11/9/24 - many beam nerfs - solidified emo buffs for the 3 specials when freeza has flames - solidified emo gain on all flame specific moves including the 2 LVL2 flame hypers - tornado goes away when freeza is hit - bomb explodes when tengu stone or die by my hands hypers hit 11/8/24 -updated 1B TK grab -updated cHK and chk tornado variant -updated blast from LVL1 hyper blast -added aura to indicate Freeza is in counter mode -2B1R back to teleport throw but air only removed hold fwd variant (tail flip), reduced time stuck in guard state -removed follow up supers from LVL1 hyper blast -2RLVL2 hyper now always a red beam -getting hit or the bomb exploding makes the bomb bar go to zero 10/17/24 - removed dust from air Spider Beams - Blaster LVL1 pushes air blocked P2 downwards - can combo from cLP/LK into sMK - ex laser no longer causes extra tornado beam on landing - cannot cancel from attacks into fake flame - changed when the sound for gaining the flame takes place - replaced 2550 sprites with Toni corrected ones - added emo activation with full flame gaining/subtracting - red flame attacks subtract from dmg dampener while blue adds - 2b1r now is a teleport that calls rocks to fall across the screen. Hold back or up to change where he appears 10/3/24 - sLP cs fixed - sMP fx replaced - LVL1 Blast hyper animation replaced - added cHK and tornado variant - extended lower hitbox of cHK a bit - pillars now interact with tornado - added combo breaker stance with down + MP + MK lasts 8 seconds needs some kind of indicator - added fake flame for flameless QCB + HK - can gain ctrl during taunt after 30f 10/2/24 - jHK now causes knockdown no tech in air - teleport throw hits candy now - doing blast LVL1 on ground makes you considered grounded - while waiting to attack if 1 rock is hit by a projectile they will all be destroyed and they can now be destroyed by physical attacks as well (1 at a time) - 1B TK grab no longer hits P2 during grounded hit/guard states but can hit them while in air falling from hit - resolved issue with Blast hyper not doing psychic surgery properly when combo'd from 1r1b - dive kick is now overhead - LVL1 blaster now kills - new focus attack - updated sMP - updated fx for bomb and explosion, new sounds added including a sound that activates when the bomb is about to explode - added backturn teleport to bomb grab 9/29/24 -dive kick no longer causes knock down to grounded P2 -jMK hits lower -delayed return beam by 3f -while charging supernova you can move faster, moves up and down, and has a faster fwd back with dash input -no more camera issues with bomb grab -changed how tornado reacts to bomb -changed where teleport grab explodes bomb -supernova only explodes bomb on hit -juggle limit lvl2 restored to what it should be -ground explosion from 2b sets off bomb -2b rocks are destroyed when freeza is hit -bomb grab no longer causes HKD and when P2 is near the corner there is pushback -bomb timer pauses during psychic surgery, air grab on hit, teleport grab connecting, throws, Die by my hands LVL2 2r hyper 9/24/24 -removed infinite cMK from tengu stone -made tornado pull P2 down when hitting them in air near corner -added full invuln to 2r Hyper beam when it hits and reduced damage -teleport grab has larger hitbox and slightly homes towards P2 when he appears, it can also appear slightly off screen to steal corner -Emo hit grab added with left/right + both mediums (hold back to throw backwards) don't need emo currently to test this -fixed issue with freeza landing while standing during Spider Beams hyper and removed the remove FG assertspecial 9/19/24 -teleport zetto always places Greeza far away -fixed velocity issues with K zetto -updated jump animations and added hurtboxes to jump fwd -EX laser pulls P2 fwd more on hit -QCFx2 + K now passes through on guard and cannot cancel it into another instance of itself. Much faster recovery on block -QCFx2+P now his large blast. can be done on ground or in air, can do QCFx2+P follow up for Psychic Surgery. As it is this is unavoidable if the 1st hit is guarded, too strong? Removed execution mechanic -QCB,F+2P AA beam now QCBx2+LK while you have 2 red flames -added QCBx2+MK while you have 2 blue flames to get tengu stone 9/15/24 -cannot launch with geyser > EX geyser in same combo -fixed alignment on crouch blue flame -reduced standard speed for air and ground dashes and walk speed -reduced dmg of Super Nova on charge and it launches P2 FWD one time -reduced dmg of 1R lasers -reduced dmg of 2R saws -updated Focus attack anims/attack and made sure all Focus code is up to current standards -updated all zetto counters 9/14/24 - st.mk now combos from st.lk as intended - updated ex pillar sfx as per batlhs request (specifically on hit) - updated beam 3 vfx to be extended - new st.mp added - removed flame use sound that existed on st.hk - made a tiny bit of progress on the throne winpose - tiny bit of progress on berry blue winpose - air spider death beam added - shifted red flame get animations by one pixel to be better aligned - realigned all 3 jumps to better slide into idle - added chip damage to all torture guns (hp, c.hp j.hp) - dash grab orb vfx added in group 4001 right after the grab itself - added new sfx for pillar erupting 9/10/24 -fixed issue w the direction tornado fires off -rocks explode when rocks are used again causing more dmg and knockdown -extended invuln window for 1r1b so it doesn't remove until after the full size of the blast has occurred 15f -firing P2 into tornado with 2b1r teleport grab makes them get juggle -canceling airdash into a normal reduces the acceleration from the dash -Death Ball (2B2R) can juggle while he holds it. It now has less hits but deals more dmg and can be released sooner for a smaller ball and can be done in air in and out of emo -can no longer cancel beam into flame -removed ground bounce from dive kick -jHK no longer causes KD -can cancel both air specials into all air normal and cHK -added new fx for gaining flame -changed air slice special QCF +P in air 9/5/24 -guard dist of saws reduced -2B rocks now destroy self when move is done again and the distance to activate them to attack has been doubled -flip follow up from 2B1R teleport no longer flies over crouching P2 -fixed repeating snd on EX Laser -increased liedown time for Izuna Drop 9/2/24 -fixed issue with tornado beam from right side of screen -made tornado slower and last longer -can now use tornado while tornado is out (old one dies before new one spawns) -broke Light air slice for now(either waiting for new sprites or scrapping the move?) -jHK has more recovery - air dash gives less momentum -EX Laser no longer hits OTG, removed limiter, and has more recovery -Adjustments to all normals 8/31/24 -added 2f to flame installs -flame install is now considered an attack state -lowered dmg on eye beam -pure blue flame attacks apply 2 dampener points. 1r1b 1 dampener point, 1r2b 1 dampener -removed ability to set var that creates 2 flames at once -added hold fwd and hold back options to 2B1R teleport attack -cMK and cHK interact with tornado -redid how tornado hits -can fire tornado fwd with sHK -added 100 health -changed jump velocities -removed faster air dash on emo -tornado turns red when beam travels through it -EX laser interacts with tornado 8/22/24 -removed snd and flip fx from fwd throw -LVL3 is invuln on hit frfr -fixed dash clsn alignment -changed tornado flame move 2R1B --deals less dmg, fall only when hit in air and can air tech quickly, **hits multiple times, lasts 3 seconds unless hits are exhausted ** 12 consecutive hits/guards will remove the tornado early, P2 getting hit or guarding then coming back from hit/guard for 30 frames will reset the hit counter --the following moves/actions are faster while passing through ---ground/air dash fwd/back ---dive kick ---jHK ---Izuna drop (ex okay) --firing the laser QCF+P special into the tornado will fling out another beam 8/21/24 -Moved 3HP to sHK removed old sHK. It is now a traditional launcher. Eye laser fx now bound to player and remove when freeza is hit -adjusted velocities on jHK -fixed wrong anim for non greeza finisher 3 -removed p2 position changing 3rd rekka beam -fixed issue with Izuna drop missing on right side of screen -increased FWD velocity of light, medium, and EX Izuna Drop -fixed issue with hitting freeza from taunt kills sounds -no longer able to hit greeza out of the start of his LVL3 until after the geyser misses -updated guard code -renamed to G. Freeza since his name was too long for char select -made failsafe so that his EX QCF+P in air won't fail too near the ground -removed speed increase from emo -Moved around the flame moves --Laser eyes now 1R and has less reach. Will cause HKD on the 4th hit. Causes P2 to fling far back on hit and block. Greeza is pushed back if it hits or is blocked in corner. Min dmg increased to 15 from 7 --TK Grab now full throw still 1B. Cannot be blocked but can not hit air opponents unless they are falling from gethit --Saws now 2R and deals 15 block dmg, 40 max dmg, and 20 min dmg. Return saw knocks P2 away and P2 can recover after 40 ticks. Guarding the return saw pushes P2 toward freeza -- Rocks 2B initial explosion now takes 100 meter from P2 and deals 7 dmg. The rocks will no longer go into attack state if P2 is in hit or guard state. Doing the rock move a second time while rocks are active will command launch them. --Explosion 1R1B still deals max 80 dmg min dmg 40 guard dmg is 20. This move no longer tracks and will not launch P2 near as high. The move has shorter startup and longer recovery but it is now full invuln on startups. 8/7/24 Beam rekka The final beam of the rekka can go low, mid, high. Low hits standing, crouching, falling Mid hits Standing, air, falling High hits air, falling (meaning high will NOT hit a tall standing opponent) M and H beams no longer cause KD unless hitting airborn opponent. P2 can air recover after 30F Should the low one OTG? It currently does not QCF+P air slash move startup timings changed and EX is now an overhead QCB+P Izuna Grab now has 3 variants and an EX variant July/4/2024 ============================== -Updated backwards walk animation -Fixed ki charge sprites -Changed Death Beam input from qcf+p to hold B, F+P -Increased air Death Blaster's hit consistency against smaller characters -Removed LV2 version of air Death Blaster -Added visual adjustments to Magma Pillar -Changed behaviour of Magma Pillar when the first explosion whiffs or gets blocked Apr/17/2024 ============================== -Decreased air block hitstun and air block push of every death beam -Fixed bug with death beam limiter activating more than once -Added new power charge anim -Added emo exit Jun/22/2023 ============================== -Fixed minor visual bugs -Updated 3rd death beam fx -Fixed bug where it was possible to cancel supers into other moves after performing death beam -Decreased disks hitstun and knockback of the first hit; Increased recovery time after throwing the disks -Decreased enemy's fall speed after being hit by eye lasers -Updated rock summon anim; changed rocks behaviour(still a wip) -Increased damage of supernova; can be charged for more time(doesn't change damage); added hovering mechanic during charge -Increased heavy flame charge recovery -Revamped backwards grab -Revamped magma pillar super Feb/26/2023 ============================== -Fixed aura SFX not stopping and other minor bugs -Made S.HP and S.HK hit more consistently after S.MP -Adjusted walking anims timing during emo -Added visual adjustments to Death Beam Limiter and EX Death Beam -Added Heavy version of Flame Charge -Added more Flame anims -Replaced Air Death Beam super with Death Blaster -Revamped Finisher 1 and 2 Dec/23/2022 ============================== -Reverted St., Cr. and J.HP behaviour, made them cancelable after the first hit, last two hits are mids -Air Death Beam reverted to a LV1 super -Fixed Zettos hurtboxes Dec/22/2022 ============================== -Improved hit consistency of St., Cr. and J.HP -Adjusted Disks block stun -Fixed issue with Air Death Beam still removing emo -Fixed issue with Red Buff not applying properly to Magma Pillar -Fixed issue with 3rd Death Beam not appearing under certain circumstances -Changed Spider Death Beam behaviour and damage scaling -Decreased Power gain during Spider Death Beam -Now Blue Flames will make every super and non-flame special drain the enemy's ki during emo Dec/21/2022 ============================== -Updated HKD code -Changed S.HK state to airborne -Now the last part of the Death Beam Limiter will trigger only if the enemy gets hit by the first part -Added extra landing recovery to Death Beam Limiter(2nd part) -Changed command for DBMH to QCB, F+2P -Super Nova and This Might Kill you can now be performed in mid-air during emo -Slightly increased damage and minimum damage of max level Super Nova -Psychic Surgery now causes HKD -DBMH now causes HKD -Added proper HKD to Zettos -Now Red Flames will buff the damage of every super and non-flame special during emo(Lv1=10%; Lv2=20%) -Adjusted 3rd Death Beam's frame advantage on block -Adjusted Death Slice's frame advantage on block -Fixed issue with Death Explosion not working after any finisher Dec/18/2022 ============================== -Added Movelist Folder -Added visual adjustments to 2nd Death Beam -Added HurtBoxes to Rock Summon -Removed Back air dash after Fwd jump -Added proper air version for Death Charge -Added visual adjustments to LV2 air Death Beams -Fixed issue with some supers not hitting Jiren's armor -Fixed issue with supers removing emo -Fixed issue with command grabs being able to hit during blockstun -Fixed issue with EX Cutter hitting multiple times on block -Added new SFXs for Tornado -Added new VFX and SFX for Telekinesis -Added proper flash effects to supers -Adjusted LV3 Pillar extension -Fixed DBMH HitCount and added minor visual adjustments -Fixed issue regarding St.HK staying in the air and made it easier to combo from standing medium attacks -Fixed issue regarding supers being cancelable into themselves in training mode -Replaced Kick and aura effect sprites during Finisher 3 Dec/17/2022 ============================== -Fixed issue with flames moves not working after performing Death Beams -Added new flames effects and fixed flames disappearing after turning -Added new Death Beams Limiter version Nov/3/2022 ============================== -cHK now cancels into air specials/supers -removed flight, F+HP, F+HK, jD+HP -sLP 1 tick longer startup, changed hurtboxes, now +0 instead of -3 oHoB -sMP 1 tick longer startup, now +2 oHoB vs +0 -sHP no chip dmg, reduced dmg from 20 to 14 per hit, extended hurtbox, +5 vs +6 oH, +4 vs +10 oB -sLK better AA hitbox, removed head hurtbox extended leg hurtbox, +1f recovery added, -1 vs -3 -sMK 1t longer startup, 1t longer active, better reach, +2 vs -3 -sHK 2t longer startup, better AA, can hit on F3 now as well -cMP slightly better reach, hurtbox extends longer after active -cHP no chip dmg, reduced dmg from 20 to 14 per hit, +5 vs +11 oH, +4 vs +11 oB, pushback added -cMK +1 vs -4 oH, 38 vs 15 dmg UPDATE 5/1/22 -**Buff**: -Die By My Hand! Level 3 [QCB,HCF + P] -**Nerf**: -sHP has increased pushback midscreen -**Misc**: -Death Beam: -Rekka command changed to [hold forward + P] -Golden Moves: -Can now be done outside of Emo [QCB + LK/MK] then [QCB + HK] UPDATE 7/20/21 -**Nerf**: -Frenzy Beam: -Can now only be used once per combo -sHP: -More pushback when done in the corner -**Misc**: -Spider Death Beam: -Pos set to floor to avoid floating UPDATE 4/12/21 -**Buff**: -Golden Moves Added: -Hurricane (1-2) -Death Explosion (2-1) -Death Beams: -Faster Startup -**Nerf**: -Death Beams: -Damage reduced -**Misc**: -some 5.0 systems added UPDATE -Buff: -New Golden Move Added: -Death Ball Maximum [QCB+HK with Red 2+Blue 1 charges] -Hold HK for bigger ball -Misc: -Execution added to Psychic Surgery UPDATE -Buff: -EMO Eye Beams launch higher -Nerf: -Psychic Surgery grab hitbox reduced -EMO Eye Beams not active until frame 10 (from 0) -Misc: -Air Recovery SFX added -Spider Death Beam causes ZWANG win-screen -Air Death Beam hitspark adjusted -Bugfix on being able to Flame Release [QCB+HK] in the air -Winquote fix -VFX/SFX adjustments on LASER RAIN (Finisher 1) -Laser Rain kills -Bugfix on killing Tien with Psychic Surgery UPDATE -Buff: -Emo meter added by Eye Beams increased to 60 (from 30) -Nerf: -Emo meter added by Double Discs decreased to 15 (from 30) -Misc: -Crouch anim changed -Flames added to Crouch during Emo UPDATE -Buff: -Knockback on EX Cruel Leap [QCF+K] reduced -Misc: -Emo Bar changed -Skull Crush intro VFX adjusted -Duality intro VFX adjusted -New Mechanic added to Emo (WIP): -A combination of Destructive (Red) and Psychic (Blue) powers give Freeza new moves to use! -[QCB+LK] charge Red Flame 1 level -[QCB+MK] charge Blue Flame 1 level -[QCB+HK] Flame Charge Release -Flames available are visible on Idle Stance or Debug Menu [Ctrl+D] -Available moves at the time of this update: -1 Red: Double Disc -2 Red: Eye Beams -1 Blue: TK Grab -Currently no moves for a combination of charges (ex: 1 Red 1 Blue) are available -Use of Flame Charge Release will reset charges back to 0 UPDATE -Nerf: -Zetto Counters no longer give power -Bugfix on First Attack! not being available after blocking a heavy attack at the start of the match UPDATE -Misc: -Bugfix on P2 being held during Psychic Surgery -Intros added back -Finisher 1 complete rework UPDATE Buff: -sHP/cHP/aHP damage per hit increased to 20 (from 10) -Cornerpush on sHP/cHP decreased to better connect in combos -Recovery on a successful air D+HP reduced Nerf: -Cancelling from sHP/cHP/aHP can only be done AFTER the 3rd hit Misc: -Death Charge supercancel commands adjusted -Death Charge recovery will go away from P2 when flying into the corner to prevent being trapped -SFX added to Death Charge -Horizontal distance on EX Cruel Leap adjusted -VFX adjustments: -Back Grab -Focus Attack -Psychic Surgery -Death Charge -Bugfix on cancelling Ground Spark from Supers -Small Portait adjusted -Lvl3 Pillar VFX added UPDATE Buff: -More cancels from Air Cruel Leap -Air Death Beams [2QCF+2P] -Death Charge [2QCF+K] -Flight [QCB+K] -Can now regain control after Death Slicer [QCF+P] (in air) Nerf: -Reduced damage on all regular Death Beams to 32 (from 50) Misc: -DF+HP launcher has been replaced by sHK -Death Slicer limited to 1 use while airborne -SFX adjustments on Power Charge -Gravity adjusted on Air Cruel Leap and EX to better connect in combos -Arcade Portrait adjusted -VFX added to Death Charge [2QCF+K] -Bugfix on Death Charge doing too many hits on block UPDATE x2 Buff: -Regular Death Beams can be used after an EX, if the EX Beam was used outside of a combo Nerf: -EX Ground Spark no longer gives meter Misc: -SFX added to Power Charge -Bugfix on EX Death Beam not appearing when P2 is hit -EX Cruel Leap causes a knockdown inside Emo -Lvl3 costs 2 bar inside Emo UPDATE Buff: -Damage on Psychic Surgery [2QCF+P] increased to 160 (from 90) -Death Charge [2QCF+K] can be cancelled into itself -EX Death Beam can be done after launcher [DF+HP] Nerf: -Death Beams can no longer be done after an EX Death Beam has been used, in a combo -Izuna Drop damage reduced to 100 (from 120) Misc: -Bugfix on Izuna Drop being able to grab grounded opponent -Air Cruel Leap can now be done outside of Emo -Bugfix on Earth Explosion taking all your meter, and not coming out, when buffered from Death Beams -VFX changes on Spider Death Beam -New Arcade Portrait added -VFX added to Winpose 7 (hold START after a round) -Bugfix on sHP VFX -VFX on EX Death Beam changed UPDATE Misc: -Bugfix on EX Death Beam appearing twice -EX Death Beam after full focus attack now counts as a combo -New colors added UPDATE Buff: -EX Death Beam will appear on screen faster in the middle of combos Misc: -Non EX Cruel Leap [QCF+K] can now be performed mid-air -Death Charge command changed [2QCF+K] -Death Beam(s) now add to combo counter correctly -Mauling Sky [F,D,F+K] removed -Quake [QCB+P] has been replaced with Ground Spark [same command] (testing) -Vertical Speed on aHK has been reduced -Tail Slap [F+sHK] added back -Launcher [DF+sHP] added back -Air Death Beam command changed [2QCF+2P] -Air Death Beam adds to combo counter UPDATE Pre 5.0 Edition Misc: -Fully charged Focus Attack will put P2 in custom Dizzy State -Added 3 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 -Adjusted invincibility on Jump Start -Zetto counters dont kill -Projectile chicken block fix added -New 5.0 Emo Activation SFX added -Guard fix added UPDATE Brose Takeover Edition Buffs: -Adjusted aHK to connect better in combos -Reduced PauseTime on air-air aHK to 6 for the attacker (from 12) -EX Death Beam comes from behind faster -EX Death Beam no longer removed if Freeza is hit after the beam is fired (testing) -Increased damage on all regular Death Slicer -Light is 50 (from 38) -Medium is 58 (from 38) -Heavy is 66 (from 38) -Increased minimum damage on regular Death Slicer to 10 (from 7) -Death Slicer adds to SADISM Mode the same as Death Beams -Gravity decrease on startup of Air EX Cruel Leap to better connect in some combos Misc: -Using updated Template (view Template Readme for more info) -Changed multiple move properties -Tons of internal re-coding on specials and supers -Added a second palette -Spider Death Beam has new beams -Air EX Cruel Leap has new startup animation -Hurtbox on Float has been enlarged