MONSTER is a game where you "shift" into modes that change how the character plays.
It's like CvS grooves, but the difference is that each shift affects your command moves.
I won't be supplying the actual changes for characters because the whole fun of monster is that you find out the differences as you play and pick up the one you think works best. It's a simple game with a small movelist so it allows for it to be very intuitive and encourage experimentation.
I'll give a general breakdown though:
Monster = slower, more powerful, range/velocity differences, characters get launchers, knockbacks, wallbounces, etc
Freedom = faster, range/velocity differences, chaining and/or canceling
Tranquility = range/velocity differences, characters get special modifiers
= Not all effects are scaled, rotated, and tinted exactly as in game, but as close as I can get with my eyes
= afterimage glows in MONSTER are three progressively larger layers, not possible in Mugen
= MONSTER is a single instance game, unlike Mugen where each round is a separate instance. After a KO the loser gets back up immediately and the activated shift is supposed to carry over; however, due to the problems of instancing you lose out on the shift because Mugen takes roughly 3 seconds to end the round and start the next. A shift only lasts 10 seconds so you lose out in the end. I have made it so if you're in shift when you win a round, you will start the next needing to fill it (you would most likely start the second round having to fill it in most situations anyway). If it's full, you keep it. This is also a problem of scaling. I cheated in a very major way by animating the bars for smooth scaling instead of modifying explods as I didn't want chunk by chunk scaling, so the animation would restart in the next round while the number would remain the same. I want the shift to carry over, so this might be fixed in the future, but for now it is as it is.
= Proration rates are correct, and I can confirm because I've calculated the proration myself for every character and the only thing that would make it perfect is getting access to the formula itself; however, the current method I have is bloated and needs an overhaul (a manual varset in each attack state based on current combo number and current proration percent), though I am currently looking for a way to correctly apply nonpersistent variable calculations (my original method was much closer to how the game formula works, but it applied the calculation every tick because lol -2). The current method also has a 90% success rate, with a few bugs that either don't apply initial rates (they show 00% when displayed) or don't apply successive rates.
= Damage display is currently a work in progress. I've based it on (9)'s MBAA display since his works might be the only characters I know of that have this, but only in the actual explod functions (mine isn't as good! I need 4 variables whereas he gets away with 3). It does the job, correctly showing damage and proration values, but it still isn't properly animated (it should fade out).
= POWERBREAK IS IMPOSSIBLE OUTSIDE OF A FULL GAME. Seriously, point based systems that compare P1 and P2 variables are something I don't want to bother with after implementing Judges' Decision from Buriki One.