Current progress of Vegeta Z2 & Majin 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, Final Galick Ho Fatality, Spinning Gethit.
- Totally custom sprites by Balthazar.
- Original English voice dubbed by Mick Lauer (Rice Pirate).
- English voices by Chris Sabbat.
- Japanese voices from Budokai 3 and Raging Blast 2.
- 12 intros and 8 winposes.
- A configuration file to set some preferences.
- 122 palettes!
- AI.
- Secret stuff. :P
- Various fixes.
Update 6 - 06/12/2015 (version 2.2)
Graphics and Sounds :
- Updated Saibamen sprites
- Added English [Chris Sabbat] soundpack
Gameplay Fixes :
- Fixed Babidi vs. Bulma intro triggering accidentally
- Small tweaks in AI
- Added time limit and position triggers in Winpose 9
- Fixed Aura Burst adding life back when enemy was behind Majin Vegeta
- Fixed SPB not working when Majin Vegeta is behind the enemy
- Fixed "M" helper being accidentally set as movetype=A
- Fixed Atomic Blast not behaving correctly if Majin Vegeta was hit shortly after performing the move
- Fixed Galick Ho overlays not disappearing under specific conditions
- Fixed Hitdef attributes in Galactic Gunfire, Zero Counter and Wolverine Sweep
- Fixed Dash Collision not triggering correctly under specific conditions
- Added finisher to Sanity Final Flash
Misc :
- Added COTM award to documentation
Update 5 - 27/05/2015 (version 2.1)
Graphics and Sounds :
- Added FX to Majin Perfect winpose
- Added FX to Aura Burst
- Added Envshake to Bulma Intro
Gameplay Fixes :
- Added Z2 Dash Collsion anim check to Atomic Blast
- Majin Vegeta will now regain control if SPB whiffs in Mugen 1.1
- Fixed Atomic Blast behavior against Babidi and other characters
- Fixed Atomic Blast movement while jumping
- Fixed Royal Edict gethit behavior
- Fixed 1 tick bug in WinMugen/1.0
- Fixed stance in Majin Vegeta when intro vs Babidi is skipped
- Fixed Saiyan Pride Beatdown behavior against certain enemies
- Fixed bug in Double Slash Kick while hitting the enemy on the last active hitbox frame
- Fixed Majin Vegeta gaining full life at the beginning of the round in Turns mode
- Increased Sanity Bar consumption on Super moves
Misc :
- Updated Team Z2's URL in DTC
- Updated readme information related to Majin's moves
Update 4 - 17/05/2015 (version 2.0)
New stuff :
- Majin Vegeta first public release.
- New intros for Normal Vegeta (Oozaru, Versus Freeza Z2, Bulma, etc...)
- Updated manual/documentation for both Normal Vegeta and Majin Vegeta.
Graphics and Sounds :
- Revamped almost all sprites for Normal Vegeta.
- Tweaked animations for some Normal Vegeta states.
- New palettes for both Normal Vegeta and Majin Vegeta.
- Added "My Toes" Get Hit animation.
- Updated sounds for some moves.
Gameplay Fixes :
- Fixed trigger in CMD which didn't allow normal vegeta to perform s.SK while holding forward, because of Majin's Axe Kick.
- Added option for character mode selection via config.txt file, as well as alternate .DEF files for character locked selection.
- Added time limiters for some special moves, avoiding its abuse experienced by certain players.
- Increased 10 ticks on the recovery time for EX Ki Blast under Rage mode.
Update 3 - 14/07/2014 (version 1.1)
New stuff :
Graphics and Sounds :
- 8 new palettes : Blue_Sun_Studios-Alucard, Blue_Sun_Studios-The_Devils_Corpse_False_SSJ, Bomberman-HeyDidyaWannaGoKartRacin, Bomberman-IdOughtToBeOnABaseballCard, Bomberman-LossOfAppitite, Bomberman-SpacePwncess, Bomberman-SparklePrince, Bomberman-StepItUp.
- Super DBZ super BG doesn't display any lifebars.
- Louder beam sound (2480,0).
- During "VS SSJ Goku winpose", Vegeta turns to the other side if too close to the front edge of the screen.
Gameplay Fixes :
- 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.
- Removed beam counter system.
- Low Zero Counter makes P2 go much lower in the air, avoiding Ki Blast loops.
- Fixed a.SK bounce bug. s.SK limiter was interfering with it at some point, making a.SK not bouncing.
- Sliding Kick can't be jump cancelled into, when P2 has blocked Sliding Kick. This fixes blockstring problems.
- Set the juggle points for Sliding Kick to 7 instead of 0, which should fix the infinites by making them whiff.
- Removed Ki Blast knocking down air opponents, apart from MAX charged Ki Blasts.
- Increased recovery time on 2nd Ki Blast to avoid a Ki Blast infinite [Ki Blast+HP, Ki Blast+LP].
- Air Machine Gun Temper has less guard pausetime/hittime/slidetime to make it less safe when performed on a guarding opponent.
- Added recovery time to Air Machine Gun Temper (state 1740). No more comboability for this move.
- Knee Arrow is now cancellable into Air (Chou) Galick Ho.
- Added a landing state (which gives more recovery time) to Air (Chou) Galick Ho.
- Air (Chou) Galick Ho is now an OTG.
- Added a trigger to hopefully fix Final Flash VS Saibamen bug. Didn't manage to test the bug.
- Rage Galactic Gunfire is now blockable.
Update 2 - 19/10/2013 (version 1.0)
New stuff :
- New Lv1 Superspark and new Lv1+Lv2 supersound.
- Added an intro vs DivineWolf's Skullomania. Updated the tutorial section too.
Graphics and Sounds :
- A bunch of sound updates : changed Focus Hammer woosh sounds, changed Ki Blast hitsound, changed suplex voice for a grunt, new Falling Sounds, fixed Zero Counter woosh sounds, SK woosh sound and jump sound for (EX) Rising Knee Arrow, SK woosh sounds for all instances of Bomber Kick.
- Sabat voice : using "Beat it punk!" for Knee Arrow.
- Added English voice sound when hitting full power.
- Added sound effect for arm falling on ground during "eating arm" intro.
- More fitting voice for Seatin intro in Japanese.
- Corrected voice for Explosion Grab, being in the wrong language at times.
- Set the Bukuu Ressen 2 pal as palette 1.
- Saibamen placement depends on Vegeta's position on the screen.
- Repel projectile is correct vs Z2 chars.
- Fixed bug where Rage bar filled more than it could for 1 tick (minor graphical glitch).
- Added lipsynch to ground (Chou) Galick Ho.
- Added lipsynch to Air (Chou) Galick Ho.
- Performs his special mute winpose after Dirty Fireworks Finisher.
Gameplay Fixes :
- Beam collision compatibility with Gohan Z2.
- Can attack out of roundstate=2, just for fun.
- Slight strategy guide update.
- Slightly extended a.SK hitboxes.
- Dashing Sliding Kick is unsafe on block.
- More recovery time for Dashing elbow moves.
- Much more recovery time for Machine Gun Temper.
- Fixed AI messing with Galactic Gunfire charge at beginning of move.
- AI shouldn't be as strong during a beam struggle.
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.

created by Team Z2