Merry Christmas. Here is an update for Tabuu. The newest version of IKEMEN caused some odd issues with Tabuu and the stage, so I've fixed them and adjusted a lot of stuff: https://www.mediafire.com/file/hyq3g0675655n5e/TabuuSSBBVer6.zip/file
Changes:
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Update 5 (11/8/2023) <-- I forgot to change this in the "UpdateHistory" file It should be 12/25/2023.
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New Attacks
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1. Added "Set X" attacks, which are attacks Tabuu can use regardless of his current Attack Set, letting him mix up his attacks. Unlike normal attacks, these Set X attacks have a cooldown before Tabuu can use another one (the higher Tabuu's AI Level, the shorter the cooldown). The attacks, and a brief description of them, are as follows:
A. "Electric Orbs" - Tabuu teleports close to your current X-Position and summons 2 Electric orbs that spin around him wildly. Power: 25 (Each orb can hit up to 10 times).
B. "Explosive Teleport" - Tabuu teleports 5 times around the stage like his normal teleport, but an explosion is created just before he teleports. Power: 150.
C. "Burning Floor" - Tabuu teleports to the top of the screen and tosses a small fireball to the ground, which causes a sea of flames to appear when it hits the ground (jump at the right moment to avoid the attack). Power: 600.
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Attack Changes
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*Multi-Strike
1. Knockback decreased.
*Gold Throw
1. Now travels downward slightly further, making it a bit easier to jump over.
*Clone Attack
1. Each projectile fired will now have a small chance of being fired right at an opponent instead of being fired in a random direction. Helps reduce the chance of that silly situation where most of the projectiles end up flying away from the opponent, making the attack deal little or sometimes no damage.
*Multi-Shot
1. The large orb Tabuu hurls at the end of the attack travels slightly faster.
*Off-Waves
1. Base damage of attack reduced by 35% if you are in Turns or Ratio mode.
2. Delay between wave launches increased a bit.
*All attacks
1. None of Tabuu's attacks deal dizzy/guard meter damage anymore.
2. Max extra knockback of all attacks based on your missing life reduced (Should help prevent characters from being flung super high into the air).
3. Proper hitspark added for attacks (default hitspark is no longer used).
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New Options
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1. Added the following options to the "Misc Options" in the Config file:
"Power Growth": This reduces Tabuu's attack power by 25%, but causes him to gain attack power throughout the whole fight, until he gets +100% attack power.
"Super Armor Regen": Tabuu's Super Armor durability will slowly recover over time.
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Bug Fixes
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1. Fixed problem with Tabuu disappearing during Flame Charge.
2. Fixed the Super Armor Break effect not appearing.
3. Fixed a very specific issue where if Tabuu is fought after Round 1, he would be able to start teleporting too early if the opponent had a long intro for rounds beyond Round 1.
4. A Turns/Ratio opponent hit by the Multi-Shot projectile barrage would sometimes be "fake KO'd" and respawn despite the lives system being disabled in Turns/Ratio mode.
5. Projectiles created during "Fire Line" attack had an attack attribute of "A,HA" instead of the proper "A,HP".
6. "Tabuu Charge" attack wasn't giving Power (Super Energy) on hit or block, and could be recovered out of too quickly.
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Power (Item) Changes
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1. The "Auto-Recovery" and "Health Recovery" Powers now add Red Life equal to the amount they heal, preventing them from "healing over" Red Life.
2. "Rage" Power max damage bonus increased from +50% to +75%, and minimum bonus increased from +10% to +15%.
~Empowered Version (from "Random Power"): Max damage bonus up from +100% to +150%, and minimum bonus up from +20% to +30%.
3. "Health Recovery" Power Base healing effect increased from 200 to 250.
~Empowered Version (from "Random Power"): Heal amount up from 400 to 500.
4. "Auto-Recovery" Power Base total healing increased from 300 to 375.
~Empowered Version (from "Random Power"): Heal amount increased from 600 to 750.
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Misc Changes
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1. Tabuu's Super Armor durability is now shown with a green bar under his life meter. When its broken, a Red meter will now show the time until the Super armor regenerates.
2. When Tabuu's Super Armor regenerates after being broken, Tabuu will now teleport out of being hit (unless he is being thrown or in some other custom state). So no more starting a combo just before the super-armor regenerates to more damage in.
3. Attack power loss Tabuu gets based on your remaining Life is higher if you are in Turns or Ratio mode (For Ratio mode, the lower your Ratio, the more Attack Power Tabuu can lose).
4. When Tabuu teleports around the stage, he no longer will teleport only a very short distance away from his previous position (prevents him from "teleporting in place")
5. Respawning characters now get 2 seconds of invincibility (indicated by a glowing PalFX applied to them once they regain control) instead of 0.5 seconds.
6. If you are playing with any Difficulty+ or Misc options activated, you'll now get a bonus to all the points you earned when you defeat Tabuu.
7. Super-Armor is more easily broken by Hyper attacks.
8. Reduced chance of Tabuu teleporting before attacking.
He should now have most of his attacks in some way. I'm aware that the "Electric Orbs" attack looks kinda odd, but it should be okay for now. As always, if there are any problems, tell me so I can fix them.