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BoyBoyz

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Everything posted by BoyBoyz

  1. Jin's version, edited by someone to give it great AI. Uses KOFXI super sparks / sounds. Select original boss-colour palette with button a. Didn't like it that all the versions of Shin Shishioh out there do not have the following source-accurate stuff which I added: *added more edits - latest filename should be "edit2" instead of "edit" 1. Adjusted movetimings and some sprites of earth chopper (light version comes out slightly faster while heavy version is slightly slower) (F,D,DF,x/y) 2. Earth chopper heavy version is unblockable. 3. Earth chopper both versions now negate normal projectiles. 4. Adjusted timings and bgpalfx of nightmare (D,DF,F,a/b). 5. Nightmare is now invulnerable to throws and projectiles while Shin Shishioh is darkened. 6. Adjusted timings and stun duration of silent storm (D,DF,F,x/y). 7. Adjusted timings of beast blow (D,DB,B,x/y). 8. Beast blow now has smaller get-hit (blue) hitbox (only crouching attacks can hit him) in the startup (first 3 sprites). The actual boss used this to go through projectiles. 9. Removed afterimages. 10. New custom projectile special (DF,c) and super (DFDF,c) Hopefully this is the most accurate Shin Shishioh in terms of boss-accurate gameplay for now, with some brutal AI. https://www.mediafire.com/file/004c5hlf3z4w1q8/Shin-Shishioh_27+Dec+2020+edit.zip/file
  2. *Due to the sub-optimal quality of screen-recording, some of the moves appear to have 'disappearing' frames. They are not like that in reality. Came across this boss character and thought he had quite a set of looks and moves, and seemed fairly simple to make. He cannot guard at all. https://www.mediafire.com/file/81gc4i8vstjpzil/Perfect-G_21+Dec+2020.zip/file
  3. Finally, slowly completing all my dreamed of characters in Mugen. Custom version. Will look weird in bigger stages. Differences from original: 1. No platforms to jump on to better avoid his full-screen unblockable ultimate. 2. The green projectiles in the original, do not cause enemy to get hit but still do damage. I tried experimenting with ground.type = none and some targetlifeadds but the result wasn't fantastic, so nope, unless someone advises better. 3. The helpers and green projectiles move differently, according to my own custom manner (but still somewhat similar to the original). 4. As a result of the above, nerfed some damages of certain moves except the ultimate. As shown in the video, he CAN BE BEATEN! Note: the green projectiles can be destroyed by attacking them! Note2: you may wish to check out how to place the lifebars in front of characters. An easy edit of the fight.def file in data folder. http://www.mediafire.com/file/0m0qv1u419sztyu/Ragnarok_3_Dec_2020.zip/file Movelist is in the folder. Simple commands. PS: there is an error with the .sff file if used in Mugen 1.0. No idea why (might be something to do with fighter factory studio).. sorry.
  4. Nerfed the soul crush move (in the 27 Nov update, amongst other enhancements) by making it only able to hit ground enemies, like in the original game. It was quite overpowered indeed!
  5. Final boss of Samurai Shodown 64, Samurai Shodown 64: Warrior's Rage, Samurai Shodown! 2. Contains almost all moves from all games (in custom style). I created / finished the uncompleted Yuga by kusaremiyabi - a combined creation. Compatible with mugen 1.0 as well. http://www.mediafire.com/file/sd4kyyqid3exduw/Yuga_24+Nov+2020.zip/file [b]Update 28 Nov:[/b] 1. Slowed down big forward beam startup even more. Reduced the height of the hitbox slightly and the vertical size of the beam. 2. Positioned lightning pillar slightly more torward Yuga. 3. Changed Gandara super's voice and increased the time before he lands on ground. 4. Slightly increased the time Yuga stays in the electric / flame barrier stances (after invul frames end) so he can be hit more easily. 5. Fixed animation error with his 5210 and 5200 recovery anims (did not put -1 at the end, leading to weird animation). 6. Fixed big ball's initial explod to not disappear prematurely while Yuga is stuck in enemy's superpause. (latest filename has a "fix" behind) Think I'm done with him finally! Update 27 Nov: 1. 3 new moves. 2. Lightning pillar doesnt home on enemies anymore. 3. Soul crush doesnt hit air, but increased invul frame by 1 tick. 4. Slowed down startup timings of certain moves. 5. Narrowed hitbox of electric barrier slightly, as flame barrier hitbox is much wider. 6. Weaker versions of special moves (forward beam, electric barrier) do lesser dmg. 7. Other fixes including removing debug errors on no bindtoparent, etc. Throw ------ F/B + y Normals --------------- x - Light air slash near / far (depending on whether enemy is near or far). Does not knock down. B, x - Homing slash with slower start-up. Knocks down. y - Light ground slash near / far (depending on whether enemy is near or far). Must be blocked low. Does not knock down. B, y - Hard ground slash near / far (depending on whether enemy is near or far). Must be blocked low. Knocks down. z or B/F, z - Teleport at same position, or back / forward. Specials --------------- a - Electric barrier. Fully invulnerable while electricity is on. Can nullify projectiles. B, b - Flame barrier. Bigger hit area but slower start up. Fully invulnerable while flames are on. Can nullify projectiles. D, a - Jump into air and launch 2 arrows downward. Can be hit while jumping up. b - Summons lightning pillar near Yuga. Not homing anymore. Knocks down fast. Nullifies projectiles. B, b - Flame pillars. Launches enemy into air slightly. Nullifies projectiles. D, b - Jump back into the air and dash down. Can be hit while jumping up. If hit, enemy stays paused for some time. Does not knock down. c - Ground wave. Nullifies projectiles. Knocks down. D, c - Ground mirror shatter. Launches enemy into air slightly. Must be blocked low. B, c - Air mirror shatter. Must be blocked high. D, x - Forward beam. Knocks down fast. Nullifies projectiles at full length. D, y - Big Forward beam. Slower start-up. Knocks down fast. Nullifies projectiles at full length. Supers --------------- D, DF, F, x - 1 power bar. Stops time for short while. Can be repeatedly cast. Each time re-cast, time will resume slightly before stopping. D, DF, F, y - 1 power bar. Unblockable soul crush move. Does NOT hit air enemies now. D, DF, F, a - 1 power bar. Big power ball that nullifies projectiles. D, DF, F, b - 1 power bar. Summons Gandara helper to smash onto ground and trip all ground-level enemies with the impact. Must be blocked low. D, DF, F, c - 2 power bars. Yuga's ultimate blockable move. Teleports into sky and launches a pink ball to ground which explodes and hits full-screen.
  6. Uses sprites from Digimon Masters Online (yea **** you p2win MG/GK) - Thanks to GuiltronPrime for the model. Movelist in the character folder, in Word Document form, or as below. He has localcoord adjustments, so if you adjust it or the mugen screenpack has a different localcoord then all the effects will look out of place. Most of the full-screen effects also require the 640x480 and the wider type of stages to display correctly, as shown in the video. Update 24 Dec: 1. 2 new time effects in 2 supers (DFDF,x & DBDB,c) 2. Fixed 1-2 bugs (explods not disappearing on forced KO of Zeed. Update 8 Dec: 1. New time effect Update 24 Oct: 1. Sprites cleaned, all effects re-aligned. 2. New Song for hand crush 3. button x - hand slashes - now do not have juggle limit during time stop (outside of timestop, can juggle 3x only). 4. Starts all rounds with 1 power bar. 5. Total 5 power bars instead of 3. 6. AI improved to almost always be able to trigger resurrection (1 power bar required) move. 7. Fixed resurrection bug where if u force kill Zeed (with F1), he will only enter resurrection state after the intro ends and he has control. 8. Bite / Big Bite both add life to Zeed = damage dealt 9. Improved resurrection move coding to minimise weird-looking scenarios / bugs Update 8-11 Oct: 1. New Move, effects, and re-alignment of the red clock in (D,DB,B,D,DB,B, b) 2. New Resurrection move (need 1 power bar) 3. Fixed AI to stop spamming the portal so much 4. Many bug fixes to prevent bugging out with other OP characters Left cleaning of white border around sprites... stable version for now. Update 7 Oct: 1. Fixed some annoying bugs which I didn't catch... not game-breaking you'll barely notice them (eg. explod disappear time, combo into next move time, AI using a move when it shouldn't, etc.) but I hate bugs so I try to squish them whenever I spot them. Not necessary to re-download but I wana log it down. Update 5 Oct: 1. Added new move (F,B,F, c) and new effects for his normal hands move (buttons a,b,c,y), accurate to Digimon Battle Spirits 1.5. Update 2-4 Oct: 1. Added new move - Time Unlimited - D,DB,B,D,DB,B,a 2. Modified sound for Dimension Destroyer (D,DF,F,c) to make it accurate to Digimon Masters Online. 3. Fixed a few more bugs. 4. Modified the 2 new supers to only kill on last hit, so that the sound effect won't be weird if the move killed too early. 5. Modified some moves to prevent bug with Time Destroyer. Update 29 Sep: 1. Added new move - Universe Destroyer - D,DB,B,D,DB,B,b Update 28 Sep: 1. Added 'turn' in his blackhole super, and changed a helper's start timing, to minimise a bug where the suction would not work correctly when move started and enemy managed to get behind him. 2. Fixed blackhole super to 'drop' enemy immdiately (instead of later) if P1 died while enemy was sucked in. 3. Added 'turn' in his portal (button z) move when he appears, and removed all early combos from his portal move to minimise turn-related bugs. 4. Tidied up 1 sprite. 5. Renamed folder to "ZeedMillenniummon Unchained" Known bug - Black Hole's suction does not work on some characters with weird player widths. Normal Moves: 1. Button x: Zeed slashes 2 times like in the Digimon Masters Online game. Each hit drains 500 power from enemy. 2. Button y: Zeed’s Red Hand attacks from above enemy’s position and must be blocked high. 3. Button a: Zeed’s Blue Hand attacks from behind enemy and disappears after travelling a while. 4. Button b or c : Red/Blue Hand travels forward at low/high positions respectively. No need to block low for Red Low Hand. 5. Button z: GOD – Zeed can activate this at any time (even when hit, but not in a thrown state) to disappear and re-appear from a portal. You can keep the button held to stay in the portal forever. He regains life and power while hidden in the portal. Special Moves: 1. D,DB,B, x – Onslaught’s unblockable HyperGrav with new projectile animation. The homing fireball drags enemy to Zeed’s position. Enemy will regain control after a while and receive damage. 2. D,DF,F, y – Time Slow – Button y can be held to keep up the starting shield (that negates projectiles and does not hit falling enemies) for a longer time. Once the energyball is released and hits, enemy is slowed in a pause state for some time (a timer effect appears on enemy). Hitting enemy again with this move while in slow-motion does not extend the slow duration. The pause is independent of the superpause in Time Destroyer, meaning it can continue to slow even after Time Destroyer’s superpause ends. 3. D,DF,F, a – Shoots 2 eye beams that travel different distances. This beam explodes when it touches the ground, and the explosion does not hit falling enemies. 4. D,DF,F, b – A hand hovers over the enemy and creates 3 ground explosions that must be blocked low. 5. D,DB,B,y – Shoots a black beam from mouth that does many hits. 6. D,DF,F,x – Bite – Zeed leans forward to bite the enemy twice, like in the Digimon Masters Online game. Each bite drains 500 power from enemy. 7. D,DF,F,c – Dimension Destroyer – When Zeed raises his hand, a clock homes in on enemy’s position and does unblockable damage as the clock hand ticks to 6 O’clock. Animation almost similar to Digimon Masters Online. 8. D,DB,B,a – Comet – Zeed raises his hand and summons a comet at enemy’s position. The comet explodes when it touches the ground and only the explosion can hit the entire ground and the air area around it. Must be blocked low. 9. D,DB,B,c – Ground Portal – appears below enemy and is unblockable. Sucks them into portal and they fall from the sky, receiving damage when they hit the ground. 10. D,DB,B,b – Double Dragons – raises his hand forward and shoots out 2 dragons across the screen. Drains 500 power from enemy. Super Moves: 1. Time Destroyer (2 power bars): D,DF,F, y – Zeed totally stops time for the enemy while he can move freely about. New super startup animations. Enemy can be hit nonstop and not fall in this frozen state. A ‘clock’ animation on the enemy ticks down as the time stop timer counts down. 2. Chrono Paradox : D,DF,F, b – Zeed teleports back to edge of screen and fires 2 huge unblockable dragons across the screen, stunning enemy for a period of time, draining all their power bar, but dealing lesser damage. Similar to Digimon Masters Online. This move does not pause at start-up if enemy is under time slow effect; intentional as enemy is already slowed, no reason to pause them. 3. Black Hole (2 power bars): D,DF,F, a – Zeed summons a black hole and sucks everything into it. Deals huge damage / mana drain over time if you get sucked in. Only way to avoid is to keep evading. Walking back will not save you as the suction is very strong. This move will cancel Time Destroyer’s superpause if performed (and connects) after. During the connected move, time slow does not take effect, but will continue after the move ends. 4. Crystal Prison : D,DF,F x – Psyqhical’s unblockable Crystal Prison move. New time/clock animation while enemy is imprisoned. This move will cancel Time Destroyer’s superpause if performed (and connects) after. During the connected move, time slow does not take effect, but will continue after the move ends. 5. Universe Distortion : D,DF,F,D,DF,F c – Magaki’s full-screen, fully invulnerable move. Hits for 19 times and slowly pushes enemy into the air. 6. Banishment : D,DB,B,D,DB,B, c – Dashes forward to grab enemy. Unblockable. Once it connects, he will suck enemy into a black portal, dealing damage and 500 mana drain. A clock timer appears on his raised hand, then after a while enemy will be spit out across the screen as the screen shatters back to normal. During the connected move, time slow does not take effect, but will continue after the move ends. 7. Big Bite – D,DB,B,D,DB,B,x – Zeed bites the whole screen and drains all power from enemy. This move does not pause at start-up if enemy is under time slow effect; intentional as enemy is already slowed, no reason to pause them. 8. Big Bang – D,DB,B,D,DB,B,y – Teleports to center of screen and slams fist into ground, dealing full-screen blockable damage and draining all power from enemy if it connects. The only move that can hit fallen (on ground) enemies. This move does not pause at start-up if enemy is under time slow effect; intentional as enemy is already slowed, no reason to pause them. 9. Universe Destroyer – D,DB,B,D,DB,B,b – Zeed does a full-screen unblockable attack that drains all of enemy’s power. 10. Time Unlimited – D,DB,B,D,DB,B,a – Zeed does a full-screen unblockable attack that does more damage and drains all of enemy’s power. 11. Hand Crush – F, B, F,c – Zeed does an unblockable full-screen attack that chains enemy and traps them in outer space, then he crushes them with both hands and drains all power. Zeed cannot be killed (even by F1 button) during this move. This move will cancel Time Destroyer’s superpause if performed (and connects) after. During the connected move, time slow does not take effect, but will continue after the move ends. 12. Error (3 power bars) – F,B,F, y – Zeed does an unblockable full-screen attack that surely kills enemy and drains all power (if enemy somehow survives). http://www.mediafire.com/file/d5opg7b1n46ripa/ZeedMillenniummonBoss+25+Sep+2020.zip/file
  7. This boss is very well made in the original game, lots of sprites; couldn't rip all of them hence some moves (esp the super moves) have lesser / custom sprites / animations. Lacking proper walking forward/back sprites, and some others. Lacking proper Tatsunoko hit / guardsparks for Yami. Lacking intro / win / lose / taunt animations. Update 29 Aug 2020 1. Added and fixed walking sound 2. Added combos from buttons x / a / b into specials (rockets) and 2 supers to make it accurate to source. 3. Made the sound effect for Super Saw loop as the move would delay if it hit / was guarded. Movelist: Specials x - Hammer - Must be blocked high. Can hit lying down enemies (custom). y - Jump hammer - First hit must be blocked high; the entire base of its body can hit enemies (custom). Second hit when it lands on the ground is an earthquake that hits the entire ground (wont hit air enemies but can custom hit lying down enemies), no need to block low. a / b - Saw - Must be blocked low. It can hit enemies even after the saw frame (when turning). D,DF,F, x/y - Air Rocket - shoots 4 rockets that descend from the air and track enemies (not exactly like original move as too hard to replicate). D,DF,F, a/b - Bottom Rocket - shoots 2 rockets that move forward and track enemies (not exactly like original move as too hard to replicate). Supers D,DF,F, z - Energy Wave - unblockable but low damage and radius. Drains ALL of enemy's power bar. D,DB,B, z - Super Saw - spins forward and back at fast speed. No need to block low. http://www.mediafire.com/file/bun0wuvraanf3t8/file
  8. I like making OP characters. So Yhwach here is OP, second only to Saitama, and slightly more OP than Aizen. Ripped the sprites from a mobile game (Bleach Brave Souls) He has super armor, can't jump or crouch. He starts each round with 1000 power, and his power regenerates over time. He has limited get-hit sprites (well, he won't get hit much anyway), as there aren't those sprites of him. Doesn't have hit or guardsparks, or hitsounds. There doesn't seem to be any need for those given the scale of his attacks. Movelist: FF - dash a - homing ground spike. must be blocked low. (the traps used on Ichigo) b - Black flames c - Sankt Bogen (holy arrow, used against Hyosube Ichibei) x - ground wave y - Blut Vene An Haben (Shield) z - counter / grab move. Unblockable close (he used this on Aizen and Ichigo). Hold D, x - Black Arrows Hold D, y - Snakes move (used against Hyosubei Ichibei) Hold D, z - Black Sankt Altar D,DF,F, z (1000 power) - The Almighty recovers full HP, and lasts for a duration. Any hit or projectile landed on Yhwach will result in enemy being hit back for 100 dmg, and Yhwach himself takes no dmg. Can't be thrown. D,DB,B, z (1000 power) - Sword slash (from the mobile game) D,DF,F, c (1000 power) - Pillar explosion 14mb file - https://www.mediafire.com/file/sgbpgwl7ok0u9rt/Yhwach_14_Dec_2019.zip/file
  9. The final boss of "The Killing Blade", Lord Wizard, is here. There is an error flood of no parent in bindtoparent, that I'm unable to fix, but that's about it. Movelist in file folder. https://www.mediafire.com/file/kjitk48kesuzd56/Lord_Wizard_3_Jun_2019.zip/file
  10. Wow thanks man haha. I love the style of these old Chinese fighting games too!
  11. The link for Carmilla isn't working anymore
  12. Chougai (Transformed) is here. Finally know how to rip sprites and music from MAME. Plays like the Arcade version, with 2 PS1 moves and 1 move from his non-transformed version incorporated. Download http://www.mediafire.com/file/oomg47i92epdsu5/Chougai_1_May_2019.zip/file Movelist: His light kick can repel smaller ground-based projectiles. [Command] name = "Invulnerable Barrier" - Can only be used when he is hit, or recovering from lie down position command = c [Command] name = "Flame" command = ~B, DB, D, x or y [Command] name = "Dark Ki Beam" command = ~D, DF, F, a or b [Command] name = "Iron Body Repel" command = ~D, DF, F, x or y [Command] name = "Arrows" command = ~D, DB, B, x or y [Command] name = "Light Dashing Kick" command = ~D, DB, B, a [Command] name = "Strong Dashing Kick" command = ~D, DB, B, b
  13. The current lotus master isn't the final boss, so I decided to make this guy. However, at 90% completion, life took over and I don't have the time or energy to continue. After a break of 1-2 months, I'll just post the 90% I have done. Movelist is in Readme file. http://www.mediafire.com/file/9800cf2h8if0jr7/True_Lotus_Master_90%_7_Mar_2018.zip What's left: adjust damages hit pausetimes (normal moves done) intro and ending (90%) hitsounds some inaccurate hitsparks position guardsounds missing in some moves guard dmgs recovery roll after hit down etc
  14. True lotus master (the actual final boss) is still missing. Though technically he can be made from the current lotus master
  15. Just had to sign in to say that this is awesome!
  16. There's a bug, where when you walk against her, she will either be pushed back very slowly, or even walk forward against your character. The auto walking forward thing happened against M.Ranmaru character. I think it might be player width attributes, but I am unable to edit them as Borewood codes his .cns files in a different way. Pls fix - great character.
  17. Lots of new things added, including a "whirling butt attack" super from the manga episode against Suiryu. He feels more accurate than ever! In trying to make a better Saitama, I used sprites, animations, and coding from Cliff's Saitama, so here's giving credit to him and of course, JUS who made all the Saitama sprites. Read the movelist in the character folder of the file to find out more about all the changes! Download link also updated in first post. The new video does not show all win voices / intro voices, as not enough space to record lol. https://www.mediafire.com/?5g9ey4rupgd6ot5 Changelog 13 Mar 2017 System: changed sprites for 100 pushups, 100 situps, 100 squats introduction new gethit sprites (only when u press and hold enter can he get hit) new guard sprites standing animation changed new running animation and tweaked speed tweaked hop back distance AI updated with new supers fixed remappal issue movelist writeup updated Normals: added air dash added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed changed some hitsounds for normals pressing start now has different animation when he becomes hittable Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code) Supers: Added saturday sale uppercut as a super (credits to Cliff for the idea/code) new animation added for punch meteor super (credits to Cliff for ripping the animation) white eyeball sprites for serious punch / death punch (credits to JUS for the sprites) new accurate animation added for death punch (credits to Cliff for ripping the animation) Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation) Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect. Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation) added another variation of super sidehops (code by Cliff) Fixed punch rain super to have rain sound in the start. What may be missing: Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
  18. https://www.mediafire.com/?g5ig37789osamx4 Killable Saitama patch in the link above; just replace the original .cns file. Press and hold Start button and he can regen life/power at a slow rate, only when in the taunt state 196. Meaning, if he were hit out of the taunt state and you are still holding start button, nothing will happen. The unkillable version is actually killable by random chances where the unkillable code fails to work or something. In a previous update of the original 40+mb file that was not mentioned, also added missing hitsparks for the 2 new air normal moves.
  19. Update of 21 Apr 2016: 1. Added new air moves with button y and b, with new sprites. Both can be done backwards in air to do cross-ups. 2. Added new lie on ground sprite. 3. Fixed bug with Consecutive Normal Punches when Saitama vs. Saitama 4. Added new uppercut sprite when he punches the meteor. 5. Added a block sprite (120,2) but have not used it. 6. Added Tatsumaki sprite, but have yet to code her as a helper. May not do so if no time. New sprites are updated by JUS. May add in more relevant facial expressions if I have the time.
  20. Haha thanks. Dont mind me, just listing down what I updated as of 16 Mar 2016: 1. Fixed super armor to disappear when doing all his super moves, so in 1v2 scenarios, enemy(2) cannot hit him during a super. 2. Also fixed super armor to disable during any normal moves with nothitbys. 3. Fixed certain issues with Genos's fireball hitting enemies out of the custom state or pauseframe. Now Genos's fireball can only hit P2 if P2 isn't already hit. 4. Tweaked width in consecutive normal punch super, to prevent a bug where he wouldnt connect sometimes. 5. The rising phase of his "c" normal is now invulnerable, to prevent any issues that might crop up with super armor. If you want a Saitama that can be killed, you now need to disable the assertspecial, lifeset, and lifeadd in statedef -2. I love this character and I want him to be as bug free as possible, be it whether the updates are downloaded/noticed or not xD. https://www.mediafire.com/?lsd108505blou44 - Saitama 16 Mar 2016.rar
  21. Fixed a bug with the new super armor coding that would cause more hits to appear. Adjusted the rain explod to look better. Fixed other misc bugs and tweaked some clsns and stuff.
  22. oops, updated a different version just as you posted lol.
  23. Update: 1. Added the super armor officially, and he takes no damage while moving or doing anything. HOWEVER, if you press start or hold start, he can be hit and damaged as long as he isn't knocked off the ground (where he will enter the superarmor state and regain full health)! But he won't die if life reaches 0. 2. NEW MOVE! You'll be reminded of the deep sea king fight, where he 'punches the rain away'. The video shows a 2-hit combo, but I have fixed that already. Perform by pressing D,DB,B + b. https://www.mediafire.com/?lsd108505blou44 - make sure the file you download is titled Saitama 14 Mar 2016_1 for the correct version.
  24. Haha just remove the assertspecial and lifeadd things in the statedef -2 area. Then he can be killed before he reaches 1 power bar (where he will kill instead) xD im thinking of trying to do a remove super armor button where he can purposely let enemies smack him around.
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