Son Goku SON GOKU A very wise man by the name of who has created tons of great Mugen characters, has generously allowed Choujin to alter one of his incomplete creations, CCIGoku. Choujin attempted to make him play sort of like a mix between a MVC and GGX type character. Use the Zanzou-Ken while blocking to teleport behind the opponent and counter. Ramblings on realbasic ebook store. During Kai-Oh-Ken, it will be followed by a smash. KaiohKen x4 Kamehameha. When finish with, causes flashy effects. Use of Kamehameha effect, given permission by &. After a Ranbu attack, finishes with a Genki-dama. 'Everyone lend me your strength!!' Ryu-Ken from the final DBZ movie and GT series. If done during Kai-Oh-Ken, something nice might happen.. Another update ready. 8-28-2015 public alpha now available: Major changes: - New special 'Slash Frenzy' added. - New special 'Lunging Slash' added. - EX version of 'Burning Knee' added. - EX version of 'Pommel Bash' added. DBZ Games / Download / Mugen /. About Dragon Ball Z Mugen Edition 2. Trunks vs Vegeta. This copy works on x64 bit systems. How to install? Dragon Ball Z Mugen 2013: A huge Dragon Ball Z Mugen package features 78 playable characters and 83 different stages! Character select sc. - EX version of new 'Slash Frenzy' special added. Screenshots of the EX versions of Slash Frenzy and Pommel Bash Getting real close to beta status on this project. I'd like to get the get hits done but that's something I prefer to do all in one go, which I haven't had time for lately. I would've liked to have coded in his Burning Slash super for this update but the sprite rips are missing 5 crucial frames so it'd look pretty ugly to only work with what's there. ![]() I tried to contact Ploaj about it but have yet to get a response. If someone else could get him (or someone else) to rip these missing frames it'd be greatly appreciated because that attack is too awesome to exclude from this character. Other than Burning Slash the rest of my attack ideas are all ki related moves, I think, from what I remember. I've been avoiding ki blasts for now because I haven't gathered fx for them yet. I suppose, but usually when I randomize two voices they're not neatly right next to each other like that in the snd file. I sometimes like to keep my code in the same format from state to state incase I want to change something like that later. Only saves a few lines of code really with random% in the one or two instances it's applicable in my characters. That and in this particular case I also wanted to randomly not play a voice clip but with less odds of it happening. See the way I used that varset makes Voice 1 have 3 in 8 chances of playing, Voice 2 have 3 in 8 chances of playing, and No Voice have 2 in 8 chances of playing. Thanks though. New public alpha (9-19-2015): Added get hits. Added a new flaming energy effect on Burning Knee and the name makes more sense now. Two new specials added. First one is Rush Blast. It's activated with D,F, c and makes Trunks rush in a bit before shooting a ki blast that sends the opponent flying. Much funner when it's done point blank. It's mapped to the dash button because there are no other button variants and it takes a flash gauge bar to use. Second special is called Ground Blast that's activated with D,B, c. It's just a ki blast Trunks shoots down at the floor but it explodes when it hits the ground giving it a bit more reach and a second chance for damage. Nice as a delayed trap too to keep unwary opponents at bay. The explosion can damage lying opponents but this special uses up a flash gauge bar too so it's not spammable. Also made two more palettes. First one is the new Burning Knee effect and the second is the new Rush Blast special. Getting much closer and closer to beta status on this. Still need to redo all the clsns though, I just slapped them together lazily. EDIT: New default palette. Got tired of the source game's default and decided to make my own. New alpha available (7-7-2016): I was gonna wait to upload this when I had something a little more substantial done but screw it. I've got quite a few things on my plate for a while before I can get back to this so I figured I might as well upload the latest version in the mean time for anyone still trying this. Changes I can remember doing since last release - Updated palettes a bit. - Added fx for his intros and power charging. ![]() - Added voices for intros and win poses. - Changed the EX version of Pommel Bash so that he still does the follow up slash at the end of his dash regardless if he hit them with the initial bash. Akzidenz-Grotesk® BQ Berthold first published Akzidenz-Grotesk in 1898. Originally named “Accidenz-Grotesk” the design originates from Royal Grotesk light by royal type-cutter Ferdinand Theinhardt. Download AkzidenzGrotesk BQ Condensed Bold. By clicking download and downloading the Font, You agree to our Terms and Conditions of Usage. Download Akzidenz-Grotesk BQ Regular, font family Akzidenz-Grotesk BQ by with Regular weight and style, download file name is AkzidenzGroteskBQ-Reg.otf. Akzidenz grotesk bq. Download AkzidenzGrotesk BQ Regular. By clicking download and downloading the Font, You agree to our Terms and Conditions of Usage. That's about it really. I did finally finish adding all his sprites into the sff. And thanks to Hoshi's rips I finally have all the sprites for a couple of his supers that Ploaj didn't rip. The Burning Slash sprites have me particularly excited because that move has always been my favorite Trunks attack. I would've added at least the Burning Slash before uploading this new alpha but I wanted to make an animated hyper portrait first.
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