TO PALETTIZE, ALWAYS USE 1.ACT !!!!

Beta-Testers :
+ Balthazar (DOH!)
+ Rednavi
+ Orochi Gill
+ Shwa
+ Cyanide
+ Rolento
+ Dcat
+ Nanashi_1337
+ aokmaniac13
+ Hero
+ Rajaaboy
+ Iced
+ Jesuszilla

Additional feedback :
+ Dope
+ Do Not Even Ask
+ Majita
+ Orochi Weapon 2000
+ Zzyzzyxx

ALPHA 1 :
- Changed files and names to get my personal layout.
- Modified constants and files to get back Winmugen compatibility.
- Redoing animations in .AIR because I don't like what Kratos did.
- Realigned the sprites.
- Scrapped all the code and used my Batman as a base.
- Added most of the gethits. I still have to add the twist in the air, but it's an optional anim. Will be done in due time.
- All basics are done, which means 3 punches and 3 kicks for stance/crouch/air types. I haven't done the "command moves" yet, ie moves that didn't fit these basics but will be useful : cartwheel kick, knee kick, snap kick, slash chop, etc.
- Basically, the same combo system as Batman was implemented : combo heavy character, chaining from light to medium to hard, with any combination of punch and kick, as long as you stay in the same position (stance, air or crouch). The uppercut which serves as launcher is done with DF+z.
This means combos such as :
       - s.LP, s.MP, Uppercut, jump, a.LP, a.MP, a.SP   if you use only punches for example.
       - s.LP, s.MK, Uppercut, jump, a.LK, a.MP, a.SK   if you mix punches and kicks, since you can use any combination as long as it follows the light-medium-strong order.
       - c.LK, c.MP, Uppercut, jump, a.LK, a.MK, a.SP   if you start crouching for example.
- Running, run stop, super jump, etc. were recoded.
- Coded power charge (base from Ryu). Missing the FX and sounds
- Coded aerial dash.
- Added victory pose.
- Coded all variations of Ki Blast.

- Modified the combo system to allow crouching and standing basics to be chained ( la MVC).
- Added FX for power charge.
- Coded Slash Down Kick.
- Recoded Ki Blast follow ups to make them smoother.
- Coded Dragon Fist.

ALPHA 2 :
- Using jab for long range s.LP and backhand for close s.LP.
- s.HK doesn't go as far now.
- a.MK now allows cross-up.
- Left Hook Punch is used for a MP combo, such as : MP (gut punch), MP (left hook punch). This also allows s.LP>s.MP>s.MP>s.HP for example.
- Fixed victory pose. Last frame was the bad one. 
- The 3rd attack of his Dragon Fist launches the enemy a tad farther up, so Goku at least lands on the ground before the opponent does.
- Fixed the Dragon Uppercut timings (end of rising, and spinning speed).
- His Knee Kick is used as Close-range standing MK, and can be chained into Left Hook Punch, allowing for s.LK>s.MK>s.MP>s.HP for example.
- Cartwheel kick added, performed with F,F+c.
- Removed s.SP > s.SK combo.
- Changed the dampener to MVC style.
- Added guard sparks.
- Cleaned up remaining code from Kronos' AIR file.
- Added Slash Chop as projectile repeler + focus attack.
- Turn state to opponent for chop slash
- Ex dragon fist (1st part)
- Dragon Kick
- Fixed Dragon Fist vels to make it combo properly on all characters.
- Added Land FX.

ALPHA 3 :
- Added Snap Kick follow-up to the 2nd hit of Dragon Bast.
- Added twist in the air gethit.
- Added reverse a.SK for cross-up.
- Redid damage + damage dampener.
- Started adding sounds for power charge, Ex moves, Ki Blast, etc.
- Changed juggle for Dragon Fist and Uppercut.
- Added palettes
- Corrected Dragon Fist passing on wrong side.

ALPHA 3.1 :
- Changed the small portrait.
- Changed some palettes.
- Changed the air dash behaviour so it goes horizontally only.
- Dragon Kick knocks the enemy way further away.
- EX Dragon Fist is much faster when hitting now.
- Fixed a bug where power charge sound would play on too long when hit.
- Added some sound FX (SF4 provided by Balthazar).
- Changed palFX for Slash Chop.
- Added back flip for back dash.

ALPHA 4 :
- Fixed turning animation problem.
- Dragon Kick sends the opponent much further now.
- Changed back dash behaviour : you have to maintain Back after a first back dash to go in flik flak state.
- Flik flak now plays in a steady rate (only Balthazar can understand :P).
- New big portrait.
- Changed Air Dash behaviour.
- Fixed problem with reversed a.HK.
- Bounce-juggle feature for his jumping HK
- EX Dragon Kick (with bounce juggling feature)
- Punch throw (switches sides, so Balthazar will be happy)
- Kick Throw
- EX Dive Kick (hits 3 times)

ALPHA 5 :
- Changed CLSN on Cartwheel kick to ensure both hits connect.
- Added angle variations to Slash Down Kick.
- Added a sound FX to air dash, not sure it fits.
- Slightly updated bindings during Punch Throw.
- Shock animation (7696 & 9010).
- Dizzy anim added (and updated to new one).
- New grab anim added.
- Removed airdash performable during back dash.
- Changed the hitting sprite (red CLSN) for Snap Kick.
- Fixed EX Slash Down Kick : the guard sound is now actually played.
- Added hopback at end of blocked Ex slash down kick.
- Made guarded EX shash down kick hit 3 times.
- Rising smoke FX for Dragon Punch.
- Added Smoke for specials (does it appear too many times or not, when is it bad or good ? Solid or semi-transparent ?)
- Fixed 2 hit combo counter showing when Goku reflects a fireball, by using NotHitBy (thanks Laquak). Also fixed hitsound for the repelled projectile.
- Added extra frame for Slashdown Kick.
- a.MKx3's combo. 2nd+3rd kick = single MK button. Comboing the 2nd kick is kinda easy, but you need to be placed well for the 3rd one,in order to combo after into SP/SK.
- Made his eye darkbrown on his small portrait.
- New close LP (new anim).
- EX Snap Kick (Scissor Wheel Kick) : unblockable attack that sends the opponent flying. Doesn't deal much damage, but great against turtlers.
- Hurricane Kick (+ FX), all 3 versions with various vels and damage. Didn't add the feature to do more hits as Balthazar suggested. He'll test and see if he likes it. :P
- EX hurricane kick.
- Air Hurricane Kick + EX version.

BETA 1 :
- Added Ex sound FX + removed smoke FX from aerial EX Hurricane Kick.
- EX Dive Kick is back to 3 hits. Stupid mistake on my end.
- I hopefully fixed that frigging bug with EX huricane kick and dive kick, where Goku flew in the sky.
- Strong Dive Kick doesn't go as far anymore.
- Brown-eye action for X and A palettes.
- Removed a.MK*3 combo. May come back in the future if I find a way to include it fluently without breaking gameplay. Or the sprites (which I really like) may be used for another move. We'll see.
- Changed timings for s.SP, because it looked a bit choppy.
- Fixed a sprite in Ki Blast (bad shading).
- Added last submitted palettes to the folder.
- Fixed old palettes with bad colours on some sprites (my fault).
- Changed some palettes (Balthazar request).
- Made the run faster.
- Added reversed blur FX during EX Hurricane Kick.
- Delayed the recovery part of the Scissor Wheel Kick's animation.
- KAMEHAMEHA !!!!
- Kamehameha upwards.
- 2nd winpose, with arm lift ( la Ryu).
- Added twirl FX when Goku lands from Hurricane Kick.
- Made Hurricane Kick's recovery state longer. It makes it look better + it fixes an infinite. :P
- Made aerial backdash not go into back flip state.
- Added a config file to switch between transparent/solid FX.
- Added a Blur Kick follow-up to ground version of Hurricane Kick. It sends the opponent flying away, finishing the combo, and allowing Goku to not be exposed at the end of a Hurricane Kick.

BETA 2 :
- Fixed hitting bug with Kamehameha (hopefully).
- Increased recovery time for Kamehameha.
- No juggling after Kick Throw anymore.
- Changed voice for Kamehameha, with randomness between 3 voices.
- Changed the power charge SFX loop.
- Changed charge sprite for upwards Kamehameha (mistake on my end).
- Added flexing intro.
- Air Kamehameha.
- SF3 Super Finish Background + Jojo Super BG (choice in config.txt).
- Always uses kockdown anim when falling on ground now.
- Added SFX for Ironman landing pose.
- Can super cancel during Ironman land pose after Hurricane Kick.
- Removed air back flip animation after aerial basic with negative vel X.
- Added voices to most of his attacks (missing hurricane kick + Slash Chop).
- Coded Bicycle Kick. Still need to tweak the slow motion effect. Not sure about making P2 bounce on the ground, since it's supposed to be a finisher.
- Added SFX to hurricane and dive kick.

BETA 3 :
- Bicycle Kick : Super BG Kill added.
- Bicycle Kick : Kept slow motion during super charge but removed it during the attack part.
- Bicycle Kick : added strong hitsound, and second teleport sound.
- Bicycle Kick : Ironman pose when landing.
- New s.LK animation.
- New Kamehameha animation, with lips motion and whole new sprites.
- Kamehameha charge sound added.
- Fixed power charge sound looping bug.
- Changed the way Hurricane Kick SFX is displayed.
- New Gut Hit animation.
- New sprite in EX Snap Kick.
- Aerial Kamehameha doesn't go throught the floor now when hitting the ground. IMA STUPID !
- New Upward Kamehameha charging animation, with lips animation.
- New s.MK animation.
- Zero Counters (high and low). Commands done with rdp+K/P, may be changed to f+2P/2K.
- Added custom Spiral Knockout animation (as 5937). Used during EX Snap Kick for now.
- New projectile break FX for horizontal Kamehameha.
- New Punch Throw (well, it's a Tomoe Nage styled throw :P Just that it's performed with B+2p).
- Dash Collision : when two players run towards the opponent, they grab each other. You then have to smash the buttons, and the one who wins throws the opponent with the Tomoe Nage throw.

BETA 4 :
- Made Hurricane Kick Woosh SFX not stop when landing.
- Goku can chain from Bicycle Kick (when he's in Ironman pose) into Kamehameha (horizontal or diagonal).
- Using new grabbing animation for both throws.
- New stance animation.
- Added lightning FX to Zero Counter.
- New Power Charge Animation.
- Counter notification (anim 13000)
- First Attack notification (anim 13100)
- Dash Collision Notification (anim = 13200 + helper)
- Projectile Counter Notification (anim = 13300)
- KO Voice (with echo).
- New turning animation.
- New standing guard sprite.
- New Aerial Kamehameha charge animation (with lips motion).
- Added GetHit voice.
- New palettes by Maladingdong & Kirishima. Add Bluestreak palette too and arranged all palettes in DEF file (once again :P).
- Cheap KO/Collapse animation and state added.
- Removed basic KFM FX when falling on ground.
- Fixed transparency on helper stuff when solid FX was set.
- Aerial gethit animation never looks like a ground gethit now.
- New Crouch, stand-to-crouch & crouch-to-stand animations.
- Additional FX for Dash Collision (Smoke & shiny FG).
- Tomoe Nage now damages the enemy when he hits the ground.
- New Crouching Guard sprite.
- New crouch turning animation.
- Sounds : power charge max, Dragon Fist Combo, Woosh sound during flip knockout, jmp & dash back.
- Added one more flip after the opponent has hit the ground in flip knockout anim (for compatible characters).
- New projectile break FX for up & down Kamehameha.
- Fixed Bicycle Kick bugs related to bad statetype and afterimage. 

BETA 4.1 :
- Fixed freeze bug during EX Snap Kick and debug flood during Snap Kick.
- Added woosh and miss sound during missed grab animation.
- Added back woosh SFX at the beginning of Hurricane Kick.
- Scaled projectile break FX for up & down Kamehameha to the right size.
- Updated super illuminated palette by maladingdong.
- Added some FX when Aerial Kamehameha hits the ground. Not sure the ground wave fits so well.

BETA 5 (Beta-testing launched :D) :
- Fixed s.SP not being performable when holding back. :gonk:
- Fixed a ctrl=0 for one tick in state 52.
- Added missing CLSNs on Slash Down Kick.
- Removed palFX when dash cancelling Slash Chop immediately.
- Changed yaccel to 0.51, for a faster jump.
- Changed his hitboxes for anim 5120 to match standing ones, in order to avoid bad push in the corner.
- Made Get Up much faster.
- New walk forward and backward animation.
- No width change during running or walking.
- Reduced width (ground.front and ground.back).
- Can chain c.LK into itself as you could do with c.LP.
- Fixed debug flood with fully charged Slap Chop causing invalid action 5052 in state 1320.
- Added noFG to superpauses (Bicycle Kick has a problem I can't pinpoint).
- Fixed a problem where Goku didn't turn automaticaly after landing from a jump and jumping again.
- Hopefully fixed the infinite (Corner infinite on himself and others: qcb+p,X,Y(,Y),Z ad infinitum)
- Same goes for the infinite with EX Dragon Fist, which now has more recovery time.
- Added voice to Slash Chop.
- New air guard sprite.
- New Iron Man landing animation.
- New c.LP and c.MP animations and timings.
- Added Dragon Roar SFX to Dragon Kick and changed the one used for Dragon Uppercut.
- Added white FG on Dash Collision clash startup.
- Fixed Power Charge and Slash Chop so that they can be performed while holding the buttons even starting from another move.
- Lowered power charge speed.
- Remade the collision boxes : removed blue CLSNs under knees on aerial sprites. Remade all red CLSNs to give more priority to attacks when needed. I'll probably be changing over and over again ... Also, CLSNs for aerial basics are bigger, to ease the combos.
- Changed the head and mid position in the constants (Head position is 11,-65 (for 0 anim) and -28,-58 (for 5000 anim). Mid position is -1,-41(for 0 anim) and -9,-40 (5000 action) instead of the -5,-90 and -5,-60 you used. I suggest to use the 0 action).
- It's now easier to chain Ki Blast into Ki Blasts or Kamehameha when close to the opponent.
- Changed Hurricane Kick behaviour :
	+ Light version acts as before : 2 hits when close, doesn't make the opponent fall.
	+ Medium and strong version have the first kick make the opponent fall, while other kicks act as before.
	+ Velocities modified so that the first kick can also hit Goku (in a Goku VS Goku fight) at startup.
	+ Damage adjusted.
- c.LK can hit grounded lying opponents, as c.MK, for consistency.
- Cartwheel Kick is now an overhead (completely forgot it was supposed to act this way ...).
- You can now chain Cartwheel Kick into (EX) Dragon Fist and (EX) Hurricane Kick.
- You don't go in flik flak state by just holding back now. When landing from the first back dash, you have to hold back and press start the moment you hit the ground to go in flik flak state. Then, just holding back will make you continue to flik flak.
- Added a stomp sound effect when Goku's foot touches the ground on his 1st victory pose.
- Changed (EX) Hurricane Kick command on the ground to qcb+K instead of dp+K.
- Fixed the alignment of some dust FX.
- Fixed two purple pixels in Kamehameha FX.
- Added a voice to Hurricane Kick.
- Added a restriction to Dive Kick and Air Kmh so they can't be performed when too close to the ground and out of a combo.
- Raised the damage up by about 15%, at Balthazar's request.
- Z-Counter timings changed. They should be much easier to perform now.
- Taunt coded. Sounds added.
- New far s.LP animation.
- Goku now goes into collapse animation when killed during slashing chop.
- Changed animation from the repelled projectile during Slash Chop. It's not the Kmh FX anymore.
- Added some width to Air Kamehameha. This hopefully fixes the bug where it didn't connect properly (which I couldn't replicate).
- Added a scaling effect to the Dash Collision FX.
- New s.LK animation (again :P).
- New s.MK animation (again *2).
- New close s.MK (Knee Kick) animation.
- Slightly changed close s.LK timings.
- Added some VS series attributes to Super Jump, as suggested by Cyanide. Nothing accurate, but you can modify X-vels during Super Jump by holding back or forward.
- a.SP delas more damage now, to balance it a bit with a.SK which can be combo'd from.
- Changed launcher command to D+z instead of DF+z. In short, removed his normal c.SP basic (which almost had the same animation as s.SP anyway) and replaced it by the launcher.
- Added sounds (woosh SFX + voice) to his "lift arm" victory pose.
- Added "Ike" voice to the intro.
- Slightly changed intro timings.
- Finally, didn't change his run stop sound, but added sliding to state 101. Feels more natural now IMO.
- Air Kamehameha hits 5 times the ground when touching it without hitting an opponent. The opponent can be hit while the Kamehameha is exploding on the ground.
- Can't juggle a c.LP after knocking down with either a.SP or a.SK anymore.

BETA 6 :
- Hopefully fixed a HUGE screw up on my end on the aerial states due to a modification to state 52.
- Changed back ground hurricane kick to DP command, at Balthazar's request.
- Removed height restriction on aerial Kamehameha.
- Added a "triggerall = roundstate=2" to all states in the CMD and CNS.
- New standing Strong Punch animation.
- Added his taunt to the winposes.
- Added exploding cloud effect to taunt when hit out of it.
- Slightly changed taunt timings and added anime SFX.
- Added stretching noise to introduction.
- Started coding Chou Kamehameha :
	+ Placed the 2 explods and the helper.
	+ Scaling and bindings work fine.
	+ Charging CKmh makes it stronger.
	+ Does 20 hits in basic form, and more when holding.
	+ New CKmh launching sprites.
	+ Added charging Ball FX.
	+ Added envshake to charging state.
	+ Added lightning charge FX.
	+ Added Hyper charge FX (X-Men VS SF)
	+ New Kamehame voice.
	+ New charging animation with lips synchronization.
	+ Coded "scaling CLSNs" updating each tick. Still needs some testing.
	+ Added invincibility to launch part when you didn't charge Chou Kmh.
	+ Added Charging SFX, lightning SFX and changed super pause one.
	+ Added some fancy BGPalFX to the charging part.
	+ Added lightning FX all over the screen during Chou Kmehameha.
	
BETA 6.1 :
- Removed a useless FX from Chou Kmh charge.
- Hopefully fixed a bug where Chou Kmh could hit an opponent behind Goku.
- Lightning FX during Chou Kmh now appears later during the charge.
- Fixed victory taunt problems.
- Removed most "roundstate=2" triggers from the CMD, at Balthazar's request. :P
- Added height limiter to Air Dash, because it could make Goku go beneath the ground on rare occasions.
- Fixed problem with being able to chain Kamehamehas 3 times in a row.
- Max number of hits for Chou Kamehameha went from 41 to 40. ;P
- Changed some positions for FX when Aerial Kamehameha hits the ground.
- Finally fixed spawned Goku during Slashing Chop, due to bad hitoverride in a helper (dammit I'm stupid).

BETA 7 (feedback received from 2nd beta-testing) :
- Holding z+c doesn't loop into Slashing Chop anymore.
- Changed Hurricane Kick's command into QCB+K (again! :P)
- Chou Kamehameha : hits due to charging (all hits from 20 to 40) are not affected by damage dampener. Fully charged Chou Kmh also becomes unguardable.
- Combo counter finally increases when Ki Blasts are chained into each other.
- Slash Chop's palFX instantly wears off if cancelled into a backdash.
- New Blur Kick (s.SK) animation.
- EX Slash Down Kick went back to 3 hits.
- Charging Ball FX during Chou Kamehameha now grows as Goku charges the move.
- Changed all guard.velocities for basic moves.
- Added "yaccel = 0.5" to all HitDefs that didn't have any specified.
- Changed flik flak command : you can now configure it in the config.txt file. You can choose between holding back (with better timing overall, since holding back will make you go in flik flak, while releasing back when landing and pressing back again should make you go in guarding state if needed) and holding back+lp+lk. I hope everyone's happy now. :P
- New Jumping Back animation (hence new back dash startup and new air back dash).
- New jumping forward animation (new animation timings for all jumps and super jumps).
- Changed scale of the lightning during Chou Kamehameha.
- Added NoFG assertspecial on Jojo Super BG.
- Kamehameha hopefully comes less in the middle of Ki Blasts now. It's still not perfect, but should be better.
- Slightly changed bindings for clouds during taunt.
- Fixed a bug where 2nd part of Dragon Fist would trigger automatically if you try to do the EX version and "fail".
- Perfect winpose added, with pimp sunglasses.
- New throw : Head butt. It replaces the double knee + kick throw (F+lp+lk).
- Super BG can be disabled in config.txt.
- Started coding Genkidama :
	+ Charging state done, with variable.
	+ Genpower FX added, with scaling.
	+ Power Charge disabled when Genkidama Power is enabled.
	+ Charging state by pressing 2P and holding the buttons.
	+ Light version coded. 10hits with no dampener.
	+ Medium version coded. Explosion that makes the opponent rise.
	+ Genpower goes down when Goku is hit.
	+ Medium version makes the opponent go left and right on rise up.
	+ Horizontal lightning added.
	+ Ground wave and vertical lightning added.
	+ Added sound and palFX indicators of genpower.
	
BETA 8 :
- Medium Genkidama is much bigger and grows when hitting.
- Genkidama explods when guarded.
- Break FX for Genkidama.
- Added missing PalFX on Max charge Genkidama.
- Made scaling larger for Genkidama charge FX.
- Hopefully fixed a new cloning bug.
- Made the little clouds animate too during taunt (+ winpose).
- Taunt sound stops when Goku's hit, but not in other cases now.
- Added MAX Level Genkidama : little more damage than Lv2, but dizzies the opponent. If not balanced enough, I'll switch to just 20 hits and no Dizzy.
- Genkidama charge is kept between rounds now.
- Added Super BG Kill for Chou Kamehameha and Genkidama.
- New animation for Z-counter Blast Kick.
- Added super FX to Genkidama startup.
- Meteor Kick coded (the system at least, may still need some tweaks here and there).
- New neutral jump animation.
- IronMan pose at the end of Meteor Kick.
- New gorgeous animation for Hurricane Kick.
- Coded Hope Gauge for P1.
- Coded Hope Gauge for P2.
- New EX Hurricane Kick animation and FX.
- Fixed typo in the AIR file which made the last sprite of headbutt not appear.
- Added popping sound for when the taunt cloud breaks.
- New MP Combo animation.
- Changed "Ike" voice during intro to "Ikuzo".
- Added all sounds and FX I wanted to add to Meteor Kick.
- Added some BGPalFX to Chou Kamehameha charge state.
- New alternative small portrait by Dope added in the SFF.
- New BlueStreak palette.
- 5 new palettes by Dcat and Dope.
- Added some sound when throwing Genkidama.

BETA 9 (this is the beta sent for testing 3) :
- Added a neutral jump sprite I had forgotten.
- Changed position of Super charge FX during Meteor Kick.
- Made Genkidama smaller during charge-up. Was too big.
- Changed cloud timings during taunt and Winpose 3.
- 1st Kick of Meteor Kick doesn't kill anymore, to give a more dramatic effect to the 2nd kick when killing.
- Wider Hope Gauge added, at Balthazar's request.
- Changed superpause effect for Genkidama (to be debated with Balthazar).
- Added footsteps sounds.
- Lightning FX when the Genkidama hits is now behind the growing ball FX.
- Made the Genkidama not go too close to the edge of the stage, to avoid misses.
- Changed damage output for Meteor Kick.
- New MP animation.
- New Diagonal Kamehameha FX, taken from Cyber Akuma.

BETA 10 :
- New Slash Down Kick animation.
- Removed first footstep sound.
- New float back sprites.
- Tweaked damage for EX hurricane kick.
- New flash sprite during Kamehameha launch.
- Changed opponent velocity during headbutt.
- Added a damage dampener to Meteor Attack, but it still has a minimum damage output of 150.
- Can cancel Kamehameha into Chou Kamehameha.
- Coded Kaioken !!! (missing some sounds and FX).
- Changed Genkidama charge command to MP+MK instead of 2P (more logical, and allows to perform Chou Kamehameha with Genkidama initiated).

BETA 10.1 :
- Changed some dive kick timings.
- New Uppercut animation !
- New Ki Blast animation !
- Added voice to EX Hurricane Kick.
- 3 new palettes (in the "extra" folder).
- Added Aura FX around Meteor Kick.
- Update to Kaioken :
	+ Redder charging aura FX.
	+ No superpause charge FX.
	+ Final animation is faster and Goku appears earlier.
	+ Using teleport SFX for final anim.
	+ Added afterimages during the auto-combo.
	+ No FG nor lifebars during final animation.
	+ Added a flying upwards aura FX.
	+ Kaioken now kills. LOL.
	+ New KICKASS sprites for final animation.
	+ Added variable to choose the super BG.
	+ Added variable to choose the presence or no of palFX on the last attack.
	+ New dash up animation.
	+ Removed the fade out after charge up.
	+ P2 new has a very heavy bounce and a very long recovery before he can stand up again.
	+ Goku yells during the final attack.
	+ Changed timings on the end of the attack.
	
BETA 10.2 :
- Added horizontal aura on Kaioken dash.
- Added sound FX to Meteor Kick.
- Toned down Kaioken damage (may still need tweaking).
- Wrote a nice HTML readme !!!
- Removed Dragon Fist moves from Kaioken and tweaked damage.
- Removed shinny shadows from Kaioken charge.
- Added a DEF file for Mugen 1.0, concerning the Chou Kmh beam appearing reversed.

FIRST RELEASE DONE !!!

UPDATE 1 :
- Various Readme fixes.
- Guarded Ki Blast now gives much less power, and Ki Blasts give much less power when performed.
- Pressing D+HK or DF+HK during run now triggers c.SK and not Cartwheel Kick anymore.
- EX Slash Down Kick does more damage.
- Modified Goku's CLSN during Meteor Kick, to avoid a bug where Goku would miss with the 2nd kick.
- Hopefully fixed Left Snap Kick sending the opponent in the bad direction when hitting from behind.
- Changed Kamehameha (Straight, Diagonal and Aerial) hit velocities.
- Changed some hitvels to ease comboing with basics.
- Removed c.LP and c.LK being chainable into themselves.
- Gave s.SK a longer recovery time in order to avoid infinites.
- 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.
- During light Dragon Fist, Goku shouldn't be able to pass on the other side of a thin cornered opponent.
- Dragon Fist can't be chained into s.LP anymore.
- Light basics can be combo'd into Strong basics correctly now.
- Added camera focus on player for Hyper Pause when fighting Syn's characters.
- Comboing Meteor Kick after Dragon Uppercut is possible now. It could only combo into Bicycle Kick before.
- 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.
- Additional sprite for full screen Kaioken kick.
- Slightly changed scale for fullscreen attack.
- At the end of Kaioken, Goku is frozen in Ironman pose after he lands, to increase dramatic effect, until P2 can stand up.
- Additional sprite for Uppercut (d+SP).
- New dash forward sprites.
- Medium basics stun the opponent long enough, allowing them to be combo's into specials and supers now.
- New close light punch animation.
- New dash backward animation.
- New a.MK animation.
- Removed afterimages from most Supers.
- New food for taunt : corn !
- Realigned a Blur Kick sprite.
- New Snap Kick animation (Dragon Combo 3rd follow up).
- Added Snap Kick to Kaioken autocombo.
- Aerial Hurricane Kick adds power to the powerbar.
- Removed the flashy blue Super BG from Kaioken (was disabled by default before).
- Cleaned up the SFF a bit.
- Hope Gauge now disappears with a fade out and velocity, as other notifications.
- Added Dash Collision compatibility with Storm-Ex' Awoken Ichigo and Dope's Alucard.
- Punch Zero Counter changed from Rising Kick to Snap Kick.
- Both Zero Counters can't kill the opponent anymore and deal much less damage.
- Updated alternative small portrait, and new small portrait by Dope.
- New SF3 Super BG sprite.
- New FX : Run/Kmh dust, land FX, Special land FX.
- Added 84 winquotes to Goku, 49 of them being character specific. 
- Fullscreen Kick animation during Kaioken appears over most helper bars now (still not perfect).
- 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.
- EX Slash Down Kick has faster startup.
- Removed use of old sprite for aerial forward dash start/end.
- Added height restriction when performing Boomerang Kick after Hurricane Kick.
- New run and run stop animation.
- New Dragon Blast Uppercut animation.
- Adjusted Uppercut hitvels and super jump height as well as some aerial hitvels to ease aerial combos from Uppercut.
- Fixed transparency in a power charge sprite.
- Explosions on Lv2 and Lv3 Genkidama are now smaller.
- Particle system for Genkidama charge, instead of the old FX.
- 8 new palettes by Hien, 3 new + 1 updated palette by Dope.
- Changed Kaioken to being blockable (still has the same comboability as before).
- Goku now says "Shiwatta!" when hit during Genkidama charge.
- Recoded recovery states. New FX and sound, and new behaviour for Ground Recover.
- Changed hitsound and envshake during Kaioken Uppercut.
- KO and Ironman pose after Kaiyoken are a bit shorter.
- 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.
- Added NoAutoTurn during all Dragon Fist moves (+EX), so Goku wouldn't turn automatically if the opponent goes in his back.
- Typhoon Kick Follow Up for Kaioken.
- Added "Fullgame Features" section to the readme.
- EX Snap Kick effects properly bind to Goku when he hits the opponent.
- Added Dizzy stars to the opponent.
- Added English voice patch by jweezy34.
- Definitely fixed Dragon Fist (+EX) passing through opponents.
- Only Typhoon Kick follow up can be used in Simul & Co-Op modes, to avoid Kaioken looking stupid.
- New launch animation for Diagonal Kamehameha.
- Now 100 winquotes, with 71 specific ones.
- Changed the startup animation of his raised fist winposes.
- Chou Kamehameha Upwards by pressing up during Chou Kamehameha (twist knockouts the opponent on the last hit to prevent any possible juggling)
- Corrected the difference between 1.0 and Winmugen which made me use 2 DEF files, because of Chou Kamehameha beam scaling as P2.
- Added Super Kill BG to Kaioken, as well as a variable to enable/disable it in config.txt.
- DEF file for Mugen 1.0 has Palette Key Remap, because the palettes were all over the place.
- Flip knockout animation (5052) changed to loop at the end.
- Changed Typhoon Kick finisher to Bicycle Kick Startup anim with pulse FX.
- New intro, with special variation against Megaman by DG.
- Added dust to Snap Kick.
- Dust fx for (ground) Hurricane Kick is on the other side of Goku.
- Goku uses straight jump floating sprites, rather than the backwards jump floating sprites, at the end of Kaioken.
- Changed fade out speed for Genkidama particles.
- Added two new speeches to the winpose with raised fist.
- Cropped the SFF.
- New Boomerang Kick animation.
- Typhoon Kick follow-up recoded.
- Updated Ironman pose with the 3 new sprites (smaller hair).
- Updated Genkidama charge animation.
- New Ki Blast break animation.
- Genkidama Charge particles have blue afterimages rather than grey.
- Additional animation on Hope Gauge when at MAX power.
- QCB+P, QCB+K (Circle Punch, Snap Kick) combo is possible now.
- Used a different recovery frame during 2nd Ki Blast, to make it smoother.
- 2 new specific winquotes.
- Kinton Cloud intro.
- Shenron intro.
- Kamehameha Up is now performed by pressing up during superpause of regular Kamehameha.
- P2 custom fading state when killed by Chou Kamehameha .
- New SSJ3 winpose by pressing Start when winning with a perfect.
- A tutorial section in the readme to add all sorts of compatibility with Goku.
- New Slash Chop animation.
- Slash Chop timing is a little less strict now.
- Aerial Zero counter (f+2K) : Boomerang Kick, with no bounce juggling.
- Fixed a little problem with Hurricane Kick which could lead in passing through the ground.
- Fixed jump states animations.
- Removed Air Z-Counter leftover code.
- Boomerang Kick has more recovery time.
- Added ChangeState to avoid 2 Shenron intros occuring at the same time in mirror match.
- All Easy Challenges finished (for what's possible).
- Fixed Goku standing in the air during Megaman intro.
- Updated SSJ3 winpose with new sprites and sounds.
- Made Slash Chop charging loop. Making it go from one to the other only halfway made it look really jerky and off.
- Smoothed the hitrate fastening during Typhoon Kick.
- Changed the blue color of the MAX Hope Gauge to that of the hope bar.
- Added shaking and X vel to Chou Kamehameha fatality, as well as SFX.
- Scaled Shenron a little so Goku wouldn't be cut off at the top of the screen. Updated the sounds and added smoke too.
- New winpose with power charge then kaiyoken dash.
- Added Challenge Mode section to readme.
- Camera focus on Goku for Kaiyoken dash winpose.
- Hopefully fixed "Success" not appearing when completing challenges.
- Fixed dizzy stars not disappearing correctly.
- In the Typhoon Kick Finisher, during the Rising Kick part, the auras of the kicks follow Goku completely now.
- In the Typhoon Kick Finisher, removed overlapping voice displayed twice.
- Challenges intermediate 1 to 15.
- New twist (5052) animation.
- SSJ3 winpose now displays the whole animation. Stupid mistake on my end ...
- Added mouth sprite to SSJ3 winpose.
- Scream for SSJ3 winpose is at the beginning now, and cropped the sound to reduce snd file size.
- Scaled Shenron back up, and made the smoke move and fade out as Shenron leaves the screen.
- Updated Chou Kmh fatality with "cinematic" white screen.
- New a.LK animation.
- Updated trial mode : Congratulations, you've completed blablabla, with timer positioned. Kaio Sama sprite added. SF4 select sounds replaced by Budokai ones.
- Challenge mode only works VS Goku.
- New a.SP animation.
- New Dragon Fist animation.
- Mostly completed Beam Collision : super portrait during counter, beam collision state, winning state including Chou Kmh Fatality.
- Intermediate challenges 16, 17 & 18. Finishing them.
- Added Beam Collision notification.
- Made the KO scream appear better on the player who loses Beam Collision.
- Large portrait for Beam Counter is behind now.
- Put the enemy back to selfstate (and not changestate DOH!) after Beam Collision.
- Changed palette for Beam Collision center ball, so it blends better.
- Disabled Beam Collision in simul mode.
- Freezed the timer during Beam Collision.
- Set hitfallset to 0 on the dizzy state after the genkidama.
- a.SP has more recover time.
- Kaiyoken doesn't display the super KO background when disabled in config.txt.
- Disabled the super KO background during Chou Kamehameha fatality.
- "Uncropped" SSJ3 scream.
- Can't combo c.MP into c.LP anymore.
- Reworked Hyper Kick so the shaking wouldn't make the graphics go off-screen.
- Changed the recovery command to a single button.
- Added 4th digit to the timer in Challenge Mode.
- Fixed Kami Sama Challenge having an "!", which was in fact a cut "E" left over from bad editing. :P
- In Challenge Mode, dummy now auto recovers, automatically punches, kicks and jumps when needed, and can't be controlled by the player.
- Overall fixed the explods in Challenge Mode : moved them to a new position to not hide Hope Bar. Added supermovetime and pausemovetime so they wouldn't act weird (didn't put them in a helper :P), and they shouldn't disappear during supers anymore.
- Hopefully fixed Slash Chop FX being misplaced during hitpause (Rednavi State -2 fix).
- Expert Challenge 1 coded.
- Beam Collision timer, explosion and damage.
- New a.LP animation.
- New Twist Knockout anim, and new FX for it.
- New flip knockout animation, and new FX for it.
- Removed stupid custom cornerpush thing.
- Hopefully fixed P2 controls during Chou Kmh charging state. Royal Fuck up here! ;P
- New Dragon Elbow animation.
- Round X anim cannot be seen TWICE if you press start to access the challenge mode after it was displayed.
- Changed Projectile Counter hitFX (finally!).
- 22 new palettes by Trill Cosby added to the folder.
- Added little vertical motion to Kinton Cloud.
- New Karate winpose.
- Challenge mode : P2 uses s.SK and a.SK during Zero Counter challenges.
- Challenge mode : P2 jumps during Up Kamehameha and Up Chou Kamehameha.
- White fade-out on SSJ3 winpose instead of circle scaling down.
- Challenge mode : You can go back to the difficulty selection menu by pressing Start 3 times.
- Chou Kamehameha beam animation pauses on KO correctly.
- Challenge Mode : switched Combo 10 to expert 1, and added new combo by Balthazar : "EX Slashdown Kick, c.MK, c.SP (up) a.SK, MP Dragon Fist, LK Hurricane Kick, Bicycle Kick, Kamehameha Up". Changed Dragon Fist hitdefs to fall.recover=0 to make the combo possible.
- New a.MP animation.
- New Dragon Kick animation.
- New small portrait.
- Extended hitboxes and timings for a.LK and a.LP, to ease jump in a little.
- Fixed afterimages for Ex Hurricane Kick.
- New sprite in Dragon Blast Uppercut animation.
- Switched order of some Kami Sama challenges.
- P2 bounces higher when falling on Air Kamehameha wave, allowing for:
- New Intermediate Challenge, put as number 18, with Air Kmh > Kmh chaining.
- Modified timings on Rising Kicks' auras.
- New Cartwheel Kick animation.
- SFX when landing from Dragon Blast Uppercut, ex snap kick.
- Added Reverse Boomerang Kick to Kame Sennin Challenges, and modified all counters (waiting for "Reverse" sprite).
- New Expert Challenge : "jumping P2, Reverse Boomerang Kick, Reverse Boomerang Kick".
- Added woosh SFX on twist KO animation.
- Added overlay to introduction of Challenge mode, so the portraits and text bubbles blend better.
- Broken Back (aka Nappa Finisher) follow-up for Kaioken coded.
- New Kame Sennin portrait and all intro bubbles.
- Fixed little Kame sennin bug when finishing challenge.
- Updated broken back custom animation.
- New Bicycle Kick animation (and thus Meteor Kick too).
- Added "reverse" sprite.
- Added Kame Sennin, Kami Sama & Kaio Sama portraits and challenge failure helpers.
- Updated Beam Fatality sprites.
- New EX Snap Kick animation.
- Fixed little red part appearing when charging Hope gauge.
- Slower fade out during SSJ3 winpose.
- Lipsynched the mouth with the scream on SSJ3 winpose.
- Fixed Beam fatality sprites so they'll always be black.
- Changed a frame in c.SP (as for Dragon Blast Uppercut).
- Updated taunt sprites and added new stupid sprite to winpose.
- Updates to Broken Back :
	+ Longer hitpauses on Broken Back.
	+ Added Dragon Roar sounds on all teleport moves.
	+ Fixed a pixel on Upward dash.
	+ Final Back Breaking catch : added SP hitsound, P2 KO scream and dramatic SFX, as well as sound for toss.
	+ Stays a little longer after Elbow Drop, before dashing down.
	+ No scene jump anymore, all the move is done as a "single sequence".
	+ Speed up P2 falling down at the end.
	+ Updated red vertical Dash FX so it looks less static.
- Moved Kami Challenge 10 to 19th, and placed expert 1 as 20.
- Broken Back tutorial in the readme, and updated others too (image wise).
- Another new small portrait.
- New c.LK animation.
- Updated challenge balloons with "Comics Sans MS" font.
- Changed the air-recovery sprites to a fast double backflip animation.
- Scaled up Challenge portraits.
? Hopefully fixed bugs in Challenge mode.
? Hopefully fixed the Kaioken + Ki Blast bug with funky behaviour.
- New c.MK animation.
- Swoop Kick is higher on the screen during Back Breaker follow-up.
- Fixed Dragon Blast Uppercut animation in the Kaiyoken Backbreaker.
- In the Beam Fatality, added special epic sound when you do it from a beam clash.
- New winpose, directly taken from Toskomic's Goku HR.
- P2 should go in the right direction if you hit him with EX Snap Kick, Blur Kick or Boomerang Kick from behind.
- Changed sprites used for opponent during broken back. Looks better in most cases, but has some axis issue on some different sized chars.
- New c.SK animation.
- New Aerial Kamehameha animation.
- Fixed sprpriority during SSJ3 winpose.
- Playing Kaioken speed FX instead of Super jump SFX when dashing up during Kaioken.
- Modified Kaioken so Goku always has dash aura during vertical dash, and masking tail at the beginning.
- Coded intermediate challenge 20.
- Fixed Expert Challenge 2 (double reverse boomerang kick).
- No powercharge or Spirit Bomb charge when there's alread a spirit bomb on screen.
- Shifted aura on SSJ3 winpose, after the transformation.
- New s.MK animation (again *3 or *4 ;P).
- Removed 360 from aerial Kamehameha.
- Small portrait update.
- Updated readme images.
- In fact, removed flashes from aerial Kmh, to make Chou Kmh more unique.
- Realigned Rising Kick aura a little.
- Added portrait and text when finishing a challenge completely. Added a little music too.
- Removed Elbow Drop FX.
- Stretched beam FX during Chou Kmh.
- Made Nappa Finisher more accurate during hits (in slow motion).
- Added Aerial Punch Zero Counter (using Smash Punch anim).
- Added it to the challenges, and reduced count number to 44 (since the genkidama kaioken finisher isn't coded yet).
- Changed basic hitsounds to SF3 ones as per request.
- Victory text appears longer on screen.
- Added Kaioken Dash FX + sound on the dashing winpose.
- New pimp glasses, with randomization.
- Added all GetHit sprites sent by Balthazar.
- Changed ground.type to High for far s.MK.
- Lowered SF3 hitsounds, added more of them, and reworked all of them in the code (separation of kick and punch hitsounds).
- Fixed wooshes order.
- Added new GetHits : knockout and hit on ground.
- Added a taunt at the end of Kaiyoken finishers 1&2.
- New Gethits : getup and super hard low hit.

BETA TESTING FIXES :
- Changed how much the trainer appears during Challenge mode to tease you : 30s for Kame, 1min for Kami, 2min for Kaio.
- Removed several occurences of moves having to be performed with a particular strength, while it would have been fine using whatever strength, in Intermediate Challenge.
? Changed behaviour for infinite combo fix helper (knocking down in some occasions). Not sure it's perfect though.
- Added woosh sound to Cartwheel Kick.
- Updated English SND thanks to Jweezy34.
- New trip, fall and bounces gethits.
- Fixed a couple stuff in the readme.
- Added a Burst Limit SND to test.
- s.LK uses low gethit animation.
- Using f7,2 instead of "value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)"
- Velocity = 0,0 when the opponent hits the ground before they bounce during boomerang kick.
- Fixed sprpriority problem between balloon and timer in Challenge mode.
- Kaiyoken: the gethit animations alternate during the super combo.
- Ki Blasts have different heights now, and the second one gives a low gethit animation to the opponent.
- Fixed Kamehamehas not displaying the explod part when they hit each other.
- Added forcestand = 1 to some specials.
- Hopefully fixed the Challenge mode bug where Success appears even if (Chou) Kmh doesn't hit the opponent.
- Attacks now give power to the opponent.

NEW STUFF :
- Switched Air Kmh > Kmh challenge to the last place (switched 18 and 20).
- Lying dead sprite lowered by a few pixels.
- Corrected launch sprite.
- New falling sprite.
- New Flik Flak animation.
- All sound patches by Jweezy : JAP-BL, EN-BL, JAP-BL.
- Changed flik flak's behaviour : only performable once, invincible during it, done by tapping "back" when landing from backdash. Removed variable config.
- You can skip the intro during Challenge mode choice now, Challenge mode will still be active.
- Very slightly highred EX Hurricane Kick damage.
- New Thrown gethit.
- New time out/Cheap KO animation.
- Added some width at beginning of Kamehameha.
- Music not displayed anymore when in winpose with Goku HR.
- Gave 3 additional ticks of recovery time to Turn Elbow, to avoid any possible infinite.
- Added Aerial Punch Counter to the readme and fixed a few typos.
- Fixed ground recovery.
- Fixed bad sprite at the end of (EX) Dragon Kick.
- Fixed spaz attack after Flash Kick. ;P
- Twist KO effects should freeze along with the rest during a superpause now.
- Fixed bad loop in Flash Kick.
- Updated aura on Blast Kick.
- Added Krak + planets Super BG for physical attacks.
- Added Zwang Super BG for Ki Attacks.
- Goku gives debug flood at the end of Arcade Mode about no 0th enemy.
- Updated Genkidama charge sprites.
- Kungfu pose. \o/
- Fixed code and SND patches : English versions have Orryyaa during Hyper Kick Kaiyoken. Fixed Supercharge sounds in jap-bl.
- Added anti Genkidama cheat fix in Expert Challenge 2.
- Lowered getpower in most hitdefs (70 to 40 when hitting in combo).
- New food : Dino Tail.
- New Dizzy animation.
- Super DBZ KO: On the ZANNG!, the yellow "sun" appears immediately.
- Super DBZ KO: Fade-out changed to white.
- Super DBZ KO: made a little faster.
- Super DBZ KO: removed super KO pause and made it into a slow-motion.
- Highered Goku's sprites when he bounces on the ground, so the feet aren't "in" the ground.
- Removed special KO animation in the Hyper Kick finisher, as there's already the flashy screen.
- Cleaned a couple of white pixels in the EX Hurricane Kick FX that should be transparent.
- HD Genkidama FX added.
- Added first sprite of Midnight Bliss.
- Added FX to EX Slashdown Kick.
- Coded Genkidama Kaiyoken (still WIP)

? Expert 4 : Tomoe Nage > Air kamehameha.
- updated Readme a little.
- Fixed flik flak performable several times.
- Palette chart in the readme.
- Y-scaled a few Power Charge FX sprites, to avoid cut-off if the opponent super jumps.
- Super DBZ KO screen doesn't remove the BG at the end now.
- Added GK to the Kame Sennin challenge.
- Added Air Dash FX (taken from Sonic Machine).
- Added vertical superjump FX.
- Added ground crash FX for when P2 is sent to the floor for bounce-juggling (a.SK, EX Dragon Kick, Bicycle Kick, Meteor Kick)
- Added Chichi catch winpose. For now, you can trigger it by holding start during the winpose (when you don't win by a perfect). This will be changed when the intro is done, and we'll actually discuss more about the randomization of things.
GK updates :
- Not have Goku go into Genki Dama charge right away.
- Added fx and sfx when p2 falls on the ground after the spinning knock away.
- The little fullpower graphic on the Hope Gauge dissappears once you activate the GK.
- Once the camera shifts back to Goku, have him do the complete start-up of the Genki Dama charge ...
- complete with soundclip (give me your energy!). 
- Leave Goku in his throwing frames until he is out of frame.
- Added dust fx as Genki Dama is launched/travels along the ground.
- Added some epic charging FX to Genkidama growing Ball (chose the 4th one). Added to all Sound files.
- Fixed misfiring when Genkidama moves horizontally (tested on Ravange only).
- Added "Genki goes wild" sound, but barely hearable because the sound is covered by the hitsounds. :-(
- Added multi Ki Blast and exploding invisible Ki Blast to the auto-combo.
- Worked on damage : deals from 500 to 750 damage depending on amount of genkipower.
- Changed the "hold by head" gethit.
- Readded Flik flak performable several times : invincibility lasts for 2 flik flaks. Then it's just a sort of "run back".
- Super BG KO only appears once during Back Breaker. Bug appeared when I fixed the "foreground not reappearing" bug during Super KO BG. :P
- Updated Dragon Kick sprites.
- Corrected Woosh SFX in EN-BL sound pack.
- First Attack and Projectile Counter give additional power to the powerbar (200 and 100).
- GK : shortened delay between Ki Blast and Ki Explosion.
- GK : can't kill p2 during the ki Blasting part.
- GK : Isn't p2 allowed to let us hear a couple of get-hit voice files ?
- GK : Epic Genki charge sound made louder.
- GK : added lip motion when he start charging his Genkidama.
- GK : changed travelling dust FX for Genkidama ball.
- GK : Added "Todomeda" (this is it) voice when charging huge Genkidama. Still need English version though.
- GK : added super jump FX to Goku's feet when he charges the genkidama.
- GK : Goku's Ki Blasting pose stays longer, all the way during the fading out.
- Added voices to Chichi in winpose (scream, catched, jiggle), in all sound packs.
- Added kiss to Chichi winpose.
- Added Chichi intro, and detection of it happening, for winpose.
- Added super cheesy Valentine Heart to Chichi winpose. ^_^
- Fixed a raised fist winquote being in Japanese in the EN-SF3 soundfile.
- Fixed the FG appearing one tick during Super DBZ Super BG screen.
- Added calling Kinton winpose.
- Added Katamari winpose. Scales Goku with Black BG and puts him in the middle of the screen, and Blue prize FX appears. 
- Added burger food.
- New stance with blinking and smiling + changed the standing CLSNs.
- Updated Air Kmh launch animation, with correct thumb.
- Added Car winpose with breaking glass system.
- Added Optimus Prime winpose, with scrolling up at the end.
- Increased the yellow Super DBZ BG size.
- Coded hammer time winpose. Placed it in the winpose selection as "Z", and moved the taunt copy as "Start". Move is still WIP (missing Gregory speed sounds and SFX for when hammer hits the ground (place holder for now)).
- Fixed Hope Gauge layering after doing some bad changes.
- Fixed Optimus' leg alignment. And stage scrolling stops a little sooner.
- Removed scaling from blue FX prize during Katamari winpose.
- Added Tada! sound FX to Katamari winpose.
- Removed Midnight Bliss animation in AIR file.
- Removed Super jump FX during GK charge.
- Added an option in Config file to change the axes of the Hope Gauge (in case they collide with the powerbars for example).
- Tweaked the glass shards a little.

- Removed char specific winquotes for release (only 1.0 version will have them).
- Super KO BG should appear now.
- Fixed opponent flying the wrong direction during (EX) Snap Kick and Blur Kick.
- "First Attack" text message appears in rounds 2, 3, etc.
- Updated readme with winpose contest stuff (Thanks section).
- More glass and spread wider.
- Added "Camera ignore when dead" controller (only works for Goku though).
- Fixed debug flood at end of Kaio Sama Challenge.
- Added shard going to ground at the end by scaling.
- Added English voice "here's my trump card" to GK.
- Readded the sound effect for Super Jump in EN-BL.
- Added Kinton bubble sprite & voices (Kinton Jap - Nimbus En) by Jweezy.
- New stance animation.
- Being thrown reduces Goku's Hope Gauge now (code by 2OS).
- Added Gregory speed sound.
- GK : during Genkidama charge, orbs now come out from Goku's body and arc to the Genkidama.
- Added Midnight Bliss.

- Removed Kinton text bubble.
- Goku shouts a bit longer for the Kinton shout winpose. Sound is also displayed sooner.
- Fixed jumping sound during hammer winpose.
- Added fix for GK whiffing against One Winged Angel's WarMachine.
- Passwords for Challenge mode coded :
	+ Kame-Sennin : SPA.PUNCHLKEX
	+ Kami-Sama : KICKSKUPMAX
- Coded Dragon Balls + Shenron appearing for winpose.
- Added Universal beam fatality (thanks to walt for the idea).
- Fixed GK not killing some opponent because of some vels.
- Fixed Kaioken giving back some power.
- Fixed Goku whiffing the opponent if you run out of juggle points at the end of Genkidama MAX.
- Changed Turn Elbow Smash to hit low instead of high (graphic change only).
- Added sounds to Shenron Winpose.
- Fixed sound 0,1 - 2774,1 in EN-SF3. 
- Fixed sound 2700,1 in JAP-SF3.
- Goku shocked when seeing Shenron.
- Shenron winpose change : added white flash and Goku in the center of the screen.
- SFX when P2 flies in the air during GK.
- Player has to press a button to go on the next screen during challenge mode when he finishes it, so he has time to write the password on a paper.
- Stopped timer during GK when succeeded in Kame-Sennin challenge.
- Added Success and Fail SFX in challenge mode.

- Added 2 palettes by maladingdong, and 2 palettes by moon girard.
- Made scrolling for Optimus smoother, and now scrolls lower.
- Fixed the foreground disappearing during Shenron winpose.
- I packed the prizes with the passwords.
- Changed the Dragon Balls sprites.
- Added tons of palettes ... again!
- Changed Shenron trigger to be 10 matchs in arcade mode and not "hold down".

---------------------------
LET'S WORK ON GOKU !!!
- Added compatibility with V.Akiha by Kohaku.
- Added compatibility with Warachia by Rajaaboy.
- Added Dash Collision code for Vegeta & Gohan.
- Removed camera ignore on KO.
- Fixed Cheap KO animation looping in some cases.
- Fixed bug with Ki Blast looping into itself when performing qcb*2+P during ki blast.
- Updated readme.
- 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.
- Chou Kamehameha fatality is now compatible with very tall characters.
- Realigned Hurricane Kick sprites.
- Updated far s.LP animation.
- Updated grab animation.
- Zero Counter deals more damage.
- More power gain when successfully repelling a projectile with Slash Chop.
- Diagonal Beam Fatalaty effect, for the Upwards Chou Kamehameha (only the full screen version)
- Slightly scaled up Genkidama Lv1 FX.
- Added SSJ winpose.
- The horizontal dash aura during Kaioken startup is now animated.
- ??? move !!! :D
- Fixed Hurricane Kick going through the floor ??? (maybe)
- 1.0 : Made DEF file, updated constants
- Added Super KO BG to new move
-------------
- 1.0 updated overrides
- Using double-handed launch animation for Level 3 Genkidama.
- Updated last sprite of Slash Chop.
- Updated begining of power charge animation.
- Updated Dash Collision sprite.
- Changed number of matches to 7 in Arcade mode to get a prize winpose.
- Corrected a bug with the way Back Breaker handles the opponent animation.
- Added aerial version of ??? move.
- Movie 7 GK finisher done.
- Spinning sound delayed during state 5052.
- Deactivated GK in simul mode
- Added compatibility with Satan.
- New hitsound for Slash Chop, and red pulse palFX.
-------------
- Compatible with Yellow Suika by Veanko : Dash Collision, Beam Collision.
- Fixed foreground appearing during Bicycle/Meteor Kick and Kaioken.
- Music is stopped during Toskomics winpose.
- Updated "First Attack" code : checks if p2movetype=H (fail safe) and doesn't give the bonus is F1 is pressed before the fight.
- Updated stretch intro animation.
- Changed statetype at end of Cartwheel Kick
- Fixed sprites 5001,0 and 5002,0 in the SFF.
- Updated Super Meteor Kick so the 3rd hit doesn't miss.
- 10 New palettes by Balthazar (available in palettes/New.rar).
- Updated Kamehameha launch animation.
- Fixed typos in Kami-Sama and Kaio-Sama dialogue sprites.
- Readme update : added many people to the credits.
- Readme update : Added Character of the Year and new CotM GIFs to the readme.
- Readme update : added various Youtube links.
- Readme update : added Command Moves section.
- Added sound and palFX to indicate when Genkidama Kaioken has be input properly.
- During Beam Fatality, P2 moves backwards slowly once the beam-fade effect starts, looks a bit more dynamic.
- Modfied interaction code Broken Back and Dash Collision.
- Added limiter to Dive Kick to avoid infinite with a.LP.
- Has Kaioken Chou Kamehameha in Simul mode instead of the other Kaiokens.
--------------
- Fixed back Carwheel Kick comboing (scrapped Zzyzzyxx feedback).
- Using new Kame launch anim for Chou Kmh and KCK.
- Used Veanko's code to fix Dash Collision bug.
- Fixed aerial LV2 Meteor Kick startup.
- Added Diagonal Up version to KCK.
- 7 new palettes (6 by Balthazar, 1 by GoD) in palettes/New folder.
- Fixed Balthazar-Idainaru Son_Gokuu_Densetsu palette.
- Updated shock animation.
- Fixed aerial Zero Counters startup (bug introduced when fixing Meteor Kick).
- After succesfully hitting with a Lv3 Meteor Kick, added 'is that all' taunt he also has after the Rising Kicks/Typhoon Kick.
- Polished a little the hyper kick fullscreen Kaioken transition (removed the white screen entirely and added a teleport sprite).
- Updated Readme : added Kaiyoken Chou Kamehameha finisher in explanations.
--------------
- Put SSW2 palette at X position.
- Scaled KCK beam (+30% Y-wise).
- Changed sprpriority to 1 for basic attacks.
- Added Twist KO SFX to Bicycle Kick and Air Recovery.
- Repel Projectile is now the "generic ball FX". Added ki-blast firing sound. Can use the old FX by changing a value in the config file.
- Dragon Balls randomly roll out from the opponent at the end of a match.
- Fixed music bug during Super BG.
- s.SP>c.MK link combo deals more damage than c.MK>s.SP chain combo.
- Updated Movie 7 finisher up to some point. Waiting for some sprites and sounds to touch it up even more.
--------------
- Finished Movie 7 Finisher
- Updated run stop sprite.
- Updated turn anim.
- Updated c.LP, c.MP anims.
- Updated stand to crouch anim.
- Updated crouch turning anim.
- 7 new palettes by Balthazar.
- Updated raised fist winposes.
- Added anti-SSJ variable.
- Updated s.LK anim.
- Updated power charge anim.
- Updated SSJ3 winpose anim.
- Updated Knee Kick (close s.MK) anim.
- Updated kung-fu pose anim.
- Update beam fade fatality (order of sprites in anim 5941), for a more dramatic feel. Only when Goku dies.
============================================<<< Readme updated till here.
- Updated air dash forward sprites.
- Updated s.LP close animation.
- Updated walk animation.
- Toskomic winpose sprite updated.
- Huge bunch of small updates to the animations, removing old sprites from the SFF, switching sprites, etc.
	+++ Airdash Forward            	:   update sprites.
	+++ s.LP 						:   I think you can cut frame 5.
	+++ s.MP                  		:   frame #1 becomes first frame of s.LP, cut the 2nd frame, add ticks to frame 1 to get the same speed as the current s.MP
	+++ s.MPx2               	 	:   update the last frame. That frame is also used as the last frame for Ki-Blast-2nd one.
	+++ c.SP                		:   cut frame #3. Also do this for all of his 'fist pump' winposes.
	+++ c.MP                		:   update the frame #1
	+++ j.MP                		:   move red hitbox more to the edge of his fist.
	+++ Ki-Blast_1st            	:   update frame #2 with frame #2 from 'Throw Attempt'.
	+++ Ki-Blast_2nd             	:   update frame #1 with frame #2 from 'Throw Attempt'
	+++ Ki-Blast_3rd            	:   update frame #1 with frame #2 from 'Throw Attempt'.
	+++ Dragon Uppercut            	:   cut frame #2 (from the Dragon Uppercut start-up, not the rising or landing part) - removed 225,1
	+++ Snap Kick            		:   update frame #1 with frame #1 from 'Turning' (but not mirrorred ofcourse).
	+++ EX Hurricane K            	:   take frame #3 and place it at the end.
	+++ Kamehameha            		:   update frame #2 with frame #2 from 'Throw Attempt'.
	+++ Kamehameha Upwards         	:   update frame #1 with frame #2 from 'Throw Attempt' [USELESS : not used]
	+++ Chou Kamehameha         	:   update frame #2 with frame #2 from 'Throw Attempt' (talking about the start-up ofcourse)
	+++ Stop (Chou) Kamehameha Upwards     :   update frame #4 with frame #2 from 'Throw Attempt'
	+++ Genki Dama initiate charge  :   update first 4 frames, cut frame #5.
	+++ Genki Dama charge stop      :   update (same frames as Charge but reversed, obviously).
	+++ Genki Dama charge        	:   update first 4 frames, cut frame #5.
	+++ Kaiyoken Dash            	:   cut frame #2, update Dash Forward sprites.
	+++ Removed j.MK combo from SFF
	+++ You still have to rename "Super Meteor Kick FX 1" to "Magnificent Shiny Dildo FX"
	+++ jump start frame! Re-use the first frame of his Power-up.
	+++ Winpose 1: awesome karate pose: The first 2 frames need to be updated to the new Turnaround sprites
- Bigger hitboxes for EX SNap Kick.
- No power charge when MAX Genkidama is on the screen.
- Changed the gravity when p2 lands after the final kick of Lv3 Meteor Attack.
- M7F : rised dash speed, updated wild aura SFX.
- Changed Hope Gauge display a little (blue bar blinking).
------------------------------------------------
- Circular effect for M7F for huge aura.
- Fixed Kamehameha Ki Gather FX transparency (white parts missing).
- Fixed bug making some char not rebound from a.SK.
- Updated all 3 other sound files with the M7F sounds.
- Changed Tomoe Nage for Toss (Seoi Nage) throw.
- Kaiyoken Kamehameha : aura loop sound effect plays as you initiate it.
? Hopefully fixed Ki Blast comboing problem (see video by Zzyzzyxx).
- 1 new palettes (Balthazar-Arcade2).
- Hopefully fixed "restand" bug with c.LK and c.MK.
- Fixed backdash facing wrong direction in certain conditions (e.g. POTS Geese's anti-air countermove).
------------------------------------------------
- Added "command!="holdback"" trigger to have s.HK performable during run by pressing B+c.
- Changed trigger to "statetype != A" for all standing and crouching basics.
- Updated the Readme : changed the graphics for Power Charge, Knee Kick, Kamehameha and Chou Kamehameha !
- Changed the moment the "woosh" SFX is displayed during Bicycle Kick.
- Updated hitboxes (couldn't replicate bug vs KFM) : Goku's (qcb + punch)x3 fails to connect the 3rd hit properly on slender chars like KFM or Princess Fine when both chars are midscreen.
- In FF3 : got rid of this ugly red cross for syntax errors (not Warnings for now).
- Fixed facing bug during Soei Nage.
? Hopefully fixed problem of Air Kamehameha disappearing too soon and not incrementing the combo meter (with Air Kmh x3 combo shown by Zzyzzyxx).
- Added "movecontact = [1,8]" trigger for special to super cancels (from Hurricane Kick).
- Fixed statetypes for : meteor kick, super meteor kick, Kaioken (fullscreen kick and broken back). Not doing the intros, as they're not acting on the gameplay.
	TODO : flik flak, cartwheel kick (Changing the physics from A to N and adapting the code afterwards may solve the problem.)
- Added the stock 'Kamehameha charge' sound effect to the Lv1 Kamehameha's.
? Hopefully fixed "restand" bug with c.LK and c.MK (higher air.vels, lower air.hittime).
- Changed buffering for Dive Kick. qcf,uf+K makes it trigger (not EX version though).
- NotHitBy set to 20 ticks in recovery state (5210) -> the invincibility ends and the time where they regain control are the same.
- Changed "Tomoe Nage" text in challenges for "Soei Nage".
- Fixed Genkidama bar display disappearing.
- Fixed VelAdd bug as explained by Vans at : http://www.vans.trinitymugen.net/home/mugenbug.html
- Put back normal conditions for M7F.
? Changed pos Y condition to avoid Boomerang Kick whiffing after Hurricane Kick, hopefully fixing this infinite VS tall characters : Jumping LP/LK > Jumping LP/LK > Weak Hurricane Kick > Whiffed Boomerang Kick. Jump again and repeat.
- Added compatibility with Combo Stickman by March (Dash Collision and Beam Collision).
- Added 7 to 10 ticks of additional recovery to Kamehameha, Kamehameha Upwards and Genkidama to avoid juggling with Ki Blasts.
------------------------------------------------
- Fixed Seoi Nage text.
- Hopefully fixed Genkidama bar not disappearing.
- Fixed finishing Arcade Mode or Simul Mode giving debug flood about no 0-th enemy.
- Update s.LP and s.MP using outdated sprite 210,0.
- Can't link throws anymore.
? Some win poses give debug message about inexistant p2
? Throws can activate the Counter Hit message.
? The recovery time of Kamehameha indeed can't enable extended juggles by normal means anymore. However it has the same debug that Ki Blast and Air KameHameha had before about the combo meter: see video.
------------------------------------------------
- Can connect LK Hurricane with Boomerang kick again.
- Forbidden Genkidama only in 2nd round now.
- No more 3 hit LK Hurricane Kick.
- Hopefully fixed Kaioken Kmh not coming out at times.
- New recolored portrait as position 9000,1233 to match SSW2 palette.
- Added Kaioken Kamehameha voice for English version.

POST SEPTEMBER UPDATE :
- Beam Collision compatibility with Vegeta Z2.
- Added Sliding Kick/Cartwheel Kick intro VS Goku Z2.
- Can dump power in Beam Collision by holding Start.
- Hopefully fixed Super BG kill not showing.
- Goku's readme still the new small portrait.
- Fixed Beam Collision fatality for Vegeta and Goku (targetstate problem with wrong animations).
- Dash Collision should be much less buggy.
- Hope Gauge X axis var now works properly for P2.
- Can perform Super Meteor Kick after Dragon Blast Uppercut.
- Vegeta can be a dummy for Goku Z2's Challenge mode.
- Kaioken becomes Kaioken Kamehameha when fighting 2 opponents (even when Goku is fighting alone).
- Fixed a black screen problem during Kaioken fullscreen animation.

POST VEGETA AND SSJ GOKU RELEASE (version 1.1) :
- 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.
- Beam Collision compatibility with SSJ Goku Z2.
- Removed misplaced Flash FX when chaining Kamehameha > Chou Kamehameha.
- New Air Dash sprites.
- Updated Genkidama charge sprites.
- Updated Hurricane Kick sprites.
- s.MK has updated sprites and smoother recovery anim.
- Added facep2=1 in fatality state.
- Removed all SSJ references (or did I ?)
- Prevented 2 Dragon Balls from appearing during a simul fight with 2 Goku Z2 in the same team.
- Disabled Shenron prize from simul mode.
- Genkidama charge (no pause after activation) is now an idle state.
- Updated Air Fall GetHit (anim 5030, 5035) to ensure better compatibility with other opponents (e.g. Bluestreak)
- Cursed state (compatibility with Anakaris & Shredder).
- Removed control during air dash startup.
- noFG during Genkidama launch.
- Added new common sounds (SP/SK hitsound, block, jump, ki blast, air dash, Kmh Lv1 launch).
- New Dramatic SFX when killing with a fatality.
- Removed pause from "Super DBZ" kill Super BG, to avoid nomusic shuttering.
- 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.
- Merged English and Japanese voices into a single SND file, toggable through config.txt.
- Fixed a.SK messing with opponent variables.
- Fixed Slashdown Kick.
- Fixed hitsounds for Kamehameha and Genkidama (launching sound displayed at wrong moment).
- Replaced common sound effects (wooshes and hitsounds for basics).
- Changed the command for the Genki Dama to qcb*2+P.
- More recovery time for Turn Elbow Smash (2nd attack of Dragon Fist combo). <-- FIXED MY FUCK UP LOL
- Exchanged the whoosh sounds for SP and LK.
- 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.
- Get control 5 ticks later during forward air dash (fixing infinite by NxL ?). 

ANOTHER UPDATE (17/06) :
+ 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.

NEW UPDATE (sent 16/07):
- Beam collision compatibility with Gohan Z2.
- Repel projectile is correct vs Z2 chars.
- Fixed AI taking over because of Bicycle Kick.
- Chou Kmh super BG in 1st round.
- Credits: changed BPTM2694 username.
- Bindtime=-1 on chou kmh flash.
- Can activate challenge mode against SSJ GokuZ2.
- New woosh sound for Slash Chop.
- EX Snap Kick is not comboable anymore, but deals a little more damage (still unblockable).
+ New stance animation.
- Updated Chichi throw sprites.
- Fixed transparency for Ex Dragon Fist's Dust FX, depending on config file.
- More recovery time for non EX Snap Kick.
- Update all flash sprites so there's only one shade for the flash (not white and gray).
- Changed P2stateno to targetstate for (Ex) Snap Kick, hopefully fixing Parry problems.
- 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.


(sent to Balthazar : 15/08)
- Hopefully fixed Chou Kmh AI bug where it can deal A LOT of hits (230!!!).
- Added a small yell to karate winpose.
- Added woosh sounds to Dragon Fist moves.
- Air Kamehameha is not an overhead anymore.
- New Lv1 Superspark and new Lv1+Lv2 supersound.
- Reverse throw uses an updated woosh sound.
- More AI during Beam Collision. Dunno how hard or easy it is.
- Added woosh sound to EX Snap Kick.

(sent to balthazar : 24/08)
- Palette Chart.
+ Hungry intro VS Goku Z2.
- New fall sounds.
- Slightly tweaked the AI to make it charge more and wait to use Lv2/3 supers.
- Changed voice at end of Gregory winpose.
- Default voice is English.
- Correct Shenron voice in English version.
- Set the Super Sonic Warriors 2 pal as palette 1.

Another one (not sent yet) :
- Can attack out of roundstate=2, just for fun.
- Genkidama charge is faster, and Goku loses less Hope gauge when being hit.
- Fixed woosh sounds on Snap Kick, Dragon Kick and Zero Counters.

UPDATE RELEASE 19/10

New update after HDBZ Release :
- Louder beam sound (2480,0)
- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.
- Super DBZ super BG doesn't display any lifebars anymore.
- Removed beam counter system.
- Longer startup for Ex Snap Kick, and modified guard.pausetime for whole rekkas, making the move less safe on block.
- Genkidama Lv3 is played correctly (didn't I fix that before ?)
- 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.
- Newly colored Nimbus sprites.
- Altered Cheap KO animation to make him go directly to dead position.
- Lowered the attack CLSN on the first attack of Bicycle/Meteor Kick.
- 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)

HDBZ 2 (sent 08/07) :
- New Chou Kamehameha animation.
- s.MK (far) > s.MP combo is now possible (it could only be performed from close s.MK before).
- 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.
- Made Emo mode startup (aka Genkidama startup command) as D,D,D+y+b.
- 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).
- Changed varsets in order to avoid this type of stuff : Air to air loop : https://www.youtube.com/watch?v=aLULc5HAkng (spin kick variants are all just one state and it reads which command you used to decide the vels, hitdefs and whatnot. The problem is that the move is constantly reading the button inputs so you can, for example, start a L variant of the spin kick and then press M or H kick a few frames later and affect how the hitdefs are going to act like.)
- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).
- Longer recovery time for Chou Kamehameha, to avoid comboing into s.LK/s.LP.
- Updated woosh LK (0,3) / woosh SP (0,2) / impact SP (5,2) sounds.


CYBASTER COMES BACK TO THE PARTY (from 03-06-2016) :
- Modified AI to use POTS' coding style : (random < X * (AIlevel ** 2 / 64.0))
- Added Dash Collision bug fix
- Readded all palettes (who in hell removed them in the first place LOL).
- Finally added this long due 100 winquotes, 71 of them being character specific, with over 1500 compatible characters!
- Changed whoosh sound effect for his reverse throw to be the Strong Punch woosh sound. Changed forward throw sound too, because it makes no sense to have different woosh sounds for both throws.
- Changed impact sound for his forward throw (the jumping headbutt) to be the 'PING!' impact sound (s5,9).
??? GENKIDAMA SOUNDS ???
- Nerfed Ki Blasts :
	+ Decreased push back by almost half
	+ Added recovery time to 2nd and 3rd ki blast (at least 10 ticks).
- Revamped the way Kaioken Finishers end so that they're in line with other Z2 characters, and changed damage accordingly (Genkidama Kaioken Finisher deals less damage now) :
	+ Level 0 (outside of Hope Mode) : 1st Person Kick/Hyper Kick Finisher - 383 damage.
	+ Level 1 (Hope Gauge <50%) : Rising Typhoon Kick Finisher - 447 damage.
	+ Level 2 (Hope Gauge >50%) : Teleport Attack and Backbreaker Finisher - 530 damage.
	+ Level 3 (Hope Gauge MAX) : Genki Dama Finisher - 633 damage.

==================================================================================================
TODO :
- Try using opponent's FX for slash chop.


WUT WUT :
? He still is able to do one that's 1141 damage (with Full 'Genki-Dama' and full super meter) 'Slash Down Kick', LP, MP, MP, HK, EX 'Dragon Fist', 'Turn Elbow Smash', 'Dragon Blast Uppercut', EX 'Dragon Kick', MP, MP, MK 'Hurricane Kick', 'Meteor Attack', MP, MP, MK 'Hurricane Kick', Full Charge 'Genki-Dama', charge while opponent's dizzy, HK, Dragon Fist', 'Turn Elbow Smash', 'Dragon Blast Uppercut', 'Meteor Attack', 'Bicycle Kick', 'Slash Down Kick'.
? I was able to replicate the screen dimming against Hercule, and it seems that the common denominator is Chou Kamehameha.  If you get the Chichi intro and you finish the second round with C. Kamehameha then the screen will dim during the winpose.
? I also came across something else but I'm not sure how to get it to happen again. I pressed F1 (Team arcade, Goku and Hercule vs Hercule) and another Hercule appeared behind Goku for a second (a playable Hercule, not a BG one.) so there was the Hercule I was fighting, my teammate in the bg, and a playable Hercule behind me, just for a second though.
? Kaiyoken (Kicks combo) sometimes freezes the opponent in mid screen and causes them to float off screen : Against all characters. This was tested in training mode against characters varying from you Cybaster along with Jmorphman, POTS, Kamekaze, SeanAlty, etc.
- When not full, the Hope Gauge can be covered by foreground objects.
- Statetype problem (not fixed yet) : flik flak, cartwheel kick (Changing the physics from A to N and adapting the code afterwards may solve the problem.)
- Just for fun, I tried to kill a 100% life Goku with a Forbidden GenkiDama : Slashdown Kick, MK, MP, Crouching HP, Jumping HK, HK, Strong Hurricane Kick, Kaioken, Forbidden GenkiDama. You guys will be able to do it anywhere in the screen, and the combo becomes an intermediate challenge that causes 100%.
? If you stand on the far side of the screen, shoot three ki blasts, and use Lv 2 or Lv 3 Meteor Kick then the last ki blast will shoot the opponent out of the kick, with Goku continuing the move without the opponent.


FEEDBACK :

??? New Chou Kame charge loop sprites! You can use the mouth from SSJ Goku.

- Another Goku's winpose where he says "Wakuwaku suruzo" which is his trademark "this is exciting" line is ok, but not as a winpose, more like intro before the battle.
>>> Yeah use the new Genkidama fx I suppose.


MUGEN 1.0 STUFF !!!
- Update all stuff : HitDefs ???
- Change position of explods based on resolution.

? I was able to perform j.MK > Slashdown kick on Goku himself (tested in Mugen 1.0) normally like against Hulk and KFM though I didn't get it recorded but now the combo is unable to be pulled off.

NEW STUFF TO ADD BY CYBASTER !!!
- the inclusion of the properly-colored select screen version of the small portrait
- Please add a chain for c.SP > EX Hurricane Kick :)
- The Ki Blast impact sound is too loud when it comes to those fast rapid-fire hits beam attacks, they get really annoyingly loud, so please add a seperate sound effect entry for all his other energy attacks (like Kamehameha and Genki Dama), besides his regular Ki Blast using this sound effect: (to be included)
- Can we also change the impact sound effects of his Kamehameha's into those of Vegeta's Galick Ho? Those are a bit softer (it can get really noisy when those very rapid hits rack up, so a softer sound effect for those quick impact hits will help I think).
- This is more a personal nitpick but I've come to hate his 'deal with it' sunglasses falling Perfect Winpose, I'd like to have that removed
- Many animations to update !!!!!

- I think we might need to nerf the QCF+P Ki Blasts : Perhaps have it give a little less supermeter as well, especially on hit.

- Alright Goku really needs some additional recovery ticks on most of his attacks like his Hurricane Kick and Dive Kick, he's just too safe on block with most things. He's so annoying to fight against. We'll have to discuss these a bit more. The Dragon Fist moves (moreso the first attack) are way too safe on block.

