DRAGON BALL GT:FINAL BOUT BABY VEGETA BY STOPMOTIONTOYS(ELIOTT)

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Baby Vegeta is a 4-buttons character. It used a,b,x,y for attacks.

Power Charge - a + b
Projectile - y (100 power)
Kick combo - D, DB, B, x (Take 700 power initially, then 300 during the Super)
Kame - D, DF, F, b (3000 power)
 

HE CANT JUMP( FINAL BOUT ACCURACY)
HE CANT BLOCK
HE CAN CHARGE EVEN WITH FULL ENERGY.. LIKE DRAGON BALL Z

THIS IS SECOND RELEASE (MADE SPECIALLY FOR 1.0) WITH SOME MINOR UPDATES SO IT WILL WORK BETTER AND FIT 1.0 WORLD!!


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THANKS TO:
SPECIAL THANKS TO SANNAMY...... For helping me debbugging, making the super kamehameha 3D scene and for supporting me.
To the user from mugenguild DOPPELGANGER for helping me debugging, finding some errors and  giving me feedback.
To YL Yzan, another user from mugenguild who helped me to find things.
Cyanide, an user from mugenguild who helped me to find a way to solve the flying error (already removed) and the command bugs.
"Thedge" for beta testing
"laharl" for beta testing
"shinra" for beta testing"
"Ryon"   for beta testing"
"GOD" for sound pack
'Tonyoak" for beta testing

if you want to talk: eliotblanko@live.com
WEBSITE FOR DOWNLOAD:
http://stopmotiontoys.wix.com/mugen

MADE IN 2013

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HelloMyNameIsAAA's part.

Well, this thing is.....somewhat questionable. It is still a decent attempt to make a Final Bout character to MUGEN, and considering how shitty 
the original game is, you get the point.

Changes

- Nerfed the Health and Defense from 2000 and 350 to 1250 and 125 respectively, as he is Radish SSJ4 tier otherwise.
- Made most of the attacks to have CLSN1 (Attack hitboxes) earlier.
- Modified the Kick Combo Super. It takes 700 power instantly and 300 during the special, instead of being completely gradual. The first two CLSN1 boxes are
bigger and whiff less against regular opponents, and the second to last attack launches the opponent forward in the air, allowed Baby Vegeta
to land his last punch of this Super.
- Added a more competent AI.
- Added a 12p mode. It have permanent SuperArmor and a 1.5 damage multipler. I added an attempt of a ''Blanco'' palette. Also, a Green palette was
unused and was added to the rotation.

Thanks for downloading that Edit. 

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