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DBZ Mod
Dragon Ball Z characters for Risk of Rain 2. Featuring Son Gohan: Ki-powered combat, Super Saiyan to Beast, Kamehameha, flight. More fighters coming!
| Date uploaded | a day ago |
| Version | 1.0.3 |
| Download link | JacobsRiskOfRain-DBZ_Mod-1.0.3.zip |
| Downloads | 35 |
| Dependency string | JacobsRiskOfRain-DBZ_Mod-1.0.3 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2120RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0README
DBZ Mod
Dragon Ball Z fighters for Risk of Rain 2. More characters are coming in future updates.
| Character | Status |
|---|---|
| Son Gohan | Available |
Son Gohan
Son Gohan joins Risk of Rain 2. He's built in the style of the classic DBZ character mods: no cooldowns, Ki fuels everything, and Gohan grows stronger the more he fights. Master each form and unlock Super Saiyan, Super Saiyan 2, Ultimate and Beast.
Built for the current Risk of Rain 2 version. Gohan only uses R2API and official game events, with no fragile method hooks.
How he plays
- Ki is your resource. Punches refill it (9% of max Ki per connecting swing). Ki blasts, beams and flight spend it, and it regenerates slowly on its own.
- Forms drain Ki. Tap F to go up one form and press X to power down. You revert automatically at 0 Ki.
- Mastery. Fighting in a form earns mastery levels for that form: less Ki drain and stronger bonuses. Base form mastery raises your max Ki. Total mastery unlocks the next form. Progress lasts for the run.
- Ultimates. Press V for your current form's ultimate move.
- Flight. Double jump to fly. Look where you want to go, hold Space to rise and Ctrl to descend, and sprint for speed (sprinting drains more Ki). Touch the ground to land.
- Zenkai. Survive 30 seconds in combat below 20% HP, or get revived, and come back permanently stronger for the run.
Skills
| Slot | Skill | Notes |
|---|---|---|
| Passive | Hidden Potential | Ki, mastery, Zenkai |
| Primary | Martial Arts | Hold for a rapid 6-hit clobber. Refills Ki. Works in the air. |
| Secondary | Ki Blast / Masenko | Ki Blast: hold to fire alternating hands. Masenko: a quick golden beam. |
| Utility | Ki Charge / Afterimage | Ki Charge: hold to recover Ki with bonus armor. Afterimage: a dash with brief immunity. |
| Special | Kamehameha / Explosive Demon Wave | Hold to charge and release to fire. More charge means more power. |
Forms and Ultimates
| Form | Ultimate (V) |
|---|---|
| Super Saiyan | Super Masenko |
| Super Saiyan 2 (hits arc lightning) | Father-Son Kamehameha |
| Ultimate (tiny Ki drain) | Ultimate Barrage |
| Beast (red lightning) | Special Beam Cannon |
Configuration
Every number can be tuned in BepInEx/config/com.dbzmod.dbzmod.cfg: keybinds, Ki rates and costs, form drain and bonuses, mastery and unlock levels. Install Risk of Options to change them in-game, including Unlock All Forms if you want to skip the mastery grind.
Multiplayer: every player needs the mod, and you should use the same Gohan settings.
Credits
- Gohan models: Dragon Ball FighterZ Gohan models uploaded to Sketchfab by 20062020year.
- Animations: Universal Animation Library 1 and 2 by Quaternius (CC0).
- Gameplay inspired by kinggrinyov's Goku, Vegeta and Trunks mods.
Disclaimer
This is a free, unofficial fan mod. Dragon Ball, Son Gohan and the character models are the property of their respective owners (Bird Studio/Shueisha, Toei Animation, Bandai Namco and Arc System Works). This mod is not affiliated with or endorsed by them, and it is not sold or monetized in any way.
Changelog
- 1.0.3: Ki regen scales with level: +0.15 Ki/s per character level and +0.25 Ki/s per mastery level (was +0.1).
- 1.0.2: Items and pacing.
- Punches have a real interval between hits that scales fully with attack speed (Soldier's Syringe, Mocha etc. now matter).
- Right-click skills have charges: Ki Blast holds 3, Masenko 1. Backup Magazine adds more.
- Items feed Ki: extra skill charges raise max Ki (+10/+15/+40/+80 per primary/secondary/utility/special charge), Purity adds +2 Ki/s, cooldown reduction lowers Ki costs.
- 1.0.1: Animation and combat polish.
- Punches: the correct arm for each punch, the fist snaps out without a slow wind-up, and the combo cycles cross, jab and hook. You're smoothly drawn in toward the enemy while attacking. The hit zone now aims at your target, so swings don't whiff. New punch and impact sounds.
- New two-handed Kamehameha charge and beam-fire poses, plus a power-up pose for Ki Charge and transformations.
- Running keeps the hands up in front instead of swinging far behind. Jump now plays properly. Arms no longer clip into the body when running or flying.
- Fighting-guard idle, clean face, feet planted on the ground, better camera framing, and the Ki HUD moved to the bottom left.
- Ultimate form flies upright, since its model's legs broke in the horizontal flight pose.
- Kamehameha buffed (more damage, longer, wider and longer range).
- Stability fixes from a full code audit.
- 1.0.0: Initial release.
CHANGELOG
Changelog
1.1.2
Animation update.
- Real kicks and strikes: a new full-body melee animation set (kicks, knees, elbows, headbutts, haymakers, hammer blows and more), choreographed per fighter, so kick moves kick and punch moves punch.
- Tails move: Frieza (every form), Imperfect Cell and Beerus have tails that hang, sway and trail behind (Final, Golden and Black Frieza's long tail rests on the floor). Tail-whip finishers lash the tail round in front, and Cell's Tail Absorption arcs the stinger over his shoulder and stabs.
- Trunks draws his sword from his back for every sword move.
- Piccolo's arms really stretch and hit at range, with more Piccolo damage and a hold-to-charge Special Beam Cannon. Goku's Power Pole swings extend and hit at range. Solar Flare reworked.
- Hundreds of animation fixes from repeated reviews of every move: arms, hands, feet and heads (fighters look at their target), Kamehameha hands cupped together, Frieza faces forward, Piccolo's cape hangs from his back, Trunks's Flip is a real somersault.
- Canon movesets: every fighter's skills were checked against the show and renamed, reworked or replaced where they didn't match (Piccolo's Explosive Demon Wave instead of Tien's Tri-Beam, Goku's Solar Flare, Wild Sense and God Fist, Vegeta's Final Shine, Dirty Fireworks and Final Explosion, Broly's Gigantic Hammer and Eraser Cannon, Jiren without the Gravity moves, and more). Gohan gets a third option in every slot (Super Assault Combo, Super Dragon Flight, Tenma Defense, Masendan). Every transformed form has its own ultimate.
- New forms: Frieza's First, Second, Third and Black forms, and Imperfect Cell.
- A skill icon for every move, showing the fighter in that move's pose.
- Title screen: the ten fighters stand in their signature poses (option "Title Screen Lineup").
- Ultimates keep your form until they finish, dash-through ultimates stop behind their target, and weak ultimates were buffed.
- Fixed Spirit Bomb and other big blasts swallowing the stage, and a crash with Show Hitboxes on.
1.1.1
Effects, hands and a new form. New attack effects for every fighter, each sized to what actually hits: a real Destructo Disk (spinning saw-edged disc) for Frieza and Cell's Death Saucer and Beerus's Hakai Disc, glowing ki orbs instead of lightning bolts, anime-style beams (charge ball, layered column, rippling head, corkscrew on Special Beam Cannon and spiral beams, crackling Galick Gun), ki shields on guard moves, afterimage trails on dashes and teleports, sword slash arcs for Trunks, and shockwave rings for bursts, roars and transformations. Ki blast and disc colliders now match the visible ball, and a form's beam size now widens the beam's hit area too. New "Show Hitboxes" debug option draws every real hit area. Frieza's Death Beam is now an instant, piercing crimson finger laser, and Finger Flurry became Death Beam Barrage (rapid lasers); his combo is renamed Imperial Strikes. Vegeta gains Super Saiyan God (red hair, God Galick Gun) between Majin and Super Saiyan Blue. Fixed Majin Vegeta's hair flickering between black and gold and coloured blocks on his face, and a pixel flicker on Ultra Ego Vegeta. Hands: palms now face the right way in every technique (Kamehameha pushes palms at the enemy, cups face each other), fists stay closed in idle, running, flying and punches, and each move has its own finger shape (open palms, two-finger Instant Transmission, pointing finger beams). Piccolo, Jiren, Frieza and Ultra Ego Vegeta's fingers now animate. Fighters are bigger and keep their canon heights relative to each other (Broly towers, Frieza is small), with a Character Size setting. Bigger signature spheres: Sphere of Destruction is an overhead orange sun, plus a larger Spirit Bomb and an overhead Death Ball. Goku's Power Pole is a real staff that extends on each strike. Beerus's front cloth no longer bunches up. Many technique poses adjusted (arms no longer clip into heads or bodies). Balance: Ultra Instinct drains 34 Ki/s (was 10) and punch Ki refill no longer multiplies with attack speed; existing configs are updated automatically unless you changed the value. Multiplayer: barrage punches now show for every player, not just the attacker.
1.1.0
Nine new fighters: Goku, Vegeta, Trunks, Piccolo, Cell, Broly, Jiren, Frieza and Beerus, each with their own skills (two or three options per slot), transformations with mastery, and a unique ultimate per form. New character-select portraits. Technique animations for every beam and special. Every fighter (Gohan included) now stands up straight: the animation library rolled the shoulders forward and curled the upper back, so everyone looked hunched. Fixed fighters that showed up invisible or in pieces (Frieza, Jiren, Broly). Fixed skeleton problems: Beerus's arms and facing, Jiren and Frieza standing twisted and hunched, Goku's base form floating with a leg kicked up, Piccolo's head. Fixes: barrage moves no longer spend Ki with no target in range, field moves slow enemies for every player in multiplayer, punching no longer cancels Ki Charge's armor, fixed-cost beams no longer auto-fire when Ki runs low, Trunks's Flip now costs Ki, Ultimate Barrage strikes every target it locks onto, barrage moves no longer grant invulnerability when nothing is in range, technique poses release properly after each move, Broly's Berserker Rage and Jiren's Gravity Training show correctly for every player, and the first run of a session no longer starts with empty chests. Multiplayer: barrage moves follow what the player saw (the host no longer re-checks targets on lagged positions), and the out-of-Ki power-down, mastery level-up and Zenkai sounds play for every player, not just the host. The character-select fighter grid now scrolls (four rows visible, with a scroll bar) so the Overview / Skills / Loadout tabs no longer cover the bottom row. Hold-to-fire streams (Finger Flurry, Ki Storm, Energy Flurry and the like) fire up to 10 shots per use (+2 per Backup Magazine) with a short cooldown after each burst, instead of firing for as long as you have Ki. Fixed black smears across Piccolo's face (and muddied detail on Jiren and Trunks): the texture import was overwriting colour the models store under a transparent alpha channel. New Piccolo portrait. Barrage moves now say "No target in range" (with a fizzle sound) instead of silently doing nothing when no enemy is in front of you.
1.0.5
Punch lunge reworked to play like the KingMods fighters: each swing bursts toward the targeted enemy (orange target indicator, 22 m) and stops on impact so you stick to them. No more slow pull fighting your movement. Fixed Gohan's mouth hanging open (menu and in game). Run and sprint now loop smoothly (the clips froze for the last part of every stride) and face straight ahead (they were turned ~25 degrees right). New power-up pose for Ki Charge and transforming. While flying you can look up to 10 degrees down without descending (configurable).
1.0.4
Fixed punches: holding left click restarted the punch (and its swing sound) every frame, so it rarely landed. Punches now run on a short cooldown that attack speed shortens, one clean punch per interval. Fixed holding Ki Blast burning all its charges at once.
1.0.3
Ki regen scales with level: +0.15 Ki/s per character level and +0.25 Ki/s per mastery level (was +0.1).
1.0.2
Items and pacing.
- Punches have a real interval between hits that scales fully with attack speed (Soldier's Syringe, Mocha etc. now matter).
- Right-click skills have charges: Ki Blast holds 3, Masenko 1. Backup Magazine adds more.
- Items feed Ki: extra skill charges raise max Ki (+10/+15/+40/+80 per primary/secondary/utility/special charge), Purity adds +2 Ki/s, cooldown reduction lowers Ki costs.
1.0.1
Animation and combat polish.
- Punches: the correct arm for each punch, the fist snaps out without a slow wind-up, and the combo cycles cross, jab and hook. You're smoothly drawn in toward the enemy while attacking. The hit zone now aims at your target, so swings don't whiff. New punch and impact sounds.
- New two-handed Kamehameha charge and beam-fire poses, plus a power-up pose for Ki Charge and transformations.
- Running keeps the hands up in front instead of swinging far behind. Jump now plays properly. Arms no longer clip into the body when running or flying.
- Fighting-guard idle, clean face, feet planted on the ground, better camera framing, and the Ki HUD moved to the bottom left.
- Ultimate form flies upright, since its model's legs broke in the horizontal flight pose.
- Kamehameha buffed (more damage, longer, wider and longer range).
- Stability fixes from a full code audit.
1.0.0
Initial release.