- 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 Saiyan Saga.
- 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.
- Challenge Mode to train and win prizes.
- Fullgame features : Dash Collision, Beam Collision, Chou Kamehameha Fatality, Spinning Gethit.
- Totally custom sprites by Balthazar.
- Voices from various sources (in both Japanese and English) : Burst Limit, Budokai 3, OAVs.
- 5 intros and 11 winposes.
- A configuration file to set some preferences.
- 148 palettes!
- 5 small portraits for you to choose from.
- 22 winquotes.
- AI.

- Character specific winquotes (1.0 only).
- Finish Kaio Sama Challenge mode.
- More prizes and bonus stuff for Challenge mode.
- Various fixes.

Update 6 - XX/07/2014 (version 2.1)
Graphics and Sounds :
- Newly colored Nimbus sprites.
- New Chou Kamehameha FX.
- Louder beam sound (2480,0).
- Added charging/power-up sound that gets more intense over time to Chou Kmh (2400,20).
- The dizzy stars on the opponent (after Genkidama) move with the opponent if he is moved.
- Super DBZ super BG doesn't display any lifebars anymore.
- Altered Cheap KO animation to make him go directly to dead position.
Gameplay Fixes :
- Removed beam counter system.
- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).
- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.
- s.MK (far) > s.MP combo is now possible (it could only be performed from close s.MK before).
- Longer startup for Ex Snap Kick.
- Modified guard.pausetime for whole rekkas, making the move less safe on block.
- Changed varsets in order to avoid this type of stuff : Air to air loop.
- Lowered the attack CLSN on the first attack of Bicycle/Meteor Kick.
- Changed the pause parameters during Bicycle Kick and powered-up variations, so they aren't zero frame anymore (i.e. if you're not already blocking before the super flash, you will take the hit).
- Bicycle Kick makes P2 bounce lower in the air, avoiding being able to chain it 3 times (http://1.bp.blogspot.com/-Ky22yLWLSNI/U0hMALv5qsI/AAAAAAAACLY/F62_cbZm_7w/s1600/Untitled-1.gif).
- Made Emo mode startup (aka Genkidama startup command) as D,D,D+y+b.
- Longer recovery time for Chou Kamehameha, to avoid comboing into s.LK/s.LP.
- Genkidama Lv3 is played correctly.
- Kaioken finisher is chosen by the button you use to perform the command (A=Fullscreen Hyper Kick, B=Rising + Hurricane Kick, C=Nappa Finisher). However, you can still choose which one to use by holding buttons just like before.
Update 5 - 19/10/2013 (version 2.0)
New stuff :
- New stance animation.
- New Hungry Intro when fighting Goku Z2.
- New Lv1 Superspark and new Lv1+Lv2 supersound.
- Palette Chart with the new format.
Graphics and Sounds :
- Default voice is English.
- A big bunch of sound updates : new woosh sound for Slash Chop, changed Ki Blast hitsound, new wooshes for Hurricane Kick and Blur Kick follow-up, fixed English voice in Toskomics winpose, fixed recover sound being Jap in Eng version, added a small yell to karate winpose, added woosh sounds to Dragon Fist moves, reverse throw uses an updated woosh sound, added woosh sound to EX Snap Kick, new fall sounds, changed voice at end of Gregory winpose, correct Shenron voice in English version, fixed woosh sounds on Snap Kick, Dragon Kick and Zero Counters.
- Updated Chichi throw sprites.
- Set the Super Sonic Warriors 2 pal as palette 1.
- Repel projectile is correct vs Z2 chars.
- Fixed transparency for Ex Dragon Fist's Dust FX, depending on config file.
- Update all flash sprites so there's only one shade for the flash (not white and gray).
- Bindtime=-1 on Chou Kamehameha flash FX.
- Chou Kmh super BG in 1st round.
Gameplay Fixes :
- Can attack out of roundstate=2, just for fun.
- Fixed AI taking over because of Bicycle Kick.
- Beam collision compatibility with Gohan Z2.
- AI is harder during Beam Collision.
- Can activate challenge mode against SSJ GokuZ2.
- More recovery time for non EX Snap Kick.
- EX Snap Kick is not comboable anymore, but deals a little more damage (still unblockable).
- Changed P2stateno to targetstate for (Ex) Snap Kick, hopefully fixing Parry problems.
- Air Kamehameha is not an overhead anymore.
- Hopefully fixed Chou Kmh AI bug where it can deal A LOT of hits.
- Genkidama charge is faster, and Goku loses less Hope gauge when being hit.
Update 4 - 17/06/2013 (version 1.2)
- AI by Infinite.
- Focus Smash makes the opponent fall if performed during a combo, to fix infinites.
- Correct voices during Goku VS Vegeta intro.
- Genkidama Kaioken can properly kill in Mugen 1.0 (always worked fine in Winmugen).
- Headbutt throw should look better on most opponents.
- Made air basics reliable for comboing.
- Fixed Broken Back "arms+legs" bug.
- 9 new palettes by CGU.
Update 3.1 - 15/04/2013 (version 1.1b)
- Boomerang Kick added after Ground MK Hurricane Kick.
- Changed the Genkidama command back to qcf,hcb+P.
- Dragon Blast Uppercut plays a guard sound when P2 blocks it.
- Goku gets back control 5 ticks later during forward air dash (fixing infinite by NxL ?).
Update 3 - 10/04/2013 (version 1.1)
New stuff :
- Beam Collision compatibility with SSJ Goku Z2.
- Cursed state (compatibility with Anakaris & Shredder).
- Merged English and Japanese voices into a single SND file, toggable through config.txt.
Graphics and Sounds :
- New Air Dash sprites.
- Updated Genkidama charge sprites.
- Updated Hurricane Kick sprites.
- s.MK has updated sprites and smoother recovery anim.
- Removed all SSJ references (or did I ?).
- Added new common sounds (wooshes, hitsounds, block, jump, ki blast, air dash, Kmh Lv1 launch).
- Prevented 2 Dragon Balls from appearing during a simul fight with 2 Goku Z2 in the same team.
- Disabled Shenron prize from simul mode.
- Removed misplaced Flash FX when chaining Kamehameha > Chou Kamehameha.
- noFG during Genkidama launch.
- New Dramatic SFX when killing with a fatality.
- Removed pause from "Super DBZ" kill Super BG, to avoid nomusic shuttering.
Gameplay Fixes :
- Changed the command for the Genki Dama to qcb*2+P.
- Fixed Dash Collision bug with both characters separating and P2 losing control.
- Updated "prevent crossup" code (Zzyzzyxx fix).
- Completely disabled Beam Collision activation in simul modes, to avoid bugs.
- P2 finishes further at the end of Beam Collision.
- Added facep2=1 in fatality state.
- Genkidama charge (no pause after activation) is now an idle state.
- More recovery time for Turn Elbow Smash.
- Updated Air Fall GetHit (anim 5030, 5035) to ensure better compatibility with other opponents.
- Removed control during air dash startup.
- Removed beam fatality when there's more than one opponent, to avoid Mugen freezing.
- Removed the Kame Sennin prize, as it won't be used anymore. Sorry guys, password is now useless for Beginner Challenge.
- Updated Cheap KO system to latest standard.
- Fixed a.SK messing with opponent variables.
- Fixed hitsounds for Kamehameha and Genkidama (launching sound displayed at wrong moment).
Update 2.2 - 24/10/2012 (version 1.0c)
- Beam Collision compatibility with Vegeta Z2.
- Added Sliding Kick/Cartwheel Kick intro VS Goku Z2.
- Vegeta can be a dummy for Goku Z2's Challenge mode.
- Can dump power in Beam Collision by holding Start.
- Hopefully fixed Super BG kill not showing at times.
- Dash Collision should be much less buggy.
- Hope Gauge X axis variable works properly for P2.
- Can perform Super Meteor Kick after Dragon Blast Uppercut.
- Kaioken becomes Kaioken Chou Kamehameha when fighting 2 opponents (even when Goku is fighting alone).
- Fixed a black screen problem during Kaioken fullscreen animation.
Update 2.1 - 24/09/2012 (version 1.0b)
- Goku can connect LK Hurricane with Boomerang kick again.
- Forbidden Genkidama can only be performed from 2nd round.
- No more 3 hit combo LK Hurricane Kick using a buffer trick.
- Hopefully fixed Kaioken Kamehameha not coming out at times.
- Added Kaioken Kamehameha voice for English version.
- New recolored portrait as position 9000,1233 to match SSW2 palette.
Update 2 - 12/09/2012 (version 1.0)
New stuff :
- Added Super Saiyajin winpose.
- Dragon Balls randomly roll out from the opponent at the end of a match.
- Added compatibility with Satan Z2.
- Added Beam Collision compatibility with Yellow Suika by Veanko and Combo Stickman by March.
- New Kaiyoken Finisher : Forbidden Genkidama.
- Added Kaioken Chou Kamehameha in Simul mode instead of the other Kaiokens.
- Diagonal Beam Fatality effect, for the Upwards Chou Kamehameha.
- Added anti-SSJ variable (see Config file).
- 25 new palettes, mostly by Balthazar (see palettes/New.rar).
Graphics and Sounds :
- Finished updating animations : Stretch intro, raised fist winpose, Kung-fu pose winpose, Toskomics winpose, SSJ3 winpose, walk, turn, crouch, crouch turn, run stop, air dash forward, electrocuted, far s.LP, close s.LP, s.LK, Knee Kick (close s.MK), c.LP, c.MP, grab attempt, Dash Collision, Power Charge, last sprite of Slash Chop, Kamehameha launch.
- Huge cleaning of the SFF and switching sprites in animations to build the final ones.
- Uses double-handed launch animation for Level 3 Genkidama.
- Fixed sprites 5001,0 and 5002,0 in the SFF.
- New hitsound for Slash Chop, and red pulse palFX when hit during Slash Chop charge.
- Music is stopped during Toskomics winpose.
- Spinning sound delayed during state 5052.
- Changed sprpriority to 1 for basic attacks.
- Repel Projectile is now the "generic ball FX". Added ki-blast firing sound. Can still use the old FX by changing a value in the config file.
- Realigned Hurricane Kick sprites.
- Fixed Kamehameha Ki Gather FX transparency (white parts of the sprites missing).
- Added Twist KO SFX to Bicycle Kick and Air Recovery.
- Fixed foreground appearing during Bicycle/Meteor Kick and Kaioken.
- Chou Kamehameha fatality is now compatible with very tall characters.
- Updated the look of Beam Fatality : moves back, looks more dynamic and dramatic.
- Slightly scaled up Genkidama Lv1 FX.
- Changed Hope Gauge display a little.
- The horizontal dash aura during Kaiyoken startup is now animated.
- Polished a little the Hyper Kick fullscreen Kaioken transition.
- Corrected a bug with the way Back Breaker handles the opponent animation.
- Added sound and palFX to indicate when Genkidama Kaiyoken has be input properly.
- Fixed music bug during Super BG.
- Fixed typos in Kami-Sama and Kaio-Sama dialogue sprites.
Gameplay Fixes :
- Added compatibility with V.Akiha by Kohaku.
- Added compatibility with Warachia by Rajaaboy.
- Changed number of matches to 7 in Arcade mode to get a prize winpose.
- Fixed backdash facing the wrong direction in certain conditions (e.g. POTS Geese's anti-air countermove).
- Fixed VelAdd bug as explained by Vans at his website.
- Updated "First Attack" code.
- Modified interaction code for Broken Back and Dash Collision. Dash Collision now checks an anim, and not names.
- Removed camera ignore on KO.
- Fixed Cheap KO animation looping in some cases.
- Zero Counter deals more damage.
- Fixed various statetype problems.
- More power gain when successfully repelling a projectile with Slash Chop.
- Changed trigger to "statetype != A" for all standing and crouching basics.
- Fixed "restand" bug with c.LK and c.MK.
- s.SP > c.MK link combo deals more damage than c.MK>s.SP chain combo.
- Added "command!="holdback"" trigger to have s.HK performable during run by pressing B+c.
- Fixed a bug making some characters not rebound after being hit by a.SK.
- Changed Tomoe Nage for Seoi Nage throw.
- Cannot link throws anymore.
- Added limiter to Dive Kick to avoid infinite with a.LP.
- Changed buffering for Dive Kick. qcf,uf+K makes it trigger (not EX version though).
- Fixed Hurricane Kick going through the floor.
- Fixed rare Ki Blast comboing problem.
- Fixed bug with Ki Blast looping into itself when performing qcb*2+P during ki blast.
- Bigger hitboxes for EX Snap Kick.
- Higher recovery time at the end of Kamehameha and Genkidama.
- No Power Charge when MAX Genkidama is on the screen.
- Freezed timer during Kaioken, to avoid bugs with time over.
- Added fix for Kaioken bugging against Silvy by Hanma, because of stupid state-2 coded by Hanma.
- A lot of even less noticeable stuff !!! o_o
Update 1 - 30/08/2011 (version 0.9)
New stuff :
- New follow-ups for Kaioken : Typhoon Kick, Back Breaker and Genkidama.
- Beam Collision.
- Challenge Mode, available in Training mode, allowing you to practice and unlock prizes.
- Chou Kamehameha gains an Upwards variation by holding Up when releasing the beam.
- Custom & Universal Fatality state when killed by Chou Kamehameha.
- Pressing qcb+K during Hurricane Kick, when making contact, would make Goku cancel into Boomerang Kick, with the exact same properties as the normal version.
- Aerial Zero Counter.
- Added English voice patch by jweezy34.
- Super DBZ super background (enabling done in the config file).
- Midnight Bliss.
- Added 22 winquotes to Goku.
- Tons of new palettes by ChocolateGiddyUp, Dope, Girlfriends Lil Bro, Goodaldo, Hien, Maladingdong, MC2, Moon Girard and Trill Cosby.
- 4 new intros (with one special variation VS Megaman by DG), 2 new winpose speeches, 7 new winposes and 1 awesome hidden winpose.
- Added Dash Collision compatibility with Storm-Ex' Awoken Ichigo and Dope's Alucard.
- New sections in the Readme (Fullgame Features, Tutorial page, Palette chart, etc.)
Graphics and Sounds :
- All sprites updated by Balthazar : system stuff (dashes, run, run), all gethits, basics (standing, aerial, crouching, command moves), specials (Dragon Fist, Elbow Smash, (EX) Snap Kick, Dragon Blast Uppercut, Dragon Kick, Slash Chop), supers (launch animation for Diagonal Kamehameha, Genkidama Charge, Aerial Kamehameha).
- New FX from SF3 and VS games, for more consistency.
- New hitsounds from Burst Limit and SF3, depending on the SND file you use.
- Various small fixes : scale change for some effects, additional sprites for some animations, timings, some realignment, transparency fix, dust added on some moves, etc.
- "First Attack" text message appears in rounds 2, 3, etc.
- New foods for taunt : corn, burger and dino tail ! New Pimp glasses because that's cool !
- Added camera focus on player for Hyper Pause when fighting Syn's characters.
- Nulled velocity when the opponent hits the ground before they bounce during boomerang kick.
- Flip knockout animation (5052) changed to loop at the end.
- Ki Blasts have different heights, and the second one gives a low gethit animation to the opponent.
- Fixed afterimages for Ex Hurricane Kick and Ex Snap Kick.
- Added FX to EX Slashdown Kick.
- Removed afterimages from most Supers.
- Fixed Kamehamehas not displaying the explod part when they hit each other.
- Added Dizzy stars to the opponent.
- Goku says "Shiwatta!" when hit during Genkidama charge.
- Hope Gauge now disappears with a fade out and velocity, as other notifications.
- Particle system for Genkidama charge, instead of the old FX.
- Genkidama FX is now high definition.
- Changed hitsound and envshake during Kaioken Uppercut.
- Additional sprite for full screen Kaioken kick.
- Removed the flashy blue Super BG from Kaioken (was disabled by default before).
- Fullscreen Kick animation during Kaioken appears over most helper bars now (still not perfect).
- The gethit animations alternate during the Kaiyoken super combo.
- At the end of Kaioken, Goku is frozen in Ironman pose after he lands, to increase dramatic effect, until P2 can stand up.
- Added Super Kill BG to Kaioken, as well as a variable to enable/disable it in config.txt.
- New cleaner SF3 Super BG sprite.
- Two new small portraits by Balthazar and one new small portrait by Dope.
- Cleaned up the SFF.
Gameplay Fixes :
- Various Readme fixes and updates (new moves, new images, etc.).
- Recoded recovery states. New FX and sound, and new behaviour for Ground Recover.
- Recovery command changed to single button press.
- Attacks give power to the opponent.
- Standing CLSNs are now higher, thanks to the new stance, so standing attacks will hit him more easily.
- Modified all HitDefs so Goku gains less power when hitting the opponent.
- Light basics can be combo'd into Strong basics correctly now.
- Medium basics stun the opponent long enough, allowing them to be combo's into specials and supers now.
- Changed some hitvels to ease comboing with basics.
- Adjusted Uppercut hitvels and super jump height as well as some aerial hitvels to ease aerial combos from Uppercut.
- Removed c.LP and c.LK being chainable into themselves.
- Gave s.SK a longer recovery time in order to avoid infinites.
- Pressing D+SK or DF+SK during run now triggers c.SK and not Cartwheel Kick anymore.
- Fixed infinites on tall characters : chaining standing basics to aerial basics will make the opponent fall. Chaining an aerial light basic into an aerial medium basic will make the opponent fall too.
- Changed Flik Flak's behaviour: only performable once, invincible during it, done by tapping "back" when landing from Back Dash. Removed config variable for it.
- Slash Chop has less strict timing.
- Punch Zero Counter changed from Rising Kick to Snap Kick.
- Zero Counters can't kill the opponent anymore and deal much less damage.
- Added forcestand = 1 to some specials.
- Guarded Ki Blast now gives much less power, and Ki Blasts give much less power when performed.
- Changed Ki Blast timings : the 2nd ones can't be performed by smashing P after the 1st input, and the command buffering should feel more solid now.
- During light Dragon Fist, Goku shouldn't be able to pass on the other side of a thin (cornered) opponent.
- During Dragon Fist moves (+EX), Goku won't turn automatically if the opponent goes behind him.
- Dragon Fist > Snap Kick (QCB+P, QCB+K) combo is possible now.
- Dragon Fist can't be chained into s.LP anymore.
- Gave 3 additional ticks of recovery time to Turn Elbow, to avoid any possible infinite.
- Fixed (EX) Snap Kick and Blur Kick sending the opponent in the bad direction when hitting from behind.
- Aerial Hurricane Kick adds power to the powerbar.
- Very slightly highred EX Hurricane Kick damage.
- EX Slash Down Kick does more damage and has quicker startup.
- Kamehameha Up is now performed by pressing up during superpause of regular Kamehameha.
- Changed Kamehameha (Straight, Diagonal and Aerial) hit velocities.
- Being thrown reduces Goku's Hope Gauge now (code by 2OS).
- Changed the Genkidama Dizzy state movetype from I to H, so the damage dampener doesn't reset.
- Changed the Genkidama helper so the combo counter doesn't reset when the opponent is dizzy.
- No Genkidama charge nor Genkidama startup when a Spirit Bomb is already on screen, in order to avoid spam.
- Comboing Meteor Kick after Dragon Uppercut is possible now. It could only combo into Bicycle Kick before.
- Modified Goku's CLSN during Meteor Kick, to avoid a bug where Goku would miss with the 2nd kick.
- Kaioken can now be guarded.
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