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BrawlTheMan

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Everything posted by BrawlTheMan

  1. God almighty, RobotMonkeyHead was actually kind to you, and this is how you treat him?
  2. He scanned an actual page tho. You just "experimented with a fake url."
  3. - Holding up makes him jitter in place. Why can't he jump? - Taunt has no hitbox. - MP has no blue hitbox. - No hitbox when he summons a gaster blaster. - Teleporting as basic movement is super awkward and slow. - I can get a 36 hit combo by chaining LP into itself. I can get a 17 hit combo by chaining MP into itself. - All of his normals are unblockable while standing and crouching, but can be airblocked for some reason. - Sound clip for HP is incredibly low. Listen, if people are rushing you, and putting you under a lot of stress, you don't have to rush. Take your time with your chars, and they'll be ready when they're ready. Some people won't wait, but people who care about you as a person will.
  4. My avatar is from Tails Gets Trolled, the greatest webcomic of all time. Read it if you want a good laugh.
  5. Oh hey, you fixed the standing MP -> standing MK infinite, added that hitbox to the fire attack and added that damage dampener. Good job. However: - I can still chain stronger attacks into weaker attacks (like say, MP into LP), and bounce between them multiple times. Even though the damage dampener makes a crouching MP -> crouching MK -> repeat combo take a long time, it's still an infinite. My advice is to find any instance of a stronger attack chaining into a weaker attack, or being able to go between two buttons of the same strength and fix it like what you did with the standing MP -> standing MK infinite. - Another thing I discovered, sorry I didn't bring it up before, Bowser Jr has no lows or overheads. Low attacks (usually the crouching kicks) cannot be blocked while standing, and overheads (the jumping attacks universally (except for JLA Task Force for the Genesis, but that game blew lol), but sometimes command normals can have this property) cannot be blocked while crouching. This makes it really hard for him to take out a turtle, and since his dad is the king of the turtles, it's rather embarrassing for the little guy. - Another thing I neglected to bring up, but the throw is pretty bizarre. The paint brush seems to have a vaccuum function, and when it's over the opponent just randomly teleports into the air and falls down. I know throws are bitchy to code, but this throw could use a little touching up. - The feet for some of the kicks really don't mesh well, but that's more of a spriting issue then a coding issue. Keep it up :D
  6. - I can do an infinite by alternating MP and MK. - Stronger buttons are not supposed to chain into weaker buttons. - the eoh template is a terrible template to use because of how buggy it is. I suggest using KFM. - no damage dampener. - all the standing and crouching attacks do the same amount of damage. - He has no hitboxes during his QCB+HP. There's a lot more, but I feel these are the most pressing issues.
  7. Maybe you could add some insight to the downloads, like how they play or what you think of them?
  8. You haven't seemed to fix any of the issues I pointed out. - Why is he covered in red hitboxes during his stance? - What is up with the hitboxes behind him as he enters? - The water shuriken miss close up. - The sprites look all blurry and pixely. It looks like you tried to give them some kind of "hi-res" filter that just makes low-res sprites look ugly. - The hitboxes are very unoptimized. You have five hitboxes when only 2 would be enough. - The EoH template is not a good template for making mugen chars. - The launcher is +7 on block. That is horribly safe for a HP. - All the normals, aside from the standing light punch, are equally safe on block as they are on hit, making him really hard to punish. - Colors on the sprite are inconsistent. One minute his hand has a bit of a brown color on them, then it's white.
  9. In the readme, you got the Hard Knuckle's motion wrong. It's "charge Back, Forward and b" not Charge down, forward and b". It also bugs me that the Super damage is inconsistent. When I hit with the Magnetic shockwave close up, the shockwave only hits once, dealing as much damage as a level 1 super. I'll let you know what else I can find.
  10. - No crouching attacks and only one air attack. - I can do an infinite just by throwing wrenches. - All three attacks do the exact same damage. - The hitboxes on her body completely disappear when she does her LP. - The hitbox for the wrench seems giant. - No damage dampener. - Can keep the opponent in block stun just by mashing buttons while they block. This was a similar problem in all your other creations.
  11. - Fighting game characters you wish had a good conversion in mugen? - Non fighting game characters you wish had a good conversion in mugen? - When are we going to play Ikemen again? - Have you ever mained a character that was not originally from a fighting game? Edit: Oops, I guess I was 2 minutes too late :c
  12. No low attacks or overheads. I imagine the sprites are limited for crouching attacks, but I'm sure you could make the air attacks overheads.
  13. Holy shit, this thing actually has a damage dampener so I can't do half the opponents health in one meterless combo. Not bad. - What's the point of the bullet in QCF+PP? It only does 1 damage, and occasionally misses. - QCF+HK knocks down so very few of the bullets hit. - How come I can only reload when I have no bullets left? - QCF+LK is unsafe on hit when done halfway across the screen. -QCF+PP completely freezes the opponent, which means they don't go into their block animation (but block the motorcycle hit anyway) and leaves frank open at a -45 frame disadvantage.
  14. He took the char down, so I reuploaded it. http://www.mediafire.com/download/es3pdps5aon5dis/silver.rar You may all resume the nice char +1ing
  15. - Anakaris - Huitzil - Blanka - Cody from SFA 3 - Birdie - Green Goblin - Robot Masters from Megaman - Gen an from Samsho, preferably the SS6 version - Sentinel from MvC2 - Yoshi - Little Mac - Almost everyone from DC - Pikachu - Alsion III I'll update with others if I can.
  16. -He's really slow (And it doesn't seem intentional), and I can barely combo with him. -There are way too many hitboxes. Less is more. -The LP, MP, and MK are unsafe on hit -No readme -Animation is really inconsistent. MP is really choppy, but the HP is really fluent. -At the end of the dash, he goes into a hurt animation. -He turns into a black superman when grabbed. -If the fist during his QCF+P gets hit, it'll create a clone. Once the clone is created, he can no longer do the move. -His tongue changes color with certain animations, like his MK. -No winposes and no taunt. Although this is really isn't game breaking like the other issues here. -A lot of attacks miss close up, like the LP, the close up QCF+P move, and the shoulder charge. -Still has Guile's voices. -Lie down animation just looks odd. It looks more like he's in the process of flying through the air. If anything, this is more like an alpha than a beta. EDIT: added more stuff
  17. I think you should make his ai tougher so that he can really put his tools to good use. I beat him on my first try :c
  18. So Zvitor remade what was I believe his first creation, Mr Fantastic. He gave him new voices, a new stance, gave him a juggernaut punch, adjusted the gadgets (like the laser gun no longer flies over the average opponent's heads), fixed the dash, fixed the Super Jump, and made the colors prettier. HOWEVER -The laser gun takes five hours to use. IMHO, it should be a tad faster. -The zombie hyper is way too good. The range is insane and it's unblockable. I get it's supposed to be a grab, but that range is crazy. -The satiliette cannon is useless because of how long it takes for the beam to finally come down. I'm not saying it should be instant, but it should at least have enough time where you can hit your foe in the middle of a move. -I still don't like the propeller arms. It just doesn't feel like something from a fighting game. It should be a mash special where he stands in place, or maybe something like Ryo's Thresher Punch where when the first hit of the attack connects, he hits a bunch of other times for a set amount of damage and knocks down. I'm sorry if I'm not good at explaining why, it just feels bizarre ;-; -The voices are really low and hard to hear. -The launcher is D+HK and has much less ranger than crouching LK/MK. I often can't chain my crouching LK-> cr MK -> cr HK because of this. I would rather it be like Sim, where the launcher is a command move, like DB+HK and the cr HK would be as long as the cr MK. I'm not sure if I'm supposed to put the feedback in my first post, but there it is. Here's the download link http://www.zvitor.com.br/projeto/mr.html
  19. I know this is kinda late, but I highly recommend you make it so that it's timed. If you're worried about coding it, one of Loganir's Sandman's hypers did it really well. I'm sure you could use the coding from that char.
  20. Here are all the endings from Super Marvel Vs Capcom EoH. https://www.youtube.com/watch?v=EeKqwPxvdz4
  21. BrawlTheMan

    j

    Well, a couple juggalos once tried to amputate a guy's arm because they feel he didn't "earn" his juggalo tattoo, so I'm betting the juggalos are going to win. You never hear about bronies doing crazy violent shit like that.
  22. You know, we could be flipping our shits about garbage that doesn't matter, or we could actually contribute to the community and talk about the character. My feedback copypasted from the guild, since I know you don't go there Beximus: -The HP is the safest out of all the normals, ranking in at 14 (11 if close up). Considering that, its range, and the fact that it's the exact same on block, I could probably win any fight just by spamming HP over and over again. -The popping attack comes out sometimes when I try to do the fireworks attack. The same thing happens with Michelle Heart and all your other characters that have a D D and QCF motion. -There is no dash shortcut. -The HP is so fast, in fact, that I can go from LP -> MP -> HP to MK, and then to HK. We're not supposed to be able to go back to lighter normals when chaining, is what I'm saying. -Another person pointed this out, but that LP infinite needs fixing. -Since the different versions of the reflectors all do different things, they should each have a different animation to compliment that, a la Rose from SFA. -The LP does more damage than the MP. -The fireball is really safe. For some reason, the Training char can't really determine just how safe it is, but it's pretty fast, I can tell you that much. Also, why does she have so many moves? It feels she has way too many unnecessary tools that I'm never going to use.
  23. -Are you thinking of releasing your characters to the public outside of the game? We really need a good Cable. -Are you a big comic book fan? -What do you think is the hardest part of emulating an MvC esque system? -What are your thoughts on permission vs credit? That seems to be a big thing in Comic book Vs style communities nowadays.
  24. Still kicking. Here's a playthrough of a game called DashDogFizz Mugen. Just a compilation game. A compilation game with a character with an easy ohko. https://www.youtube.com/watch?v=7uTi8FIsdmg
  25. -How do you work so quickly? -Are you thinking of releasing a character template for MK 1 2 and 3? -Are you planning on releasing other World Heroes Perfect chars?
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