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Goku Black CHANGELOG - 01-08-2018-00/00/0000

Jan 21st, 2019
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  1. --------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. CHANGELOG - 01-08-2018-00/00/0000
  3. --------------------------------------------------------------------------------------------------------------------------------------------------------------
  4. TO-DO
  5. ---------------------
  6. Finish Spirit God Impact
  7. Finsih Rising Justice
  8. A.I
  9. Update Frame Data
  10. -----------------------------GENERAL-----------------------------
  11. -----------------------------------------------------------------
  12. -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
  13. -Light Righteous Flurry has had its single point scaling property removed
  14. -All Divekick variants have had their startup reduced
  15. -New FX for when hitting the opponent with a Ki Blast while in EMO
  16. -Attack has been changed from 110 to 100 (was messing with damage scaling, making the minimum amount of damage 8 instead of 7)
  17. -In addition to the attack value change, new code has been added to essentially replace the need to have Attack be 110
  18. -Focus Attacks hitbox has been extended on both axis'
  19. -Sounds were added for charging+charging completion
  20. -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.
  21. 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
  22. another move
  23. -Per request, Hurricane Heel now causes the screen to shake on hit
  24. -Cinematic supers no longer display shadows (On stages with reflections, things got weird)
  25. -Functionally, Attack has been reduced to 105, was 110.
  26. -Crouching Light punch utilises Blacks blade, increasing the range significantly
  27.  
  28. -----------------------------------------------------------------
  29. ----------------------------BUG FIXES----------------------------
  30. -----------------------------------------------------------------
  31. - Fixed a coding error where fireballs would be the Light variant discounting the third blast (Project 13)
  32. - Fixed a coding error where Divekicks would hit multiple times on block. They now only hit once, regardless of variation (including EX)
  33. -FighterZ intro is no longer buggy (you could walk before it was done)(AVPBoy)
  34. -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)
  35. -EX Tatsu now binds the opponent, making its significantly more consistent
  36. -At times during tweaking, Black would not enter his Mirror match intro properly. Code was added to ensure the certainty of both players
  37. entering the appropriate states
  38. -The SF3 Hyper Kill BG has been fixed, as its triggers were not the same as other Hyper Kill BGs
  39. -Intros were buggy, as due to how Super Jumps work, the player could super jump during intros. This is no longer possible
  40. -Divine Rush kills properly on last hit kills. Before, the opponent would enter the flip out state.
  41. -----------------------------------------------------------------
  42. -----------------------------SUPERS------------------------------
  43. -----------------------------------------------------------------
  44. -Shippu Jinrai Kyaku was added (QCFx2+K) taking obvious inspiration from Kens titular Super from the Street Fighter 3 series. During the tatsu portion
  45. of the super, Black has control, leading to a lot of neat potential options. Experiment!
  46. -The opponent now lies down correctly after Resentful Angel. The punch sounds/sparks have also been replaced with slashes (thought EXDoragons version was
  47. cooler and more appropriate)
  48. -Resentful Angel now has a unique winpose upon K.Oing the opponent
  49. -Air Kamehameha was been added. Same input as the ground version (QCFx2)
  50.  
  51. -----------------------------------------------------------------
  52. ----------------------------EMO MODE-----------------------------
  53. -----------------------------------------------------------------
  54. -EMO Attacks now trigger a sound when activate
  55. -Clone Rush now inflicts no chip (honest mistake)
  56. -Clone Rush now adds more to scaling per hit. Thought pressure/extension damage with it would be too strong
  57. -Damage scaling while in Emo has been altered. Values below
  58. EMO LEVEL| SUPER MULIPLIER| DAMAGE MULTIPLIER|
  59. 3 | 27% | 20% |
  60. 2 | 18% | 13% |
  61. 1 | 9% | 7% |
  62. WAS | N/A | N/A |
  63. 3 | 25.5% | 18% |
  64. 2 | 17% | 12% |
  65. 1 | 8.5% | 6% |
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