Any questions notify me at my E-Mail Address below:
adriand@exotrope.net
The reason why the characters are the way they are. (And me too now).
Above first, I consider all coding either Elecbyte's or Public Domain.
Anything you wish to use feel free to do so
in any way you see fit. No credit need be given and no consent
needs to be granted. The only problem I see is
that if anyone who holds the original copyrights has any objection
then that objection should be honored in
regard to their wishes. And as far as the coding - ALL CODES
ARE EITHER DERIVED FROM
ELECBYTE OR PERSONALLY MADE BY GOHANSSM2, THE ONLY 1 EXCEPTION IS THE
USE
OF THE NUMBER 5300 FOR THE EXHAUSTED/TIRED STATE AND THE 720 ANIMATION
NUMBER USED IN THE .SFF and .AIR FILE FOR IT. THE CODING FOR
THE
EXHAUSTED/TIRED STATES ARE MY OWN BUT THE NUMBERS WERE USED AS A JOKE
TO
SAY I COPIED SOMETHING FROM OTHERS AND THOSE NUMBERS WERE COPIED FROM
AN EARLY KAKAROTO/THE NECROMANCER/OMNISCIENCE CHARACTER CALLED
PICCOLODB2. The version of Kung Fu Man used was version 09.12.9x
(and later converted to
new MUGEN). The original version of the fly code .cns is v07.31.2000
MUGEN but has been updated to
v04.01.2001 and v04.14.2001 MUGEN and is derived from Elecbyte's common1.cns
file.
First, The characters are done through an emulator and if you want to
see the real game or the real graphics then buy the
game. The quality is much better. Emulation is just emulation
and not the actual game itself.
Second, these are interpretations of characters and although may be
very similar are not meant to be exact copies of the
original game. Case in point is that I do not like the grappling
moves in the original (where the characters if dashing and
then collide would lock arms and spin around). Since I did not
like the grappling stuff why would I do the moves? (Note:
MUGEN Devil people this is a rhetorical question, OK? If I don't like
it then I won't do it).
Third, These characters are designed for playing against by beginning
/ intermediate game players and are not designed
to keep blasting away at you endlessly doing massive damage.
Also, these characters do require some skill to play as
since they aren't designed to blast someone away in one move.
Each character does have its own personality just like
in the original games (but not exactly like). Part of the fun
may be finding the personality. Is the character more long
ranged (lots of fireballs) or more dashing oriented, etc.?
Fourth, I don't add lettering to the character (other than the name)
for a reason. What language would I use? The
characters speak Japanese but most people downloading speak english.
I don't want to be unfair to anyone.
NO TEXT INTROS. It becomes an annoyance to those who don't speak
the language chosen. I don't want 1,000
e-mails asking if I could convert the intro to spanish or portuguese
or french or german, etc.
Fifth, AS LONG AS it is on YOUR hard drive, do as you wish with anyone's
characters. Add moves, delete
moves, change damage values, etc. Not public release but PRIVATE TINKERING.
A lot of the fun of
M.U.G.E.N. is making characters the way YOU want them. Look in M.U.G.E.N.'s
docs folder for some tips
on creating characters. As a side note also, take whatever you want
from GohanSSM2's stuff and do as you
wish with it. No permission needed for anything and so long as Bandai,
Toei Animation, Shueisha, Bird Studio,
Sega, Super Nintendo, or whoever else may be involved with the original
game don't complain about it. If any
of the original makers wish things not to be done with their stuff
then their wishes should be respected to the
utmost.
Sixth, by pressing the a key (or button) you select the first palette,
the b key selects the second palette, the c key
selects the third palette, the x key selects the fourth palette, the
y key selects the fifth palette, and the z key
selects the sixth palette..
Seventh, There's sounds for when a player gets hit by a knock down move
(makes you fall down). If you block
these moves the sound will still play but you won't fall down.
The knock down sounds help let you know
which moves have or may send you down to the ground. (note: because
of the way throws are set up this
can not be set up for to happen when a throw occurs like in the original
games. There's no way to set it
to correspond to each different throw's timing so it would possibly
sound at the wrong time).
Eighth, a lot of DBZ char makers have overloaded their characters with
extra moves to the point of
being too move heavy. Having 5 different normal dashes just to
have more moves is boring. I try to put
a variety of moves to make each character more interesting rather than
pile all kinds of stuff into one
character I pile it into several different characters making many different
characters instead of one giganto
behemoth character. This helps lower the learning curve to use the
char, but also helps to make a person
learn the character's strengths and weaknesses.
Ninth, I don't do SSJ transformation characters because of the way it
would need to be done. Changing
the anim numbers doesn't work with P2 Custom States (throws, Hyper
Buu's Candy Munch, Leaving the
screen attacks, etc.). In order to make a transform work properly with
every character you'd have to do
the tint type deal (like Recoome's Ballet Poses move); otherwise the
transform will disappear during a
throw (or look normal more likely) and it looks bad to me. Most of
my stuff has P2 Custom States in it
so transforming characters do look bad. I never tried coding in the
.def file though to see if you could
change .sff files to make it work. It doesn't seem likely though. Use
goku.sff for normal and gokussj1.sff
for ssj1 sprites etc. I don't think you can change .sff files while
a character is running though. Doesn't
seem logical. I think MUGEN can only load one .sff file per character.
Tenth, the gameplay design is more for "thought process" than the standard
"reflex action". Thought process
means think of what you are going to do before you do it and come up
with a gameplan. Reflex action
means keep hitting buttons and something will happen, just rely on
your reflexes and timing. Each have their
gameplay factor but DBZ lends itself better to thought and planning
than to just plain "duking it out" like most
fighting characters for MUGEN are designed. Gameplans are discussed
throughout this document but
gameplans mean decisions. Do you decide to save up your power for a
stronger move or do you use more
weaker moves involving less power but keeping the opponent from being
able to fight back? Do you defend
or attack? Do you play keep away by taking to the air or to the ground
or do you go for a relentless assault
of kicks and punches? Fireballs can be ducked under or jumped over
so do I try to rely on catching the
opponent off guard with a fireball or with a dash attack? There are
all kinds of different "gameplay" scenarios
and multiple decisions and choices. This is "thought process". "Reflex
action" revolves around timing and
using your reflexes to make moves happen at the right time. The show
DBZ is more thought oriented and not
really a reflexes bash-a-thon. Hence I use "thought process" mostly
and very little "reflex action". Also, this
lends to a possibly more relaxed game at times as well. You don't need
to mash buttons like a hyped up
three year old on a sugar binge; you can relax your fingers a bit since
you don't have to keep pressing
buttons constantly. I feel you would be less likely to develop Corpal
Tunnel Syndrome from relaxed as
opposed to hyped up gameplay as well. DBZ works best as an RPG style
game but does provide a
different spin to the "reflex action" fighting game world. DBZ isn't
meant to be a Street Fighter or King of
Fighter, etc. kind of game. DBZ is meant to be thought provoking and
decision making over reflexes.
I feel I have accomplished that through these converted to MUGEN characters.
If you are looking for
typical "reflex action" type gameplay go almost everywhere else. If
you are looking to think about what
you are doing and what you will do then these characters are for you.
So most of you... Get lost!!!!!!
Go download some sugar coated Ryu or Kyo and leave DBZ alone!!!! The
DBZ community has
known what it is doing and has a very proud tradition of being a "thinking
man's" fighting game.
Turning DBZ into a "reflex action" idiot-a-thon is very naive. If that's
what DBZ was really about then
there would be no KameHameHas or Final Flashes or Dodonpas or Makenkansuoppos
but just
plain kick/punch fighting. That is like having Luke Skywalker without
a light saber or "the force".
These "powerful" moves of DBZ are there for a reason and are a very
special part of DBZ to the
fans of the series. To button mashing reflex-aholics though they are
nuisances. For a synopsis, in DBZ
each move is special unto itself and has its pros and cons, in most
reflex based games each move is just
a stepping stone to another tied-in "combo" move and not an individual
move. DBZ moves are meant to
have personality (hence odd coding) whereas most games just rely on
tying like moves together. If you are
a button mashing reflex-aholic might I suggest almost every other genre
of fighting games... Leave DBZ
(and these characters) alone!!!
Eleventh, you can do four player watch mode in one match. First,
select TEAM BATTLE, second,
select 1P + AI vs. 2P + AI (not Team Arcade but Team Versus),
third, select players using a,b,c,x for palettes
if wanted, fourth, when match first starts press ctrl + 1 at the same
time and then ctrl + 2 at the same time
(number keys NOT numpad keys or function keys), the players will be
in team watch mode. First saw this at the
old TESTP in a post by BlackShinobi. Truthfully, this was the
best post I remember from there also. Added note:
in newest MUGEN you need to enable key presses to do this. Edit
the mugen.cfg file in the data folder of MUGEN
This is sort of obsolete with the current team modes but is a fun thing
to know anyway.
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0
;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = 1
;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = 1
;Edit the section of the file to look like this above ^^^^^
Lastly, information about the characters' design and what was looked at in thier creation.
The Super Butouden Fly code (version 4.14 and above) - This was done
as an effort to combat the massive damage
moves done with little or no warning.
Zip up into the air and avoid the "cheap" shot. Also can be used
to go up
into the air and come back down behind some
one for that surprise shot in the back. Most like Super Butouden
1
without the split screen effects. Also,
the fly codes allow you to be in the air but low enough where you can be
hit by air attacks (like kicks, punches, etc.).
You don't become out of range just by taking to the air. If knocked
down in the air you return to the ground.
If hit on the way up into the air or if hit on the way down you return
to
the ground. No crouching in the air (like
sb1) but crouch attacks are still used to combat the shortness advantage
held by some characters. If you push forward
and the z key or backwards and the z key you can ascend or
descend diagonally.
The 5th fireball tires me out codes - In the original DB games if you
did too many fireballs without taking a break
you went into the exhausted/tired state.
I decided to add that feature to all the characters except those that
don't have it (Android 16, Android 18 - sb1,
Li'l Gohan). You can do 4 fireballs
in 8 seconds and be alright but do a 5th fireball
and tire yourself out. The timer resets 8 seconds after the first
fireball so if you time it just right you
may still be able to do 7 fireballs in a row without getting tired out
but I
wouldn't recommend it. This helps keep
some from just standing there and shooting nothing but fireballs
without taking a break.
The warm up before the "big" attack - This was put into a lot of my
characters as noise effects to warn of the powering
up to do a massive damage attack. This
allows most players plenty of warning to either launch an attack themselves
or run and hide. Most (not all though)
characters give plenty of warning before "blasting away". If you
get hit by
most of these attacks then you deserve the
damage they dish out. Was put in to give beginners an edge against
the
cheap shot attacks. Also, massive damage
attacks take a lot of energy from the power bar and if unsuccessful
can leave you in need of help. The big
attack usually uses 2499 power and can cause 500 damage (250 if blocked).
The little big attack usually uses 1499 power
and can cause 300 damage (about 150 damage blocked). Can vary
by character though.
The 'charge up' before tracking fireballs - Added to v5.9 and later
as a penalty (penalty/reward system) for the
tracking/homing projectile's guaranteed hit.
By adding cmd coding to make the person hold the down key
for 50 game ticks (nearly one second), the
move becomes MUCH more difficult to execute. Call it trade-off,
penalty/reward, bogus, making things tougher,
whatever... Same as in real life, all good things come at a
price. Most usually try to avoid paying that
price however at the cost of not being able to deal with
difficulty or adversity. Those who like to
try to take shortcuts usually pay the price later on when they can't
accomplish things others have learned to do
easily. You don't get better at games by using 'God mode' all
the time, the same as you don't get better
if you use things that 'cheat' for you to make things easier. I feel
a character should be a challenge to play
as, as well as a challenge to play against. Standing there doing
infinite damage by launching projectile after
projectile non-stop is no challenge nor is doing infinite damage
lining up the right 'combos' so that the opponent
can't fight back. Or also using high damage values so that
it is either easier to damage another or that
your life is so high that you don't feel much 'pain'. This kind of
stuff just leads to sloppy gameplay when you
play 'professionally' designed games. You get so used to
having a massively unfair advantage that you
lose ANY edge you may have had. God mode is fine and all
but it doesn't improve game skills USUALLY
(outside learning a map's spots and vantage points or learning
the game controls better in a game). Cheating,
I feel, always hurts in the long run. "Winning isn't everything".
Sure, you can cheat to win, but by doing so
you give up on yourself. When you cheat, the cheating wins
and NOT you. I would rather lose than win
by 'not winning'. I always feel a win should be earned and
winning by cheating isn't earning a win. The
CHEAT really wins and NOT YOU.
The power up - The Li'l Gohan character uses a steady type of power
up while the other characters use the c key or
button. The steady power up character
loses energy from using kicks and punches whereas the c key characters
gain energy doing kicks and punches.
Energy management can be crucial to many game situations. Balance
needs to be maintained. Spend all your
time building energy and get pulverized or keep on the attack and run out.
Adds to gameplay. Version 4.14 and above c
key characters now use a steady power up in addition to the c key
power up (done for computer mode gameplay).
Super Butouden 1 characters prior to v5.1 use the steady power
up and Super Butouden 1 characters version
4.7, and then version 5.1 and later use the c key. Sb1 characters
from version 4.6 and before and all version
5.0 characters use the old steady power up system.
Combos - In order for M.U.G.E.N. to register combo hits the opponent
needs to be in a frozen type state and
unable to react. Although I did do these
"type" of attacks in certain characters I felt that most people use this
as a sort of invincible attack mode.
I'm not very fond of that type of gameplay (I beat on you and you are
totally defenseless). The original DBZ
games had it so that all moves were comboable into all other moves if
you could get the timing down and didn't drain
your power bar down.
The x,y,x,y... or y,x,y,x... Combos - The X and Y keys can be used back
and forth in rapid movement for
a real nasty attack but doesn't do a lot of
damage and drains power accordingly. Starting with the X key
gives you the punch combo and starting with
the Y key gives you the kick combo. (Version 3.0 and later).
I personally don't like this because of the
opponent being frozen to register the combo counter. Low
damage values and high power usage make this
not very desirable is why I did this. Done to illustrate
how "cheap" combos really are (imagine no
power management, no time management, and full damage
values or well ain't I ragged on the MUGEN
Devils enough yet?). Combo your life away... (unlike a
bunch of repetitive combos this takes a lot
of timing to pull off properly and is a set of moves that take
a short time to master - works only on 5 to
10 game ticks which equates to 5/60 or 1/12th of a second.
Miss the time frame and miss the combo. Also
drains a bit of power.)
Question: Why is the strong punch/kick on a,b and the light punch/kick
on x,y shouldn't it be the other way
around (light bottom and hard top)?
Answer: No. The reason is mainly
because of the show itself and Nintendo as to why the key setup is
the way it is. c and z were dashes in
the originals but I've moved the fly (z) and charge (c) moves for
convenience. a + b are the strong (fierce
sounds so fruity, 'my boyfriend Bruth ith tho fierth' or 'my
boyfriend Bruce is so fierce' for those
who don't get the lithp [lisp] reference) punches and kicks
because a + b also has the crouch attacks
and the air attacks making it more versatile to use so they
are both on the bottom. The reason why
x + y is light and above a + b (non traditional fighting setup) is
because of the way Dragonball fights.
Light punches are usually very fast but don't do as much damage
as hard punches and take more power
to do and also catch the opponent "off guard" aka in a get hit
state. Light punches are faster than
hard punches but take more power from the power bar. Hard
punches don't take as much power but
take longer to execute (something MUGEN Devils should know
but seem to always forget). x and y
are set up for rapid punch/kicks. But why not fast crouch and fast
air? Because the original games
only had one crouch kick, one air kick, one air punch, and 2 crouch
punches animation wise. You can't make
a combo look like a combo with one animation frame to
work with. And if MUGEN Devils want
the extra stuff drawn THEN THEY CAN DO IT. I look at
MUGEN Devil char makers and I don't
see them making animations that don't exist in the original
games but they whine that DBZ and others
should constantly. DBZ is not Street Fighter II original but
was made with the same limits that were
in SF2. Instead of using memory storage for the same type
moves with different sprites, Bandai,
and the other companies involved, used the available memory
more for specialty coding and cut down
on the sprites. DBZ sprites from the original games are
about the same size as Street Fighter
sprites from the original games but none of the decent sb
games were translated to arcade form
(and hence no decent emulator with decent graphics). Also,
Capcom sprites are too big and don't
look good, without scaling, against other characters from
different genres in MUGEN. It isn't
DBZ (or anyone else for that matter); it is the MUGEN Devil
char makers that need to straighten
up (really they need to shut up). I prefer the smaller "messed up"
sprites to the original for MUGEN anyway.
Since this isn't for sale, if a person really wants the better
sprite quality then "Go out and buy
the original game". I am not doing this to take away from anyone
and am doing MUGEN chars for the fun
of accomplishing it. I do not in any way wish to take anything
away from the sale of the original games.
I feel by using "crappy" sprites that I am not taking away from
Bandai. I also feel that I am showing
a lot of the versatility of MUGEN and the originality that was in
the original DBZ games at the same time.
I don't need arcade quality sprites to do this with so I
wouldn't use them even if they were
available (unless Bandai themselves suggested it a.k.a. fat chance).
So really hard is set up to be more
versatile and light to be rapid, so more versatile goes on a and b
and less versatile goes on x and y.
It seems simple to me despite the long overdrawn out explanation.
Why long and drawn out all the time
Gohan? Try talking logic to a MUGEN Devil and you'll see.
MUGEN Devils tend to draw out any small
detail to no end and lose the essence in a wash of total
stupidity about a simple word phrasing
or even simple concepts (like hard/light kick/punch). I have
some pretty thought out discussions
with many DBZ people but I haven't had a decent coding
conversation with a MUGEN Devil yet.
Most "how do I make a character" questions actually come
from future MUGEN Devils not DBZ. So
much BS politics from MUGEN Devils. MUGEN Devils
just repeat stuff over and over again
because by repitition they hope you'll accept it as fact. IT ISN'T.
There are some decent MUGEN character
designers left (very few) but most have left and I can see
why they leave (but can't see why they
come back - I know they like must really, really like MUGEN
to put up with the constant whining
and stupidity and useless flaming). There's a big difference
between 'you forgot about the a,b,y,x
combo' than 'you sux lol you can't do anything right'. The
second one seems to be the normal post
for a MUGEN Devil (against anyone - Capcom, DBZ,
SNK, Mortal Kombat, etc.). The first
one seems to be a post from most every one else. Look
at who posts what on the boards and
it becomes self explanatory. A couple times though there have
been accounts (usually DBZ people) on
EZ-Board that the passwords get stolen and a flurry of
flame posts comes out and the wrong
person gets blamed but if that's the case with MUGEN
Devils then they must ALL be stolen
passwords. Question: Wasn't this supposed to be a character
design page and not a rage page? Answer: Bomb
MUGEN Devils off the planet Earth and then I
can return to intelligent discussions again
like I used to have (to those who remember).
Silent Storm, Sunboy, etc. are all MUGEN Devils...
get the picture yet? Kirby (Buutsu, Miss
Papaya Boi, Jared, etc.) was one also.
Also, a special message here to Blackjack, Blackbocs,
Skuld (Legato B), and many others... (did
you ever notice how they HAVE TO use so many
names to hide behind?) remember back when
you started out and people were being jerks to
you because you weren't original or because
your characters weren't "spectacular" and then
someone came along and said "hey, don't worry
about that crap, you're just learning and hang in
there.". Well, you guys, since you've now
decided to hassle others I have no use for you because
you stink, you copy, you are unoriginal, you
need to quit (hey, you started with me after I helped
you out a while back so now I'm finished with
you - I gave you guys chances but no more
because you are part of the problem now).
As far as those who try to make characters and
understand what it means to get picked on
by flamers... "you'll get better, hang in there."
I did and now look at the new and original
stuff that's been done -- GohanSSM2
BIG NOTICE on definition of MUGEN Devil. A MUGEN Devil is a person (although
"person" is
very debatable) who goes around with their buddies hassling other people
to do what they want.
They hunt in packs and post tons of BS on message boards under the
guise of "I'm only trying to
help you out". They aren't trying to help out (those hit with these
attacks know this very well).
These things (people doesn't really seem to fit here) post a pile of
crap and then gang up on the
character designer to force them to submit to their garbage. DON'T
GIVE IN TO THIS TRASH.
Helping someone out ISN'T SAYING "YOU BETTER DO WHAT I (OR HE DEPENDING
ON
POSTER) SAYS. WE (I SOMETIMES USED ALSO) ARE THE BEST AND KNOW WHAT
WE ARE SAYING AND DOING." This isn't true. The ones that do know what
they are doing
don't go around hassling people trying to force them to do what they
want (and definitely don't have
to say they know what they're doing because the proof is in what you
do not say you do). MUGEN
Devils say they are great but in reality they aren't. The ones in MUGEN
who do know what they are
doing don't belittle others or try to force them to cave in to their
wants. The real ones try to ask what
the person is trying to accomplish first and then try to tell how they
can go about it. The real ones
that know what they are doing try to help not force you into submission
of their whims.
How was the term thought of for these things? I really started to notice
this bad behavior at a place
called MUGEN Developement Forum (MUGEN Dev). For quite a while they
(MUGEN Devils)
have been destroying MUGEN for almost everyone (towards the end of
TESTP motoslave and
then beginning afterwards on the Nite Tek Forum). I believe Silent
Storm was their first leader but
after he left, Sunboy took his place (next in line is ShoShingo). Like
they all used to expect you to
bow down before the almighty Storm, the sentiment for Sunboy (by mostly
the same ones) is the
same. "He knows people that matter". Which is funny too because if
he really is that great
SHOULDN'T HE BE THE ONE THAT MATTERS (not those he knows). I also want
to take
this time to apologize to some of the MUGEN Dev staff for what was
said before. I used to refer
to the whole board and staff as MUGEN Devils but not all were the obnoxious
true MUGEN
Devils. The original board was good but then the Devils showed up there
after the Nite Tek forum
went down a couple times and they migrated to Dev from NiteTek (and
Storm was posting
there as well). The Silent Storm's Greatest Hits site embarassed Storm
out of MUGEN.
Then shortly after I started going after Sunboy for his bad actions,
I noticed the Storm people
gathering around their new more obnoxious second leader, Sunboy (and
like AlexSF3rdStrike,
Miss Kovia, and many others he became AdminVanessa, [Shinta], Myst1que
and many others).
Thus the torch gets passed on (and someone needs to pee on it - I volunteered
like I did
with the former leader of the MUGEN Devils). Pure lunacy which is why
the MUGEN
"community" has been dying out. No one wants to get hassled so no one
is bothering to
try anything anymore. I am not the one hassling others but am the one
hassling the hasslers.
OF COURSE THEY DON'T LIKE IT SO THEY MUST ATTACK THE INFIDEL(S).
(especially since he's DBZ and got a DBZ name too).
To make characters a little more difficult to play against try these steps:
Make the power level stay at the maximum by editing the .cmd file like the following:
For all characters change these lines to look like this:
;[State -1]
;type = PowerAdd
;trigger1 = 1
;value = 2
;[State -1]
;type = PowerAdd
;trigger1 = stateno >= 170
;trigger1 = stateno < 200
;value = -2
;[State -1]
;type = PowerAdd
;trigger1 = stateno >= 5000
;value = -2
[State -1]
type = powerset
trigger1 = power < 3000
value = 3000
;trigger1 = roundstate = 0
;value = 0
To take out the flying code edit the .cmd file entries to look like this:
;;Fly up
;[State -1]
;type = ChangeState
;value = 767
;trigger1 = command = "z"
;trigger1 = statetype != A
;trigger1 = ctrl = 1
;trigger1 = var(12) = 0
;;Fly down
;[State -1]
;type = ChangeState
;value = 777
;trigger1 = command = "z"
;trigger1 = statetype != A
;trigger1 = ctrl = 1
;trigger1 = var(12) = 1
And to make the character tougher to fight edit these entries in the .cns to suit your needs:
[Data]
life = 1000 ;Amount
of life to start with
attack = 100 ;100%
attack power (more is stronger)
defence = 100 ;100% defensive
power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on
ground
Special moves of certain characters:
Android 16 - the Rocket Punch, launch your fist at the opponent, if
it misses it will return to you but can also do
damage on the return trip.
Android 18 - Tracking Fireball, homing/tracking projectile (cancels
out all other projectiles if it hits them).
Mega Android 18 - Exhausted state is half of normal (she doesn't stay
out of energy as long). Jumping
Triple Attack, possible multiple hits in the air then a trip at the end.
Sliding Head Butt,
send the other guy (or gal) off the screen. Sommersault Fireball, either
hit with Android 18
herself as she goes through the air and/or hit with the fireball at the
end (projectile and
hitdef attack).
Android 20 (Dr. Gero) - the Energy Drain attack, get in close and damage
your opponent while adding life to yourself.
the Flutter Dance, zip passed your opponent and shoot them in the back,
KABLAM.
Bojack - Homing Shot, homing/tracking projectile (cancels out all other
projectiles if it hits them).
Majin Buu (Super Butouden 3) - Planet Attack, Same type coding as Gotenks'
Rolling Thunder Uppercut only done
long before then and with different sprites.
Hyper Buu - Buu Butt, 3-D slip into the back then butt slam them.
Planet Attack, head butt then a sommersault back
afterwards. Power-Sault, the ultimate belly flop. Tornado Hip,
dance away. 3 Way Blast and Multi
Blast are about the same (3 and 5 shots) all the shots come out at once
and go in different angles best
done up close so they all hit. Buu Bowling, Gotenks' Rolling Attack
revisited. Buu Bomb, Buu
surrounds himself with a ball of energy. Candy Munch (my favorite),
zap your opponent with your
forelock then turn them into a ball of chocolate - gently inhale - chew
- then spit out - yummy.
Cell - the Energy Drain attack, get in close and damage your opponent
while adding life to yourself. Tracking Ball,
homing/tracking projectile (cancels out all other projectiles if it hits
them).
Complete Cell - Although not special, the major damage move (Super
Makenksuoppo) has both a beam attack and
a projectile attack at the same time. Tracking Ball, homing/tracking
projectile (cancels out all other
projectiles if it hits them).
Cell Genesis - Sliding Head Butt, send the other guy off the screen.
the Energy Grenade, stays for a bit after thrown
and if the other guy walks into the flames takes damage and also blocks
some projectiles.
Invisible Fireball, fast, invisible fireball that knocks the opponent off-screen.
Dabura - the Spit Ball, spit on your opponent and freeze them for five
seconds or until you hit them again (character
turns stone gray color). Fire Wall, stays for a bit after thrown
and if the other guy walks into the flames
takes damage and also blocks some projectiles. Sword Cannon, 45 degree
downward travelling fireball.
Maximum Frieza - Jumping Tail Spin, spin upwards and knock the other
guy out of the sky (or onto the ground).
Spiral Tail Attack, like the Jumping Tail Spin only going horizontal not
vertical.
Mega Frieza - Destructo Disc, tracking (homing) projectile so where
they go it follows. Ground Explosion,
stays for a bit after thrown and if the other guy walks into the flames
takes damage and also blocks some
projectiles. Flying Headbutt, send your opponent off screen. Invisible
Fireball, fast, invisible fireball that
knocks the opponent off-screen.
Captain Ginyu - Dashing Shoulder Smash, send the other guy off the
screen. Ground Energy Explosion, stays for a bit after
thrown and if the other guy walks into the flames takes damage and also
blocks some projectiles. Triple
Jumping Attack, same as Dashing Shoulder Smash but more damage when it
hits. Body Exchange, Ginyu
launches a beam of energy and if it connects Ginyu swaps places with the
other guy then the other guy
(Ginyu actually as the other guy) launches a bunch of kicks and punches
then they collapse and go back
to normal with Ginyu gaining 250 life and 250 power while the other guy
loses 250 life and 250 power but
if the other guy doesn't have the life to spare up front then the blast
just kills them off with no fanfare
requires 2000 or more on the power bar and your life needs to be below
1/4 or 250 life points. Leave
Ginyu standing for a while and he does some poses. If you notice (and you
would) Ginyu's ki colors
change when his palette changes; I left it this way because this is the
Ginyu Force and changing your ki
color to match your armor colors should be the norm.
Li'l Gohan - the Energy Shield looks terrible but now grows bigger
meaning more damage up close. Li'l Gohan was made
from 14 (yes only 14) different sprites. It ain't a miracle but he
does work (with very few moves though).
Kid Gohan SSJ1 - none (first to have the Multi-Hit HitDef type Beam
Attack).
Mega Gohan - Invisible Fireball, fast, invisible fireball that knocks
the opponent off-screen. Fast Dash Fireball,
zip passed your opponent and shoot them in the back, KABLAM. Flaming Punch,
off-screen dash
attack. Has 2 multi-hit attacks as well, Running Punches Attack and Kick
Attack.
Goku sb1 - Spirit Bomb, very fast tracking/homing projectile (cancels
out all other projectiles if it hits them).
Mega Spirit Bomb, tracking projectile that hits 50 times causing 500 (or
250 if blocked) damage to the
opponent. Kaioken, a mode that takes a hair less than a second before the
mode starts after the key
press or about the time the "kaioken" sound lasts. Then Goku will start
flashing red and all the attacks
(except the 2 Spirit Bombs, and the KamaHameHa) will be doubled in damage.
Goku will also move
faster across the screen (and up and down too) and the fireballs will also
be faster too except the
Spirit Bombs. The power bar will also zoom to full. This mode lasts for
10 seconds at which time the
power bar will drop back to where it was minus approximately 1500 power
and the lifebar will drop
100 points and you will be in the tired/exhausted state for 3 seconds afterward.
Goku SSJ1 - Tracking Ball, homing/tracking projectile (cancels out
all other projectiles if it hits them).
Mega Goku - The Solar Flare can be done once every 10 seconds and when
done the opponent will turn yellow
until either hit with an attack or time runs out (about 5 seconds from
the screen coming back to normal).
Dashing Elbow Smash, send the other guy off the screen. Invisible Fireball,
fast, invisible fireball that
knocks the opponent off-screen.
Gotenks SSJ3 - the Air Missile, designed to shoot high flyers out of
the skies. Rolling Thunder Uppercut, around and
around then dash and uppercut. Rolling Attack, bowl the opponent
over (well not completely over).
Shine Missile, Launch up to 9 energy shots in a row (uses 199 power per
shot so 9 at 2900 or more
on the power bar) depends on energy level as to how many shots come out.
Kamikaze Ghost Attack,
above 1000 power get 1 ghost, above 2000 power get 2 ghosts, 2950 or more
power and get all
three ghosts. Galactic Donut, not much damage but opponent is frozen
for ten seconds or until your
next attack hits (whichever comes first) opponent turns yellow while in
effect.
Piccolo sb1 - Tracking Fireball, homing/tracking projectile (cancels
out all other projectiles if it hits them). Double
Flaming Kick, the same as Mega Piccolo's Double Flaming Streak Attack.
Mega Piccolo - Energy Drain, get in close and damage your opponent
while adding life to yourself.
Double Flaming Streak Attack, If it doesn't connect before the first pass
then the second time he'll
come at you again. Dashing Elbow Smash, send the other guy off the
screen. Multi Kick, makes a
real cool sound when you do it away from your opponent also takes a bit
of power (900).
Recoome - 3 throw moves - Recoome Toss, Ground Slam, and Piledriver.
Flying Headbutt, send the other guy
off the screen. Ballet Poses, if you can do the poses within 5 seconds
then you gain 10 seconds
of being totally invincible to any attacks and while in invincibility mode
Recoome will flash
(hint: better luck if the opponent is exhausted or while in air and opponent
is on the ground).
If you notice (and you would) Ginyu's ki colors change when his palette
changes; I left it this way
because this is the Ginyu Force and changing your ki color to match your
armor colors should be
the norm.
Trunks sb1 - none, the Tornado Shot is a decent looking tumbling move
though.
Vegeta sb1 - none (sprite redo of Vegeta SSJ1 like in the original
game - difference is only in the SSJ1 intro)
Vegeta SSJ1 - none