Wanna keep some stuff under wraps till release, but heres the changelist as it stands currently
Spoiler, click to toggle visibilty
CHANGELOG - BETA-00/00/0000
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-----------------------------GENERAL-----------------------------
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-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
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----------------------------BUG FIXES----------------------------
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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)
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-----------------------------SUPERS------------------------------
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-Kamehameha now resets Emo when whiffed
-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
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----------------------------EMO MODE-----------------------------
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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
The final version can be found in his character folder upon release