.mp -Emo Advancing ambition teleports now August 3 2018 ---------------------------------------------- -Intro no longer fries computers -Added Charge animation -Fixed Charge effect alignment -Fixed bug where Freeeeeeeeeeeeezaaaaaaaaaaa would disappear during air command grab -Made Enhanced Shooter Lame -Added Ultra Bootleg Emo mode -Added short hop and hyper hop stuff in emo -You can cancel emo with taunt August 2 2018 ---------------------------------------------- -Added Balth's sounds and various other suggestions -Fixed Bug that caused unwanted rekka followups to come out -Fixed Bug that caused reverse breaker kick to send the opponent in the wrong direction -Hopefully made his intro not fry computers -Added Dash attack -Fixed Bug that caused pretty much everything surrounding dash collision to bug out July 28 2018 ---------------------------------------------- -Finally fixed bug that would cause limiters to reset when the opponent enters a custom state -Added new move: "Going Down" qcb P -Added Balth's sounds and various other suggestions -Added Buster Kick -Fixed bug that caused Rekka motions to cross up when the opponent crossed over July 25 2018 ---------------------------------------------- -Added Intros/Winposes -Tried to Fix Bug that would cause limiters to reset when the opponent enters a custom state -Added Throws (Keyboard players, why don't you try doing a backthrow (; ) -Added OTG to knuckle waterfall -Fixed bug that caused knuckle waterfall to whiff if you OTG'd previously in the combo -Added Gethit sounds -Fixed Bug that caused enhanced moves to be fully invul -Fixed Bug that caused Reverse Breaker Kick to cross up in the corner -Added Balth's sounds and other suggestions -Added Air shooter(it's probably janky looking though) -Fixed Bug where hitcount would reset when knuckle waterfall hit -Lowered minimum damage on all specials to 4 -Added animation for Royal God Dash -Added new move: qcb P (unfinished) June 18 2018 ---------------------------------------------- First Beta released -added to -2 ;Timer is frozen when you perform supermoves. ;So you won't have "Time Over!" while attacking the enemy. [State -2, AssertSpecial] type = AssertSpecial triggerall = !WinKO ;remember to put this otherwise no winpose after the supermove! ;trigger1 = StateNo = [2710, 2795] trigger1 = StateNo = [3000, 3999] ignorehitpause = 1 persistent = 1 flag = TimerFreeze flag2 = RoundNotOver -updated focus states (1300 range in specials) -updated sound 6,1 -removed snd 3,0 -replaced hitsparks with Alex's realigned ones -added dash cldn check anim ; Dash Collision check [Begin Action 128950] -1,0, 0,0, -1 -added dash collision notification to helpers.cns ;=================================================== ;DASH COLLISION NOTIFICATION [Statedef 13200] type=A physics=N MoveType=I anim = 15999 velset=0,0 sprpriority=6 [State 8000, Assert] type=assertspecial trigger1= 1 flag=NoShadow ignorehitpause = 1 ;[State -2, Explod]; Notification ;type = Explod ;trigger1 = !Time ;anim = 13200 ;removeTime = -2 ;supermove = 1 ;sprpriority = 1 ;id = 13200 ;bindTime = -1 ;ontop = 1 ;ownpal = 1 ;ignorehitpause = 1 ;pausemoveTime = -1 ;facing = facing ;scale = 0.5,0.5 ; ;[state 17100,scale FX] ;type = modifyExplod ;trigger1 = numExplod(13200) ;trigger1 = Time>=10 ;scale = 0.5+0.02(Time-10),0.5+0.02(Time-10) ;id = 13200 [State 8000, End] type=DestroySelf trigger1= Time>=40