https://www.mediafire.com/?nj7cy40c855o3cu - Overpowered + toned down in one pack! Toned down version updated!https://youtu.be/sboIQ8AJmqUThe full change to extreme butoden sprites comes with certain losses: the old Broly had a finger pointing sprite, kicking sprite, running sprites, and custom teleport animations. Nevertheless, this new one has more moves, and is better looking.He has 2 intros, 4 win poses. Be sure to check out the entirely new intro I made! He also has a custom intro against Goku and Vegeta characters.I feel he can still become better. I am sure that there are better effects out there, thus if anyone wishes to contribute to make this Broly better in terms of appearance, gameplay, or bugfixes, then please let me know here.Movelist is in the character folder, but either way (Note that counter command is now DF+z, not just z):Broly has lots of projectile invulnerability as well as hitoverride. Can't possibly specify all here. Find out yourself!Normal Moves:1. F+x (guard high)2. F+a (invincible startup)Special Moves:1. DF+x (can do 3 times in a row)2. DF+x in air (diagonally down fireball)3. DF+b in air (unblockable explosion pillar)4. DB+x (unblockable hit at 4 animelem. If that doesn't hit, will launch a fast-speed projectile. Signature move.)5. DF+y (has projectile autoguard)6. DB+b (air version of the above chest fireball dash)7. DF+z (counters physical hits only. Can negate but not counter projectiles. Press z and he will pose and end anim after animtime = 0. But hold Z and he will unleash the counter even without countering. Hold z for 20 ticks and release, to release the hit faster.)8. DB+a (invulnerable to projectiles. Unblockable grab. Can be done in air.)9. DF+a (air stomp. Can be done 2 more times in succession, afterwhich p2 cannot be hit anymore while on ground.)10. DF+a (if done in air, this is a stationary unblockable grab.)11. DB+y (Broly dashes, grabs, and flings enemy to the edge of screen with wallbounce.)12. DB+a (air version of the dash grab13. DF+b (unblockable close fireball)14. DB+b (unblockable leap grab and kick. Signature move)15. press c (activates shield, which lasts for a while. While active, cannot use super moves. Can press c to deactivate. Can be done in air.)16. any direction + y (teleport. Can also teleport after certain normal hits connect)17. DB+z (Homing chest fireball. Can be done in air)Super Moves:1. DFDF+x (signature fireball move 1. Homing fireball)2. DFDF+y (signature fireball move 2. Homing also. Explodes when contact with anything, even ground.)3. DBDB+b (Super dash grab, can be done in air. Will knock down with low damage when guarded. Press direction up or down to make him fly up or downward to grab the enemy.)4. DFDF+a (Siganture move. Broly walks forward, and if hit, does a grab + punch. counters all moves.)5. DFDF+z (unblockable dash + combo. need 2 power bars. Note that if you miss the dash, he will turn around and fire lots of projectiles at enemy.)6. DFDF+c (unblockable, one hit KO signature move - but does not do any damage for some reason to some characters)7. DDD+y (can deactivate and activate again. Drains mana while active, and cannot use special/super moves. While active, allows you to chain combo from any normal move, and increases damage of normal moves.)
lp is creating a spark out of the screen.several of the hypers cause way too much damage, one of them is a imediate kill.your transformation intro is one of the longest i ever seen, and most of it is a still frame, you could probably shave off a lot of time from it.
What do u mean creating a spark out of screen? Lp as in light punch (state 200)? Yea I was worrying that the intro might be too long... but it accurately captures the movie transformation lol. Nostalgic much. I could cut it down to right before he starts glowing green (meaning minusing the lightning and stuff).There was a bug with his commands. Now the super (DFDF+z. see pic below) should be able to be done without conflict with the counter special. Either redownload or download this .cmd fix if you have the original version already: https://www.mediafire.com/?tgcionbfiatlhs0 - cmd fix to be applied to original file (if its the first time downloading the original file, then u don't need this)
That Broly is amazing.Like. It really feels like him.But yooo, too bad I expected to be a beast with him, y'know doing a lot of combos haha.
here , ffx is being generated on top left.also he has a fuckton of life and his energy keeps regenerating itself meaning that all his level 3 that are instant kills can be done at any moment.during his hypers he becomes invulnerable as well.Kinda disapointing tbh because you actually gave him interesting moves.
Weird, u sure it's not the screenpack/stage issue? I've tested in 2 in 2 different mugens and its working fine. The explod appears at p2 0,0 , on p1's animelem 3, so it shouldnt be at top left technically. Not sure how to reproduce that problem. [State 621, ‚Ç‚ñ]type = Explodtrigger1 = AnimElem = 3anim = 8013scale = .9,.9postype = p2pos = 0,0sprpriority = 4ownpal = 1vel = 0,0removeongethit = 0bindtime = 0supermovetime = 99999999pausemovetime = 99999999EDIT: oh wait... maybe it's bindtime? Should be bindtime = 1 (in statedef 2019) Try to see if that fixes it.Yea, I know he's pretty overpowered. This is the first release, will look toward further updates. Extreme Butoden is very combo-centric, and perhaps in future his moves will be more combo-able like the Z2 characters, where pressing one button a few times leads to various combos.
I loved the last version. He was overpowered but it suited him. This on has some of that same flaw. But he looks awesome. I haven't tried him yet but if you added the explosion effect from Budokai 3, I'm in love.
any chance of fixing the palette in future updates? he takes a new palette with every sprite & id really love to give this work of art some new colors
BoyBoyz said, July 11, 2015, 12:58:42 amI'm already seeing something wrong here. The effect's sprite priority, precisely.Testing on 1.0.- Why do every sprite have different palettes?- Easy double KO is Broly (1p) and Broly (2p) do "c" (barrier) together at close range and stand.- D,B,y feels very sluggish in looks. It stays still for a little while when it immediately slams the enemy. Maybe a slow-motion movement would give the move a bit more impact, followed by the slamming pose remaining there for a second.- QCFx2 + z should use different attacks, not just one punch and one kick.- QCFx2 + c looks odd, it's like the energy balls fall down like snowflakes instead of coming from Broly himself. It's too... "quiet".- Broly can dash infinitely in air.- debug flood if Broly dashes against another Broly with the barrier activated; the debug message is this:WARNING: PLAYER BROLY IN STATE 100: CHANGED TO INVALID ANIMELEM 6 WITHIN ACTION 100If you look at the state 100 there are other ChangeAnims with values like 3, 4, 5, 6; if you delete them the debug message will go away;- however there is another problem: when Broly "runs" forward while the p2 Broly has the barrier, p1 Broly, keeps changing animation elements automatically (1 and 2); it's because of the HitOverrides.- D,F,y has a misplaced dust effect in the upper left side of the screen. And it's because of the bindtime = 0, which should be 1 like you said.- Same for D,B, a.
Alex Sinigaglia said, July 11, 2015, 12:20:13 pmBoyBoyz said, July 11, 2015, 12:58:42 amI'm already seeing something wrong here. The effect's sprite priority, precisely.Testing on 1.0.- Why do every sprite have different palettes?- Easy double KO is Broly (1p) and Broly (2p) do "c" (barrier) together at close range and stand.- D,B,y feels very sluggish in looks. It stays still for a little while when it immediately slams the enemy. Maybe a slow-motion movement would give the move a bit more impact, followed by the slamming pose remaining there for a second.- QCFx2 + z should use different attacks, not just one punch and one kick.- QCFx2 + c looks odd, it's like the energy balls fall down like snowflakes instead of coming from Broly himself. It's too... "quiet".- Broly can dash infinitely in air.- debug flood if Broly dashes against another Broly with the barrier activated; the debug message is this:WARNING: PLAYER BROLY IN STATE 100: CHANGED TO INVALID ANIMELEM 6 WITHIN ACTION 100If you look at the state 100 there are other ChangeAnims with values like 3, 4, 5, 6; if you delete them the debug message will go away;- however there is another problem: when Broly "runs" forward while the p2 Broly has the barrier, p1 Broly, keeps changing animation elements automatically (1 and 2); it's because of the HitOverrides.- D,F,y has a misplaced dust effect in the upper left side of the screen. And it's because of the bindtime = 0, which should be 1 like you said.- Same for D,B, a.Great, I love good feedback! Uploading the update now:I'm already seeing something wrong here. The effect's sprite priority, precisely.What do you mean? I don't understand.- Why do every sprite have different palettes?No idea!- Easy double KO is Broly (1p) and Broly (2p) do "c" (barrier) together at close range and stand.I can't fix this, it's a bug with the mechanics of the shield. Any suggestions would be welcome!- D,B,y feels very sluggish in looks. It stays still for a little while when it immediately slams the enemy. Maybe a slow-motion movement would give the move a bit more impact, followed by the slamming pose remaining there for a second.I took this from the extreme butoden version. The style is almost exactly the same!- QCFx2 + z should use different attacks, not just one punch and one kick.Done. 4 Punches in mid air, ground punch up, then kick launch!- QCFx2 + c looks odd, it's like the energy balls fall down like snowflakes instead of coming from Broly himself. It's too... "quiet".Added envshake! Thanks, I didn't notice the 'quietness' until you pointed it out.- Broly can dash infinitely in air.Not gona fix this.- debug flood if Broly dashes against another Broly with the barrier activated; the debug message is this:WARNING: PLAYER BROLY IN STATE 100: CHANGED TO INVALID ANIMELEM 6 WITHIN ACTION 100If you look at the state 100 there are other ChangeAnims with values like 3, 4, 5, 6; if you delete them the debug message will go away;Fixed- however there is another problem: when Broly "runs" forward while the p2 Broly has the barrier, p1 Broly, keeps changing animation elements automatically (1 and 2); it's because of the HitOverrides.Fixed by added a triggerall = (p2name != "Broly" || p4name != "Broly") && enemy, numhelper(951) = 0. Hope this doesnt clash with other characters who have numhelper(951).- D,F,y has a misplaced dust effect in the upper left side of the screen. And it's because of the bindtime = 0, which should be 1 like you said.Fixed.- Same for D,B, a.Fixed for air version. Ground version I don't see any potential issue.
the fireball is over the back of his hand instead of in his palm, the priority in which sprites overlap is wrong.If you cant fix that shield maybe make it different because as is its just broken
Damn, those are some sharp eyes lol. Fixed. The second part where the fireball grows bigger, I did not make it such that it is in his hand. Reuploading.
This really cool Character. Im no expert on the Dragon Ball Universe But I love how most of the Mugen Character Creators is Taking the liking of these sprite from Sprite resources rip and contributed by Ploaj and I know that Ploaj would be very happy that his Hard work is really paying its self off and knowing His sprite rips are going to be a great use to the mugen community
BoyBoyz said, July 11, 2015, 05:32:32 pmYup! All thanks to Ploaj for this release too!Man love this character . I think this old man need start learning more about dragon ball XD thank you for making him
I agree that one of the intro's is rather unnecessarily long, especially when alot of it is still and you no idea what the hell is going on. The standing animation could also be much faster, I'd give it 6 ticks for each frame. He's also wayyy too OP lol. It was a bother since I couldn't really test him out on anyone other than himself. Nevertheless I had fun playing him. I hope to see more updates.
after a few more tests , you really got to break him down a lot. Hes umbeatable due to bad coding options not even bad moves.you make a super move, he loses clsn boxes, you have a button where he becomes invicible to anything. It really spoils him through. not being able to be hit out of moves is like character making mistakes 101And when he simply powers up by himself and starts imediately with 3 bars that imediately refill , he can just launch lvl3 after lvl3 , where every lvl3 do about 130 percent of a normal character life.
BoyBoyz said, July 11, 2015, 03:58:28 pm- Broly can dash infinitely in air.Not gonna fix this.Why not?