March/6/2019
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---did the following 5.0 changes
-Make get up time universal
-change when power charge actually begins
-fix grab anim on throws
-make jump start state not hittable by throws
-remove extended throw invincibility from get up
-Fireball Projectile Helper Standard 
-make sure no OTG attacks can cause infinite with new OTG system fixes in place (example is cMK fix)
-various throw fixes
-hold button to recover
-change invuln time after get up from 3 to 1
-move flip ko sounds to -2
-No hold for focus
-Ground/wall spark clones fix

2-12-19
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-added play through blur frame code and applied it to jSK

2-5-19
--updated sff with Ethan's 
--updated .snd
--updated small portrait
--updated config.txt
--fixed back throw sound repeating on hit
--fixed EX dive kick
-We are now unable to activate the Hope Mode in mid-air. Charging in mid-air still works, but the activation doesn't.
--fixed
-I'm unable to do the rekka Dragon Upper move with SP, it only works with LP and MP. And on top of that, the timing is a bit different than before (you need to input the Dragon Upper slightly sooner than before).
--fixed
-He is now missing sounds for jumping (not Super Jumping) , charging Hope Mode , jump-landing sound after Get Up , foot step sound for Turn Elbow recovery , lightning flashes (during Chou Kamehameha charging) , the second falling sound for P2 after Lvl3 Bike Kick... (maybe some more)
-updateing volume to volumescale broke a few things. Searched all volumescale values and fixed
-power charge aura looping sound is still present, but it seems lower in volume compared to before.
--morevolumescale
-I'd swap out a few of his HIYAH voices used for his Ki Blasts, I'd use some more low-effort grunts (like ones used for his Light Attacks) for those
--added more variety

1/14/19 -JNP is back
-fixed EX Rekka issue

-updated various buffer codes
-fixed walk sounds
-added more gethit voices
-added more death cries
-throw fixes
-LVL2 and LVL3 Bike Kick speed same as LVL1 now for less dropped combos

10/02/18 - Answer
>Superglued hope bar together, very wonky need some testing
>fixed lvl3 Kaioken Kamehameha oversight; command is qcfqcf 3p
12/03/18 includes list of changes I forgot
>Boomerang Kick command fixed
>Fixed cancel issue with lvl1 and 2 KHH
>Fixed? Issue with Hope Bar
>Goku'd voice no longer gets cutoff when doing lvl3 KHH
>Grab anim adjusted
>changed sound for flying away winpose

09/30/18 - Answer
>Dragon fist's travel distance fixed
>Genkidama should be easier to perform 
>Cartwheel kick command fixed
>earrape removed from backthrow
>Kaioken's command changed from qcfqcb to qcfhcb (there is no buffercommand for the former I could find)
>Added Ethan's fixed snd

Nov/16/2017
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-reduced hit time from tatsu

Oct/30/2017
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-[HDBZ]air basics won't hit overhead on the way up
-[HDBZ]8 tick window before you gain control in air dash after jumping

Oct/11/2017
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-[HDBZ]updated air/ground tech code

Oct/10/2017
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-Tweaked many CLSN for basics

Oct/8/2017
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-Added back ability to chain Tatsu and EX Tatsu from cartwheel
-chaining into tatsu from cartwheel costs more juggle points
-sSP not as + on hit and block
-sSP can chain into sSK or cartwheel
-tatsu less safe on block
-Goku attack power reduced from 100 to 89
-V2-- tatsu tweaks

Oct/1/2017
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-tweaked EX Snap Kick

September/29/2017
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-cartwheel +1 on block
-fixed 3rd hit auto rekka
-fixed issue with KHH beams missing at close range

September/28/2017
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-Fixed throw tech - again
-Fixed issues with Kaoken KHH and increased it's block dmg
-Added clash ability with KHH beams
-tweaked EX Snap kick to not hit twice but still break armor
-v2-- lowered cartwheel cartwheel is +1 on block


September/27/2017
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-[HDBZ] Fixed hard knockdown bug
-[HDBZ] Added throw tech
-[HDBZ] removed poweradd from simply doing basics without hitting
-[HDBZ] Fixed empty blocking using AttackDist
-Added longer start up to EX Snap Kick 
-Can now combo after it connects
-1st 2 rekkas are no longer unsafe on block
-fixed crouch guard clsn boxes
-"I'm really hungry" now part of random intros instead of only vs himself
-Changed interaction triggers for intro vs Vegeta (awaiting changes to Vegeta)
-DMG on Emo LVL3 finisher greater than #2
-can no longer chain combos after cartwheel
-reduced hitstun for jLK
-added Ki blasts knockdown limiter
-removed pauses from LVL2&3 Bike kick
-fixed layering for emo bar
-Light Dragon fist now travels least distance, strong furthest
-changed snd fx for Broken Back toss and hurricane kick connect
-version 2 -- fixed bug in throws
-version 3 -- cartwheel +2 on hit rekka 1 and 2 are +1 on hit

September/26/2017
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-[HDBZ] Added Dash Collision fix
-[HDBZ] Added tall char infinite fix
-Added Kaioken Kamehameha lvl3 super QCFx2+3P
-now stay floating in air for 10 ticks when you stop charging Emo in air

September/20/2017
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-Cartwheel made to be 13 frames

September/8/2017
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-[HDBZ] Added jumping basics juggle limit LVL2 going further beyond!

August/11/2017
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=[HDBZ] Added jumping basics limiter system
=fixed issue with armors and custom state 5000
=removed pause from Bike Kick

July/5/2017
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-Increased Guard Pausetime for 2nd hit of Cartwheel Kick
-Increased start up of cartwheel kick
-Added a sub dampener for Hurricane kicks
-Can now activate Hope Mode in the air
--The following changes are in hope mode--
-While gathering energy you may now hold UP to stick in the air
-while floating you can press back and forth to move
-you gain control 10 ticks after floating
-you can still use the float technique even when your Hero Meter is filled
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-EX Snap Kick now goes through 1 hit of armor, goes further and higher, and you gain control on the recovery.


May/31/2017
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-Increased Goku's Guard stun on combo cSP(after Cartwheel too), jSK, and Boomerang Kick follow up after hurricane

-If 2nd hit of LVL3 Teleport Attack misses then 3rd attack does not occur

-Kaioken Dash should be immune to Combo Breakers
-Added Chicken Block code
-Can now throw with just LP+LK no directions needed
-Fixed all attacks to work with super armor


4.1 patch log
- Fixed Ground Bounce State
- Fixed State Type for Teleports
- Fixed VS Vegeta Intro bug
- Nerfed meter gain from cartwheel and tatsumaki
- Nerfed min damage on Bicycle kicks
- Added Tatsumaki limiter
- New Default Palettes
- Tweaked win quotes 


03/19/2017
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I changed damage and scaling for hurricane kick and doubled the scaling points given by ki blasts.


03/17/2017
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Had missed the dampener for one of the Meteor Kicks flip supers. Fixed a bug that caused you to be able to kill P2 and go into emo at the same time for the cost of 0 super meter carrying over to the next round.


03/16/2017
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-Hitpauses on EX Hurricane reduced from 12 to 8

-Can cancel cSP after Cartwheel kick upon landing

-Damage on all super moves and finishers adjusted

-LVL3 super command changed back to QCFHCB+k

-Returned ability to combo after sSP but the move isn't as safe on block now

-fixed various "no target found" debug issues

-Reduced startup for light and medium hurricane kick


03/13/2017
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Added longer start up to normal Hurricane Kicks
Quicker recovery from landing after EX Hurricane Kick

Reduced recovery on EX Dragon Fist

Removed height limit on EX Dive Kick while adding it to the normal version.


============================
Alex Sin fixing Goku Z2
============================


Missing:
- Vans's fix (do I need to add it?)
- Cinematic Explod thingie for Piccolo.


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07/03/2017
- Hitting ground/wall sounds bug fixed (adding channels 20,21,22).
- Changed Enemy to Target and NumTarget instead of NumEnemy in certain cases, to remove debug flood.


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28/01/2017
- Even more fixes to the damage values. I forgot to remove and change some fvar(15), which are not used, to fvar(11).
- Also fixed the bounce variable, var(7).

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19/01/2017
-New damage dampener added and fixed. I forgot to add root, fvar(11) in some places and I had to add a ParentVarSet that added 1 to the root's fvar(13) (hit count variable).


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15/01/2017
- All varsets (var(7)) in all states that require it are now fixed (a.HP / a.HK bounce juggle limit).


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02/01/2017
- a.MK can't be combo-ed into itself anymore (e.g.: dash backward (jump), MK -> repeat)
- EX Slash Down Kick can't be combo-ed into itself now.


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17/12/2016

Finished adding the damage dampener like I was told to... Although in the helpers.cns it doesn't work as intended, so I had to "adapt" it for the character... I don't know why it works on Piccolo but not on Goku, I made sure the variables I used weren't being used for something else... I don't know. Whatever. ¯\_(-_-)_/¯

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8/12/2016

Adding new damage dampener. Missing only helpers.cns.

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4/12/2016

- Aerial Genkidama charge (Hope charge) added.
Sprites come from SSJ Goku Z2 and correctly indexed (group 2500, indexes 10,11,12).
States 2506 and 2507. (thanks to xxxXx for the animelem varset trick, didn't think of that)


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1/12/2016

- Hope system activation kept to D,D,b+y (medium kick + medium punch). The other commands (Kaioken, Genkidama) will use their original input. No more easy commands. 4/12/2016: Scratch that, the easy commands will be available. Only this time the Kaioken can be done with QCBx2 and any kick button (easy command).

- Dizzy stars moved 30 pixels upwards for Piccolo.


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29/11/2016

- The aura effects will stop while in pause/superpause.


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28/11/2016

-Added "triggerall = !IsHelper" to explods 5938 (flip ko effect) and 20152 (twist ko effect).


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1/11/2016

- Small bugs on the Kaioken rushes fixed. (eg. explods, hitsounds)


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27/10/2016

- Perfect pimp winpose removed.

- Dragon Fist -elbow- hitsound has been changed. (group 5, index 10)

- Aura charge animation updated.

- Shenron intro fixed (BG Pal FX, sound effects etc.).

- Sprites group 5886 fixed (I used a different colour for the gi, now that's been fixed).

- Updated Hope bar and relative sprites (group 2556, 2557 added).


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25/10/2016

- Intro sounds will now stop if the intro is skipped.


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22/10/2016

- p2stateno to TargetState.


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21/10/2016

- Hope mode -> Genkidama throw timing corrected.

- Added ignorehitpause = 1 to the dust effect of the Focus Attack/Slash Chop.

- Genkidama sound effect added (2000,12).


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20/10/2016

- Chou Kamehameha explods movement during pause/superpause fixed (for some reason pausemovetime and supermovetime were commented, so I just removed the semicolons needed to comment them).

- Genkidama throw after activating emotion system during the superpause.

- Kamehameha -> Genkidama cancel is now possible.

- Kaioken costs two powerbars when in Hope mode (Emotion system). (21/10/2016: fixed power condition in the commands)

- Hope bar won't decrease when getting hit. Removed the "darn it!" (both english and japanese) voiceclip when he's in Hope mode.

- Organized the config file a little (for the easy commands). Now you only use one variable to choose between normal commands and easy commands. Everything is explained in the config file.


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18/10/2016

- Shenron sound effect changed.

- Dash Collision effect removed. Dash collision sound changed.

- Hitting ground sound effects changed and added (15000,2).

- Added easy_emo command (easy command to activate the Emotion system, Hope).
easy_emo	= D,y+b (Down, Medium Punch + Medium Kick)

- Grab whiff sounds swapped.

- Two ticks of delay added to the Ctrlset in the jump landing state.


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17/10/2016

- New fonts added.


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10/10/2016

- Taunt: thought bubbles and food position changed. Winpose (I'm hungry): thought bubbles and food position changed.

- Added sound effect for hitting ground. (15000,1)

- Backward throw sound effect changed.

- Dragon Fist (1st attack) and EX Dragon Fist (3rd punch) have now lower guard hit times so he can be punished. Same thing for the Hurricane Kick (not the EX version).

- Kamehameha (ground, air) sound effect (charge) has been changed.

- Added easy_genki and easy_kaio commands (easy commands to shoot the Genkidama and to perform Kaioken).
	easy_kaio	= D,x+a (Down, Light Punch + Light Kick)
	easy_genki	= D,z+c (Down, Heavy Punch + Heavy Kick)
	They can be set in the config.txt file.

- Genkidama sound effects changed.

- Stupid bug with up Chou Kamehameha fixed; I fixed it on Gotenks but I made the same mistake on Goku! >_<

- Emotion system will be removed when and if the Kaioken rush supermove fails.

- Instead of explods, now the helpers use the sparkno in their hitdefs. This means that, although the hitsparks can't be scaled like before, there won't be problems regarding hitspark positioning (eg against Piccolo's clones).

- Kaioken workaround for Piccolo completed. Hey, before I mentioned Gotenks, maybe I'll have to take into account those ghosts of his.


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04/10/2016

- Fixed the "I'm really hungry" intro against himself. You could jump before the intro roundstate finished, causing him to stand in the air. (state 746, changestate: it had ctrl = 1; changed to ctrl = 0)

- Removed the heart graphic in his "Catching Chichi" winpose. (state 700)

- Removed yellow effect for his Focus strike attack.

- Genkidama Kaioken rush fixed. Occasionally he would shoot ki blasts ad infinitum. So I added a varset at the start to fix it. Also fixed the sound effect playing ONLY when the Genkidama flies against the enemy, not when it hits the enemy.

- Slash Down kick (state 1100) can now be punished if guarded. (only tested against Goku Z2)

- Kamehameha white light effect removed on all Kamehameha moves.

- Added Kaioken aura to Kaioken Chou Kamehameha (upwards).


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03/10/2016

- Slightly extended red CLSN for s.SP. Also changed the ground.slidetime and ground.hittime to 20 and the ground.velocity to -7.7.

- Added twirl sound effect for his flip animations (Bicycle Kick, Meteor Kick, Super Meteor Kick).

- Fixed Zero Counter start up animation.

- Added workaround for Kaioken against Piccolo Z2.
	When he's alone (no clones), the Kaioken works like normal;
	When he makes clones, Goku does the Kaioken Kamehameha.
	I'll have to test it more (what if Goku does the Kaioken while Piccolo summons his clones?)

- Kaioken Kamehameha fixed.


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30/09/2016

- Added sounds 2000,2 and 2000,10 as 2000,3 and 2000,11. Sounds not used, awaiting instructions.

- Changed reverse throw sound (with strong punch whiff sound) and added forwward throw sound (jumping sound effect).

- Changed authorname to "Team Z2".

- Added "My Toes!" sprites and animation. (number 5886)

- Added combo: c.SP -> EX Hurricane Kick.

- Reducing pausetimes (removing one unit on all hitdefs)
	Done: normals.cns, specials.cns, system.cns, supers.cns, helpers.cns
	I hope I haven't put the old infinite combos in the character when editing the pausetimes.

- Fixed head.pos.

- Not really needed or useful but fixed the sprite 20500,0 to spell Kaioken instead of Kaiyoken.

