Toasted Brains Posted November 13, 2025 Posted November 13, 2025 For the sake of not needing to create a thread anytime I put something out, I've decided to make a single one for all my releases. Well, almost all of them; there's a few things I've made in the past I don't care for anymore, and you can either find those on my Google Drive or search around for them online. Characters Jeremy "J." Kazinara (OC) A character that took me years to make, but one I'm proud of nonetheless. A well-rounded character who specializes in close-range and zoning tools. I'm currently working on an update for him and that'll be out once I get what I want to add done. Download (updated 11/27/25) Chris Griffin (Family Guy) UPDATED! Like my pre-J. characters, Chris has Warner-styled gameplay, but he's more balanced and well-coded than your typical Warner character. He relies mostly on close-ranged attacks, and his three supers each have different attributes, with one having large range but the lowest damage, and another dealing strong damage but has the least range. I am aware some have said he isn't pre-1.1 compatible, and I will address that soon, since there's a few things I want to add/change. Download (updated 12/25/25) Edits Chargin' Chuck (Super Mario World; original by fer619) The one fer619 character that hasn't been edited yet. He first came out in I think 2017, and I added quite a bit to him, including more palettes, winquotes, more normals, a new special and super, compatibility animations, and a few other changes. Download (last updated 3/29/21) Asterix (Asterix; original by Hannah Montana) An edit to address the balancing issues of the original. All of his moves have been nerfed, CLSN has been fixed, stats have been changed to the standard values (save for defense which is 90), and he has no AI by default on account of how annoying the original's AI was. I plan on updating him at some point and maybe edit Obelix as well, but time will tell when I do. Download (released 5/27/24) Jerma (Jerma985; original by Bregsart) UPDATED! An edit of Jerma that only took three days to make. As with Asterix, this edit is mainly done to balance him, as he now has a damage dampener and almost all of his moves have been nerfed. Some of his moves' attributes have been changed as well. The major change is that the Vinetrigger mechanic is gone, with the omega symbol rain that it activated now being a super. Full changelist is in the spoiler below. Spoiler General ------- - Adjusted damage values for nearly everything - Damage Dampener added - Vinetrigger/Omegatrigger mechanic gone; Omegatrigger/Omega Rain is now a LVL.2 super - Itadaki Scoop compatibility added - Triple Jump no longer does self damage Normals ------- - Damage decreased on most normals - c.MK now works more like a launcher - c.HK now trips opponent + more hitpause - All crouch attacks save for c.MP and c.HK can now be blocked when standing or in air - Meme Funeral no longer works on airborne opponents Specials -------- - Damage decreased on everything - The Rats: - Regular size rats no longer have knockdown - Speed increased slightly on projectiles Supers ------ - Super Jex is now a LVL.2 super, though to compensate Jerma no longer teleports over to the opponent + damage nerfed - Into the Jermaverse has been nerfed - As mentioned above, Omegatrigger has been repurposed into a LVL.2 super - Omegatrigger projectiles no longer overhead Download (updated 12/25/25) Stages Roger's Attic (American Dad!) A stage I made to go with Warner's Stan and Roger characters. It's not much of a stage, being partially traced over a screencap and having some animation, but it's one I would like to remake someday. Download (released 6/12/20) Extras Sprite/Palette fix for Raccoon Junk Yard's Rolf NEW! A minor adjustment to Rolf that converts his SFF to a M.U.G.E.N. Beta file so that his palettes can work (the OG had a 1.0 SFF that meant ACT files didn't work with it). I also did a minor change to his animations file so the Toasty anim shows up properly. As for the palettes, they now have pink backgrounds instead of black (due to the outlines being the same color), some colors on the default palette were fixed, and a few new ones have been added. Download (released 1/22/26) Base character
Toasted Brains Posted November 27, 2025 Author Posted November 27, 2025 To commemorate Thanksgiving, J. has been updated. It doesn't have everything I wanted to include, but I felt like getting this out now so I can start working on his graphical overhaul. Changelog is in the spoiler below: Spoiler Basic: - Name changed in def: "J. Kazinara" > "Jeremy Kazinara" - Various new and updated sprites and anims - Adjusted CLSN - New select portrait - New attack SFX - Both jump anims (going up and coming down) merged into one anim - MK Impaled, Pit II, and vertical cut anims added - Sangue Passare, Dream Eater, and Next Meme anims added - UYA (Madoldcrow1105's motif), Goldeneye (Shim's motif), and KOF XI icons added - Second and tenth palettes replaced (Miracle Machine and Inuyasha); original palettes still included - Bonus Lagtrain palette added - Removed BGPalFX from parries + reworked PalFX - Added AngleDraw to some anims for squash and stretch action - Some winquote updates Normals: - Quicker attack anims + better comboing - Removed frame from s.LP - Throws are now only done with medium attack buttons - Replaced second throw - Made it easier to Super Jump after c.HP hit - Some knockback adjustments and other stuff I can't remember - Updated ChangeAnim code for s.MK counter so anim is interchangeable between 9108100 and 70851, also fixed coding so P2 doesn't use J's 5012 anim - s.HP and a.HP damage increased to 50 - Reworked Knee Thrust - Flip Kick has been reworked into an aerial command move - New aerial command move added: Drill Kick Specials: - Added width + realigned Shuriken projectile for Brick and Shuriken throws so they don't miss point-blank - Some special anims made quicker - Removed infinite potential on Socker Boppers by adding an alternate state - Brick now has downwards velocity when thrown - Kah-Ray-Tah replaced with Shoulder Charge - Longer range on Sword - Adjusted HitDefs for b and c variants of Spin Attack - EX Spin Attack now hits 8 times instead of 5 - Kah-Rah-Tay can now actually combo into other specials - EX Flip Kick/Aerial Spin Attack no longer gives back power - Flip Kick replaced with an aerial variant of Spin Attack - Sword specials now bisect opponent on KO Supers: - Screenbound CTRL added for TNT Crate - TNT Crate no longer gives back power - TNT Crate no longer has x velocity on knockback - New startup for Rising Uppercut so it hits easier - Added more velocity and knockback for Dive Kick - Hyakuretsu Ketsu now uses VelAdd instead of PosAdd to hit better - Fixed issue with fist explod on Meet a Fist Link is in the first post. (BTW, I fixed the image links)
Toasted Brains Posted December 25, 2025 Author Posted December 25, 2025 Merry Christmas! Chris and Jerma have been updated. Chris changelog: Spoiler General: - Folder and DEF name changed to "ChrisGriffin_TB" since I no longer go by RMaster - Added new common1 cns file for older versions of M.U.G.E.N - Sprites now show in the proper palette template in FF3 (not sure why Enemil changed that) - Updated the run sprites a bit - Added MakeDust to run - New sound for landing from backhop and jump - Realigned liedead sprite - Added anims for lying face-down - Added Babality and MK Pit 2 Fatality animations - Added Continue animation - Replaced third palette - Next Meme! state now uses the same sprite for both anims Basics: - Redid two frames for s.LK so the anim is less stiff - Different sound for last hit of throw Specials: - Apple projectile is a bit faster - Made both versions of Lightsaber faster - EX Lightsaber now has envshake on hit + reduced damage to 90 - Tray Smack now uses VelAdd instead of PosAdd Supers: - Removed BGPalFX and hitsound for Panic Attack; also reduced the yaccel on hit a slight amount - PalFX on hit lasts shorter on Burn for It! Jerma changelog: Spoiler General: - Folder and DEF name changed to "Jerma_TB" - Moved list of changes from readme to changelog - Removed "Add a Giant Enemy Spider Super" from readme since I no longer plan on giving him one - New hit/guard sounds Basics: - s.HP no longer has knockdown + more hitpause - Tyrannohammer can no longer hit opponents in liedown state Specials: - Good Police Officer does less self-damage - Directly in the Face's Wailord plush now has yaccel on aerial opponents Supers: - Into the Jermaverse now has yaccel on the final hit to keep Jerma from being able to combo out of it Download links in first post.
Toasted Brains Posted January 22 Author Posted January 22 Life has many doors, fighter-boys! I made a slight patch for Raccoon Junk Yard's Rolf that changes his SFF file to a "Beta" one so that his palettes can be used, alongside a small adjustment for his AIR file so one of the animations shows up properly. I also made five new palettes for him. Get the new files in the main post, and don't forget the character itself, which is also linked to.
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