Fixed a reverse beat error. Oops!
Messatsu Gadouken adjusted.
Ground Dankuus Adjusted.
Sounds added.
A few sprite corrections.
Minor fixes here and there.
BgPalFX fixes.
Removed Super Hyper Predictabo Double Reppuken.
Fixed a winstate.
Fixed Asura warp endstate.
Intro vs Walmart Akuma.
Damage Values adjusted.
Damage scaling adjusted. (Thank you, PotS!) - This is unfinished, but performing better than previously.
Power scaling adjusted. - Unfinished, see above.
Adjusted Throws.
Fixed some bug somewhere. I had a migraine the day I did this and I can't remember what it was. But I know it's fixed. So, uh.. yyyep.
KO Effect restored.
Small AI Update - this is unfinished! Changes affected the old one and it behaved strangely.
Fixed a normal chain bug.
Velset adjustments.
Life and Defense values adjusted.
Combo chain for normals and some specials updated.
Input commands for Charging and Flash Variant/Kanji Scroll updated.
Gadouken Animations adjusted.
Removed lots of i-frames.
Light and Medium Gadouken recovery window adjusted.
15% Flash Variant chance removed. Scrolls are the sole mechanic now.
Koryuken animation adjusted
Dankuus adjusted.
Dive Kick no longer causes fall.
Dive kick speed reduced.
Roll cancel Koryuken adjusted.
Inputs changed to be closer to SFA.
Messatsu Gadouken adjusted.
Messatsu Dankuu Rekka adjusted.
Messatsu Buraiken adjusted.
All supers non-recoverable.
Koryuhiji bounce state corrected.
FVS scroll 2 has a larger Icon. This may be updated in the future.
Saikyo Mode adjusted.
Scroll acquisition limited to one choice at a time. No more double dipping.
Normals can cancel into roll.
Second throw added.
Asura warp adjusted.
Envshake removed on normals.
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Changelog since Beta release:
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Sprite updates galore.
Adjusted all i-frames for specials and hypers as needed.
Ground Bounce for Koryuhiji adjusted.
Modified Throw damage, eliminated recovery state that was too early. Explod issue corrected.
Fixed Flash Variant Scroll expenditure bug on Koryuken.
Throw escape/recovery window adjusted. Throw damage and p2 end of throw state also adjusted.
Removed the shadow from Dan's Ghost during Legendary Taunt.
Legendary Taunt Helper facing and velset's adjusted.
PalFX adjusted for helper in Saikyo mode.
Gadouken Sprite tweaked (Dan, not the projectile.)
Saikyo Mode Added.
Legendary Taunt Added.
More Dan Comedy stuff.
Scroll & Kanji system now in place. (I'll explain later.)
Dan Comedy stuff added.
Flash Variant Shun Goku Satsu finished.
Redid all of the previously edited face sprites for Evil Dan.
I was today years old when I realized what SFFv2 does with palettes.
Small SGS update.
Corrected powercharge bug. Command timing also a bit less forgiving now.
Wrote the Intro/Ending script.
Outlined AI behavior to code.
Guard damage tweaks.
Nerfed the heavy Gadouken damage.
Alpha Counter finished (I think, lol)
FX Updates.
Additional Intro added.
Additional Winstate added. (Not the secret one.)
Messatsu Buraiken Lvl2 and 3 now have additional hits. Damage not yet balanced.
Alpha Counter coded. Final touches to be added.
Minor sprite corrections.
Some hitsparks adjusted to proper positions. Not finished.
Changed filename to EvilDanX to eliminate character confusion. It's Evil Dan, after all. No need to codename it any more. I don't even know what
Hoshikuro means.
Transformation intro updated further. I think it's done.
Screenflash on KO added.
Sprite adjustments.
Additional input option during new taunt added.
Transformation intro updated - partially, anyway. This is almost finished.
Winposes updated.
Intros updated.
A little bit of PalFX adjusting for aesthetic consistency when selecting palettes 7-12.
New Taunt Added: Dan turns his back to his opponent and glows with evil energy.
Some sprites adjusted.
Palettes adjusted. Skin tones for pals 1-6 are no longer all matches for Akuma. Variety is the spice of Evil Dan.
Minor coding adjustments.
Some Damage adjusted.
Poweradd per move adjusted. These were way out of control. Getting to Level 3 power isn't so fast now. This should encourage using the
power charge taunt option.
Corrected new Taunt and Charge animation.
Removed shadow from FX helper.
Cleaned up statedef/state orders in code.
Had some good chicken with a bit of cheeky nando's sauce last night.
So much code updating I can't remember everything.
Additional sprites added (a friend gifted me aseprite.)
New Taunt: Modified Stomp that glows with red power that does small damage and pushback. It's possible to initiate power charge from this
state.
Evil Bubbles of Doom are finally replaced.
A bug fix for something. I can't remember what, but I know I fixed it.
New select screen portrait. It ain't great, but it's different.
Small portrait updated.
Fixed Koryuken to hyper air cancel bugs.
Koryuken cancel to Messatsu Gadouken working.
CMD file tweaks.
Better damage scaling now (PotS to the rescue).
Partially fixed another infinite. Discouraged it. Maybe. It kinda works. I dunno.
Roll to Koryuken (alt) bug fixed.
Removed some code bloat.
Corrections on various things.
Fixed an infinite.
Divekick Hyper scrapped.
Dankuu Hyper added to roadmap.
Some CLSN adjusting.
Corrected Kanji Explod orientation.
Some sprites had their orientations corrected.
Volume on Hyper/Superpause Sound lowered to 65%. It was pretty obnoxious before and not every Mugen character needs to wake the baby.
Juggle values adjusted.
Unused Var cleanup.
CMD maintenance (Fixing weird chains, commands, etc.)
Palette stuff.
Secret thing added.
Afterimage bug fixed.
Chain string fixed.
Guard sound bug fixed.
Frasier Crane mode added.
Frasier Crane mode removed.
Placeholder sound added for Ground Roll Koryuken.
Flash Variant tweaks & maintenance.
Some CLSN Cleanup.
Koryuhiji now has width adjustment to prevent guard-locking the opponent in the corner.
Koryuken tweaked. This move may end up being recoded. I'm not happy with the cancel window to Messatsu Gadouken.
Koryuhiji tweaked. General fine tuning. Flash Variant added.
Ground Roll added: Evil Dan can now roll forward on the ground and execute a modified Koryuken for air juggles, or cancel the roll early.
Gadouken Tweaked: General fine tuning. Flash Variant added.
Messatsu Dan Kuu Rekka added. It's fun to do.
Messatsu Koryuken now has 3 rotations.
All Hyper damage values have been adjusted.
Messatsu Gadouken: Stomp-hit pulls opponent into proper range for the projectile to hit.
Messatsu Buraiken: Juggle values corrected.
Flash Variants: These moves have a 15% chance of flashing white and performing a variation of the special move. Keeps you on your toes.
Koryuken: Retains i-frame.
Gadouken: Hits at higher velocity and causes a wall bounce for combo extension.
Koryuhiji: Causes ground bounce for combo extension.
Flash Variants now have an accompanying explod.
Flash Variants now have a new made-from-scratch sound effect. (Hope you don't hate it.)
Flash Variants now have a white bgpalfx on-hit.
Bonus intro added: ********* appears and is taunt-stomped away.