Current progress of Vegeta 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 all DBZ 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, Final Galick Ho Fatality, Spinning Gethit.
- Totally custom sprites by Balthazar.
- Original English voice dubbed by Mick Lauer (Rice Pirate).
- Japanese voices from Budokai 3 and Raging Blast 2.
- 11 intros and 8 winposes.
- A configuration file to set some preferences.
- 114 palettes!
- AI.




- Secret stuff. :P
- Various fixes.





Update 1 - 17/06/2013 (version 0.95)

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.