with Atomic Wave, if you quickly jump and air dash forwards after using it, this happens:Fixed!
Spoiler, click to toggle visibilty
Atomic Wave will sometimes cause the opponent to disappear:Fixed now. Anim 950 was the animation "standard" for the Z2 Dashing collision, hence why I used that anim number. The problem is that I didn't add a compatibility check for characters using that animation as Dash Collision and not for something else, and characters like Hinata were mistakenly taken as Z2 compatible.
Royal Edict will also cause some characters to disappear:
on the third hit of Royal Edict, the opponent will use their standing animation for a while:Fixed!
Small things, but in Babidi's customization file, it still says "when Goku kills the opponent" for the super portrait option, Majin Vegeta still has normal Vegeta's config file including Rage Mode as opposed to Sanity Mode, and XGargoyle misspelled challenge in his introduction in the Babidi readme as "chalelnge" And the palette template in the first post isn't indexed when I download it, is this intentional or am I breaking things again?Fixed! I think you may be the only person in this world that actually reads a readme file
And another note, not sure if it matters here or not, but occasionally when playing Goku v (Normal) Vegeta, the intro sequence doesn't work properly. Goku will still use a random intro as if he isn't detecting Vegeta, but Vegeta will do his sliding intro like he's properly detecting Goku.. Going to redownload Goku and see if the problem persistsThis is Goku's fault. Goku requires to be updated to make it compatible with the new Vegeta, but the official updated Goku is not yet released (should be sooner than later) so on the time being, if you want it fixed, go to Goku's system.cns and look for Statedef 190 and update these lines:
EDIT: Redownloaded Goku and the problem persists. Vegeta always does the special intro, while Goku never does. Tested with either character as p1 or p2
[State 180, vs Vegeta Z2]
type = ChangeState
triggerall = Time = 0
triggerall = numenemy
trigger1 = (enemy,Name = "Vegeta Z2") && (enemy,palno = [1,6])
trigger2 = Enemy,Name = "Normal Vegeta Z2"
value = 745
Big bang --> EX surprise elbow Is this a bug or something nice/fun to try? If it's a bug, could you provide more details on what's wrong, as I'm unable to reproduce any weird behavior so far.
Try it everyone, it will greatly improve your life.
- Grade 2 Big Bang Attack does less damage than Grade 1 by 10.Tested against Training by Stupa:
Grade 1 damage: 233
Grade 2 damage: 249
Grade 3 damage: 264
Are you getting different values? BB has a damage dampener, so damage could vary if it's not able to hit the enemy 10 times...
- This is just an issue with compatibility with 1.1, but it's worth mentioning anyway just in case. When SPB starts up and the projectile hits the opponent, if you don't do it at either maximum zoom/range or when the both of you are just right up against a wall, not only will the move not go through because they didn't hit the wall, but you won't be able to control Vegeta until he gets hit.Z2 characters are not developed for 1.1 nor supported, so it's the least of our priorities to have these bugs fixed for 1.1. In any case I'll try to add some tweaks to at least prevent Majin being frozen on the launch stance if the moves fails in 1.1
- Not sure if this was intentional or not, but EX Bakuhatsuha has too long of a start-up time to be effectively comboed into.You can pull great combos with Majin Bakuhatusha (both normal and EX) since it is able to hit falling and downed enemies. You may just need careful timing. I'm sure people will come up with some example combos using Majin Baku
Just one more suggestion, maybe changeRoyal Edict so that the KO screen and effect shows on the shot to the spine rather than the kick down to the floor? Earlier Majin builds had the KO screen on the broken back hit, but this brought problems with the KO sound in certain characters as well as a conflict with several Explods, if I recall correctly, which was why we added an additional hit to fix that.