Kid Goku for Winmugen (may work in DOS)
By supermystery

Update 15/10/08: Version 1.77
===============

*Alot of moves adjusted
*Updated AI and added an Easy Mode (which has no Custom AI)
*2 new moves added My version of Rock, Paper, Scissors move and Oozaru Transformation which can be controlled in battle.
*Fixed the Several Clouds error
*Added an addtional sound to the intro
*The propelled kamehameha (lvl 2 super) now misses far less than before
*The charging kamehameha sounds can now be stopped when hit
*Air combos are more easier to do
*Supers and dashes happen slightly faster (takes away the floating effect)
*Orange fireball no longer gives power only takes but can still be used if Goku has no power
*Master Teacher move has been updated
*Change his display name to "Goku" (no more super,kid,young,hyper,ssj stuff =P)

Known issues (which i probably wont change)
------------------------------------------
*Although i this hasnt happened to me yet there maybe times where the super lvl2 propelled kamehameha move might miss.
*The strong punch launcher might appear to be an "infinite" but it is not IMO as it can be blocked by
 an opponent in mid air.
*Reversaldefs may still pose a problem for Goku in his oozaru form
*English voice (you can make a japanese patch if you wish)
*Rock paper scissors is not the same as in the movie
*It appears goku is floating when start is repeatedly pressed, this happens only for a very short time though.

Performing Addtional moves:
---------------------------
Rock Scissors Paper move

a+x then:
a for a punch
b for crouching kick
c for pole attack

Oozaru Transformation

Conditions:
Life must be greater than 100
You need to be at level 3
Note: this move can only be used once in battle for a limited time and health must be above 100.

Oozaru Moves
------------

Mouth Beam (level 1)
x

Quake punch
a

Ape Upper
b

Slash Punch
c

Note: You cannot do any other moves in this form, you also cannot fly, do jump attacks
      and a few other things in this form also blocking is disabled.



Version 1

Large sprites from Shin Butoden to match up with street fighter and marvels sizing

Free flying ability

All required sprites.

Balanced Moves

MVC based combo system

Special Move backgrounds

=====================================================================================

Basics
===========
Super Jump

D, U

Counter (Level 1)

~D, DB, B, x  while blocking on ground

Guard Push

press a button while blocking

Recovery roll

~D, DB, B, x

Aerial Rave Starter

z

Special Moves
==============

Somesault Kick

~D, DF, F, + any kick

Teleport Attack

~D, DB, B, + and Kick

Extended Pole DONE

~F, D, DF, x + any punch

Blue FireBall

~D, DF, F, + any punch

Red Fireball

~D, DB, B, + any punch

Desending Reverse Kamehameha (in air)

~D, DF, F, + any punch

charge

z+c

flying (Lasts for a limited period of time)

start


Super Moves:
============

Charging Kamehamheha (Level 1, you will need to hold the x button down for full power)

~D, DF, F, x+y

Afterimage (Level 1)

~D, DB, B, x+y

Final Punch (Level 2, best used on bgs that allow super jumps) * Be Careful not to waste your lv2...

~D, DF, F, a+b

Master and Teacher (Level 1)

~D, DB, B, a+b

Super Descending Reverse Kamehameha (Level 1)

~D, DF, F, x+y

====================================================================
Regarding AI
====================================================================

Easy mode (No custom AI/Easy AI):
-----------

Open the KidGokuSB.def file

And check the following is like this:
Code:

;cmd     = kidgoku.cmd   ;Command set ; Custom AI
cmd     = kidgokuEasy.cmd   ;Command set ;No proper Custom AI


Custom AI mode:
-----------

Open the KidGokuSB.def file

And check the following is like this:
Code:

cmd     = kidgoku.cmd   ;Command set ; Custom AI
;cmd     = kidgokuEasy.cmd   ;Command set ;No proper Custom AI

Default is off but if you really want a challenge open the kidgoku.cns file and do the following:

Change:

;AI on or Off
;[State -2, Simplifier]
;type = VarSet
;triggerall = !IsHelper
;trigger1 = var(58) = 1
;trigger2 = var(0):=0
;var(0) = 1   ; Another option is to replace 1 with something like MatchNo, if
      ; you want to design your AI to have varying levels of difficulty.
;IgnoreHitPause = 1

To:

;AI on or Off
[State -2, Simplifier]
type = VarSet
triggerall = !IsHelper
trigger1 = var(58) = 1
trigger2 = var(0):=0
var(0) = 1   ; Another option is to replace 1 with something like MatchNo, if
      ; you want to design your AI to have varying levels of difficulty.
IgnoreHitPause = 1

=====================================================================
T and C
=====================================================================

my website www.angelfire.com/moon2/ned 

Forum:
http://mugenlair.freesmfhosting.com/index.php

Email:

supermystery@hotmail.co.uk

===========================================================
General Thanks to:
===========================================================
Makers of Fighter Factory

Kaos for the Goku Shinbutoden sprites

DBZ Creators

Robert the Small for feedback on kid goku

MysticBlaze for his guard push tutorial

The Dreamslayer for the CVS FX and sounds

Necromancer for his code archive

Capcom for the fx

Limited Moon for the get hit sound coding

The creator of the charging projectile

Majita for the DBZBT2 sounds (very useful)

Winane + contributers for AI activation method 

elecbyte for making mugen + kfm

all others who showed positive interest in my characters

me for making mugen characters 

and you for downloading him, (if its not from a warehouse)

(thanks to any others that i may of missed)

