-
Posts
529 -
Joined
-
Last visited
Reputation Activity
-
Shinykitty10 reacted to Meldo in 250% W.C. & S.A. by Cerenas (w/edit)
a really unique (and somewhat busted) edit of Major Dutch Schaefer from the Alien vs. Predator arcade game, made to serve as a "bonus game" kind of creation. download also comes with an alternate "solo fighter" .def file made by yours truly.
DOWNLOAD HERE
special thanks goes to a friend for helping me obtain this creation.
-
Shinykitty10 got a reaction from KorosKoros in Momiji Inubashiri by Poyomousy released 8/11/2026
[Preview]
[Download]
https://mega.nz/file/oHtlnKBS#NUAmtzlQF2MR8-5o4Rn1ACX67xi6n2UUIGNe03r7Hkk
-
Shinykitty10 reacted to N_N in Preservation!!!!!
Lately I've been doing a few things regarding old MUGEN stuff.
The first one of these is a new site of mine where I host certain authors' creations, mainly older / more obscure ones. I plan on making blog posts for certain characters that pique my interest as well. I've had this idea for a very long time, although I owe part of its existence to Charmanmugen's blog which I found quite helpful. There's not a whole lot there at the moment, but rest assured I will try to update it every now and then.
The second one involves an old Japanese image collection from an individual named DEL. There were roughly 1500 characters listed on DEL's site from 2000-2004, and even though there typically weren't any authors listed I've managed to identify a large chunk of the characters (with some assistance here and there). The intent of this is to ultimately provide some documentation for a site that originally didn't have a whole lot. Not only do I have a .txt file detailing all of this, I also have a giant pack in the works that aims to try and compile as many of the characters on the site as possible, down to the exact versions. The pack is sort of a mess right now, but it's getting there.
The last of these is a sequel of sorts to the 1999 MUGEN pack I previously uploaded. As you might've guessed, this time around it's characters from 2000 - characters designed for pre-06/27/00 builds, at that. Suffice to say it's also gonna require DOSBox. Expect to see both this and the other pack on Archive.org in the future.
I've been really excited to share all of these. I feel like the DOS era is surprisingly overlooked considering just how much went on, but I'm hoping these can shed some light into how things were at the time.
Finally, some pics of the DEL pack and the 2000 pack:
-
Shinykitty10 got a reaction from KorosKoros in Thunder Hawk released, Yuri Sakazaki updated by adamskie 8/11/2026
[Preview]
[Download]
http://adamskie.hisa-hide.com/
-
Shinykitty10 reacted to N_N in Collection Help (Link Submission)
MEGU by ???: https://www.mediafire.com/file/ibxb597esm94446/megu.7z/file
This is a pretty weird Megumi Suzuki edit I found on Naver, although for whatever reason it was originally missing a .def so I had to create one myself. (The rest of the character is still functional.) Acts as an armored boss.
-
Shinykitty10 reacted to TheMarioMeter in Collection Help (Link Submission)
おりりん / oririn's Madoka and the LJH Patch's onedrive died here's rehosts of em.
Oririn Madoka 1st Version: https://www.mediafire.com/file/lpm2u9l23w5jnxz/madoka_magica.zip/file
Beta 2 Version: https://www.mediafire.com/file/bk983ej0ztyoi7h/madoka_magica_beta2.zip/file
There's a good bit of differences between em
LJH's Patches for both: https://www.mediafire.com/file/he3zv1hkyu93zn0/LJH_Madoka_AIs.rar/file
-
Shinykitty10 got a reaction from virtua_willdu in Lian-CKOFM by EX1 released 8/1/2026
[Preview]
[Download]
https://www.mediafire.com/file/tq4kmahz11qjq3o/【8-1日-新人物本体雅典娜-怜】Lian-CKOFM.zip/file
-
Shinykitty10 got a reaction from CoolAnimeHustler in Lian-CKOFM by EX1 released 8/1/2026
[Preview]
[Download]
https://www.mediafire.com/file/tq4kmahz11qjq3o/【8-1日-新人物本体雅典娜-怜】Lian-CKOFM.zip/file
-
Shinykitty10 got a reaction from Gaulbetti in Xanadu by SoulsRAG
[Preview]
[Download]
https://www.mediafire.com/file/be396ai30qi2xcy/Xanadu.rar/file
-
Shinykitty10 got a reaction from The Auditor in Multiple GOLUAH! stages by nexus mado released 7/26/2026
[Preview(s)]
[Download]
https://madosroom.nekoweb.org/ (under MUGEN -> MISC.)
-
Shinykitty10 got a reaction from Mozaico in Maavo by Mozaico released 3/31/2026
Updated; thank you for letting me know, and congrats on the release!
-
Shinykitty10 reacted to Arxos in SpriteClub Newsletter #3 - The day of upgradening
It's the big day!
Originally I said I wanted to talk tagging next, but I really need to talk about the roster first. We'll do tagging next, for sure.
Anyway, there's a few major things changing for the roster. The biggest one is the thing everyone knows, which is the addition of 0th Division. But a lot of details about that have been a mystery up until now. Today that will all change, and many more things.
Division ranges
So first off, lets establish the new rating ranges:
Division Minimum rating Maximum rating 6th N/A 1149 5th 1150 1399 4th 1400 1549 3rd 1550 1699 2nd 1700 1799 1st 1800 1949 0th 1950 N/A
For the most part, nothing changed except the two new ones being tagged on, but one meaningful change here is that this means a character can now go straight from New (or rather, Placement, New is now the holding area) to 6th Division.
Promotions & demotions
This may change at a later date, but for the time being we'll be using the following rules:
Promoting into 1st-5th requires a winstreak of 5 and winning a boss fight Demoting into 1st-5th requires a winstreak of -5 and losing a boss fight Promoting into 0th requires a winstreak of 10 Demoting into 6th requires a winstreak of -10 Also, on a fun note, I put a lot of effort into making sure the new site has a backlog of all promotions/demotions that have happened. It's not 100% accurate, but it should be damn close.
Reshuffling
With this rather unique event in SpriteClub history, some extra changes become appealing.
You see, for the longest time, 3rd Division has had a bit of a bias in terms of appearance rates. Upon doing some data analysis, it became clear that 3rd Division has been shrinking as a result, since the system essentially means that a "favoured" Division will bleed itself dry as characters move out of it but aren't able to get back in due to not receiving enough matches.
There's a limit to this of course, but going purely by the numbers, it seemed unhealthy.
So I decided to take this opportunity to just fix that, along with balancing out the appearance rate biases. What this means is that every character will be re-assigned to their respective division according to their rating, along with a reset of their winstreak if they were moved. This results in a total of around 5542 characters being moved. The result of this is the following shift:
Division New size Change from v1 6th 787 +574 5th 4894 -929 4th 4626 -611 3rd 4126 +1414 2nd 2030 -422 1st 1540 -763 0th 737 +737
For specifics, please check the log on the site itself.
Character maintenance
So this is a big topic that probably few saw coming. What I'm talking about when I mean character maintenance is handling character updates, as well as ensuring a characters files is in the proper state when added the roster.
In the past, this was a very dislocated venture. There were a bunch of disjoint applications that did some stuff like ensuring the display name was right, but things weren't always reliable since a lot of it relied on me running the application responsible.
This is an issue I've really been wanting to address for v2, and it's one of the reasons why debuts will take a bit longer to add. I need finalize a system for ensuring that both new and updated characters automatically get the proper treatment. This set of modifications currently includes:
Configuring the displayname of the character. Configuring the keymap of the character -- Needed for selecting the correct palette in turns. Fixing the .air bleed bug -- This is a crash unique to 1.0+ caused by defining a Clsn1/2 and Clsn1/2Default on the same frame. I previously mass fixed this on the roster, but due to aforementioned issues, the fix would sometimes be lost or not applied. Adding AI activation -- This is a new one that I only added recently, but this part of the tool has managed to identify about 8000 characters to add instant AI activation to. Some of these will be false positives (meaning, cases where the tool couldn't identify the AI was already always activating), but that's still a lot! Fun fact, there were also about 125 characters with faulty AI activation triggers that would cause their AI to activate slower than intended.
I expect more fixes to be added to this list in due time, but it is important to note that any fixes are required to be universally applicable and extremely unlikely to cause problems, so the requirements are pretty high.
Also, if you're particularly interested in the characters affected by the AI activation stuff, this isn't listed on the site as it's just considered "standard" for every character now, but regardless, you can have your fun checking it out here: https://docs.google.com/spreadsheets/d/1gLPGyUN3CJXGtFNEtkT9vytI2_UZ5MTzGhunweGhAKE/edit?usp=sharing.
Mugen fixes
So finally there's another fix that warrants mentioning. Courtesy of Warunoyari, SC v2 will be using a modified exe that should fix the infamous "target bug", which can result in crashes when certain characters hit multiple enemy characters at once. Because of the number of characters that do weird stuff with the engine's memory, there's a pretty strict requirement on not modifying the executable in a way that could cause problems for such characters, which this particular modification should not do.
Along with the more consistent application of the .air bleed fix, it should hopefully result in notably fewer crashes in SpriteClub v2.
Final words before launch
I'm excited for these coming weeks/months. I've put a lot of effort into making something new and awesome, and I hope you all will enjoy it. I've got more planned as well, but first will be a bout of fixing bugs and addressing other issues that as a one-man developer I just didn't have the insight to think of. I'm confident that with the new system any problems can be addressed in due time and that I'll have time for new stuff before long.
At least initially, I'll try to keep note of known issues in a different thread, so please keep an eye out on the known issues thread.
-
Shinykitty10 reacted to N_N in MUGEN a la 1999
With MUGEN's 27th anniversary around the corner, I thought it would be appropriate to upload this. This is a collection of every character and stage from 1999 that I could find, and then some. (A more detailed list is included in the archive under "charlist.txt".) As all of the characters featured in this pack only work on DOS, DOSBox is required in order to run this on modern systems.
[Notes]
A couple of characters don't work by default, those being "k", "lee", and "mauru". They're commented out of the select file, but I included them anyway for preservation's sake.
[Download]
https://www.mediafire.com/file/vp3me65fvoyuvqn/mugen-1999.7z/file
-
Shinykitty10 got a reaction from KorosKoros in Nakomiya Ruruna by Ainotenshi
[Preview]
Old overlooked edit of Athena Asamiya that takes moves (and visual cues) from Nakoruru and Rimururu.
[Download]
https://www.udrop.com/file/ONAk/Nakomiya.zip
-
Shinykitty10 reacted to Arxos in SpriteClub Newsletter #2 - New goodies
I really can't stick to a schedule for even a single week.
Anyways, I wanted to go over various of the new site features this time, so this one will be a bit more visual.
Mobile support
Mobile support was one of the biggest goals. I don't think screenshots will do any justice here, as it pertains to every single page of the website. But suffice to say that the site is much easier to navigate from a mobile device.
There is one page that deserves a special mention however, which is the mobile version of the main page. The site will try to redirect you to it if it believes you are on a mobile device, but if this fails you can also access it via the "Watch" section in the navigation menu. This mobile page will display the chat in portrait mode, while it displays the stream and bets in landscape mode. You can bet in either mode.
Settings
In the settings there's options for language and site theming. I don't really expect the language feature to be expanded much, but it was a cool feature I wanted to have for the occasional Japanese visitors, with (pending) translations courtesy of a few friends of mine. The ability to customise formatting (e.g. date formatting) is just something that came along with that.
A tiny new feature but highly desired is that the new site offers choices in bet notification sound. I have high hopes that the volume control will also be much more reliable this time!
Finally, the biggest addition is additional customisations for the quick bets. You can now use this to:
Customise the number of buttons Customise the step increment, which is used by the new up/down buttons on the bet amount input Customise all quick bet settings per mode. Always bet 1 on exhibitions? I got you covered
Exhibitions
Exhibitions come with a few cool new features:
You can now select characters in rating ranges via e.g. "Random 1400-1500" You can now have non-turns teams against turns-teams. For example, a 1v3 match is essentially identical to a 3v3 where the blue side is just the same character repeated 3x. This even allows for things such as 2v3. Team names are no longer required, they'll just default to "Team red" or "Team blue". There is now a limit of 10 pending exhibition requests. The way this works out with priority is that it now goes by when your account last had an exhibition played out, instead of by when the exhibition was requested. You can now make exhibition templates! You can have up to 10 templates, which essentially allow you to fill in anything you want and save it for future re-loading. Exhibition history now features full information on things such as team names, requested stage, messages, etc.
General
As you can see right above as well, a lot of pages feature new search options, and all of them combine seamlessly. Pretty much any page that lists things now has search options. There is support for some old URLs, mainly for characters, matches and sessions. For example, the old URL for a character such as Rare Akuma will still work, but an old search result or image link will not. There is embed support! Linking to SC on something like Discord will make it give meaningful information about the thing being linked, if possible.
Changelogs
The new site has built-in changelogs, accessible via the "Other" section in the navigation menu. These pages track and list any changes that occur to characters or stages.
Besides changes, these will also log notable events, mainly changes in division.
This is partially a work in progress so some things may not be logged yet, and especially logging of things prior to SC v2 is shaky at best. But the goal is for these pages to allow anyone to keep up to date with changes or notable events happening to characters on the roster.
These logs can also be viewed on the pages of characters themselves, to get a view of everything that has happened to a character since its addition.
Next time
There's many more additions than these, but I'll keep it to this for now.
The main feature I left out was the addition of tags for characters and stages. This is something I'll cover at a later time, likely on the next newsletter, as tagging up the entire roster is something far beyond a one man job.
-
Shinykitty10 reacted to Mozaico in Maavo by Mozaico released 3/31/2026
Hey there!! Thank you for sharing my cool lil guy 🥹
I would appreciate if you replaced the Mediafire link with the Gamebanana one, since the Mediafire link you have there is VERY, VERY outdated, he's been getting constant updates and stuff.
https://gamebanana.com/mods/665249
-
Shinykitty10 reacted to Arxos in SpriteClub Newsletter #1 - New times
Hello everyone. There's a lot of new stuff coming, and even more new stuff that I have planned.
I figured it's about time (more like, well overdue) to further explain the things that are happening or being planned, both to prepare or simply to discuss.
As such, I figured I'd start doing a newsletter here, to give these announcements a bit more permanence and not be lost and forgotten in Discord before long.
My current plan is to do these weekly, but it probably won't be too long before I reduce the frequency of these to once a month or something in that region. We'll find out what works as we go.
Anyway, there's lots of topics I have in mind. Lots of new site features that are already added, or features that are planned for the near or not so near future. But for this week I figured I'd focus on things that aren't quite the same... which begs another important question:
What things aren't changing?
Well, put simply, most things! I tried my best to make sure SC v2 is the same as SC v1 in most places, as well as that all data is transferred over to the best of my ability. And I'd say I did a damn good job at this, as hopefully SC v2 should feel familiar to longtime fans of SpriteClub.
Which isn't to say that everything is the same, far from it, but it's mostly new things, additions, enhancements. Not changes to existing things. And those new things are stuff I'll dive into more over the next weeks.
Anyway, so lets get to the things that did change then. Of course, there's probably a few things that I'll forget, but I think this should cover all of the important bits.
Changes
E-Mail
You can no longer change the e-mail associated with your account.
Changing the e-mail of an existing account is something very few places offer. SC v1 only offered this because it didn't do e-mail verification anyway, but SC v2 does, so changing your e-mail is just a hassle and not something I want to spend time on when so few sites allow this anyway.
With this in mind, please use SC v1 to change your e-mail if needed while you still have the chance.
Exhibitions
Any exhibitions that you requested but did not get a chance to be played out yet will be cancelled.
I'll be fair, this is kind of the result of a mistake of mine in creating the database migrations, but it's really annoying to fix at this stage and just not worth the effort. Luckily, making a new exhibition on SC v2 will only take a minute, or less when using the new template feature.
Additionally, SC v2 fully allows turns teams to be matched against single/simul teams, allowing for example 1v4 without having to pad slots. In this instance, the team of 1 will have 4 lives, meaning the match winner is still effectively just whoever gets to a score of 4 first. There are no plans for these type of matches to appear in matchmaking, so the only way for such matches to take place is via exhibitions.
Settings
All user settings are completely reset in SC v2.
The format in which settings are stored is entirely different, and SC v1 simply did not have enough settings for me to bother ensuring existing settings would be preserved.
Hence, you'll want to take a look at the new settings page in SC v2 once it goes online, both to restore any old settings you had, but perhaps more importantly, to make use of the newly added settings!
The Great Escape
This custom mode isn't making it into SC v2.
The long and short of it is that this mode existed in SC v1 in order to allow F division characters to escape confinement. However, for a while already and all the more in SC v2, F division has natural means of escaping it. This custom mode is simply no longer needed and has outlived its usefulness, hence why I had already massively reduced the chance of it occurring in SC v1. Re-implementing the mode in SC v2 wouldn't be too difficult, but more difficult than any other custom mode, and I simply saw no reason to put such effort into it, so into the bin it goes.
Debuts
Debuts still need a few finishing touches in order to be good to go for SC v2.
The mode itself actually already works, but there's still work to be done for actually adding new characters to the roster in a productive way. This involved a fair few manual steps in SC v1, and I really want to ensure this process requires as few manual steps as physically possible for SC v2. Because of this I'm leaving it in the oven for a while longer, and the next debuts are expected to occur around September or October.
Boss Matches
SC v1 had very weird logic for deciding bosses. It did something akin to taking the total size of the division, then grabbing randomly from the bottom half (or top, for demotions), ignoring characters rated outside of the cutoff range of that division (e.g. 1700 for 2nd Division). The thing is, some divisions have very uneven spreads, particularly 1st Division, though there was some code in place to attempt to counteract this. However, even for other divisions it could lead to wild swings in the difficulty of boss fights, as the strongest character in the bottom half could actually be surprisingly high rated.
Instead of this weird logic, SC v2 works much more simply. Bosses are simply grabbed from the first 25 rating beyond the cutoff, so for a 3rd Division character looking to promote into 2nd Division, the boss will simply be a 2nd Division character that ranges between 1700 and 1725.
Character Bans
Characters have various ways in which they can be banned from things. Even v1 had more ways to do this than most people probably realised, especially because some methods were incredibly underused, as nobody but myself could change them.
To be a bit more precise, SC v1 could allow banning characters for fighting on or against teams (2 different states), banning from tournaments, or banning from bosses. That last one would also ban them from appearing as opponents in debuts. None of this info was displayed anywhere, though moderators did have means of retrieving tournament/boss ban lists.
SC v2 in contrast displays all ban states publicly, allows moderators to change all ban states freely, and expands the possible ban states to effectively... everything.
A character can be banned from being on a team, against a team, on a turns team, against a turns team... even banned from appearing on its own! Though I doubt that one will ever get put to use.
Besides that, the state of being banned from boss fights and being banned from debuts are now 2 different states instead of being linked. Furthermore, a character can now also be banned from appearing in King of the Hill or Lord of the Valley, which is referred to as a "Survivor ban".
Quick note, these bans do not apply to exhibitions, at least not yet.
Divisions
This is a big one. SC v1 had a very weird structure. Anyone that paid attention to the URL when filtering for divisions would notice that 1st Division was identified by a 5, and 5th Division was identified by a 1. There were also a bunch of divisions ranging from -5 to -9, none of which were normally accessible to users, but they existed. For reasons.
Anyway, SC v2 not only re-orders the number association to make more sense (I'm sure this is very important to everyone), but also reduces the number of special divisions:
Dupe is the only one unchanged, still housing all of the characters that are marked as "[D1]", "[D2]", etc., marking them as being duplicates of characters already on the roster, but with a different AI or some other change that is meaningful enough for them to remain requestable for exhibitions. Untiered now consolidates the old "Joke" and "Untiered". If you're wondering how to identify joke characters, worry not. This is a perfect job for the new tagging system. Hell, in the long run I might even consolidate every non-matchmaking division into one or two because of this, but I digress. All of -5 through -9 is now consolidated into simply "Removed" and "Banned". The latter of which is not something you'll ever see, those characters will not show up anywhere, ever. As for "Removed", this essentially just causes the character to be banned from exhibitions, but is otherwise not different from any other special division. Quick note, character search pages will automatically filter on matchmaking-only divisions. This can of course be disabled if desired.
Additionally, there are also some changes to the matchmaking divisions. The crux is simply that the matchmaking divisions are expanded from 1st-5th to 0th-6th. The exact cutoff ranges for each division is not fully decided, but it is likely that any existing cutoff between 1st-5th will remain as-is.
The ultimate goal of this is, first of all, to properly acknowledge the former F division as a proper matchmaking division. It was more or less already treated as such anyway, so this is more of a name change than anything.
Secondly, it is to allow the peak strength characters to get a better playground. When SpriteClub first launched, the roster was just over 5000 characters, there simply weren't enough characters to have a healthy ecosystem for a hypothetical 0th division at the time (the same goes for F/6th division, for that matter). Nowadays, the roster is much, much bigger, and it's about time that the low 1st Division characters get their own playground away from the true eldritch horrors.
Finally, if you're wondering "when 7th division?", the answer is... likely never. One of the goals of divisions is to be a bit inherently unfair. The big gap between the top and bottom is to create interesting dynamics of a character being "weak" or "strong" in correlation to its division. To allow characters to stand out within a division, be it good or bad. The thing people call "mistiers" is something that I consider a feature, not a flaw. If you want fair matches, rated matches have you covered.
Ultimately, divisions require there to be a big rating gap to create such environments, and divisions containing more characters doesn't change the overall power gaps. In this instance, the growth simply allowed room to support a new range that had before been too void of characters. And lets be real, a low 1800 had no business fighting 2200's. Their odds aren't great with a 1950 either, but at least there's a faint chance.
Next week
That is all for this week! Check in next week where I'll give an overview of lots of new features of the website. For better or for worse, there's too many to cover in one post, but I'll try to cover most things. There'll definitely be changes that I won't even bother mentioning, but I'll be trying my best to give a comprehensive breakdown.
-
Shinykitty10 got a reaction from KorosKoros in Athena EDEN-MIX by olt-EDEN released 7/6/2026
[Preview]
[Download]
https://www.mediafire.com/folder/ocvltntmloh4i/ZETA-MIX
-
Shinykitty10 got a reaction from CoolAnimeHustler in Infernox-CKOFM released, multiple characters updated by HELL 7/1/2026
[Preview]
[Download]
https://www.mediafire.com/file/t0dbq0x7wx0alj1/何二猫-HELL-新人物+集体更新2026-7-1.zip/file
Main link includes all updated characters, a separate link just for Infernox can be found here.
-
Shinykitty10 got a reaction from KorosKoros in Puella Magi Madoka Magica
THIS COLLECTION HAS BEEN ARCHIVED, PLEASE VISIT THE NEW ONE FOR UPDATES
This is a recreation and update to the original Madoka Magica collection, fixing most dead links and adding some new articles as well. This collection will include WinMUGEN-only cheap edits. Baseline for 'cheap' characters is roughly Sprite Club 2nd division or higher, though will also include characters with high-level 'God' palettes, such as Valkyrie-Madoka.
Red denotes an offline article.
Purple denotes a cheap article. Do note that most characters marked with this will likely be AI-only by default.
GRIEF SYNDROME
MADOKA KANAME: HAL - kisaragyuto’s AI patch || Momo (Madoka Shooting Star) || YANMAR (Valkyrie Madoka) || Ryusei (Finsternis) || a-kaido (MS-778) || C (Chaos Core Madoka)
HOMURA AKEMI: dunsparce530 (Moemura) || Eikouya -Night of Glory-: MG-Homura - オーマ's AI patch* / V-Homura || Kira (Homu Homu) || ZLC32 || C (Spectre Core Homura)
MAMI TOMOE: HAL - kisaragyuto’s AI patch || Urobuchi Gen (Tiro Finale) || Underling (Gouma Mami)**
SAYAKA MIKI: Ryusei || ZLC32 (D-Sayaka) || 杏子の枪 (O-Sayaka) || Eikouya -Night of Glory- (B-Sayaka) || jue (N-Sayaka) || kira
KYOUKO SAKURA: HAL || TM || qeg (Final Excellent Kyouko v1) || Bluest (Moeou-Kyouko)
KYUBEY: HAL
* - password is mugen.
** - password is 5555.
WALPURGISNACHT: Marktwo
GERTRUD: Ninnniku
OKTAVIA VON SECKENDORFF: Ouchi (Sakaya-chan) || Margatroid
(NOT PICTURED) KRIEMHILD GRETCHEN: Dipimus
KNUCKLE FIGHTER
KYOUKO SAKURA: HelloMyNameIsAAA
CUSTOM-SPRITED
MADOKA KANAME: otz-kai || Waribashi - Nipa3008’s edit || JStudios2K (mirror) || Brergrsart: Time Loop Madoka (A-Series version) / Homura did [Interpretation] Wrong (A-Series version) || おりりん - LJH’s AI patch / Garionfeld's edit (mirror) / Nipa3008's edit || TornilloOxidado || Nep Heart
HOMURA AKEMI: Cycbeam: Original - Ouchi’s AI patch / Garionfeld's edit (mirror) / Homura and Friends || AniMugenZ [KOF]* || Kohaku - Holn’s AI patch || Nep Heart - DaMarioMemer's AI patch** || TornilloOxidado
MAMI TOMOE: Geros || otz-kai || Samidare (Yellow Angel)
* - password is YouTubeAnimugenZAkemiTime.
** - comes with the character.
SAYAKA MIKI: otz-kai - Garionfeld's edit (mirror) || Nep Heart - DaMarioMemer's AI patch* || Annri - >天<’s AI patch
KYOUKO SAKURA: Waribashi - Ouchi’s AI patch / Garionfeld's edit (mirror) || Nyancha - DS12’s AI patch / Koyu’s AI patch || qeg (Final Excellent Kyouko v2)
KYUBEY: YAN || Musimu [punching bag] || kik** || Ryusei [defeat challenge]
* - comes with the character.
** - spriteswap of God Orochi.
HITOMI SHIZUKI: Caza Zach
KYOSUKE KAMIJOU: Caza Zach
CHARLOTTE: MRCLMNDKS - nenmin's "dolls" patch || OHMSBY || Underling (Decoration Charlotte)* - nexus mado's AI patch
ELSA MARIA: Noeru
WALPURGISNACHT: Ninnniku
* - password is 5555.
PARODIES / JOKE CHARACTERS / ETC.
SAYAKA M. KICHINE: はしぶとがらす
VH MAMI: oyaji - IX’s AI patch
MEGAMAMI: fu-lin - IX’s AI patch
KUNG FU QB MAN: Arumikan
HOMURA UMAIBOSHOUJO: Arumikan
KAMADOKA: waguna
PANDEMONIUM HOMURA: Buraido and Chichol
MAMIEL: piyo
QBGOU: gyuki
(NOT PICTURED) MAMI: Ouchi*
QUARTER BANDIT (INCUBATOR OROCHI): Hachishiki-Tokkou-Ningyou**
MADOKA☆NANAYA: a-kaido
* - soundswap of NHK’s Golgo 13.
** - password is mugen.
SPECIAL CHRISTMAS CAKE: AutumnMario [defeat challenge]
(NOT PICTURED) MADOKA DONALD: brickster
CHARACTERS BY YAMETEOKE: Maoh || Homutoki || Sayaking || Tomoejagi || Kyouther || Qshirou
PALETTES
Kater15: Nep Heart's Sayaka || Cycbeam's Homura (Sektor palette)
Sheeters' palettes for otz-kai's characters & Cycbeam's Homura
Vocalnoid's Chess Choco Cookie palette for Charlotte by OHMSBY & MRCLMNDKS
MT7's Eous palette for Charlotte by OHMSBY
STAGES & SCREENPACKS
Stages by Momo || Rebellion Fight by Emanuel667 || Front of Homura's House by Ouchi || H.N. Kelly's stage by Ryuugu || Stages by Yameteoke || Stages by Margatroid
Madoka Magica screenpack by Oliviasan
RESOURCES
Various Grief Syndrome sprite rips: Spriters' Resource || Konbe || Softyheart001 || inkyubeytors
-
Shinykitty10 reacted to V I C in KICK THAT RELEASE!!!
Hey, vic here!, first time releasing something here huh, today is about KICK THAT, a joke type char of a mix of kick attacks, sound simple, buut, i made as funny as i wanted, and i liked a lot the result, so, go outside and kick some balls dude!!!
Download it riight here: https://vicmugen.my.canva.site/stuff
And
Release Video: https://youtu.be/oXGFcZw3aP8
THANK YOU!!!!
KICK DAT SHIT
-
Shinykitty10 got a reaction from CoolAnimeHustler in Oyakodon by ridney released 6/26/2026
[Preview]
[Download]
https://uu.getuploader.com/1010donidoni/download/22
Password is "mugen".
-
Shinykitty10 got a reaction from Emaserranista in Ao & Leon S. Kennedy by Resentone released 6/14/2026
[Preview(s)]
[Download(s)]
Ao || Leon S. Kennedy
-
Shinykitty10 got a reaction from CoolAnimeHustler in A-Zero-One by 飛電インテリジェンス released 12/20/2025
[Preview]
[Download]
https://u4.getuploader.com/MUGENnico/download/861
-
Shinykitty10 got a reaction from CoolAnimeHustler in Chuck the Badass Chicken by GB Shades & ThebestmlTBM released 6/10/2026
[Preview]
[Download]
https://sites.google.com/view/gbshadesmugen/home