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BrawlTheMan

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Messages by BrawlTheMan

    

Re: LS67's MUGEN Characters - [12/24/15] Octohead Released and Ickybod Clay Updated!

 December 24, 2015, 09:47:29 pm View in topic context
 Posted by BrawlTheMan  in LS67's MUGEN Characters - [6/23/16] Bonker Released! + Updates (Started by LordShade67 October 31, 2015, 08:22:22 pm
 Board: Your Releases, 1.0+

Excellent, my favorite clayfighter character. Feedback time.

- Breakdance is unsafe on hit.
- Same with the octo spin, clocking in at a nasty -18. Plus, how come every version does the same amount of damage? The stronger buttons increase the range, but shouldn't they also increase the damage/recovery? Plus, the way he spins just rubs me the wrong way somehow. It's hard to describe, but it looks misaligned. Despite octo's limbs all being the same size, his center moves around awkwardly.
- MK is unsafe on hit as well and a -23 on block.
- The octo punch is really hard to do. I can do it by Charging back, going to neutral, then going to DB and hitting punch, but it's kinda awkward. I get that you're trying to make it easier from the source game, but if you're going to do that, you might as well just make it Charge B F+K.
- The Super Breakdance does diminutive damage (180 when most level 1s do 250+) and it's kinda odd how it hits twice, then knocks them up in the air. It should keep them on the ground like the Shinku Tatsumaki. Characters with air recoveries can probably escape it.
- The water geyser super does horribly weak damage. I can do more than 120 damage without using any meter (186 with a HK breakdance or 125 with the octo spin). Plus, the range is tiny.
- The super octo spin  is hard to describe what's wrong with it. I get that you were trying to make it like the ground shave rolling, but the jump at the beginning feels oddly quick and there's no ability to stay in one place by holding the punch button.

EDIT:
- There doesn't seem to be a damage dampener on this guy.
    

Re: VS. STYLE DEBUTS PRESENTS: CODY TRAVERS!

 December 17, 2015, 05:04:55 am View in topic context
 Posted by BrawlTheMan  in VS. STYLE DEBUTS PRESENTS: CODY TRAVERS! (Started by ShinZankuro December 13, 2015, 04:58:12 am
 Board: Your Releases, 1.0+

- This doesn't feel like Cody at all. I know that you're trying to not make them accurate and put new spins on the chars, but this might as well be a completely different char. It's like if I made Guile a grappler and just expected everyone to go along with it.
- Why does he throw a purple sword?
- Why did you make the sliding kick a DP?
- There doesn't seem to be a dampener on this thing.
- LK and MK do the same amount of damage
- LK -> MK -> HK -> QCB+HP. 283 about as much as a hyper. Plus, LK -> MK -> HK -> QCF+PP does 296 damage. I can get nearly the same damage without having to use meter. The damage balancing is terrible. Why would I do a Hyper if I could do roughly the same amount of damage without using any meter?
- Some of the kicks in QCB+KK miss.
- No F+HK command move.
- What's up with the red hitbox he gets when moving forward?
- MP misses during a combo.

Oh, and get on Skype once in a while. I wanted to tell you my feedback there :c
    

Re: Hercules MARVEL Released 12/13/15

 December 14, 2015, 02:01:43 am View in topic context
 Posted by BrawlTheMan  in Hercules MARVEL Released 12/13/15 (Started by RAHLONNIR December 13, 2015, 12:28:06 pm
 Board: Your Releases, 1.0+

- Christ almighty, the LP, MP and HP are +15, +16, and +16 on block. That is way too safe.
- On the flip side, you made his QCF+P too unsafe. -29 on block is a bit too extreme.
- I'm surprised you put in a damage dampener, but it's not good enough. I can do a 359 damage combo by going LP -> MP -> HP -> QCF+MP. Also, it seems to do 329 and 229 at complete random.
- The animation on QCB+P is misaligned. He awkwardly slides backwards when he punches the ground.
- In the midair HK, instead of moving like in a normal air normal, he floats in midair and throws the kick. Looks really awkward.
- Close up the QCF+HK is +9 on block. That is a tad too safe.
- This isn't nearly as game breaking as the other problems, but why is a bruiser like Herc able to combo so easily? I'd imagine he'd have the comboability of the Hulk considering how strong he is.
- I can move after the QCF+KK Hyper, allowing me to get more attacks in.
- I can go from HP to LP. and most egregiously, I can go HP -> the launcher. This isn't how the magic series works. When you go to a higher strength, you shouldn't be allowed to go back to a weaker strength.
- I can combo QCB+K three times in a row, maybe more.
- 411 damage. Corner LP-> MP->HP -> QCB+K -> LP -> MP -> HP -> QCB+P -> QCB+P over and over again until it stops working.
- Why did you add so many OTG attacks?
- What's up with the yellow glow in a lot of his moves? It makes him look like he's doing an ex move.
    

Re: DarkWolf13's MvC2 S.B.P (IllumiNash & Regina Released)

 December 09, 2015, 11:02:02 pm View in topic context
 Posted by BrawlTheMan  in DarkWolf13's MvC2 S.B.P (Spiral w/ AI Released) (Started by DarkWolf13 June 11, 2015, 06:38:46 pm
 Board: Projects

soooo, since ive been keeping you guys waiting for thor and deadpool i went ahead and converted Zvitor's Mr.Fantastic! it took only one day and hes fully done, with the only glitch being that sometimes the announcer text is on the upper corner but other than that he's completely done. zvitor's coding is so simple and solid so this was really fun to do

https://www.sendspace.com/file/e4lc90
Updated link here: https://www.sendspace.com/file/px5gtb

@DarkWolf13: I leave it to you to add him to your mediafire :)

Thor is done guys, im just waiting for his new pals.

Deadpool has been slightly delayed because i found a new nasty bug i need to fix

Didja nerf that Zombie Dimension Hyper? That move was ridiculously op.
    

Re: GOLDAR by DarkSide Joe

 December 03, 2015, 04:15:41 am View in topic context
 Posted by BrawlTheMan  in GOLDAR by DarkSide Joe (Started by DarkSide Joe December 01, 2015, 11:02:21 am
 Board: Your Releases, older Mugen

- This is the third time you've been asked to put in a readme and you still haven't done it.
- I don't know why you left all the image and sounds in the character folder. It could've been taken out to lower the file size.
- Backdash is ridiculous looking and goes a very short distance.
- Has negative priority.
- Hitboxes seem way too huge for the normals, example http://imgur.com/a/RcwsX
- MP is unsafe on hit by -1. That's not too bad, but hey.
- I can do an infinite by flying and holding F+LP.
- Using the eye laser while flying causes him to awkwardly float downwards, as if he did it during a jump.
- LK is safer than the MK.
- The sword throw is way too slow to be useful.
- Hypers are really underpowered. Level 1s do 150+ when they should be doing 250+, and the level 3 does 300 when it should be doing at around 400.

Hey guy. Let's go to the answers.

1 - And I will continue not doing. I have no time or interest to do this. For this there is the CMD file.
2 - I will remove. Thank you for the warning. then post will be updated.
3 - This has a reason. I hate backdash the char runs half the screen. I have explained this before.
4 - I did not understand. What are you talking about?
5 - This is deliberate, I began to do in some of my chars. I prioritize the combo, so I increased the hitbox of chars. You can see this in some CAPCOM chars, like in Hugo (USFIV).
6 - MP? Medium Punch? But it does not have one.
7 - I've already corrected. then post will be updated.
8 - Just as some chars during the jump can change the route fall. This is MUGEN.
9 - MK? Mortal Kombat or medium kick? Neither is the char.
10 - In fact this was a special that had to reduce speed to balance the character. He's just slow in the beginning. I have tested a lot in fights in order to understand that he had to reduce his speed.
11 - This is deliberate because the high damage of some combos.

Thank U so much for send me a feedback.

Negative priority is when you have a blue hitbox completely covering the red hitbox. It removes its ability to beat any other normals. We used to do it that way, but now we make it so that the blue hitbox covers at least 80% of the red.
    

Re: GOLDAR by DarkSide Joe

 December 01, 2015, 10:32:49 pm View in topic context
 Posted by BrawlTheMan  in GOLDAR by DarkSide Joe (Started by DarkSide Joe December 01, 2015, 11:02:21 am
 Board: Your Releases, older Mugen

- This is the third time you've been asked to put in a readme and you still haven't done it.
- I don't know why you left all the image and sounds in the character folder. It could've been taken out to lower the file size.
- Backdash is ridiculous looking and goes a very short distance.
- Has negative priority.
- Hitboxes seem way too huge for the normals, example http://imgur.com/a/RcwsX
- MP is unsafe on hit by -1. That's not too bad, but hey.
- I can do an infinite by flying and holding F+LP.
- Using the eye laser while flying causes him to awkwardly float downwards, as if he did it during a jump.
- LK is safer than the MK.
- The sword throw is way too slow to be useful.
- Hypers are really underpowered. Level 1s do 150+ when they should be doing 250+, and the level 3 does 300 when it should be doing at around 400.
    

Re: Your favorite(s) creators.

 November 09, 2015, 07:21:20 am View in topic context
 Posted by BrawlTheMan  in Your favorite(s) creators. (Started by Tokume November 01, 2015, 01:29:53 pm
 Board: M.U.G.E.N Discussion

- Kamekaze (makes good shit)
- GM (love his Brocken)
- Splode (love his Captain Commando and Rikuo)
- Loganir (love his electro, tho I don't like the guy's personality)
- Mouser (love his World Heroes Perfect chars, especially his Captain Kidd)
- The_None (Love his Blizzard, and, even though I never learned how to use him, Shaq)
- Ferchogtx (Love his Spiderman)

Also, I'm going to drink every time someone brings up the Z2 team, Pots or The_None. Pray for my liver.
    

Re: Mugen Guild Reopened Database Feedback Thread (upd. 20/09/2015)

 October 17, 2015, 06:48:04 am View in topic context
 Posted by BrawlTheMan  in Mugen Guild Reopened Database Feedback Thread (upd. 30/12/2016 + B-kun is out) (Started by Nunor October 12, 2011, 01:27:39 am
 Board: M.U.G.E.N Discussion

The link to Beximus's Ingrid leads to Degenerating Ingrid, an NSFW character. Pls fix.
    

Re: Character of the Month: September 2015 Nominations

 October 03, 2015, 08:18:10 pm View in topic context
 Posted by BrawlTheMan  in Character of the Month: September 2015 Nominations (Started by 【MFG】gui0007 October 02, 2015, 02:41:25 am
 Board: Contributions of the Month

Eagle by Jesuszilla - 1
    

Re: Jubilee released by Gladiacloud & Beximus

 October 02, 2015, 09:16:25 pm View in topic context
 Posted by BrawlTheMan  in Jubilee released by Gladiacloud & Beximus (Started by Gladiacloud October 01, 2015, 09:26:30 pm
 Board: Your Releases, 1.0+

Jesus there's a lot of nice char +1 in this thread...

More things to mention:
-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.
    

Re: Jubilee released by Gladiacloud & Beximus

 October 02, 2015, 03:03:26 am View in topic context
 Posted by BrawlTheMan  in Jubilee released by Gladiacloud & Beximus (Started by Gladiacloud October 01, 2015, 09:26:30 pm
 Board: Your Releases, 1.0+

-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.
-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.

Btw, why did you feel the need to add so many moves?
    

Re: M.U.G.E.N Screenshots V3

 September 04, 2015, 11:25:47 pm View in topic context
 Posted by BrawlTheMan  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Brocken has found his waifu
    

Re: MUGEN Video thread

 September 03, 2015, 06:29:17 pm View in topic context
 Posted by BrawlTheMan  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Basically what Jayjay did, only with more game breaking bugs on display and less infinites/intro glitches.
    

Re: MUGEN Video thread

 September 03, 2015, 06:05:11 am View in topic context
 Posted by BrawlTheMan  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Fourth public beta of Art of Fury - August 31st 2015 - pre-final

 August 31, 2015, 10:12:38 pm View in topic context
 Posted by BrawlTheMan  in Fourth public beta of Art of Fury - August 31st 2015 - pre-final (Started by CCIronmugen August 31, 2015, 10:08:39 pm
 Board: Art of Fighting VS Fatal Fury

Kickass. I've been waiting for this. Downloading
    

Re: Wes Craven has passed away

 August 31, 2015, 09:18:01 pm View in topic context
 Posted by BrawlTheMan  in Wes Craven has passed away (Started by hatter August 31, 2015, 03:48:42 am
 Board: All That's Left

Man, I loved Nightmare on Elm Street 1. It's such bullshit what the studio did with the ending to bait for sequels instead of just letting Nancy win like she deserved to. I didn't much like Scream, but this guy still made great stuff.

RIP Wes Craven.
    

Re: Mai-Ling, Makoto Release. Fuuma, Hanzo Updated! (Happy Birthday to me!)

 August 31, 2015, 03:18:37 am View in topic context
 Posted by BrawlTheMan  in Mai-Ling, Makoto Release. Fuuma, Hanzo Updated! (Happy Birthday to me!) (Started by Suprizle August 31, 2015, 12:14:39 am
 Board: Your Releases, 1.0+

Pressing a with hanzo while standing does nothing. He kicks while crouching/in the air, but not standing. Is this just me?
    

Re: Why Mugen?

 August 28, 2015, 02:44:57 am View in topic context
 Posted by BrawlTheMan  in Why Mugen? (Started by 2Dee4ever August 28, 2015, 01:59:12 am
 Board: M.U.G.E.N Discussion

I've always wanted to play mugen and make my own char since fifth grade. I wouldn't shut up about it to my friends.
    

Re: Roster Showcase

 August 26, 2015, 10:57:24 pm View in topic context
 Posted by BrawlTheMan  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 pm
 Board: M.U.G.E.N Discussion



Here's my roster. It's a mishmash of good and crap chars. The ones I main/try to main/am thinking of maining/decided not to main are at the top (my favorites being Blizzard, Electro and Brocken). The chars at the bottom were for a video I did earlier, and I was too lazy to take them off.
    

Re: Dragon Ball SvK inspired thread

 August 25, 2015, 02:46:42 am View in topic context
 Posted by BrawlTheMan  in BORYEMA'S SvK inspired thread - Promotional Release (Started by Boryema August 12, 2015, 05:35:12 pm
 Board: Your Releases, 1.0+

All of the normals on goku are equally safe on block and on hit. None of the moves have any cooldown, and the Ki Push is +17 on block. Don't you want to make it so that people could actually punish your char?