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- CHANGELOG - BETA-00/00/0000
- -----------------------------------------------------------------
- -----------------------------GENERAL-----------------------------
- -----------------------------------------------------------------
- -Attack value raised from 100 to 110
- -All normals do reduced pushback in the corner
- -Elbow Drop was added (Towards+MP)
- -Generally, Supers moves have been polished, with some having new properties in Emo.
- -Transparent or Solid FX has also been implemented.
- -Super Jumps now work exactly like HDBZ Super jumps, and by extension are significantly more reliable
- -New intros/Winposes, including a mirror match intro (Special thanks to R3dgrave for coding many of them)
- -Added in the meter requirement for EX Dive Kick
- -Improved Ki Blast cancelling conditions to make it more comfortable to perform
- -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
- potential throw range.
- -Added throw invulnerability to jump startups, an HDBZ system thing
- -Frame Data overhauled, check the Move List folder for the .txt!
- -CR.LK can now cancel in to ST/CR.LP. This is to aid his High/low mixup potential
- -Quality of life change, dust effects no longer cast shadows
- -FADC Dipswitch updated to accomadate new moves (can't believe nobody said a word about that to be honest)
- -New Wacky Shit var found in config.txt. Check it out, has some weird stuff i did for fun
- -Tatsus now only add 1 to scaling regardless of how many hits
- -A.I!!! Now by using a variable in config.txt, you can adjust the difficulty of the A.I
- -All Tatsus are now true blockstrings
- -Dive Kicks now add to juggle. Before it was possible to loop for ages against big characters like Piccolo
- -----------------------------------------------------------------
- ----------------------------BUG FIXES----------------------------
- -----------------------------------------------------------------
- Names beside bugs are the Discord users who pointed out/assisted with fixing the bug
- -The Super Jump sound now only plays once, it used to sometimes play multiple times
- -Dash Collision Grab fixed, it used to go to SSJ Gokus old grab as a placeholder (HB)
- -Fixed a bug where scaling wouldn't apply properly to Supers
- -Fixed a bug where the helper for EX afterimage would remain on screen if hit (HB)
- -Fixed a bug where Ki Blasts would skip to the last state due to a buffering error
- -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).
- This problem was also found in Blacks LVL2, which has also been fixed
- -Before, editing the first pallete was more difficult. You can now change it simply by changing the name in the .def (EthantheHuman)
- -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
- to not only keep it, but make it reliable (HB)
- -----------------------------------------------------------------
- -----------------------------SUPERS------------------------------
- -----------------------------------------------------------------
- -Kamehameha now resets Emo when whiffed. Its speed has also been increased
- -Kamehameha noq hits 6 times as opposed to 5
- -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,
- they now do a minimum of 14 damage per hit while in Emo, making the minimum damage 70
- -Rapiddohiru danmakus Afterimage is now classed as an attack, with the after image inflicting additonal hits. This happens twice while in Emo. Admittedly
- got the idea from a mod of Gohan by RawkHawk
- -The Superpause on Divine Rush was buffed to 113. This makes exstensions in to it more reliable. It also has additional cinematic
- effects, such as environment shake, and zoom.
- -Divine Rush now functions better in corners, it used to flip to the opposite directon frequently
- -New super added: Resentful Angel. Works identically to Akumas Raging Demon from the Street Fighter Series, only it is classed as a hit grab,
- so you can combo in to it
- -Due to the nature of Divine Rush, it is unavailable in Simul mode
- -Activating Divine Rush now causes fireballs to vanish if they haven't already hit the opponent. This is to prevent issues regarding collusion
- -----------------------------------------------------------------
- ----------------------------EMO MODE-----------------------------
- -----------------------------------------------------------------
- A vast array of changes were made, making a lot of previously known knowledge obsolete.
- -Blacks Emo value is set to 3 upon activation instead of 1
- -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,
- and can cancel in to and out of special moves.
- -Emo now has an associated pallete effect. This is to help make it visually easier to tell when in Emo
- -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
- 25.5.
- -To prevent infinites (and overly tedious links) pushback while in Emo is increased on hit for all normals
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