YesNoOk
avatar

Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013 (Read 136168 times)

Started by Cybaster, June 17, 2013, 11:47:21 am
Share this topic:
Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#1  June 17, 2013, 11:47:21 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Here's a nice update for our 2 first Z2 characters. Thanks to Infinite, both chars have a nice AI and pack a bunch when fighting them.

The update for Goku is a small one, only fine-tuning some stuff :
Spoiler, click to toggle visibilty

The update for Vegeta is a HUUUUUGEEEE one, with lots of new stuff. Better voices, Chris Sabbat voices, AI, new intros, new winposes, many new palettes, tons of bug fixes, etc.
Spoiler, click to toggle visibilty

Mandatory screenshot :


LINK : http://network.mugenguild.com/cybaster/

C&C appreciated, as usual. ;)
Last Edit: June 17, 2013, 12:17:28 pm by Cybaster
Re: Goku Z2 and Vegeta Z2 updated - 17/06/2013
#2  June 17, 2013, 11:48:37 am
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Motherfucking EPIC :D!
Re: Goku Z2 and Vegeta Z2 updated - 17/06/2013
#3  June 17, 2013, 11:52:58 am
  • ****
    • USA
    • Skype - TatariZane2009
Well.. just when I thought my day was done, It ended with this.
I'm going to have a lot of fun with Vegeta again. Thank you! ^^
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#4  June 17, 2013, 12:22:23 pm
  • ***
  • ♫♪∑☪ Lone Wolf ☪∑♪♫
    • Cuba
    • csmugen.ucoz.com
Niceeeeee...
„ø¤º°"°º¤ø„¨"°º¤ø„¸ ♫♪∑☪ Eternal Legend ☪∑♪♫ ¸„ø¤º°"¨„ø¤º°"°º¤ø„
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#5  June 17, 2013, 01:10:53 pm
  • avatar
  • ****
    • senorfro.deviantart.com/
Nice updates, but I'm guessing nothing can be done about the EX 'Snap Kick' Parry issue.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#6  June 17, 2013, 01:40:00 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Yeah, it probably comes from the way I coded the move to hit...
Go in [statedef 1261] in the specials.cns file.
Then, change
Code:
[State 250, 2]
type = HitDef
trigger1 = anim=1261 && animelem=4
trigger2 = anim=1261 && animelem=5 && !movecontact
by :
Code:
[State 250, 2]
type = HitDef
trigger1 = anim=1261 && animelemno(0) = [4,5]
Tell me if this fixes the parry issue.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#7  June 17, 2013, 02:12:39 pm
  • ****
  • Nostalgic Addic
  • Working...
    • USA
    • https://www.youtube.com/@NessTheAvatar
Really excited to test both of these bad-boy's updates out, can't for for the SSJ Goku AI, and Freezer as well! 
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#8  June 17, 2013, 02:46:22 pm
  • **
Tell me if this fixes the parry issue.
It doesn't.

Most (if not all) of the moves that put the opponent in a custom state do so via a P2StateNo parameter in their HitDef.
Somehow, it makes the opponent completely immune to said moves whenever they have an active HitOverride with the corresponding attributes.

For instance, you can parry a fully charged Focus Hammer just fine with Jmorphman's characters (parry via helper with ReversalDef) while Infinite's characters (parry via HitOverride) will walk right through it.

I'm guessing the correct way to fix it would be to replace all of the P2Stateno parameters with TargetState controllers. =x
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#9  June 17, 2013, 03:22:15 pm
  • ***
  • ...
    • USA
Hm... I might be a bit wrong about this... Since I've only fought them for a little bit to test them.

But it feels like their moves are too safe on block. Although perhaps the character I was playing as was a bit too slow to punish on block... Just for reference, it was Warachia by Rajaa. But it seemed like they put me into a lot of block stun, and considering how fast they are. It's pretty tough to punish them.

But then again... Maybe I'm just not doing something right when fighting him. Or maybe this is just something for a full game setting. Or perhaps I just suck. I don't know. I should probably fight them more before making my final judgement.
XD
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#10  June 17, 2013, 03:28:16 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
I like how this kind of feedback always comes after we've done our update release. Just tell us sooner >:)!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#11  June 17, 2013, 03:33:04 pm
  • ***
  • ...
    • USA
I like how this kind of feedback always comes after we've done our update release. Just tell us sooner >:)!
Well ya know. I don't have skills like the AI. So I didn't know until now. XD

I feel like it's more of an issue with Goku though, since Veggie is meant to pressure the foe, and has 5% less defense then normal fighters.

Goku on the other hand has about the same amount of block stun on his basic combo strings. But more defense.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#12  June 17, 2013, 04:30:20 pm
  • *
    • USA
    • vegata20@walla.com
you are the BEST
ive never seen anyone making those kind of character!
those are the BEST mugen characters that was ever made they are no characters coming close to this
thank you very much
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#13  June 17, 2013, 06:05:34 pm
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
Now this is awesome. Thanks for sharing your excellent updates. It's nice to see great characters get even better. You guys rock. :lugoi:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#14  June 17, 2013, 07:17:08 pm
  • *****
    • Venezuela
    • Blacksight22@Yahoo.Com.Ve
    • Skype - sebastian.osio
EXTRAORDINARY. That's the word that describes these chars, and now with their AI is like a dream come true, now Goku can match up with POTS/Mawrly's Ryu...
I love to watch matches and It was always dissapointing that they didn't fight at their level but now... MY OH LORD!
Thank you so much for this

Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#15  June 17, 2013, 08:41:42 pm
  • ***
    • USA
    • YouTube.com/MugenX000
- Vegeta's Final Flash loses its transparency in the first animation,and during it's "fade-out",and air MGT's FX loses transparency when they hit the ground or the opponent.

- FX during Galactic Gunfire have no transparency at all,with the exception of the aura around him when he fires the Super Galick Gun,not the electricity around him before.

- His Piston Kick also doesn't seem to ground-bounce all the time either.This was also an issue with the first release,though now I'm unsure if it was intentional or not.

- The readme says that the special winpose will work for Vegeta's "English voice",though it works only for Mick Lauer's,not Chris Sabat's.Minor bit of a nitpick,but still there to point it out.

All in all,great releases and great updates.Looking forward to more from Team Z2,as usual.

[Edited to add and change few extra points]
Last Edit: June 17, 2013, 10:17:51 pm by Project.13
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#16  June 17, 2013, 11:29:55 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
I never ever used the effects with transparency, so it's possible there are some things wrong with it.
The Piston Kick only bounces opponents that are airborne, and only once in the same consecutive combo.
The note about the special winpose being English was before Cybaster merged the Sabat voice, seems he oversaw this little note.

Thanks for the feedback!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#17  June 17, 2013, 11:44:27 pm
  • ***
    • USA
    • YouTube.com/MugenX000
I know about how Piston Kick works,but it had happened the first time I used it in a combo.The opponent just fell to the ground without bouncing back up.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#18  June 18, 2013, 12:16:34 am
  • avatar
  • ****
    • senorfro.deviantart.com/
Actually, I get that Piston Kick issue once in a long while as well.  It seems to be random as I don't know what causes it.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#19  June 18, 2013, 12:22:38 am
  • ***
    • xxlunytun3sxx@aim.com
Actually, I get that Piston Kick issue once in a long while as well.  It seems to be random as I don't know what causes it.

Yea im also gettoing this issue.for some reaosn GokuZ2 keeps randomly during the kick super for no reason.it seems it happens on block stun or when your on hitstun idk what really causes it.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#20  June 18, 2013, 01:31:05 am
  • **
  • PlayerOneShow
    • USA
Kakarot: "

HA!!!!!!!"

Virginia: "No! This can't be! Gallick HOOOOOOOOO!!!!!"


Kakarot: I better not see you on my planet again Virginia  >:(

Virginia:
Spoiler, click to toggle visibilty

But on a serious note, I wish I could get RemapPal to work with your amazing characters.  :(
Last Edit: June 18, 2013, 01:42:21 am by Flawless
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#21  June 18, 2013, 01:45:57 am
  • ***
Great chars!!

:Feedback
Goku's EX Snap Kick can't guard.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#22  June 18, 2013, 01:48:13 am
  • ***
    • USA
    • YouTube.com/MugenX000
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#23  June 18, 2013, 01:50:01 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Goku's EX Snap Kick can't guard.
Read the readme. That's the point of the move ...

Thanks for the feedback Project.13. I'll work on these issues. Expect an update in . . . 6 months lol. ;P
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#24  June 18, 2013, 02:57:56 am
  • ***
  • In-training Artist
    • Colombia
as always nice release.... i'm loving these updates.. just onw question though if by any mean i want to remove or turn off the AI what do i do... thank you very much... and again impresive work...
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#25  June 18, 2013, 02:59:11 am
  • ***
  • Fuck Windows 8!!!! I use adult OSes to work!!!
    • Mexico
Fantastic, I got a reason to play with my mugen again!!
This is the era in which we will see reason triumphing against brutality... May be better to open your mind to the future.
------------------------------------------------------
<- [Clicky - Clicky]
Current Universal War Official Artwork
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#26  June 18, 2013, 03:01:24 am
  • ****
  • I see you.
    • www.mugenfreeforall.com
@xxmcgxx so you want it to just stand there? kind of boring.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#27  June 18, 2013, 03:12:58 am
  • ***
  • In-training Artist
    • Colombia
@Laharl well... not that either.... i guess i wrote it wrong... turn down the AI by making it easier.... my roster is not that much of chars with linkable combos.. thank you for making me notice that...
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#28  June 18, 2013, 03:13:53 am
  • **
  • Heh heh.. I'm so awesome
    • USA
    • RumbleRushi@gmail.com
Cybaster....I love you....
In the words of my former self: " Our so called leaders prositituted us...to our home...our freedom.."- wait...DAMMIT I FORGOT WHAT I WAS SUPPOSED TO SAY xD! Oh well... Btw lil known fact: I'm Joshua Acklin =P
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#29  June 18, 2013, 03:16:04 am
  • ****
  • I see you.
    • www.mugenfreeforall.com
@Laharl well... not that either.... i guess i wrote it wrong... turn down the AI by making it easier.... my roster is not that much of chars with linkable combos.. thank you for making me notice that...

use easy mode? unless you still use winmugen mugen 1.0 and 1.1 have an adjustable difficulty that works if coded to. Infinite coded the AI so it works make the mode as easy and its easier scales it down.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#30  June 18, 2013, 03:22:41 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Huh, no.
These chars are for Winmugen, and the AI has been coded as such, with no possible scaling.
I would have coded the AI for 1.0 a long time ago and would have completely switched Z2 chars to Mugen 1.0 like most good creators do, if Balthazar wasn't a bitch about his dear Winmugen.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#31  June 18, 2013, 03:25:44 am
  • ****
  • I see you.
    • www.mugenfreeforall.com
oh then balth needs to stop being a bitch :)

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#32  June 18, 2013, 03:31:23 am
  • **
  • PlayerOneShow
    • USA
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#33  June 18, 2013, 03:39:58 am
  • ***
  • In-training Artist
    • Colombia
not only you guys answered my question but also made me laugh.... hahahaha thank you guys... :D
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#34  June 18, 2013, 04:43:52 am
  • ***
Oh,snap kick can't guardable? Sorry・・・
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#35  June 18, 2013, 05:27:07 am
  • avatar
  • **
If you have Vegeta's voice set to Japanese and you use Goku's Genkidama finisher on him then the voice he makes when he hits the ground is still English.

Very minor, but even if the Rage Bar is full it looks like it still tries to add to it for a split second when you do something that would fill it:

Last Edit: June 18, 2013, 05:49:07 am by BPTM2694
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#36  June 18, 2013, 05:28:36 am
  • ******
  • tired
    • Skype - Istillhasnoname
Goku:
-If P2 gets up quickly enough, lvl 3 Bicycle Kick can leave Goku at -15 frames.
Vegeta:
-My guide needs updating since he can use Rising Knee Arrow during Rage Mode now. :3
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: June 18, 2013, 05:38:10 am by C.A.N
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#37  June 18, 2013, 06:30:11 am
  • ****
  • "OHHH YES!"
    • Canada
-Goku is very safe after...everything. Just wanted to make sure this was addressed if it wasn't already
- EX Snap Kick unblockable? Really? A 500 meter unblockable during a string that puts someone in the corner? That's.....ridiculously good, and it feels out of place and almost TOO rewarding, but w/e, that's just my opinion.

But are there truly grown men in this world?!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#38  June 18, 2013, 09:34:57 am
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Hey, he's had that move since day 1, it's to punish turtles, we are we getting this comment just now after his 4th post-release update :P?
You've played with him PLENTY before, haven't you?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#39  June 18, 2013, 09:38:15 am
  • ****
  • "OHHH YES!"
    • Canada
I'm going more analytical as time goes on, it happens. Plus my free time just got extended since I'm on the tail end of assignments and work, yeesh. Punishing turtles should be done without easy unblockables though, it locks people in the corner, and can make any confirmed hit guaranteed to do some form of raw damage and leave you in an advantageous position. It's just an observation, though. That and turtling is a legitimate strategy that benefits characters! For instance, Guile is not going to be able to play offensively against someone like Goku.

But are there truly grown men in this world?!
Last Edit: June 18, 2013, 09:51:01 am by Killer Kong
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#40  June 18, 2013, 09:48:54 am
  • avatar
  • *****
  • I'll do it myself.
    • France
    • Skype - djoulianne
    • network.mugenguild.com/cybaster/hosted.html
bug report:

during the intro between SSJ Goku Vs Goku in Training Mode: basically it shows a couple of frames of the regular Shenron intro which quickly disappear, replaced by the one on the pictures, coming from the bottom right (outside the screen) going up...in the end, Goku comes in as if he was riding the cloud from his other intro but without the cloud...

Spoiler, click to toggle visibilty

also, at one point between the same 2, while SJJ Goku was leaning against his cloud, regular Goku comes in with his cloud intro but without the cloud! i couldn't reproduce it to take screenshots though
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#41  June 18, 2013, 10:00:00 am
  • ****
Great updates! İ am happy with the soundpatch for Vegeta. The ones from before were good but, felt like a parody to me. İt's Awesome to include patchs like that. Great work you guys.
Last Edit: June 18, 2013, 10:03:56 am by DJ Track
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#42  June 18, 2013, 10:05:14 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Thanks for the feedback and critics everybody. Noting everything down to fix in due time.

@Djoulz: :stare: never happened to me, and I have no idea how this could even happen...

@Killer Kong: Yeah, I understand your point of view, and can be unfair against some chars that rely on Turtling. Still, that's why we made it an EX move that deals very few damage. Goku Z2 vs Jmorphman's Guile is still not as bad a match-up as SSF4AE Cammy vs Dhalsim. :P
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#43  June 18, 2013, 10:55:27 am
  • ****
  • "OHHH YES!"
    • Canada
Eh, I can always change it to blockable on my end, as a cop out move! Hah-bah, whatever. At least you ain't killin me over it, yet. :3.

But are there truly grown men in this world?!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#44  June 18, 2013, 11:02:07 am
  • avatar
  • *****
  • I'll do it myself.
    • France
    • Skype - djoulianne
    • network.mugenguild.com/cybaster/hosted.html
@Cybaster: it happened again several times after i took those screens...it seems to happen when i press a button multiple times to quickly select characters & skip the vs screen.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#45  June 18, 2013, 01:03:08 pm
  • ***
  • ...
    • USA
@Killer Kong: Yeah, I understand your point of view, and can be unfair against some chars that rely on Turtling. Still, that's why we made it an EX move that deals very few damage. Goku Z2 vs Jmorphman's Guile is still not as bad a match-up as SSF4AE Cammy vs Dhalsim. :P
How do you know? Are you playing against a pro Guile, While using the best of Goku's abilities yourself?

Also... I agree with Killer Kong, that EX move seems a bit too good.


It seems odd to be able to so easily break someone's guard with something that's not a grapple...

Most unblockables have SOME lag to them. And it only costs 500 meter to use. Which is pretty easy to get. Most quicker unblockables are at least a super, and not an EX move.

Sure, there are air unblockables that are somewhat quick, but an unblockable that can so easily be used? While already having such safe moves to back it up? It's a bit much...

Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#46  June 18, 2013, 01:53:25 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
After fighting against Vegeta with his AI for some bouts, I'd like to throw out that pretty much ALL his moves are super safe on block,
more then Goku even! Seriously, he was laying the no-pity smackdown on me. I was fighting with Gohan which isn't finished, but still,
I got clubbered. He can completely pin you down with his Air Machine Gun Temper, and while you're blocking the blasts,
he's completely safe until he lands and can continue pressuring you with attacks, all whilst giving you not even a split second to respond.

I like a fair challenge but he might need to be nerfed slightly, anyone else having that much trouble against him?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#47  June 18, 2013, 02:25:59 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
I still think 500 power for a guard breaking move that deals only 50 damage and can't be combo'd from (aka combo finisher) is not totally broken. It sure is a very good move that forces turtlers to stop doing their stuff, but it's not like you could use it over and over again to kill your opponent easily.

I like a fair challenge but he might need to be nerfed slightly, anyone else having that much trouble against him?
During the whole development of Vegeta, each time I gave some recovery time to a move, you told me to make it safer so it could be combo'd into something else and to avoid Vegeta getting punished.
Conclusion : your fault. Deal with it. :dealwithit:
PS : that's why I set his life to 950, against your initial will, because Vegeta felt like Shin Gouki. I should actually do like POTS and set it to 889 or something. :P

At this point, while we still tried to make Z2 chars balanced against other regular chars, due to the inner mechanics and safe moves, I feel Z2 chars are more balanced vs MVC chars than vs CVS chars. As long as Z2 chars are balanced between themselves, I think it's mostly fine.

I can still try to balance the moves more, but honestly, I don't feel like modifying all the moves of characters I feel are mostly finished, and actually change their gameplay completely.
(Plus, knowing Balthazar, he'll then complain that his dear Z2 chars are too weak and that I should switch back to the old powerful versions :P)
Last Edit: June 18, 2013, 02:33:17 pm by Cybaster
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#48  June 18, 2013, 02:38:23 pm
  • avatar
  • ******
  • Palette God? Champion? AntiChrist? Something.
  • I AM THE KING OF PALETTES!!
    • USA
I think it should be not comboable either if it's only 500 meter.  Or at the very least increase its start up.  For example, in Darkstalkers (Vampire Savior to be specific) Demitri has a really nasty level 2 SGS type move that can be hidden in blockstrings.  It's unblockable and quite fast, but if the other guy reacts on time he can jump it or guard cancel Demitri before he can connect with the move.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#49  June 18, 2013, 02:43:39 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Sounds fair. I'll give it a little more startup time for the next update, so Goku can't combo into it. Maybe something like 10 to 15 more startup ticks is good enough. I'll have to try stuff.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#50  June 18, 2013, 05:35:45 pm
  • ***
  • ...
    • USA
After fighting against Vegeta with his AI for some bouts, I'd like to throw out that pretty much ALL his moves are super safe on block,
more then Goku even! Seriously, he was laying the no-pity smackdown on me. I was fighting with Gohan which isn't finished, but still,
I got clubbered. He can completely pin you down with his Air Machine Gun Temper, and while you're blocking the blasts,
he's completely safe until he lands and can continue pressuring you with attacks, all whilst giving you not even a split second to respond.

I like a fair challenge but he might need to be nerfed slightly, anyone else having that much trouble against him?
Yup. I've had a pretty tough time against him, and Goku.

Vegeta, while needing some unsafe moves. I feel his safeness is more reasonable then Goku's, since he is a glass canon. Though I do think at least his projectiles should be less safe when used up close...

Also, I'd like to note that it's REALLY hard to punish either one of them, even with 9's Melty Blood characters.

And sometimes in an AI VS AI match, Goku can beat Don Drago's Goenitz's boss mode.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#51  June 18, 2013, 07:32:01 pm
  • avatar
  • *****
Glass cannon is a term that shouldn't be thrown around. I feel like Vegeta's "low health" isn't really major enough to balance them out. I've actually said before in beta testing that everything he does is ridiculously safe and not human-friendly. Now with AI this is being shown, haha.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#52  June 18, 2013, 07:37:59 pm
  • ***
Oh thank god!  Finally, AI for these guys so they aren't just punching bags!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#53  June 18, 2013, 08:00:55 pm
  • ***
    • xxlunytun3sxx@aim.com
Going to be uploading a video fighting both of these AIs.really enjoyed the fights i had with both chars.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#54  June 18, 2013, 08:32:12 pm
  • avatar
  • **
-If you do the fully charged Genkidama on an opponent then push the opponent when they are dizzied by walking against them then the dizzy stars won't move with them.

-I have not managed to replicate this, but I had Mugen sitting on the title screen and the demo mode came up and it was Goku vs. Goku. One Goku started Chou Kamehameha as soon as the other one shot a ki blast and it messed up and there was just a trail of replicating ki blasts during the Chou Kamehameha super pause and it kept repeating the same ki blast noise over and over.
Last Edit: June 18, 2013, 09:01:06 pm by BPTM2694
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#55  June 18, 2013, 08:38:52 pm
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#56  June 18, 2013, 09:01:04 pm
  • ***
    • USA
    • YouTube.com/MugenX000
Another thing I forgot to mention for 'Geta,though once again unsure if it was intentional or not:

The level 2 and 3 GG finishers don't trigger super BG upon KO,nor does finishing with Final Flash.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#57  June 18, 2013, 09:21:07 pm
  • ****
  • "OHHH YES!"
    • Canada
Goku and Vegeta's safeness was never a factor to me.
IMO, they're safer than some chars but not safe enough to be nerfed.  :S
I'm sorry but when every followup that doesn't send Goku somewhere else is safe on Dragon Fist, as in, not even a jab can hit after blockstun, I believe there to be something a bit off. Things don't have to be super unsafe or anything but the way they are right now is extremely excessive. It's polarizing, really. Oh before I forget, safety isn't always determined by animation times. Comboability can be kept, just reduce blockstun to a level. Stupa's training can help you measure your own frame data, it's a good tool.

But are there truly grown men in this world?!
Last Edit: June 18, 2013, 09:34:16 pm by Killer Kong
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#58  June 19, 2013, 05:29:43 am
  • **
Well I'll just do a copy and paste as I guarantee the AI hasn't changed enough to warrant me to test it out. (if it has changed at all.)

The AI looks pretty good so far but it needs to be tighter. Half the time the AI is trying to execute combos and fails miserably. The max combo I think the AI got was like a 6 hit. Considering Vegeta is still a combo oriented character (bar in mind that he's less of a combo char than Goku/SSJ Goku) he should be able to land the hits he wants. If he catches you in a combo it shouldn't be a matter of "timing." That's HUMAN error. Not machine error. The machine should be able to execute every command at a "pro human level" or higher. Meaning basic combos to even advanced combos should be a piece of cake for it.

But with this AI while it's challenging, it fails miserably on the combos. Which in turn makes you believe it's not even an AI but a novice human player.

EDIT: I mean every fighter I've ever played the AI could combo without any problems. It didn't "misstep" when it came to timings. So this AI shouldn't be any different. Yes it will ramp up the difficulty a bit, but not enough to change the "tier/status" of the AI level. Your just fixing what should be in there automatically. The whole point of an AI is that it can execute commands flawlessly and it also doubles as a sort of interactive tutorial for people to use in order to learn how to combo with that character. Think REU's Evil ken/Ryu. People watch the AI in order to figure out what basic attacks, specials, etc lead to combos. This should be no different. So for the AI to mess up the timing on basic combos means the people who use the AI as a tutorial won't know if it's a limitation of the character or just the AI screwing up.

So all I can report so far without downloading the chars is the AI. Good AI overall, but it should NOT mess up on combo timings. Again that's HUMAN error not MACHINE error. If the AI catches you in a combo, it should be able to land it's entire combo string (unless you as the player can counter it) without any missteps. But the video's I've seen all have the AI messing up with the timing. This isn't good at all.

Machines after all are for the most part, infallible things. Which means they should be able to utilize the commands they are given. You look to humans for errors in this department.

I'll give a better critique on the updates when I have had a chance to play them.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#59  June 19, 2013, 05:31:31 am
  • ******
  • tired
    • Skype - Istillhasnoname
My version of the above feedback is: their AI doesn't know how to do any good combos. It should. :(
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#60  June 19, 2013, 05:43:13 am
  • **
My version of the above feedback is: their AI doesn't know how to do any good combos. It should. :(

Well then a quick AI patch update needs to be issued. If the AI can't fully utilize the char move set, what good does an AI do in the first place? The AI should be able to execute EVERY command that is available to it. Not "some" of them.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#61  June 19, 2013, 08:49:47 am
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
They do know every command.
They just can't link combos fluently.  :P
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#62  June 19, 2013, 10:48:49 am
  • *****
    • Puerto Rico
    • www.youtube.com/user/Darkflares
Yea, I'm going to have to go with Homer on this one. If Infinite's AI isn't cheating and making them do stuff they're not supposed to, these guys have some serious safe issues.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#63  June 19, 2013, 11:23:27 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Okay, seeing all these posts, I will nerf all Z2 characters when time comes (yeah, you'll have to wait a few more months, you kinda know how I work now).
That being said, I'd like a few pointers on their moves and what to do to correct that.

For both Goku and Vegeta, which moves do you feel are really too safe ?
For each of them, would reducing the blockstun only fix the move, or is there something else I should be doing (recovery time for some finishers, but I won't touch the comboability) ?
I'll use "training" char and base my frame advantage on POTS chars or something, taking into account similar moves. That should work, I guess.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#64  June 19, 2013, 04:21:11 pm
  • ***
  • I hate coding helpers.
    • Brazil
Minor bug. Use him as a dummy in Training Mode and set his position to Crouch or Jump in the pause menu. The AI activates instantly.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#65  June 19, 2013, 04:28:38 pm
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
^Adding to this:  Changing any value on the dummy in training mode activates the AI.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#66  June 19, 2013, 04:33:39 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Yeah, this basically happens to all Winmugen chars I have that have AI (OrochiKOF97, The_None, POTS, mine, etc.)
So I'll just answer this again : blame Balthazar for not making my life easier and not switching to 1.0.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#67  June 19, 2013, 06:50:02 pm
  • ****
  • "OHHH YES!"
    • Canada
Okay, seeing all these posts, I will nerf all Z2 characters when time comes (yeah, you'll have to wait a few more months, you kinda know how I work now).
That being said, I'd like a few pointers on their moves and what to do to correct that.

For both Goku and Vegeta, which moves do you feel are really too safe ?
For each of them, would reducing the blockstun only fix the move, or is there something else I should be doing (recovery time for some finishers, but I won't touch the comboability) ?
I'll use "training" char and base my frame advantage on POTS chars or something, taking into account similar moves. That should work, I guess.
I'd say Goku's Dragon Fist stuff barring the second part is mostly safe, a lot of his normals are as well, although it's fine if they're safe on a jump in, but grounded normals and etc. Really, I'd just go through and base it off of a mix of games that have a lot of chains(Darkstalkers, MVC) and see where that gets you. You don't want normals that are fast to be ridiculously unsafe and etc. The flow should still be there, and I'm sure you can preserve it quite nicely. As far as idea pooling for EX Snap Kick, maybe have the startup time be long enough for the enemy to potentially react and jab goku(not a long jab, a quick poke or something).

But are there truly grown men in this world?!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#68  June 19, 2013, 07:56:18 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
My main gripes are with Vegeta, most dominantly his Machine Gun Temper.
Seriously he can just stand in front of you and do it over and over, you're not given a single frame to react,
just block block block :(
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#69  June 19, 2013, 08:29:19 pm
  • *****
    • Puerto Rico
    • www.youtube.com/user/Darkflares
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#70  June 20, 2013, 01:17:41 am
  • ***
  • "I'm not going to Hell alone"
Whoa nice update I like the Chris sabat voice for vegeta to, less scratchy and less dull than the previous one(My fault for that)
vegeta is such an asshole to fight against though sometimes lol but I like the challenge none the less
But like some have said I noticed vegeta more specifically drops/fails to finish a combo in a sense :/ he only does like a 5 hit combo against me but I just hope he doesn't get bumped up to a combo fiend in the next "Update" lol
I was the Perfect warrior! Cold and Ruthless! I lived by my strength alone! Uninhibited by foolish emotion!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#71  June 20, 2013, 04:36:36 am
  • avatar
  • **
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#72  June 20, 2013, 03:51:43 pm
  • ***
    • xxlunytun3sxx@aim.com
Another problem i feel with Vegeta is his damage dampner is way stricter then Goku. with Goku if you connect a level 3 you actually get alot of damage out of it,but when you do it for Vegeta you really dont get much and personally i rather have Vegeta do more or at least as much damage as Goku since his defense is significantly weaker but thats just my opinion. this goes for other combos as well, if you do a basic air combo ending with the Knee attack(sorry i dont know the name of the attack) to Bakuhsta you get almost the same damage as doing light>medium>heavy>rapidfire>cancel into dash sweep air rush Knee attack to Bakhusta.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#73  June 20, 2013, 05:33:26 pm
  • ****
    • USA
    • Skype - dainfinite
    • infiniteff.forumotion.com/
Yeah, this basically happens to all Winmugen chars I have that have AI (OrochiKOF97, The_None, POTS, mine, etc.)
So I'll just answer this again : blame Balthazar for not making my life easier and not switching to 1.0.
Yeah Cybaster, I personally love 1.0 AI, it has scaling, it's cleaner, and more responsive. I also think a palette selector would be perfect for Z2 fighters because of all the cool pals that they do have.

DW

Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#74  June 20, 2013, 06:04:38 pm
  • *****
    • USA
    • www.trinitymugen.net
Yeah, this basically happens to all Winmugen chars I have that have AI (OrochiKOF97, The_None, POTS, mine, etc.)
So I'll just answer this again : blame Balthazar for not making my life easier and not switching to 1.0.

This can be fixed in Winmugen. Though, I'd agree that it is easier to make the AI in 1.0. A perfect example of the AI not activating for a char in training mode is the AI implemented in Choujin's DBZ chars. IDK who did that for Choujin, but they are boss with it. It's can be scaled via a variable through a number trigger and doesn't activate when you train against them.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#75  June 20, 2013, 08:29:55 pm
  • ****
    • USA
    • Skype - dainfinite
    • infiniteff.forumotion.com/
Yeah, this basically happens to all Winmugen chars I have that have AI (OrochiKOF97, The_None, POTS, mine, etc.)
So I'll just answer this again : blame Balthazar for not making my life easier and not switching to 1.0.

This can be fixed in Winmugen. Though, I'd agree that it is easier to make the AI in 1.0. A perfect example of the AI not activating for a char in training mode is the AI implemented in Choujin's DBZ chars. IDK who did that for Choujin, but they are boss with it. It's can be scaled via a variable through a number trigger and doesn't activate when you train against them.
The AI problem is because it is coded using an AI hack. I could code it the old way with a var set in the CMD and using commands, but the AI hack seems to be more responsive in fights than the old winmugen way of coding it. If Cybaster and Balthazar want me to change it to the var set AI instead of the  Winane AI, I will change it.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#76  June 20, 2013, 08:41:03 pm
  • ****
  • Whats a girlfriend? its something you can eat?
    • Spain
Dont know if this problem as been commented yet but my Goku z2 (not ssj) suffers from espontaneous teleport attack, when im playing with him he does the teleport attack whatever he wants to XD
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#77  June 20, 2013, 09:25:53 pm
  • avatar
  • **
Yeah, the teleport attack happens whenever i get up from a knockdown.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#78  June 20, 2013, 10:34:42 pm
  • ***
    • xxlunytun3sxx@aim.com
Yea it also seems too happen out of block stun too.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#79  June 22, 2013, 04:01:40 am
  • ***
  • Gamer extraordinaire
    • USA
    • Skype - Shadow0X3
In GokuZ2 you still can't activate training mode against SSJ GokuZ2
In VegetaZ2, Sliding Kick > Machine Gun Temper > Galick Ho > Chou Galick Ho. 30 hits that do almost no damage. 322 damage at the end, and you're using 3 meters and very beginner-esque combo skill level. By comparison, Final Flash does 391 damage, with no skill needed, as you just input the command and blast away

If you see a Diverien, it's almost definitely me. So say hi :D
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#80  June 22, 2013, 04:12:08 am
  • ******
  • 日本は素晴らしい国です。
machine gun temper is a non functional move, its not meant to make damage as much as to annoy the opponent and keep them away, since he throws out so many things at once they are all extremely weak.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#81  June 22, 2013, 12:41:57 pm
  • **
  • God Slayer
  • The path of resistance.
    • Philippines
    • nobodyhere@jabber.org
    • youtube.com/Thentavius
Little nitpicks regarding Sabat's voice:

"Beat it, punk!" sounds more appropriate for Knee Arrow. :|
No sound for when he hits max power too?

Also, I have the same sentiment about Machine Gun Temper, especially with the slide kick's distance limits removed. A good player can easily lock the opponent into a sadistic Machine Gun Loop, as I'd like to call it. Whether the slide kick is guarded or not, you can just cancel it into a jump, air dash backwards to medium distance where the Machine Gun Temper has the most frame advantage without leaving too much room for someone to jump after them, and continue using it.

There's the argument of just air dashing over it, or super/run-jumping your way over it all, but sometimes the jump height just doesn't cut it, and not everyone's going to play a new age character that has such mobility. Not only that, but if you catch an opponent guarding it's easy to just spam it away thanks to all the pushback.

I'm not the best at wording feedback, but I hope that was clear-cut.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#82  June 23, 2013, 09:17:37 pm
  • **
  • PlayerOneShow
    • USA
Bug Report:

1. When you do the motion (D,DF,F x2) while your opponent is executing a move Goku Z2 will automatically use 1000 power to use his teleport air kick special.

Last Edit: June 23, 2013, 09:57:55 pm by Flawless
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#83  June 24, 2013, 01:18:45 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
The fact I didn't answer these last days doesn't mean I'm not noting everything down. Thanks for the feedback guys, I'll try to fix the critical stuff quickly enough (sorry, I'm not Infinite when it comes to this :P ). The whole balancing of the whole gameplay will take much longer, obviously.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#84  June 24, 2013, 02:49:14 am
  • ****
    • USA
    • Skype - dainfinite
    • infiniteff.forumotion.com/
The fact I didn't answer these last days doesn't mean I'm not noting everything down. Thanks for the feedback guys, I'll try to fix the critical stuff quickly enough (sorry, I'm not Infinite when it comes to this :P ). The whole balancing of the whole gameplay will take much longer, obviously.
For some reason there is a different version of the AI for the  Bicycle Kick, I didn't code this version.


Code:
; Bicycle Kick
[State -1, Bicycle Kick]
type = changestate
triggerall = var(59)
triggerall = statetype != A  && !WinKo
triggerall = power >= 1000 && stateno != 2300
triggerall = power < 2000
triggerall = roundstate = 2
triggerall = Enemynear,movetype = A
triggerall = EnemyNear,ctrl = 0
triggerall = Enemynear,statetype != L
triggerall = Enemynear,statetype != C
triggerall = ctrl ;|| stateno = 19|| stateno = 20|| stateno = 21|| stateno = [120,149]
triggerall = p2bodydist x = [-5,200]
triggerall = !(Enemynear,stateno = [5040,5120])
triggerall = !(Enemynear,stateno = [0,160])
triggerall = !(Enemynear,hitdefattr = SC, ST, HT)
triggerall = p2bodydist Y = [-30,0]
trigger1 = Enemynear,time >= 10
trigger2 = EnemyNear,AnimTime <= -7
trigger2 = Enemynear,movetype = A
value = 2300




; Bicycle Kick
;[State -1, Bicycle Kick]
;type = changestate
;triggerall= var(59)>=1 && numenemy && roundstate = 2 && statetype != A   && power >= 1000 && stateno != 2300
;triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120])&&(enemynear,statetype!=L)
;triggerall= (p2bodydist x=[80,180]) && (p2bodydist y=[-120,5])
;trigger1 = Ctrl && (Random<100)
;trigger2 = (stateno = 100 || stateno = 101)&& (Random<20)
;trigger3 = stateno = 1300 && movecontact  && (Random<50);Slash Chop
;trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact && (Random<100)
;trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 250)) && movecontact && (Random<100)
;trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact && (Random<100)
;trigger7 = ((stateno = 430) || (stateno = 440)) && movecontact && (Random<100)
;trigger8 = stateno=1002 && AnimElem = 3, >= 5 && (Random<20)
;trigger9 = stateno=1005 && AnimElem = 3, >= 5 && (Random<20)
;trigger10 = stateno=1008 && AnimElem = 3, >= 5 && (Random<20)
;trigger11 = stateno=1401 && anim=1402 && (Random<100);hurricane kick
;trigger12 = stateno=1411 && anim=1402 && (Random<50);EX hurricane kick
;trigger13 = ctrl && random<300 && enemynear,stateno=652 && enemynear,movetype=H && enemynear,statetype=A
;value = 2300

The second is the one I did, but it is crossed out. The first one is the one causing the problem, but it is easy to fix.
triggerall = var(59)>=1   
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#85  June 24, 2013, 07:57:48 am
  • avatar
  • *****
  • I'll do it myself.
    • France
    • Skype - djoulianne
    • network.mugenguild.com/cybaster/hosted.html
@Cybaster: i sent you a video of the bug i told you about before, so that you have a better idea & maybea clue of why it is happening!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#86  June 27, 2013, 05:50:58 pm
  • **
Um is it just me or Vegeta won't say "Fuck your shit" or something similar in a taunt because of this update? As I clearly remember that being in the previous version consider I have it.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#87  June 27, 2013, 06:07:13 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
yeah we took out most of the swearing in this version. In the config there is an option to turn on the '+18' mode, which has the 'fuckyous' in tact.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#88  June 27, 2013, 08:12:57 pm
  • ****
  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
Hey guys, i dunno if it's just me but iirc wasn't there a 1.0 def in goku at one point? :o
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#89  June 27, 2013, 08:22:25 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
There was, because at the time there were bugs in 1.0 that weren't in Winmugen, hence I used a different DEF file linking to different codes to fix said bugs.
Now, everything has been fixed so the character works the same in both Winmugen and 1.0, so no need for different DEF files, it's all in one character.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#90  June 27, 2013, 08:25:03 pm
  • ****
  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
Ah, alright gotcha I thought you had just missed it. Well thanks!
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#91  June 27, 2013, 09:59:08 pm
  • *****
    • Venezuela
    • Blacksight22@Yahoo.Com.Ve
    • Skype - sebastian.osio
There's a new reason for Balth to switch to 1.0 (a good one) Flawless' X-Costume Selector

Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#92  June 27, 2013, 10:16:40 pm
  • avatar
  • ******
  • Staying Alive
    • Panama
^ I doubt that would be a good enough reason for Balthazar, come on if he hasn´t leaved Winmugen by now he will never do it :P Plus I don´t like palette selectors that much.
Chilling
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#93  June 27, 2013, 11:06:40 pm
  • ****
  • ✭HUE HUE HUE✭
Never tried really these chars lol dat fame is well deserved.
Btw think you guys can add a patch for widescreen mode?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#94  June 28, 2013, 06:00:17 am
  • ***
  • M.U.G.E.N 4 LIFE!
    • USA
    • suliofthenerdvaid@gmail.com
    • https://www.youtube.com/channel/UCwd0KXNN1f_sVI80PHAnWdA
THE UPDATE IS AWESOME AND BTW CAN'T WAIT TILL FRIEZA AND POCKET BLUESTREAK MAN U RULE
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#95  June 28, 2013, 06:13:25 am
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
- The AI takes over Goku.  Is anyone else having this problem?
- Vegeta can cause his opponent to become stuck in the air temporarily in certain instances (Going to look deeper into this).
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#96  June 28, 2013, 06:18:49 am
  • ***
  • M.U.G.E.N 4 LIFE!
    • USA
    • suliofthenerdvaid@gmail.com
    • https://www.youtube.com/channel/UCwd0KXNN1f_sVI80PHAnWdA
Micah if u think about it i have faced goku Z2 and he is a hellofa challenge
and the vegetas ai is the master of air combos so i agree with u there they are tough
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#97  June 28, 2013, 06:20:29 am
  • ******
  • tired
    • Skype - Istillhasnoname
vegetas ai is the master of air combos
His AI barely uses air combos. That and what Micah meant was that sometimes, when playing as Goku, the AI would just start playing and you'd lose control for the rest of the match.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#98  June 28, 2013, 06:27:33 am
  • ***
  • M.U.G.E.N 4 LIFE!
    • USA
    • suliofthenerdvaid@gmail.com
    • https://www.youtube.com/channel/UCwd0KXNN1f_sVI80PHAnWdA
 i feel like an idiot lol i mean that never happen to me before
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#99  June 28, 2013, 06:31:00 am
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#100  June 28, 2013, 06:33:05 am
  • ***
  • M.U.G.E.N 4 LIFE!
    • USA
    • suliofthenerdvaid@gmail.com
    • https://www.youtube.com/channel/UCwd0KXNN1f_sVI80PHAnWdA
i am dude i really confused lol


     Posted: June 28, 2013, 06:33:49 am
im new to this :)
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#101  July 03, 2013, 05:22:49 am
  • **
  • Oh joy..
    • USA
O A O; I'm not fond of gettin' my butt handed to me, all the time. Soooooooooo, I can't accept this lovely update.
PSN: UchSasuke
SFxT     CoD: MW3   LBP2
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#102  July 07, 2013, 02:43:33 pm
  • ****
  • fuck me right in the street
    • USA
Infinite did the AI?... We're all fucked
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#103  July 07, 2013, 09:02:21 pm
  • ***
  • ...
    • USA
Infinite did the AI?... We're all fucked
Well, honestly the difficulty comes more from how safe their moves are, rather then the AI itself. The AI is pretty predictable... However, it can be very hard to punish them, thanks to their block stun being high.

Since as others have said a few times. The AI lacks the combobility they should have.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#104  July 08, 2013, 12:11:50 am
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Yeah Cy has been doing some fixes on both Goku and Vegeta, with feedback generated form the plays with the AI by Infinite,
some moves have been made less safe on block and hopefully Infinite is willing to tweak the AI ever so slightly to make it even better,
although I can live with what we got now. One things I would tweak on Vegeta is that he'd use the Ki Blasts instead of the Machine Gun Temper on a few more occasions, making him slightly less spammy overall. Goku doesn't use his EX Snap Kick if the enemy doesn't block, minor tweaks like that.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#105  July 11, 2013, 10:29:11 am
  • ****
Those minor tweaks and updates are making the character's gameplay more solid basicly. Also, The AI you guys have is good but, can't wait to see more updates.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#106  July 14, 2013, 04:59:14 am
  • avatar
  • ****
  • Idea!
    • USA
Partially on-topic: Are you going to implement custom English voices for Goku and SSJ Goku and a normal English SSJ Goku voice?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#107  July 14, 2013, 11:28:01 am
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#108  July 14, 2013, 07:19:12 pm
  • avatar
  • ****
  • Idea!
    • USA
Ah, okay then.  I was merely curious, is all.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#109  July 15, 2013, 10:01:09 am
  • ***
  • Sir Alp of the Loop Table
  • Masterin' more Loops than 19-Foe'dy-Foe.
    • USA
    • www.youtube.com/user/Xer0Stryke
just wanted to chime in for a sec to say good grindin' y'all; chizz like this makes tha mugen uni a glorious place to be
Spoiler, click to toggle visibilty
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#110  July 19, 2013, 01:38:23 pm
  • ****
İ have nothing to say about voices. You guys already know what to do with that.

İ found a bug when i was playing Vegeta last night. İt did happen while i was jumping towards the opponent. İ got hit while İ was on air and Vegeta started to float even higher wich İ couldn't see after that.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#111  July 24, 2013, 08:15:40 pm
  • avatar
  • ***
  • "Um...I hope you like your...smashed...death Ray!"
    • USA
    • bowser1388@yahoo.com
Well my main problem was the random bicycle kicks. However it looks like the great and sexy Infinite has fixed this problem. My only other question is if in the new update, you guys can add a thingy for Goku that shows what all his palettes look like. Similar to what Vege and SSJ Goku got in their palette section. :p 
     
"Now you can take this knowledge and turn it into a part of yourself. Let it solidify you and make you stronger."
                     http://www.gunnerkrigg.com/?p=1
Last Edit: July 24, 2013, 09:51:44 pm by SuperGohanSunderland
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#112  July 25, 2013, 12:31:01 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
He has that already, and it's located in the readme, somewhere. However, it's not completely up-to-date. :P

İ found a bug when i was playing Vegeta last night. İt did happen while i was jumping towards the opponent. İ got hit while İ was on air and Vegeta started to float even higher wich İ couldn't see after that.
That's not informative at all. I have no idea if it's Vegeta's or the opponent's fault. You didn't tell me in which state Vegeta was, how close he was to the ground, who was his opponent, who's the author of said character, what move did the opponent perform (stateno if possible), etc.
It would be a known problem if each time Vegeta got hit in the air he started flying out of the screen... -_-
Last Edit: July 25, 2013, 12:34:11 am by Cybaster
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#113  July 27, 2013, 07:38:28 am
  • avatar
  • ****
    • senorfro.deviantart.com/
Goku Z2 will automatically use 1000 power to use his teleport air kick special.

To further add to this, it looks like he'll automatically do the super when an opponent does a super.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#114  July 27, 2013, 10:44:55 am
  • ******
Or when the enemy just attacks him. It happens to me too.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#115  July 27, 2013, 10:59:32 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Infinite already posted how to fix it guys. It's the biggest bug in the current version, so just use Infinite's fix and apply it in your version.
I'll upload Goku's update when I'm done with a bunch of other stuff. ;)
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#116  July 27, 2013, 04:47:10 pm
  • **
  • Cell is the most ironic villain of all time.
    • Italy
    • mehdaouisami@rocketmail.com
Gotta say that I never liked the Z2 characters, for how funky they. But you just made me love them.... Congrats Bruvva from another Muvva!!!

Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#117  July 27, 2013, 07:48:58 pm
  • ***
    • xxlunytun3sxx@aim.com
The fact I didn't answer these last days doesn't mean I'm not noting everything down. Thanks for the feedback guys, I'll try to fix the critical stuff quickly enough (sorry, I'm not Infinite when it comes to this :P ). The whole balancing of the whole gameplay will take much longer, obviously.
For some reason there is a different version of the AI for the  Bicycle Kick, I didn't code this version.


Code:
; Bicycle Kick
[State -1, Bicycle Kick]
type = changestate
triggerall = var(59)
triggerall = statetype != A  && !WinKo
triggerall = power >= 1000 && stateno != 2300
triggerall = power < 2000
triggerall = roundstate = 2
triggerall = Enemynear,movetype = A
triggerall = EnemyNear,ctrl = 0
triggerall = Enemynear,statetype != L
triggerall = Enemynear,statetype != C
triggerall = ctrl ;|| stateno = 19|| stateno = 20|| stateno = 21|| stateno = [120,149]
triggerall = p2bodydist x = [-5,200]
triggerall = !(Enemynear,stateno = [5040,5120])
triggerall = !(Enemynear,stateno = [0,160])
triggerall = !(Enemynear,hitdefattr = SC, ST, HT)
triggerall = p2bodydist Y = [-30,0]
trigger1 = Enemynear,time >= 10
trigger2 = EnemyNear,AnimTime <= -7
trigger2 = Enemynear,movetype = A
value = 2300




; Bicycle Kick
;[State -1, Bicycle Kick]
;type = changestate
;triggerall= var(59)>=1 && numenemy && roundstate = 2 && statetype != A   && power >= 1000 && stateno != 2300
;triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120])&&(enemynear,statetype!=L)
;triggerall= (p2bodydist x=[80,180]) && (p2bodydist y=[-120,5])
;trigger1 = Ctrl && (Random<100)
;trigger2 = (stateno = 100 || stateno = 101)&& (Random<20)
;trigger3 = stateno = 1300 && movecontact  && (Random<50);Slash Chop
;trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact && (Random<100)
;trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 250)) && movecontact && (Random<100)
;trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact && (Random<100)
;trigger7 = ((stateno = 430) || (stateno = 440)) && movecontact && (Random<100)
;trigger8 = stateno=1002 && AnimElem = 3, >= 5 && (Random<20)
;trigger9 = stateno=1005 && AnimElem = 3, >= 5 && (Random<20)
;trigger10 = stateno=1008 && AnimElem = 3, >= 5 && (Random<20)
;trigger11 = stateno=1401 && anim=1402 && (Random<100);hurricane kick
;trigger12 = stateno=1411 && anim=1402 && (Random<50);EX hurricane kick
;trigger13 = ctrl && random<300 && enemynear,stateno=652 && enemynear,movetype=H && enemynear,statetype=A
;value = 2300

The second is the one I did, but it is crossed out. The first one is the one causing the problem, but it is easy to fix.
triggerall = var(59)>=1   

Just in case anyone is too lazy and cant find where to fix it XD. if anyone has any questions ill answer them but this seems pretty clean cut.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#118  July 29, 2013, 10:05:27 am
  • avatar
  • ****
    • senorfro.deviantart.com/
For some reason there is a different version of the AI for the  Bicycle Kick, I didn't code this version.
Code:
; Bicycle Kick
[State -1, Bicycle Kick]
type = changestate
triggerall = var(59)
triggerall = statetype != A  && !WinKo
triggerall = power >= 1000 && stateno != 2300
triggerall = power < 2000
triggerall = roundstate = 2
triggerall = Enemynear,movetype = A
triggerall = EnemyNear,ctrl = 0
triggerall = Enemynear,statetype != L
triggerall = Enemynear,statetype != C
triggerall = ctrl ;|| stateno = 19|| stateno = 20|| stateno = 21|| stateno = [120,149]
triggerall = p2bodydist x = [-5,200]
triggerall = !(Enemynear,stateno = [5040,5120])
triggerall = !(Enemynear,stateno = [0,160])
triggerall = !(Enemynear,hitdefattr = SC, ST, HT)
triggerall = p2bodydist Y = [-30,0]
trigger1 = Enemynear,time >= 10
trigger2 = EnemyNear,AnimTime <= -7
trigger2 = Enemynear,movetype = A
value = 2300




; Bicycle Kick
;[State -1, Bicycle Kick]
;type = changestate
;triggerall= var(59)>=1 && numenemy && roundstate = 2 && statetype != A   && power >= 1000 && stateno != 2300
;triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120])&&(enemynear,statetype!=L)
;triggerall= (p2bodydist x=[80,180]) && (p2bodydist y=[-120,5])
;trigger1 = Ctrl && (Random<100)
;trigger2 = (stateno = 100 || stateno = 101)&& (Random<20)
;trigger3 = stateno = 1300 && movecontact  && (Random<50);Slash Chop
;trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact && (Random<100)
;trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 250)) && movecontact && (Random<100)
;trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact && (Random<100)
;trigger7 = ((stateno = 430) || (stateno = 440)) && movecontact && (Random<100)
;trigger8 = stateno=1002 && AnimElem = 3, >= 5 && (Random<20)
;trigger9 = stateno=1005 && AnimElem = 3, >= 5 && (Random<20)
;trigger10 = stateno=1008 && AnimElem = 3, >= 5 && (Random<20)
;trigger11 = stateno=1401 && anim=1402 && (Random<100);hurricane kick
;trigger12 = stateno=1411 && anim=1402 && (Random<50);EX hurricane kick
;trigger13 = ctrl && random<300 && enemynear,stateno=652 && enemynear,movetype=H && enemynear,statetype=A
;value = 2300

The second is the one I did, but it is crossed out. The first one is the one causing the problem, but it is easy to fix.
triggerall = var(59)>=1   

I must be having a brain fart because I cannot find what file this is under.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#119  July 29, 2013, 11:07:32 am
  • *****
  • ↑←↑
  • Dream-Colored Chaser
    • Bosnia and Herzegovina
Since this is AI shizzle,im guessing somewhere near the middle of the CMD?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#120  August 04, 2013, 02:20:21 am
  • avatar
  • **
Last Edit: August 04, 2013, 04:21:59 am by SoldierSunday
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#121  August 16, 2013, 06:13:45 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
I think this is the best place to show this...

It's a special Goku vs Goku buffet intro!
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#122  August 17, 2013, 12:36:52 am
  • ******
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#123  August 17, 2013, 06:44:43 am
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
Youtube is your friend.  :)
Spoiler, click to toggle visibilty
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#124  August 17, 2013, 09:04:41 am
  • *****
  • Proper order of things is often a mystery to me
    • USA
That actually seems a possible Goku v.s. Vegeta intro, reminds me of the anniversary special.  Well, a SSJ Goku Z2 v.s. Vegeta Z2 one, anyways.

While Mugen 1.1 is still buggy, I figure this might still be worth mentioning to you guys.  Using any ki blast attack with either Goku, Vegeta or SSJ Goku at the edge of the screen causes the attack to simply not appear.  This doesn't seem to be the case with every character with similar specials, though.  The only ones I've seen this happen with so far are the Z2 characters.

Spoiler, click to toggle visibilty

Along with this, Goku/SSJ Goku's Kamehameha and Vegeta's Galick Ho fall just short of reaching the opponent when launched at the edge as well.

Spoiler, click to toggle visibilty
Last Edit: August 17, 2013, 09:08:48 am by Llong Jjohn Killer
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#125  August 17, 2013, 09:33:41 am
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Damn, thanks for the 1.1 heads-up :)
Oh and SSJ Goku's english voice still has the japanese voice for his SSJ3 winpose (as informed to me by BlueSunStudios).
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#126  August 17, 2013, 11:48:37 am
  • *****
  • Proper order of things is often a mystery to me
    • USA
Sure thing.  There are a few other small graphical bugs that show up with 1.1 I noticed.  When far out enough, the orange background that shows up when you win with a Super's edges show.

Spoiler, click to toggle visibilty

If you don't mind me posting some things that showed up with SSJ Goku Z2 as well to prevent bringing up his separate thread, the stage zooming messes with his cameo win poses a bit.  Such as he doesn't actually fly off screen if far away enough from the enemy when he wins.  And Sonic pointing in the wrong spot.

Spoiler, click to toggle visibilty
Last Edit: August 17, 2013, 11:52:29 am by Llong Jjohn Killer
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#127  August 18, 2013, 07:22:30 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Cool, and I have a request: Does anyone have a pack of voice rips of Chi Chi from Super DBZ?
The voice I'm using now for Chi Chi (in Goku's intro/winpose) is actually some stock sound, and it's a little girl,
it kinda creeps me out everytime I hear it...I'd like to replace them with actual Chi Chi voices (NOT KID CHI CHI!!! Adult Chi Chi!)
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#128  August 18, 2013, 07:26:26 pm
  • ******
  • tired
    • Skype - Istillhasnoname
Try opening a topic in Development Resources to ask for that? It'd be easier for onlookers. :)
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#129  August 18, 2013, 07:37:59 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
Eh not really worth it, I don't like making topics for petty stuff like that ;)
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#130  August 18, 2013, 09:40:25 pm
  • ***
    • mugen.wikia.com/wiki/The_MUGEN_Database
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#131  August 18, 2013, 10:17:56 pm
  • avatar
  • *****
  • I'll do it myself.
    • France
    • Skype - djoulianne
    • network.mugenguild.com/cybaster/hosted.html
it's pretty clear Balthazar could find his way on youtube and do it himself...but like he said:

I have a request: Does anyone have a pack of voice rips of Chi Chi from Super DBZ?
The voice I'm using now for Chi Chi (in Goku's intro/winpose) is actually some stock sound, and it's a little girl,
it kinda creeps me out everytime I hear it...I'd like to replace them with actual Chi Chi voices (NOT KID CHI CHI!!! Adult Chi Chi!)

he would not request help with that if he was willing to do it in the first place ;)
Re: SSJ Goku Z2
#132  August 19, 2013, 08:33:38 pm
  • avatar
  • ***
  • "Um...I hope you like your...smashed...death Ray!"
    • USA
    • bowser1388@yahoo.com
Okay so I know this topic has been dead for quite some now. However I've made some small changes to my own personal SSJ Goku, and wanted to tell you guys about it. I apologize if this is a little random and out of nowhere.
Okay so I'm certainly not the first to say that Goku is an absolutely badass combination of well programmed, beautiful sprited art. However I  couldn't help but get bothered by some things. Now if you're a super bitchy nit-picking DBZ fan like me, you 'd notice that on several occasions in the anime, when Goku goes super his colors change. His blue changes into a lighter tent, and his red /orange colors change to a kind of yellow orange. So when I noticed that Goku was missing this feature, and his base form shared the same colors, it was a little to off putting for me. So rather then come up here and complain to you guys like the whiney fanboy I am, I took it upon myself to just go in and change all of his normal sprite's colors, making other colors on the same palette.
Here's some good examples.


Again, sorry to just post on this thing, when it's been dead for a long time. :\
     
"Now you can take this knowledge and turn it into a part of yourself. Let it solidify you and make you stronger."
                     http://www.gunnerkrigg.com/?p=1
Last Edit: August 19, 2013, 08:44:10 pm by SuperGohanSunderland
Re: Re: SSJ Goku Z2
#133  August 19, 2013, 10:07:46 pm
  • ****
    • France
    • Skype - elevesimon
Send me this via PM right now. This is not a request, this an order.

"During a time of struggle, K-ON's beautiful story provided the influence needed for me to become an ideal president. I am now a better man."
— Barack Obama, 44th president of the United States
Re: Re: SSJ Goku Z2
#134  August 19, 2013, 10:13:00 pm
  • ******
  • 日本は素晴らしい国です。
the thread where he released it is far more recent, i will separate the posts and move them there.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#135  August 20, 2013, 01:52:22 pm
  • ******
    • Netherlands
    • network.mugenguild.com/balthazar/index.html
New Lv1 super spark graphic:
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#136  August 20, 2013, 04:32:57 pm
  • ****
  • YERRRRRRRRRR
  • HIGHBRIDGE!
    • USA
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
i can dig it...love the shadowing on feet for it
Follow me on twitter! @djhannibalroyce
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#137  August 27, 2013, 10:43:17 pm
  • *****
  • The Only Easy Day was Yesterday
    • USA
    • www.facebook.com/truemicah
The second is the one I did, but it is crossed out. The first one is the one causing the problem, but it is easy to fix.
triggerall = var(59)>=1
This solution doesn't work for me.  I doubt that I'm overlooking anything.
I also used Infinite's actual code and still had the same problem with Goku's AI.

Anyone else having these problems? :???:
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#138  August 30, 2013, 01:44:08 pm
  • ****
That new Super Spark looks great. İ can't wait to see what more updates they will get.
Re: Goku Z2 and Vegeta Z2 - HUGE update - 17/06/2013
#139  September 02, 2013, 04:50:31 am
  • avatar
  • ***
  • "Um...I hope you like your...smashed...death Ray!"
    • USA
    • bowser1388@yahoo.com
Well that's a neat spark effect. Don't know if you guys got this small little, little, little error noticed already, but when you do the ground recovery with Goku's english voice, it does his japanese voice. Super small, but thought you guys might like to know.
I really hope the update for Goku and Vegeta gets here soon. I really want to see both their new stances in action.
     
"Now you can take this knowledge and turn it into a part of yourself. Let it solidify you and make you stronger."
                     http://www.gunnerkrigg.com/?p=1