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
- AI by Infinite.
- Focus Smash makes the opponent fall if performed during a combo, to fix infinites.
- Correct voices during Goku VS Vegeta intro.
- Genkidama Kaioken can properly kill in Mugen 1.0 (always worked fine in Winmugen).
- Headbutt throw should look better on most opponents.
- Made air basics reliable for comboing.
- Fixed Broken Back "arms+legs" bug.
- 9 new palettes by CGU.
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
New stuff :
- Huge voice overhaul : upped Japanese and Mick Lauer voice volume. New Mick Lauer voices. Included Chris Sabbat voices in the SND file (toggable through config file).
- Added a tutorial to make stages 100% compatible with Galactic Gunfire (camera problems at times).
- Beam Collision compatibility with SSJ Goku Z2.
- AI by Infinite.
- Strategy Guide by C.A.N.
- Cursed states against Anakaris and Shredder.
- Goomba stomp intro.
- Stomping Burta intro.
- Special intro vs SSJ Goku Z2 and any Freeza (Mick Lauer voice only).
- Special winpose vs SSJ Goku (Mick Lauer voice only).
- Saibamen winpose.
- "Special" winpose when winning with a fatality.
- 33 new palettes by CGU, Hien, BlueSunStudios, MugenX000 and Balthazar.
- Palette Showcase in the readme.
- Age verification in config file serves a purpose.
Graphics and Sounds :
- Fixed Channel problem during Power Charge.
- Fixed various voice problems and changed several sounds.
- New hitsounds, wooshes, etc.
- New dizzy animation.
- Fixed semi transparent FX variable , i.e. many Ki attacks (Air Machine Gun Temper, fully charged ki blast on ground, Galick Ho).
- Fixed shadow for the arm during Eating intro.
- Fixed a transparent pixel in his hair on the right-handed Ki Blast shooting frame.
- Fixed end of Air Machine Gun animation when jumping forward.
- Suplex throw has a faster beginning.
- EX Ki Blast displays the EX sound effect properly.
- Vegeta smiles at the end of his lauging winpose.
- Mouth and scooter correctly binded to Vegeta during winpose.
- Smoke appears on both opponents when they're killed by Final Flash in Simul mode (thanks Syn).
- Final Flash : Beam is longer when P2 is not being hit, to avoid graphical glitches when opponent moves the camera.
- Chou Galick Ho projectiles only use one sound channel now.
- P2 finishes further at the end of Beam Collision.
- Lv2 Bakuhatsuha sprite update.
- New animation for when he flies backwards to launch the Final Flash.
- Final Flash FX sprites are all yellow now.
- Added facep2=1 in fatality state.
- The left icon that appears during the timing window for mashing buttons during Galactic Gunfrie is a joystick now.
Gameplay Fixes :
- Heightened Vegeta's standing hitboxes.
- Can't OTG (with aerial MGT) after throws anymore.
- Fixed Dash Collision bug with both characters separating and P2 losing control.
- Vegeta has the Veladd bug fixes by Vans.
- Updated "prevent crossup" code (Zzyzzyxx fix).
- Corrected various syntax mistakes (red cross in FF3).
- Buffer should be slightly more strict, not allowing things like performing 1st Ki Blast -> 2nd/EX Ki Blast with a single QCF motion (e.g QCF+X, Y), or Rising Knee > Bomber Kick with DP+K,K.
- s.MP has cornerpush.
- Set velset=0,0 to c.MK to avoid an infinite and for consistency with other crouching basics.
- Fixed a.SK messing with opponent variables.
- Air chains are now reliable.
- Removed distance limitation for MGT > Sliding Kick.
- Focus Hammer makes the opponent fall if performed during a combo, to fix infinites.
- Vegeta's Counter Projectile does damage.
- More recovery time for Ki Blasts, hopefully fixing "QCF+MP > QCF+LP, repeat" infinite.
- Dash Elbow > Wolverine Flip is now performable even after Dash Elbow has made contact.
- Fixed restand infinite [Cornered opponent. D + LK > MP > MK > D + HK, repeat infinitely. MK or D + HK must hit the opponent during the state 52].
- Galick Ho doesn't whiff against a point-blank thin opponent.
- Removed automatic "facing towards the opponent" during Bakuhatsuha.
- Air Bakuhatsuha Lv3 can't put Vegeta back to the ground after the 1st Bakuhatsuha.
- Completely disabled Beam Collision activation in simul modes, to avoid bugs.
- Added playerpush to avoid bug if a player goes behind Vegeta during Final Flash startup.
- Max number of hit for Galactic Gunfire is 52, not 53.
- Galactic Gunfire has 8 additional ticks during which you can button smash.
- (EX) Rising Knee Arrow is performable during Rage mode.
Mandatory screenshot :

LINK : http://network.mugenguild.com/cybaster/
C&C appreciated, as usual.