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Yoshin222

Goku Black Changelog: Beta - 00-00-0000

Jul 28th, 2018
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  1. CHANGELOG - BETA-00/00/0000
  2. -----------------------------------------------------------------
  3. -----------------------------GENERAL-----------------------------
  4. -----------------------------------------------------------------
  5. -Attack value raised from 100 to 110
  6. -All normals do reduced pushback in the corner
  7. -Elbow Drop was added (Towards+MP)
  8. -Generally, Supers moves have been polished, with some having new properties in Emo.
  9. -Transparent or Solid FX has also been implemented.
  10. -Super Jumps now work exactly like HDBZ Super jumps, and by extension are significantly more reliable
  11. -New intros/Winposes, including a mirror match intro (Special thanks to R3dgrave for coding many of them)
  12. -Added in the meter requirement for EX Dive Kick
  13. -Improved Ki Blast cancelling conditions to make it more comfortable to perform
  14. -Blacks ST.HK is a functinal Kara Throw, where if you cancel the inital 4 frames of the animation, he'll move forward, significantly increasing his
  15. potential throw range.
  16. -Added throw invulnerability to jump startups, an HDBZ system thing
  17. -Frame Data overhauled, check the Move List folder for the .txt!
  18. -CR.LK can now cancel in to ST/CR.LP. This is to aid his High/low mixup potential
  19. -Quality of life change, dust effects no longer cast shadows
  20. -FADC Dipswitch updated to accomadate new moves (can't believe nobody said a word about that to be honest)
  21. -New Wacky Shit var found in config.txt. Check it out, has some weird stuff i did for fun
  22. -Tatsus now only add 1 to scaling regardless of how many hits
  23. -A.I!!! Now by using a variable in config.txt, you can adjust the difficulty of the A.I
  24. -All Tatsus are now true blockstrings
  25. -Dive Kicks now add to juggle. Before it was possible to loop for ages against big characters like Piccolo
  26.  
  27. -----------------------------------------------------------------
  28. ----------------------------BUG FIXES----------------------------
  29. -----------------------------------------------------------------
  30. Names beside bugs are the Discord users who pointed out/assisted with fixing the bug
  31.  
  32. -The Super Jump sound now only plays once, it used to sometimes play multiple times
  33. -Dash Collision Grab fixed, it used to go to SSJ Gokus old grab as a placeholder (HB)
  34. -Fixed a bug where scaling wouldn't apply properly to Supers
  35. -Fixed a bug where the helper for EX afterimage would remain on screen if hit (HB)
  36. -Fixed a bug where Ki Blasts would skip to the last state due to a buffering error
  37. -EX Afterimages now no longer overlap (development error since EX Ki Blast can cancel in to EX Tatsu, but code for the helper is altered since Beta).
  38. This problem was also found in Blacks LVL2, which has also been fixed
  39. -Before, editing the first pallete was more difficult. You can now change it simply by changing the name in the .def (EthantheHuman)
  40. -EX Dive Kick had a bug where it could still trigger the second part (Savage Flip) after the LVL2. Instead of removing it, i found it so cool i decided
  41. to not only keep it, but make it reliable (HB)
  42.  
  43. -----------------------------------------------------------------
  44. -----------------------------SUPERS------------------------------
  45. -----------------------------------------------------------------
  46. -Kamehameha now resets Emo when whiffed. Its speed has also been increased
  47. -Kamehameha noq hits 6 times as opposed to 5
  48. -Kamehameha now launches lower outside of Emo. This is to prevent tedious and unoptimal loops (they weren't very good or fun, so ditched em). To compenstate,
  49. they now do a minimum of 14 damage per hit while in Emo, making the minimum damage 70
  50. -Rapiddohiru danmakus Afterimage is now classed as an attack, with the after image inflicting additonal hits. This happens twice while in Emo. Admittedly
  51. got the idea from a mod of Gohan by RawkHawk
  52. -The Superpause on Divine Rush was buffed to 113. This makes exstensions in to it more reliable. It also has additional cinematic
  53. effects, such as environment shake, and zoom.
  54. -Divine Rush now functions better in corners, it used to flip to the opposite directon frequently
  55. -New super added: Resentful Angel. Works identically to Akumas Raging Demon from the Street Fighter Series, only it is classed as a hit grab,
  56. so you can combo in to it
  57. -Due to the nature of Divine Rush, it is unavailable in Simul mode
  58. -Activating Divine Rush now causes fireballs to vanish if they haven't already hit the opponent. This is to prevent issues regarding collusion
  59.  
  60. -----------------------------------------------------------------
  61. ----------------------------EMO MODE-----------------------------
  62. -----------------------------------------------------------------
  63. A vast array of changes were made, making a lot of previously known knowledge obsolete.
  64.  
  65. -Blacks Emo value is set to 3 upon activation instead of 1
  66. -Attack of the Clones! Black gains access to various new attacks by pressing a direction+MP+MK! More info in move list, each move costs 1 Emo Level,
  67. and can cancel in to and out of special moves.
  68. -Emo now has an associated pallete effect. This is to help make it visually easier to tell when in Emo
  69. -Damage multipliers have been altered. Depending on how much Emo Bar you have left, damage has been buffed by a max of 18%, with Supers being buffed by
  70. 25.5.
  71. -To prevent infinites (and overly tedious links) pushback while in Emo is increased on hit for all normals
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