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Re: TMNT Characters Updated & Bebop Beta Released

 April 27, 2020, 06:11:36 AM View in topic context
avatar  Posted by Dcat  in TMNT Characters Updated & Bebop Beta Released (Started by Dcat April 21, 2020, 08:49:53 AM
 Board: Your Releases, 1.0+

Its great to see you still working on Mugen, so Warner did all the sprites for Bebop?  That dude is one talented guy when it comes to the arts, im redownloading all your works Dcat! Good shit dude

Oops I may have been unclear in the first post, Warner is no doubt a great talent and a prolific contributor , and he did scratch sprite all of his Bebop HD .sff. I was the spriter for all of my work on Dcat_Bebop, save for his amazing idle stance that was generously crafted in the WIP thread by altoiddealer!

I'll just need to guess what character you are going to analyse on, is it going to Rocksteady next?

Yes! A correct guess my friend.

Some of new turtles sprites are over-sized.

But anyway... )

My previously alluded to handiwork on display. They should be adequately sized in-game though thanks to angledraw. Precision's never been my goal here, squash and stretch animation all-day baby!


Re: TMNT Characters Updated & Bebop Beta Released

 April 21, 2020, 11:11:47 PM View in topic context
avatar  Posted by Dcat  in TMNT Characters Updated & Bebop Beta Released (Started by Dcat April 21, 2020, 08:49:53 AM
 Board: Your Releases, 1.0+

I'll have to buckle down and update those ReadMe files one of these days...

Raphael's counters should ALL work. Hold Back or Forward while pressing HP + HK on the ground for his front & back versions.
His air counter is an "Active Counter" by which I mean command grab attack, the enemy needs to be in the air for it to hit, try doing it during an Air Combo to slam the enemy to the ground. All Counters take 500 Power stock.

Also, Do you have a Pal template for Bebop and the turtles? id like to make a few pals for them.
There should be a sprite in Bebop's .SFF that has a template for this, I think its the second or so sprite.

TMNT Characters Updated & Bebop Beta Released

 April 21, 2020, 08:49:53 AM View in topic context
avatar  Posted by Dcat  in TMNT Characters Updated & Bebop Beta Released (Started by Dcat April 21, 2020, 08:49:53 AM
 Board: Your Releases, 1.0+

Hey guys thought I'd drop these sooner but there's been technical issues.

Special Thanks to Warner for his pioneering Hand-drawn Bebop tons of ideas for his gameplay were inspired by your creation my friend. Tortuglio for his Human Bebop and Human Rocksteady custom Spritework. Special thanks to Oldmanwinters, HalfShell, The Ninjinister from the Technodrome Forums for Idea Engineering, Iced, DW, MajinKaine and all the other beta testers for spending their time with him, and the rest of you guys for being as patient as you've been.

Spoiler, click to toggle visibilty
Bebop is incomplete, still doesn't have his Hyper Attack, but he has 3 Supers, a whole mess of normals, specials, and grabs to fool around with that should provide plenty of fun, plus a VERY VERY dumb/rudimentary AI that I coded. If anybody wants to patch him, be my guest. Included his JB Smoove Voice if you select the 6th or 12th palette slot for some funny NSFW quotes.

Made the RETROMUTATION list a separate State File. If you have a character and want it to use one of Bebop, or Shredder's pre-packaged anims  for their Transformed state, add their name to the list. there's gotta be a way to crowd source this so that the list gets universally updated and all/most characters are covered by a custom transformed animation.

Raphael, Donatello, Mikey & Leonardo have all been greatly updated. Added Classic attacks from previous video game iterations, more specials, More EX Moves, special TURTLE POWER EX Moves (Press HK + HP, -500 Power), graphical improvements to supers and game-play tweaks, for longer combos, greater air and the like.

Also updated Shredder, fixed his Foot Clan Air Super & added another Air Super. Can now perform more Foot Clan Assists per combo. Also I added a tweak to the config file so you can have the AI never use Super Shredder, useful for beginners.

I'll keep links to my old versions of these characters in case  people don't respond well to the new updates. As always feedback is appreciated and fixes will be praised, it may be awhile before I address the bugs. Get 'em and go have some fun!!


UPDATED Donatello
UPDATED Leonardo
UPDATED Michelangelo
UPDATED Shredder


Re: TMNT Bebop WIP

 June 13, 2019, 12:40:45 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Thanks for the translation, Litchbringer. I've checked out the game and its got some great retro beat em up action and wonderful spritework.

Here's some new sprites for Bebop been working on a few new attacks.
Close Medium Punch, an Uppercut inspired by Punch-Out, and a Standing Elbow that hits twice:

The ground-pound throw based on MVC2 Sabretooth

Also did another close attack with where Bebop hits the enemy with an uppercut with his tazer and you can follow up with a directional upward shot from his standing states - I might have to re-map his Belly Bump to Back + Medium punch and reserve Heavy button for solely moves where Bebop uses his Tazer be it in Melee attacks or for Projectiles.


Re: TMNT Bebop WIP

 June 06, 2019, 11:18:42 PM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

So after the updated turtles and Bebop, are you going for a new char?

I’d assume Rocksteady
I really want to do all of the classic TMNT mainstays from the 80s, I've always really wanted to do a Casey Jones or Splinter, something kinda big and unique like my Shredder or Krang characters were but that requires a whole lot of custom and franken-spriting like all of my characters thus far. I have a good feeling I'll get to them eventually, but I'm still pretty hung up on Bebop at the moment. Plus updating the turtles characters. I've almost fully polished Michelangelo, Raphael, and Donatello in that order. Just need to add some extra attacks to Leonardo next and really get down to basics to finish a good chunk of Bebop so I can release it.

here's a more in-depth breakdown of Mikey and Donatello that showcases all I added in there

Spoiler: Michelangelo NEW MOVES (click to see content)

Spoiler: Donatello NEW MOVES (click to see content)

Ich denke, Sie können sich auf diese beiden Rollen beziehen.

I'll have to check out Burnov, I like his charging move. As for the Pig character in your 2nd picture, what game is this from it looks very interesting. There's a real language barrier here, I'm not quite sure what you've said in this post but I appreciate your interest in my MUGEN projects.

Re: TMNT Bebop WIP

 April 02, 2019, 03:16:46 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Been working on updating all of the Turtles as well as finishing up Bebop.
Here's a few progress vids:

Spoiler: Raphael Update (click to see content)

Spoiler: Michelangelo Update (click to see content)
Spoiler: Bebop Update (click to see content)

Re: TMNT Bebop WIP

 December 08, 2017, 02:53:45 PM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

UPDATE 12/7/2017
--Coded TMNT 1 ARCADE INTRO [StateDef 1910]
-Coded SHOULDER CHARGE INTRO [StateDef 1989]
-Added FX To HOG'S HEAD Command Normal ( While Standing : Back + LP or QCB + LP)
-Can Now Combo into Standing HK from HOG'S HEAD
-Resprited a larger Wall Splat Sprite
-BackDash changed to Back Hop
-KNEE BREAKER now hits instantly, no longer has delayed hit after BEBOP Lands on the Ground
-BUTT BOUNCE Throw is now only available after a command grab
-UPPERCUT will now be Bebop's Standing Heavy Kick + FWD/BACK throw command, replacing BUTT BOUNCE
-Changed Jumping Heavy Kick to only knockdown Bebop if it connects while P2 is in the Air
- FWD / BACK Directions during COMMAND GRAB now control the direction of wall toss
-Added TAZER SHOT HITSPARK colors to the color palette
-Updated Palettes

The hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.

Unfortunately, No. I'm still futzing around with the basics at the moment. I'll have to sprite those animations next.


Re: TMNT Bebop WIP

 November 27, 2017, 09:00:10 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Okay thanks for the critique I see now I was doing too much all that additional movement looks terrible in game especially with such a retro character.
Here's my new attempt :

Re: TMNT Bebop WIP

 November 25, 2017, 05:23:58 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

I gotta say Dcat Bebop is pretty great for me to test out. Any updates for this character? And another question I might add. Will Rocksteady, Metalhead, Baxter Stockman (fly mutant) will be in the works soon?

Currently I'm just working on Bebop. Stockman would be a great mixup as I've never done a flying character before plus you could incorporate the Mouser robots as strikers and add some new Custom Animation Opponent states for when they grabbed the Turtles hands in those classic Konami games! Rocksteady would be a good option since him and Bebop are usually a package deal so there could be some fun character interactions if I could get some usable Bebop Audio eventually.

I've been trying to implement a lot of the feedback from Beta testers the past short bit of time now. Thanks for your suggestions guys here's what I've been up to lately:

UPDATE 11/24/2017

-Updated Color Palettes
-Changed SHOULDER CHARGE special command to (QCF + Any Punch While Standing)
- Removed initial Gun Butt HitDef from STANDING TAZER SHOT (Heavy Punch button now solely fires the Gun)
- Added Pushback recoil from STANDING TAZER SHOTS (Heavy Punch Button While On the Ground)
- Lessened Pushback recoil from AIR TAZER SHOT (Heavy Punch Button or Back + HP While in the Air)
-Remapped AIR LIGHT KICK and AIR MEDIUM KICK animations, updated HitDef Properties for both
-Changed AIR HANDCLAP Command to MP,MP or Down + MP or Forward + MP or QCF +MP (While in the Air)
-Limited AIR ELBOW DROP to Once per Combo String (Press Down + HP While in the Air), Bebop now fires an AIR TAZER SHOT on 2nd Attempt
-Added Gun Cocking Noise to TAZER SHOTS
-Improved Air Combo Chaining for AIR TAZER SHOT (HP While in the Air)
-Added Follow-Up Attack to AIR LIGHT PUNCH (Press LP, LP While in the Air for a new Animation)

-Replaced Dashing Light Punch animation with new GUN SWIPE Attack (Forward, Forward + LP)
-Added GUN SWIPE to Combo Ender, after 2 Normal Light Punches Connect (Standing LP, LP, LP or Dash Forward + LP), you can follow-up after GUN SWIPE with a launcher combo or by shooting some long range TAZER SHOTS depending on distance Bebop is from the corner

-Added HEADCRUSH as a command Normal (Back + LP or QCB+ LP While Standing) Like Alex's Heavy Punch from Street Fighter 3

-Added Classic Bebop Uppercut from the Arcade game as well, this one splats P2 on the wall (Back + MP or QCB+ MP While Standing)

-Limited BELLY BUMP (Back + HP) to Once per Combo String, 2nd Attempt will yield PORKSCREW CLOTHESLINE attack (Press Back + HP or QCB + HP after Belly Bump Connects & Bebop will jump into the Air to bring the Wall-Bounced Enemy to the Turf)

-I tried my hand at spriting an Animated Idle stance. I'm no good at this but Bebop looks less catatonic now, still really choppy though :(
>>> UPDATE>>>

-And to cap it all off I've added simple SUPER ARMOR to Bebop as well! (This is one-hit stun like Hulk from MvC and Bebop still takes 100% of the damage value inflicted on him, also Bebop can still be put into custom states and grabbed if your attack negates his armor or you combo into him). Trust me, it makes his grapple gameplay more suspenseful and fun. Well placed command grabs can bully right through the enemy's successful attack leveling the playing field against speedier opponents like Shredder! 

stay tuned

Re: Teenage Mutant Ninja Turtles 3 Turtles released!!

 November 14, 2017, 04:21:26 AM View in topic context
avatar  Posted by Dcat  in Teenage Mutant Ninja Turtles 3 Turtles released!! (Started by Dalek Basara October 27, 2017, 02:19:34 PM
 Board: Your Releases, older Mugen

checking these guys out. Great release Basara!!

Re: TMNT Bebop WIP

 November 14, 2017, 04:09:00 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Good catch, fixed it

Re: TMNT Bebop WIP

 November 13, 2017, 02:35:03 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Okay I've been busy working on Bebop's Tazer Blast attacks.  This has been remapped from a Fireball  Motion special to the Heavy Punch Button ala MVC2 Cable. There is a ground version and an Air version that aims down diagonally plus a Dashing Forward + HP version where Bebop leaps forward and shoots forward in midair. Whenever Bebop shoots his Blaster while in the air the recoil will push him back a bit before landing.
Standing Tazer Shots can be chained 3 times consecutively.

 Here's a couple screenshots

Also I've added the Tazer Blast Muzzle Flash colors to the palette so you can have palette specific bullets or lasers

SHOOT On The Ground/ SHOOT after DASH/ SHOOT in AIR

Also improved the Jumping Light Punch animation to this cheeky Short Elbow pose- adds much more personality

I'll make a new combo video shortly to show off the new possibilities here. @altoiddealer or anyone else out here that's got any Bebop audio, if you have those sound rips I'd love to get my hands on them right about now, Bebop is still scary quiet without 'em.

More to come, folks

Re: TMNT Bebop WIP

 November 02, 2017, 11:54:01 PM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Sprited a new winpose based off of Barts

Also a Head Crush animation

I also sprited a new Standing Shooting Animation

The new command for the Tazer Blast is now simply Heavy Punch button, similar to Cable from MvC2. I'm not sure If I should also make this a Rapid Fire attack just like Cable had the 4 chainable shots. Right now you can only shoot once.
The new command for the gun attack changes the Belly bump command; it is now Back + HP. I'm not sure yet on whether I should switch these.
I've also been working on improving the dash-hop states to make attacks flow a bit more smoothly.

Re: TMNT Bebop WIP

 October 18, 2017, 01:58:19 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Okay so I've got a new update with Bebop
Recorded a video that showcases his command Grab system.

(Hold Back/Forward with Any Punch + Kick Button simultaneously to do a command grab). This allows Bebop to combo into his grapple attacks, and you can choose on the fly which throw and which direction to fling the opponent.

After command Grab connects press and hold a direction to get a cool move!

On The Ground:
FWD = Suplex
BACK =Wall Toss -- can combo
UP/No Direction = LAUNCHER THROW -- Opponent takes damage if he hits the ground after he is launched.

In The Air:

For the Command Grabs you can initiate them in the middle of either a Ground or an Air combo. Once you connect, You can press & hold a direction and the general direction that you're holding will determine what throw comes out. This felt more intuitive than a button press, and far more forgiving.

On the OTG launcher throw, Bebop can followup with a typical air combo or simply jump up and do an air grab or wait and do nothing as the opponent falls back to earth and takes fall damage.

The Wall Slam throw is a good setup for extending combos, Bebop can even do his standard Crouching HP Launcher after it  go into an air combo and finish it off with an air grab back down to earth.

Re: TMNT Bebop WIP

 October 06, 2017, 08:19:03 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

On that grab move, will it be a run after he grab you. You know like sf3 Andore does.

It could be, I kinda want him to have that same type of aggression but way less skill in his execution.

I've coded a command grab move (QCB+ Heavy Punch & Heavy Kick buttons), that launches P2 into the air for followups based off of SeanAltly & ReddBrink's Mike Haggar character.
Bebop lunges forward and flings 'em up into the air, he can follow up with an air combo, or hop up and do an air grab after.

Spent all day beginning true color separation, its a grueling process but I'm making headway at the end of day one.
Nose ring, necklace, bracelets, belt, teeth, and gun will all be uniquely indexed once I get done, but midway through it right now & the results are already pretty great.

Re: TMNT Bebop WIP

 October 03, 2017, 11:48:28 PM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

I've been busy trying to chip away at some more Bebop animations.

Updated and enlarged Bebop's classic taunt frames

Made a Sliding Mace Ball Attack, this'll be one of Bebop's dash-in Light Punch at the moment.

Got this Grab Walking animation based on Boris from Violent Storm -- my alignment sucks on this one...

And a Back-Breaker Knee Option for his throws.

I've added Impact Crater explods to several of Bebop's moves, Ground Bounce Launcher, Suplex etc...

I've also coded the hit properties of Butt Drop Special so that now Bebop lands on the opponent's face. Fun stuff here.

I've been checking out a few more Grappler type characters like Illusionista's Killer Croc and Red Cyclone as well as the Slam Masters characters. Tons of innovative stuff here, great mechanics.

Trying to get a play-style with Bebop where he can combo into his throw attacks that feels intuitive but familiar enough so the button layout is becoming an issue here, Also I don't really like the idea of your momentum halting entirely during throws so we'll see.

Re: TMNT Bebop WIP

 September 29, 2017, 03:55:10 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

If you can find the clips, and ID where they are from (series name, season, episode, timestamp), I could probably help make good sounds :)  Wavlab is great software for it if you can get your hands on it

Those cocky win poses are awesome

The user Halfshell on Technodrome forums had a few suggestions of sources:
In the Episode Atlantis Awakes (S7E23) Where Bebop becomes falsify King of Atlantis, he has a few negative interactions with Shredder, like Shred is thinks he's in charge and king bebop "deserves respect", etc. Only thing, James Avery doesn't not provide the voice of Shredder, but I can still get the audio if you want to use King Bebop arguing with Shredder as an intro.

from the Episode "Atlantis Awakes (S7E23)"

"You can't fight at all, and I don't fight fair"
"Say your prayers
"This is gonna be good"

Shredder: "Get off your tail, we got work to do"
Bebop: "Boss, you're really not addressing of my stature deserves"
Shredder: "Move before I pound you into the ground like a tent peg"
(from episode Atlantis Awakes, S7E23, good for Bebop and Shredder interact)

Shredder: "So help me you insufferable pork brain..."
Bebop: "Silence I'm the boss now, Shred head"
Shredder: "That does it!"
(from episode Atlantis Awakes, S7E23, good for Bebop and Shredder interact)

Season 7 E23 seems to be the Holy grail of classic Bebop Audio.
Halfshell posted links to quite a few voice effects but none of the rips were clear enough for me to use for the character.
He also posted a few additional ones.

Bebop doesn't have a lot of speaking parts as for just mumbo jumbo talking and interacting with Rock. And a lot of them has music or heavy sound effects.
I have a few here from various episodes
Bebop and Donatello ( Ep: Shredder's New Sword/S7 E8 )

Don: "This is gonna be a snap!"
Bebop: "Yeah, for me. You're gonne Get snapped"
There is a sound of Bebop tapping a club in his hand, but its one of the best i can find without alot of music in the background)

Bebop and Don ( Ep : Turtles on the Orient Express/S7E10 )
Don: "Strike one, try again"
Bebop: "Oh yeah? Well strike two shellback and you're out!"

For attacks:
"Try these on for size"
"Try these on for size" (faster)
"Out of my way"
"In a minute you'll be in space!"

Getting hit:
"mammaaaaaaaaaaa" good for a KO

Throw/or Attack:
"ah, gotcha"
"gotcha" :

Bebop and Don ( Ep : Turtles on the Orient Express/S7E10 )
Don: "Strike one, try again"
Bebop: "Oh yeah? Well strike two shellback and you're out!"

Re: TMNT Bebop WIP

 September 28, 2017, 12:04:38 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Bebop So far is amazing! Love his Gameplay.

Anyways, i got a suggestion. About 0:50-0:51, Ive Noticed When Leonardo & Bebop went up and collided into each other Leo Blocked. Ever thought of Giving Bebop Like a Air grab move that brings the opponent down. Similar to Guile's Air Grab Move?

Air Grab

This is a great suggestion!! Working on Bebop's Air Grabs now. Been watching a bunch of videos of Android 16 from Dragon Ball Fighter Z, informing a more mobile-grappler sensibility for Bebop going forward combo-ing into/out of grabs. Here's my Air Grab animation, I'll sprite a back breaker knee version as well...

Butt Dance based on Boggy from Global Champion.

 This is currently just a winpose but it could be used in an attack animation; maybe Bebop could shoot out his Mace Ball like a yo-yo from his hand positions with this one...

Crossed Arms Cocky Pose is updated. Bebop's mouth now moves, pose looks a bit more natural

Bebop and Rockstead always talk a big talk, so I'd love to hear Bebop taunting / smack talking during attacks and such - and some fail quotes when he gets reversed / knocked down.  I think it would be a big improvement :)

I'll have to put a heavy focus on this. This was one of my favorite parts of Balthazar, Jango and Team Z2 's Hercule/Satan Z2. There so many funny audio clips and sight gags, It'll be tough getting audio for Bebop though. I can't find any clips that are loud enough and in that classic cartoon heavy voice that I like (JB Smoove is a great talent but he doesn't really fit for me here, could be a cool idea for an alternate palette specific voice pack though).

 I might have to ask if any of you aspiring voice actors out there in contributor land can do an original Bebop voice specifically for the character? It'd be a great help here... I don't exactly have a script as of yet though.

More to come, stay tuned...


Re: TMNT Bebop WIP

 September 25, 2017, 12:41:02 AM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

Bebop's stomach move reminds me of chang from KOF, and his Throw to the ground reminds me of E.Honda. i cant wait for his release!
Yes I wanted him to have a bunch of grabs still a far ways to go towards reaching that end goal though, but I'll keep spriting away...

Here's an update video of me using Bebop against my Leonardo.

Spoiler, click to toggle visibilty


Re: TMNT Bebop WIP

 September 24, 2017, 03:11:30 PM View in topic context
avatar  Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 AM
 Board: Projects

DCAT, Have you ever played with O Ilusionista's Red Cyclone or Killer Croc? You should check out the VEGYS System.

I'll have to check these out, had Red Cyclone way back when years ago along with Sonic Machine and Sevil Nathe. I've seen videos of Croc- grapple godliness!!

So much epicness. I love every bit of it. Great job man. Bebop will be very enjoyable to use.

Are you considering special intros with Shredder and Krang?

Yes I'll have to include intros but I haven't gotten started on any just yet, still doing basic moves.

Also here's a little preview of how Bebop is progressing. I was gonna include annotations but Youtube has disallowed them for reasons...
I go through Bebop's movement and standing crouching and air attacks. So far he's all normals plus the mace ball if Air HP Connects.

Bebop has a forward hop dash instead of a standard running animation, The hop dash can be used as an OTG Jump-in for HP or HK currently.

The running animation  from the games is used for his Charging Shoulder Tackle Special (QCB + Any Punch). The Shoulder Tackle is unblockable but Bebop has Blue CLSN on him so he can be hit out of it if your attack has priority of invincibility frames.

Also the opponent can dodge or jump out of the way of the Shoulder Tackle and Bebop will crash into the screen injuring himself -- Bebop only takes damage if he doesn't have an enemy to hit and this self-inflicted wall damage can kill him so gauge your Shoulder Charges wisely.

QCF + Any Punch fires a Tazer Blast
Also there's the Butt Drop Special (QCB + Any Kick).

Any suggestions on where to go from here are welcome, he's very basic at thee moment

I did a match vid against my Leonardo's AI but it's taking forever to upload, expect more later...