I had a feeling it would come to me sooner or later, but never thought it would happen right now.
So anyway, as it's night down here (and it took me like two hours to write down these answers) I may as well answer a couple of these right now.
-What in the world gave you the inspiration to make segaloSegalow?
-Can you confirm that the lack of facial hair changes one's moveset for every character?
-DBK is op, whens nerf?
-When will we collab and make the most bizarre thing mugen will ever know?
- Heh, I looks like get to start my session with a little bit of a history lesson. So anyway, as far as I remember it was probably a combination of boredom and an idea to take a piss out of this one guy named EvilSlayerX5. He was a guy who attempted to "experiment" with fighting game design by taking few characters (notably Rugal) into whatever hugely flawed playstyles he put them into, like a Kain Heinlein recolor whose special moves required a mana that has to be manually charged (and the guy had the audacity to call his stuff original when this kind of stuff was sort of done before as far as Art of Fighting). The way this guy reacted to criticism (from the playstyles, through move setups, even few aesthethic choices like the ugly looking hitsparks or palettes severly lacking in contrast) was legendary: he basically labeled his critics as being some kind of govermental/corporate sockpuppets out to get him, and his bias against both traditionally accepted fighting game conventions and ESPECIALLY fighting game companies was pretty well known. For all of his extremely smug attitude about how "original" his characters were, I decided it would be fun to try to prove him wrong by beating at one of his own games by taking a character (Rugal in this case), making a non-palette based aesthethic change to make him visually stand out among fellow Rugal edits (shaving his facial hair and giving him both healthy eyes in this case) and experimenting with the use of his pre-existing spritesets to make the most "unRugally" Rugal edit as I could. I'm not sure did ESX5 himself has ever taken a look at my effort, but whatever the case, for me it was worth it considering a number of tricks I've employed during the development of this character marked him as sort of a breakthrough.
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I'd also like to mention that his Lazlow/Ray Park portraits and Seth voiceset were supposed to be tentative, but these eventually stuck. These are also responsible for the Segalow name I've been given by Vans, when I started developing the character he was just named "Not Rugal" until I've been given the final name.
- Wait, more of these characters have surfaced? Pardon me but sometimes I am so out of the loop when it comes to what's going in Mugen that I never knew about that. All can I say about that is "depends on whenever the author is creative with the use of the pre-existing sprites".
- As much mixed reactions DBK gives me these days, I have to admit that an update was in consideration. With one of his bigger imbalances being the overly versatile moveset, I've thought about basically splitting his moveset into two grooves, one groove having the Maherl Bomb, the D,D,button specials and the Taokaka drive and the other having the Maherl Bomb, Rising Grandpa, Bow Throw, Robert Garcia Kick and a completely different drive attack, and to this day I have yet to thought up an alternate drive attack for this one groove, which may have contributed to why I haven't gone around further working on the nerfs. As long as I somehow get an idea, maybe I'd give a long needed update that addresses a number of thing that should have been addressed. Provided I wouldn't sooner decide to just completely retool the entire character.
- When I get better at cleaning up my mugen backlog and do this one original sprited character I'd like to do after Butt-Head, maybe I'd consider on that.
-Where do you get most of your ideas for Mugen?
-Tell me, what was 'SF3 Pablo' like?
- Aside of boredom being a factor in few cases, I don't think I remember much about my thought process during the development of most of my characters to be able to adequately answer that question.
- If you're refering to Ex-Inferis's first attempt at a SF3 character, ohhhhh boy.... I actually downloaded that character again (yes, Ex-Inferis's site is still active) to refreshen my memory, and man I may have disowned my own attempt at Alex but mine were at least sort of improvements compared to Inferis's. Stupid early-2000s-brazil-style chain combos (including stuff like being able to cancel from a Strongs/Forwards into Jabs/Shorts), sloppy hit velocities and general feeling of attacks, moves being at wrong speed, lousily ripped (and misused) sound effects, cropped sprites, weird commands/alterations for some of the moves (the power bombs were QCB+P, the air stampede being stupidly hard to pull off, the rising knee smash being a rising jumping light kick rather than an actual anti-air grapple), few of the moves were outright missing, everything about that character just felt wrong. I may as well let ShoShingo elaborate on this one.
If you could take a free trip to anywhere in the world where would you visit?
To be honest I don't quite know. Whenever I thought about moving away from my country to reside, I could never get any concise ideas for what country I'd exactly move in as apparently every country happens to have something in them (like in their law/politics/society) that makes it a bit less than ideal for me. One of the closest ideas I've ever had for that may probably be England's Sheffield, if only because as an aspiring game developer one of my (extremely unlikely, considering it involves an IP from a certain infamous company, who by the way isn't that known for giving away their IPs either) ideas being a game partly set there, and I'd hope I would take the opportunity to learn as much about that place's history as I could, then hopefully getting ideas of what of I'd learn would work well for at least a level or something.
How long it had taken you to process Beavis' sprite set the way you wanted?
Will Shadow Kouma get another updat with your current characters?
- While I did my very first Beavis sprite around January of 2013, real work on Beavis's spriteset didn't start until around early November of 2013, and judging from the timestamps of my workfiles I've still been keeping, I've been working on the sprites up until December 21st (yes, I was even working on the sprites few hours before I firstly released the character). I hoped I would be around as fast with Butt-Head, but not only did various factors - most of which I had little control of - greatly impeded my motivation (which is a bit odd considering I don't remember my time during the development of Beavis being anything but rough), not to mention I started working on him much later than I initially planned (hoped to start him around Febuary, ended up making my first animation on june). By the way as of this post I'm so close with the completion of Butt-Head that I'm trying to focus on giving Beavis a sort of minor-ish update, but I'd rather not tell on when I'd exactly release these characters, my luck with keeping my personal deadlines that I've felt I only further jinx it everytime I promise anything

- My motivational problems certainly contribute to my uncertainy on whenever I'd ever feel like giving Shadow Kouma an update, but I certainly considered that. Whenever that would happen around the time I'd feel like packing it quits and giving most of my characters like a 'final' update, or much earlier, at this point I'm not able to guarantee absolutely anything
1 question = How the Fuck could you Code you characters with that kind of Fucked up?
I barely remember how I've managed to progress as far as I did when it comes to coding, so the closest I have for an idea would involve referring to the engine's documentation a lot, thinking about for what extraordinary purposes can everything in the engine be used for, and I'd guess my programming background helps a lot as well.
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Before touching on Mugen I used to play around with the source codes of Dink Smallwood and Quake 3 Arena (among things), both of which were based in C-like languages.
Thoughts on Shaq Fu 2 without a doubt being based on your character, and I base this off of nothing?
I'd believe that theory more if only A Legend Reborn actually kept the versus fighter genre rather than apparently moving into the beat'em up territory. A bit of a shame, my Shaq would have certainly proven that another fighting game attempt that is just done right is possible, I dunno if Big Deez weren't that aware of my stuff or did they just not have confidence in themselves to make a good fighting game (considering there aren't much in a way of American companies that are actually competent with doing fighting games, I can't quite blame them.). Who knows, there's always a matter of how Shaq Fu 2 itself would perform on it's own and some of the things they boast about in previews do sound pretty promising, whenever they'd be able to execute them would be another matter (also I wouldn't mind if the tone would be more subtler).