Current progress of SSJ Goku Z2

- All the basics (3 punches and 3 kicks, in stand position, crouch or air) required, as well as command moves.
- Plenty of Specials and Supers inspired by the Frieza, Cyborg and Cell Sagas.
- Chain combos, Cancels, Super Cancels.
- Super Jump from CVS & MVC.
- Power Charge, Run from KOF.
- Zero Counter from SFZ.
- Air Dash from GGX.
- Midnight Bliss, Shocked, Cheap KO, Twist KO animations.
- Negative Edge.
- Fullgame features : Dash Collision, Beam Collision, Chou Kamehameha Fatality, Spinning Gethit.
- Totally custom sprites by Balthazar.
- Japanese voices from various sources : Burst Limit, Budokai 3, OAVs.
- English voices from various sources, courtesy of Jweezy.
- 6 intros and 8 winposes (32 if you count each cameo as a separate winpose).
- A configuration file to set some preferences.
- 227 palettes!
- AI with 8 different levels.




- Character specific winquotes (1.0 only).
- Various fixes.





Update 2 - 13/10/2013 (version 1.0)

New stuff :
- Color separation by BlueSunStudios.
- English voice patch by Jweezy added to the SND file, selectable in config file.
- AI coded by Infinite, with 8 difficulty levels.
- Added an intro vs Vegeta Z2.
- New Lv1 Supersparks, new Lv1+Lv2 supersound, new Ki Blast hitsound.
- 29 new palettes, many of them taking advantage of the color separation.

Graphics and Sounds :
- Various sound changes and fixes : new woosh sound during Slash Chop, added regular hitsounds to Blast Fist, added woosh sounds to Mario and Luigi during winpose, added laugh and pod sounds to Bowser, using regular SK woosh sound for s.SK*3 combo (blur mega/max) and c.SK.
- New Blast Fist falling back to ground sprites.
- New vs Freeza intro sprite.
- Fixed Broken Back "arms+legs" bug.
- Fixed Slashdown Kick FX staying one tick too long when landing.
- Added bindtime=-1 to Flash FX during Chou Kamehameha.
- Finisher 1 : shorter transition between gut punch and final blow, so it's more dynamic.
- Removed dust FX from Broly winpose.
- Inverted Scott and Nega Scott in the Scott Pilgrim winpose.

Gameplay Fixes :
- Focus Hammer makes the opponent fall if performed during a combo, to fix infinites.
- Repel projectile is correct vs Z2 chars.
- Air Kamehameha is not an overhead anymore.
- Changed variable and changeanim behaviour in Air Chou Kamehameha to avoid red CLSN box problems when the beam doesn't connect.
- Slightly edited aerial basics' pausetimes and slidetimes.
- Goku gets vels immediately at end of Air Chou Kamehameha, before falling down.
- Justice bar raises a lot only if teleport attack actually connects (only raises a little bit otherwise).



Update 1 - 15/04/2013 (version 0.9)

- Can't move before round starts during teleport in and kinton intros.
- Justice mode is activated only after the superpause during Justice mode activation.
- Disabled Kaio car winpose in case of a fatality, to prevent infinite walk.
- Opponent cannot recover from Flash Kick teleport attack.
- No more "revert to normal" sound when Goku is disintegrated by a Chou Kamehameha.
- Kinton during taunt is now affected by an enemy pause.
- Added alt small portrait by aldo7246.
- Fixed Beam Collision win state having SSJ Goku disappear.
- 2 additional startup ticks for Dive Kick, hopefully fixing Dive Kick infinite by NxL.
- SSJ Goku gets back control 5 ticks later during forward air dash.
- Uppercut > Hyper Rush doesn't cause Rajaa's Necro to go out of the Hyper Rush gethit state anymore.
- Removed a spawning helper from Slashdown Kick, to avoid slowdowns on slower systems.
- Various readme fixes.