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------------------------GENERAL UPDATES--------------------------
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- This Changelog will now open if you view Black in Fighter Factory. Small thing, but a little quality of life never hurt nobody
- Idle has undergone further revisions by JfRM, massive thanks again dude!
- Added 5.0 sounds/FX to make Black more uniform
- Updated system code to be in line with 5.0 (projectile detection, guarding, Zetto counter, jump link prevention, etc)
- Adjusted Win Pose decision to include every state (mishap on my part)
- Added a Victory Portait (Old, done by Sumguy)
- CR.HP now has a new anim utilising Blacks blade. Suggested by IMP | Rosé on Discord
- Juggle system has been entirely overhauled. Before, Black utilised MUGENs default juggle system, which led to weirdness
and inconsistency. Now, Black should generally feel a lot more consistent. Due to this, A.HP is now a consistent OTG tool
He also can no longer OTG after Cinematic Supers like official characters, as well as after throws. Due to the revamped nature of
Rising Justice, back throw now breaches the juggle limit. This makes it still possible to extend, but not by much without the use of
meter. Still allows extensions, but moreover is now emphasised as an Oki tool
Term:Oki/Okizeme - Okizeme (èµ·ãæ”»ã‚) is a term used in fighting games which refers to pressuring
the opponent while they are getting up after being knocked down. Depending on
the game, there are various possible options a player can make after being knocked down.
- Adjusted every Air Normal to remove fuzzy guard
Term: Fuzzy Guard - A fuzzy guard is when an opponent is left in a standing position
even though they are crouching. This allows things such as instant
overheads to hit even though they are technically crouching
- Developed some Cinematic contingencies, disabling projectiles from hitting the opponent when they're hit with an attack that sends them
to a custom state (Divine Rush, Rising Justice, Eternal Uniter, etc etc)
- Updated Focus attack to stun on hit instead of Twist as of 5.0 along with the special KO anim
- Made it possible for Black to extend the active time of his A.LK be holding the button
- Per a suggestion by HB, added anims for character custom states
7611 (Hercules LVL3 custom state)
7612 (Gotenks Scribble)
5260 (reaction to Megaton Punch)
5220 (Tien Bird's Eye)
9000-9007 (SSJ Vegeta's Bingo Dance)
Also added frames from SSJ Goku so his TC Teleport now properly looks like an Instant Transmission
- Adjusted 2 Button Dashing to be more in line with how it works in 5.0 (just pressing 2 buttons dashes in the air, but
requires a direction on the ground)
- A.HP now animates through the blur frame
- Cancelling ST.HK in to Attacks now removes the FX instead of staying on-screen
- Throws now have a distance requirement. This is to prevent any weirdness involving normals with long hurtboxes (brought up
in the HDBZ Discord, assumedly a standard to be added at some point)
- The Third rep of Ki Blast was missing hurtboxes on the second element. Added
- Added appropriate sounds and FX to landing from a forward dash as well as Grounded Back Dash
- Distance check for Proximity normals has been changed. Should now lead to the appropriate move based on distance
(sometimes close normals would come out from too far away)
- Adjusted Cheap KO and edited some sprites for when Black loses the match
- Added code/aprites from SSJ Goku to hold on Blacks grabbing frame during throws
- Implemented proper winquotes. Thanks to HB for the assiatance!
- Made a different back dash anim. Mostly aesthetic
- Thanks to J4rm, Black now has unique blocking frames
- Small thing. Adjusted time = 0 and !time triggers to now be time <= 0. Mugen has a strange bug where every now and then the state
will start at -1, and then proceed to time = 1 on the next tick. Ultimately not a huge deal, but Black now feels much smoother
- Adjsuted the pausetime on normals to make them feel more natural to chain in to
- Implemented a Mini-Game character check. The following moves can now no longer be performeed when fighting Saibamen, Briefs, or Farmer
-Throws. Inputting them results in Light Kick coming out due to command priority
-Divine Rush
-Spirit God Impact
-True Nocturne
-Resentful Angel
-Truth Barrage
These moves are also unavailable during Simul mode for...obvious reasons
- Re-Programmed Pallete Selection. Should work better now, especially in regards to back-forward inputs
- Rising Justice now has an effect for when hitting it after Animelem 3. Mostly aesthetic
- Rising Justice will now turn to face the opponent during Startup
- Justice Cross now utilises a new animation. Functionally identical, mostly visual
- Taunt has been made in to an actual move. It launches on an airborne opponent, leaves you plus enough to link out of on the ground,
is minus on block and actually heals the opponent if they block it. Also buiulds pretty decent meter
- T E A
In all seriousness, not only reanimated it, but the steam no longer casts a shadow. How's THAT for attention to detail?!
Also sorted some patches in the chair, no more weird lil holes nobody noticed :p
- Frankensprited a unique Time Over pose
- 2 new winposes have been added inspired by the Anime, one where Black is pulled in to a portal, the other where Mai tries to shoot
him while he's in Base form. The latter is only available on my stage specifically, Ruined Future
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----------------------------BALANCE-----------------------------
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- IMP | Bootyholebuster caught an infinite, ST.HP > Dash > ST.LK > ST.HP could loop. Fixed, and increased cancel window for
Justice Cross (ST.HP > ST.HP)
- Air Tatsu now has 3 different speeds depending on button Strength
- Air Tatsu hit properties have been altered. Hitting a kick lower to the ground will deal reduced hitstun, but still leave
enough time for cancelling out of it. This is to fix some Superior Mode Infinites made possible due to the variable speeds on
large characters
- Increased the damage and knockback of CR.MP
- Zetto Counters now add 23 points of scaling on hit (universal cast change)
- Added new Greounded Zetto Counters
- CR.HK now moves Black across the ground similar to Vega/Claw from the Street Fighter series. Cancelling in to it from running
maintains it's velocity. Unsafe up close, but can be spaced to be mode safer, or even plus
- CR.HK now ends combos by setting the juggle limit to its max (can no longer OTG after)
- Rising Justice now Smashes the opponent out the screen similar to Focus attack if the attack kills
-Medium Righteous Flurry (QCB+ MK) has had it's juggle addition increased. This is to urge more expreimentation and utilisation
of Blacks other tools to get more significant damage. I really mean it this time, EXPERIMENT!!!
- Reduced plus frames on hit for ST.LP (used to be a whopping +7!!! Whoops!) Is now +3 on hit like ST.LK
- Grounded EX Tatsu now consistently juggles regardless of actual juggle limit, making it a consistent ender
- ST.LK does increased pushback while in Superior mode. Meant to deal with LK>MP loops
- CR.MK now consistently regrounds on OTG hit
- EX Air Tatsu now has a new feature. You can control the clone! By pressing any direction, the clone will be pulled to that direction.
Makes the clone massively more flexible and interesting
- Adjusted all of Blacks normals so it's possible to recover out of juggles easier
- When cancelled in to from ST.LK, ST.MK now moves Black closer to the opponent
- Elbow Drop sends opponents to the ground much faster
- A.MK and HK now use new anims. Alongside this, can now turn A.MK in the air by holding Back
- Can no longer tech out of being hit by a late Rising Justice
- Blockstun and recovery of Divekicks tweaked to be more fair, but still minus in most cases
- Minor thing. Adjusted every anims hurt/hitboxes. Should now be more representetive of the animations as well as slighly
easier to whiff punish errant normals
- Thanks to some discussion sparked by 1NSiiDE on the HDBZ Discord, made it possible to buffer focus during wakeup and when landing from
jumps. Now if you hold both heavies within a few frames before landing or while getting up, Black will enter Focus immediately
- Light Tatsus second kick hitbox has been vertically stretched and can now hit OTG
- Dive Kicks trajectory has been altered. Button strength determines how far it goes, but they all fall at the same speed, good for
ambiguous Okizeme/general movement. Their damage has also been buffed
- Meter gain while in Superior Mode could lead to yet another activation. This has been patched out, as the scaling value for meter
whilst the move is active has been reduced from 0.70 to 0.54
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----------------------------BUG FIXES----------------------------
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- Ki Blasts would spawn strangely. Fixed (Don't need Numhelper if Persistent = 0!)
- Could strangely loop in to Up teleport by holding back after a previous Up Teleport. My bad, copy pasted changestate
behaviour from the other dashes, accidentally including a proximity check. Should be fixed now
- Moves that would cause ground bounces would occasionally have the sound not play. Hopefully fixed, let me know if not
- Certain checks (i.e, vs Babidi) would reset between rounds. Hopefully fixed
- Adjustments were made to Thunderstruck Intro so sounds cancel when interrupted correctly. Also added some victims
- Fixed a bug where you could cancel the groundbounce of Rapid Heel Barrage by performing actions
- Spirit God Impact would have P2 strangely scale and obfuscate the camera when Black fired the Spirit Bomb. Fixed
- Efforts have been made so Black consistently sends opoonents to custom states during attacks regardless of if the
opponent was hit by a projectile
- Air Dashes used to occasionally play the dash sound twice. Fixed
- Sounds couldn't be stopped during the Babidi intro. This is due to the sounds being used inside the helper itself, as
it seems a strange bug in Mugen is that Helpers are unaffected by StopSNDs if done by the player. Moved to the player
and adjusted the triggers, sounds can now be cancelled properly
Citation if interested
https://mugenguild.com/forum/msg.2323377- There used to be a chance that Black would enter his Superior Winpose even if he had no Superiro Gauge. Fixed
- There used to be a chance that Black would enter his Spirit God Impact and Resentful Angel Winpose accidentally. Fixed
- Light Tatsu would occasionally skip frames on an airborne opponent, mucking up potential juggle timings. Solved
- Combed through Black and fixed a ton of small issues. Mainly stuff like Helper/Target checks. A small fix to be sure
but all in all irons him out a bit
- ST.HK FX is now a helper as opposed to an explod. The main difference with it being that it used to stay stationary on
screen regardless of screenshake
- True Nocturne has been reworked somewhat. Pause now affects helper projectiles, and the CLSN1 has been increased
to make contact more consistent. Alongside this, it has been restricted to the opponent being closer, and destroys a helper
it collides with. Mostly fixes to deal with Babidi (cheers to HB. Can't wait for this little weirdo to be reworked :p)
- Slight mishap on my part. Accidentally called Blacks anims for Forward throw instead of the opponents default anims. Whoops!
Also added some code to adjust Babidi and Vegetto while being thrown
- Hopefully the last time i mention these two! Rising Justice would whiff on Vegetto and Babidi due to it resetting their position to 0
(of course, putting them smack dab on the ground) Fixed so they are consistently in range of the ender kick. Did this for Throws
too, but mostly a visual thing
- Air KMH no longer deals an OBSCENE amount of hits on a grounded opponent. Muck up with the var checks, my bad!
- Thanks to Blixt, discovered a bug where Black would warp behind the opponent during Spirit God Impact. Calculation was
increased, fixing the issue. Also adjusted assertspecials
Example of what i mean:
https://youtu.be/oyog7hIe8mM?t=867- Eternal Uniter would act strangely when hitting an opponent above Black. Code has been added so hits consistently send the opponent
off in the right direction
- Some weirdness would occur when hitting opponents with Ttsus. Code intended to adjust Black to more consistently juggle would act
strangely when fighting Golden Freeza since he teleports behind him. Fixed
- Rapid Heel Barrage and True Nocturne would fail mid super due to Golden Freeza teleporting out mid combo. This no longer happens
- Strangely, punishing True Nocturne was inconsistent as hits would drop, almost like a juggle even though Black is grounded. Fixed
by setting physics to N
- Fixed a small audio stutter when canceling in to Spirit God Impact
- Eternal Uniter was unintentionally a potent meaty as it was active for far longer than intended. Fixed
- KMH wouldn't spawn if another KMH was on screen. Fixed
- Increased CL.HPs hitstun to make cancels in to Justice Cross consistent
- True Nocturne, Divine Rush, Resentful Angel, Spirit God Impact and throws are all disabled when fighting Mini Game characters
- Could strangely move during Resentful Angels winpose. Fixed
- Fixed limiting Superior Mode Activation when Kamehamehas are on-screen
- Could perform Cinematic Supers while in Simul mode. Fixed
- Fixed issues relating to super backgrounds
- Charging after activating Superior Mode would cause a duplicate aura to spawn. Fixed
- There was a layering issue with Power Charge. Can't believe i didn't notice it till now, fixed
- Mega weird bug. Black could seemingly enter supers multiple times when inputs are negative edged. His commands have been altered,
where he can no longer cancel in to stuff regardless of hitpause, solving the issue and making him feel more akin to actual Z2 characters
Negative Edge
Negative edge, the name for a concept in fighting game theory for games such
as Street Fighter II, wherein a special move is made easier to execute by allowing
the player to execute such a move by using a joystick command followed by the release
of a previously depressed pushbutton
- Rapid Heel Barrages animation would be frozen at very, VERY specific ranges. Seemingly fixed, let me know if it springs up
Example:
https://twitter.com/Yoshin222/status/1368432303156912129?s=20-Solved an issue where you couldn't Back Dash twice while Superior Mode was active
- Up Teleport could be used more than twice in fringe cases. Seemingly fixed
- True Nocturne could still trigger when hit from behind. Not the move requires the opponent to be in front of you
- True Nocturne now has sprpriority tweaks. Entirely visual
- Rising Justice could cancel in to True Nocturne, causing the opponent to repeat hit anim for a while. They now simply fall
- In fringe cases, the charge SFX for Divine Rush would loop even after you;d expect. Hopefully fixed
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-----------------------------SUPERS------------------------------
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- Supers now all appropriately cause Super Backgrounds when killing the opponent
- Created new Hitsparks for moves involving the Scythe
- Made the sounds for Grounded and Air Kamehameha uniform for clarity
- Fixed an audio hiccup with True Nocturne. Black now completes his statement before attacking
- Efforts were made to make Black stabbing the opponent in Spirit God Impact look more like...stabbing
- True Nocturne now triggers Hyper Backgrounds properly when KOing the opponent
- True Nocturne now properly kills the opponent. Before, any of the kicks would strangley launch on KO
- True Nocturne has received significant invincibilty frames, allowing it to beat moves it would lose to before (namely
Freezas Tail Press Nightmare LVL3)
- The start of Divine Rush has been tweaked. Black now pulls back so it's better to see both characters
- Can now cancel from Kamehameha in to Eternal Uniter
- Divine Rush has been tightened up, as well as now including additional enders for if you have 2 or 3 bars
of Superior Gauge when you hit with it!
- Rapiddohiru danmaku now has P2 face Black upon hit
- Rapiddohiru danmaku has had adjustments made to hit sounds. More akin to CV2 as a bit of a test, think it sounds better
- Rapiddohiru danmaku has had it's hitboxes significantly reworked. Now hits crouching characters more consistently, but also
requires a tighter window to properly juggle. Also sorts issues with opponents above/behind him
- Can now choose whether to perform Rapiddohiru danmakus follup by holding a punch button
- Eternal Uniter now hits OTG
- Eternal Uniters damage has been altered
- Eternal Uniters Hitbox has been vertically extended
- Spirit God Impact now has a unique winpose for if you win the match with it
- True Nocturne, Shippu Jinrai Kyakku and Rapiddohiru danmaku now don't add to damage scaling. This is
to make them more worth spending the meter on them as i feel they scaled too hard before
- Altered how Divine Rush teleports behind the opponent, making it consistently behind them, even in the corner
- Per suggestion, added the Kanji when KO-ing the opponent with Resentful Angel
- Adjusted Blacks velocity as he cancels in to air attacks from Shippu Jinrai Kyakku
- Shippu Jinrai Kyakkus position has been adjusted during the grounded kicks to act more like it's namesake, increasing it's range
- Small thing. Timer is now froxen during certain Supers (mainly cinematics). Meant to add this before but it skipped my mind. Whoops!
- Can now hear the earth quake when performing Divine Rush. There's also a unique voice for LVL3 specifically
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----------------------------SUPERIOR MODE-----------------------------
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- Superior Mode TC (HP>HK) Jump Kick now has appropriate FX
- Black can now perform his Jump Kick from his Superior Mode TC (HP>HK) While running/dashing. Added since he was
the only character to not have a dashing attack of some kind
- Back+MP&MK has recieved a rework. Instead of Black teleporting to the opponent, it is now a full on parry. It costs 1
Superior bar to initiate the parry, and you can cancel in to subsequent attempts by pressing the input again. It doesn't
cost an additional bar if you parry something within a 5 frame window, and gain meter for a successful parry. It also restores
a bar of Superior Gauge/ It has also been sorted to properly work while blocking
- Black now has the bar reset if he is interrupted from a Super attack (thank you Bitwise Shifting!)
- Can now activate Superior mode when landing from an Air Tatsu
- Spirit God Impact and Divine Rush LVL2/3 now have unique winpose for if you win the match with them
- Towards MP+MK Clone has been tweaked. It's hitbox has been vertically increased and horizontally reduced to aid in hitting shorter
opponents (namely Krillin and Gotenks) Alongside this, the spawn position has been improved so it now hits airborne opponents far
more consistently
- Teleport Back dash now uses a Velset solution instead of Posadd, along with a screenbound fix similar to Freeza
- Implemented a TC similar to Normal Gokus (CL.MK > ST.MP) both for fun, and i think it conveys Black is making
Gokus strength his own :p
- An effect now appears, and Superior Gauge is reset when Black dies
- Blacks Normals have had their pushbacks aktered
- Fireball Velocities are now altered while Superior Mode is active to insentivise their use as fireball war tools
- Eternal Uniter now generates a projectile while the mode is active
- Air Kamehameha no longer consumes meter (my b!)
- Implemented a new Power Charge while Superior Mode is active
- Thanks to J4rm, new activation anim, plus Black generates an attack similar to SSJ Goku and Vegeta
- Air Clone now has a minimum height it can spawn at. This it to make the actual attack work more consistently, as well as make it
stronger as a meaty tool
- Hurricane Heel (HP > HK) now has increased velocity to ensure it consistently connects when cancelled in to
- Inspired by unused textures in DragonBall FighterZ, Blacks Clones now appear darker than Black himself