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- CHANGELOG - 01-08-2018-00/00/0000
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- TO-DO
- ---------------------
- Finish Spirit God Impact
- Finsih Rising Justice
- A.I
- Update Frame Data
- -----------------------------GENERAL-----------------------------
- -----------------------------------------------------------------
- -SFF and AIR overhaul, mainly done to shrink Blacks file size down since the vast majority of data was from SSJ Goku that wen unused
- -Light Righteous Flurry has had its single point scaling property removed
- -All Divekick variants have had their startup reduced
- -New FX for when hitting the opponent with a Ki Blast while in EMO
- -Attack has been changed from 110 to 100 (was messing with damage scaling, making the minimum amount of damage 8 instead of 7)
- -In addition to the attack value change, new code has been added to essentially replace the need to have Attack be 110
- -Focus Attacks hitbox has been extended on both axis'
- -Sounds were added for charging+charging completion
- -New Move! Rising Justice!!! Coded by R3dgrave and edited by myself, Black performs a Shoryu Reppa style super that knocks the opponent in to the air.
- Similar to Rapid Heel Barrage, Black gains control after the attack. Mess around! Input is QCB+2P and is EX ONLY, and can only be done when cancelled from
- another move
- -Per request, Hurricane Heel now causes the screen to shake on hit
- -Cinematic supers no longer display shadows (On stages with reflections, things got weird)
- -Functionally, Attack has been reduced to 105, was 110.
- -Crouching Light punch utilises Blacks blade, increasing the range significantly
- -----------------------------------------------------------------
- ----------------------------BUG FIXES----------------------------
- -----------------------------------------------------------------
- - Fixed a coding error where fireballs would be the Light variant discounting the third blast (Project 13)
- - Fixed a coding error where Divekicks would hit multiple times on block. They now only hit once, regardless of variation (including EX)
- -FighterZ intro is no longer buggy (you could walk before it was done)(AVPBoy)
- -The last blast in Divine Rush no longers stays on screen against himself on KO. It also doesn't flip when it doesn't KO (animation issue)
- -EX Tatsu now binds the opponent, making its significantly more consistent
- -At times during tweaking, Black would not enter his Mirror match intro properly. Code was added to ensure the certainty of both players
- entering the appropriate states
- -The SF3 Hyper Kill BG has been fixed, as its triggers were not the same as other Hyper Kill BGs
- -Intros were buggy, as due to how Super Jumps work, the player could super jump during intros. This is no longer possible
- -Divine Rush kills properly on last hit kills. Before, the opponent would enter the flip out state.
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- -----------------------------SUPERS------------------------------
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- -Shippu Jinrai Kyaku was added (QCFx2+K) taking obvious inspiration from Kens titular Super from the Street Fighter 3 series. During the tatsu portion
- of the super, Black has control, leading to a lot of neat potential options. Experiment!
- -The opponent now lies down correctly after Resentful Angel. The punch sounds/sparks have also been replaced with slashes (thought EXDoragons version was
- cooler and more appropriate)
- -Resentful Angel now has a unique winpose upon K.Oing the opponent
- -Air Kamehameha was been added. Same input as the ground version (QCFx2)
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- ----------------------------EMO MODE-----------------------------
- -----------------------------------------------------------------
- -EMO Attacks now trigger a sound when activate
- -Clone Rush now inflicts no chip (honest mistake)
- -Clone Rush now adds more to scaling per hit. Thought pressure/extension damage with it would be too strong
- -Damage scaling while in Emo has been altered. Values below
- EMO LEVEL| SUPER MULIPLIER| DAMAGE MULTIPLIER|
- 3 | 27% | 20% |
- 2 | 18% | 13% |
- 1 | 9% | 7% |
- WAS | N/A | N/A |
- 3 | 25.5% | 18% |
- 2 | 17% | 12% |
- 1 | 8.5% | 6% |
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