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Hyper DRAGONBALL Z EVO 2014 -RELEASED (Read 184906 times)

Started by Iced, July 10, 2014, 04:33:17 pm
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Hyper DRAGONBALL Z EVO 2014 -RELEASED
#1  July 10, 2014, 04:33:17 pm
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Hello everyone.




We are back now with a beta testing phase down at EVO 2014!

Starting tomorrow we will have the updated versions of Goku, ssj goku and Vegeta being joined by Gohan and Freeza in an all out beta testing phase at EVO 2014.

This version will be avaliable for download as soon as EVO ends for everyone around the world.


This is the channel where it's gonna be streamed at:

http://www.twitch.tv/guardbreak

Thanks to everyone for your support.  Give me your energy and share this with everyone you can.

RELEASED:
http://network.mugenguild.com/iced/Hyper%20DBZ%20-%20EVO%202014.rar


alt


 http://z2.smeenet.org/Hyper%20DBZ%20-%20EVO%202014.rar




changelog
Here are the changes brought to the characters in terms of gameplay since the first HDBZ release (not listing the graphical changes) :



Quote

----------------------------------


GOKU :

- Removed beam counter system.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.

- s.MK (far) > s.MP combo is now possible (it could only be performed from close s.MK before).
- Longer startup for Ex Snap Kick.

- Modified guard.pausetime for whole rekkas, making the move less safe on block.

- Changed varsets in order to avoid this type of stuff : Air to air loop.

- Lowered the attack CLSN on the first attack of Bicycle/Meteor Kick.

- Changed the pause parameters during Bicycle Kick and powered-up variations, so they aren't zero frame anymore
  (i.e. if you're not already blocking before the super flash, you will take the hit).

- Bicycle Kick makes P2 bounce lower in the air, avoiding being able to chain it 3 times.

- Made Emo mode startup (aka Genkidama startup command) as D,D,D+y+b.

- Longer recovery time for Chou Kamehameha, to avoid comboing into s.LK/s.LP.

- Genkidama Lv3 is played correctly.

- Kaioken finisher is chosen by the button you use to perform the command (A=Fullscreen Hyper Kick, B=Rising + Hurricane Kick, C=Nappa Finisher).
  However, you can still choose which one to use by holding buttons just like before.


----------------------------------


SSJ GOKU :


- Removed beam counter system.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.
- s.SP is -6 on block now, making it much easier to punish.

- Dive Kick has 15 ticks of startup instead of 12, hopefully fixing the infinite (?).

- Fixed Air Kmh -> Teleport not working.

- Ex Ki Blast > Chou Kamehameha as P2 hits the wall doesn't cause P2 to turn into weird things anymore (but there's still debug flood).   

- Added 9 ticks of recovery time to Chou Kmh to avoid comboing into a normal in the corner. This harmonizes it with other Z2 chars.

- SSJ Goku's AI doesn't activate when Goku is in challenge mode.

- Changed the cost for Teleport : 1000 power cost if cancelled from any attack, 500 power cost if not cancelled.

- Made Teleport Attacks blockable.

- Corrected a bug where Teleport Attacks where performable only twice during a combo.

- In Justice Mode, Teleport Kamehameha adds power to the Justice Bar.




----------------------------------


VEGETA :


- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.

- Removed beam counter system.

- Air Machine Gun Temper has less guard pausetime/hittime/slidetime to make it less safe when performed on a guarding opponent.

- Added a landing state (which gives more recovery time) to Air (Chou) Galick Ho.

- Fixed a.SK bounce bug. s.SK limiter was interfering with it at some point, making a.SK not bouncing

- Low Zero Counter makes P2 go much lower in the air, avoiding Ki Blast loops.

- Sliding Kick can't be jump cancelled into, when P2 has blocked Sliding Kick.
  This fixes blockstring problems (https://www.youtube.com/watch?v=ejFT8dPO3Ks), but not empty cancels yet.

- Set the juggle points for Sliding Kick to 7 instead of 0, which should fix the infinites by making them whiff.

- Removed Ki Blast knocking down air opponents, apart from MAX charged Ki Blasts.

- Increased recovery time on 2nd Ki Blast to avoid a Ki Blast infinite [Ki Blast+HP, Ki Blast+LP]

- Air (Chou) Galick Ho is now an OTG.

- Knee Arrow is now cancellable into Air (Chou) Galick Ho.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Added recovery time to Air Machine Gun Temper (state 1740). No more comboability for this move.

-Iced
Re: Hyper DRAGONBALL Z EVO 2014
#2  July 10, 2014, 04:54:37 pm
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This ain't no joke boys  :Mr-T:

Bea

Re: Hyper DRAGONBALL Z EVO 2014
#3  July 10, 2014, 04:55:59 pm
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These are pretty cool news. :D

Good job, guys. :)
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SF2NES is dead. Long live SF2NES.
Re: Hyper DRAGONBALL Z EVO 2014
#4  July 10, 2014, 05:36:03 pm
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awesome congrat guys
-STREET FIGHTER VI WAITING ROOM-
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Re: Hyper DRAGONBALL Z EVO 2014
#5  July 10, 2014, 06:34:17 pm
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Can't wait to see who's gonna be next... ;)

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Re: Hyper DRAGONBALL Z EVO 2014
#6  July 10, 2014, 06:43:53 pm
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You guys better tell us when the streaming is live !!!
Re: Hyper DRAGONBALL Z EVO 2014
#7  July 10, 2014, 07:03:30 pm
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I don't normally get Dragonball content but this is very well made!
Impressive!

Gonna get this once it's released~~
So here we are again huh?

Re: Hyper DRAGONBALL Z EVO 2014
#8  July 10, 2014, 07:54:15 pm
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Re: Hyper DRAGONBALL Z EVO 2014
#9  July 10, 2014, 08:21:44 pm
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A MUGEN game at EVO. Well I'll be.

Oh, I want a diagram. I fucking love diagrams.
Re: Hyper DRAGONBALL Z EVO 2014
#10  July 10, 2014, 08:28:49 pm
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Nice one guys Great Job.
lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Last Edit: July 10, 2014, 08:36:14 pm by CreepyPasta_@u@
Re: Hyper DRAGONBALL Z EVO 2014
#11  July 10, 2014, 08:56:41 pm
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So is everyone still going to have super safe moves and insanely good projectiles or were those finally addressed?
Re: Hyper DRAGONBALL Z EVO 2014
#12  July 10, 2014, 09:33:10 pm
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Re: Hyper DRAGONBALL Z EVO 2014
#13  July 10, 2014, 10:31:17 pm
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wow you did great job in both character
Re: Hyper DRAGONBALL Z EVO 2014
#14  July 10, 2014, 10:40:49 pm
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So is everyone still going to have super safe moves and insanely good projectiles or were those finally addressed?

balancing is as always work in progress but there is a ton of balancing issues addressed. If you are in las vegas for Evo i suggest you try it out and try hands on Freeza for the first time.

If you are not, just hold on to right after evo. :)
Re: Hyper DRAGONBALL Z EVO 2014
#15  July 10, 2014, 11:14:26 pm
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This is great exposure for you guys, for MUGEN, and for the community in general!

HYPE
Re: Hyper DRAGONBALL Z EVO 2014
#16  July 11, 2014, 12:30:18 am
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yeah it looks good but isn't there enough gokus ?
Re: Hyper DRAGONBALL Z EVO 2014
#17  July 11, 2014, 12:43:17 am
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You were expecting a dragonball fullgame to not have any Gokus? Thats ridiculous.
Re: Hyper DRAGONBALL Z EVO 2014
#18  July 11, 2014, 01:51:51 pm
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From Chris Guillen, the man who's hosting the HDBZ stream:

"Sign-ups for the HDBZ tournament will begin at 4pm Friday at the Underground Syndicate booth. Look for Chris, the stream producer with Google Glass. Tournament starts Saturday at 3pm, and will be streamed on Guard Break's twitch channel. Free to enter tournament. Possible prizes, still not sure."
Last Edit: July 11, 2014, 01:59:08 pm by Balthazar
Re: Hyper DRAGONBALL Z EVO 2014
#19  July 11, 2014, 02:50:29 pm
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Wow, they're holding a tournament with 3 characters which got updated and 2 characters they have never played ? o_O
Re: Hyper DRAGONBALL Z EVO 2014
#20  July 11, 2014, 06:21:23 pm
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