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Smoke Choked

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Posts posted by Smoke Choked

  1. Friday Night Funkin' - Week 5


    Your skin is freezing,
    here, let me help you take it off.

    Feasting with your friends,
    what a perfect way to end,
    all these lonely holidays.
    (la la la la)

    Gonna take a piece of your rabies,
    and vivisect your mind.

    Snowman smiling with your teeth,
    fallen angels created with your meat.
    (That pearly smile.)

    Cut, in a thousand slices.
    Bake you 'til, golden brown.
    Stuff you with spices.
    Serve to friends around.

    Separate, you from your eyes.
    Turn your girlfriend inside out,
    and burn her fingernails.
    (la la la la)

    Soak your hands in freezing water.

    Watching as the skin gets softer.
    See your bones appear in
    dark red snow.
    Drop further below.

    Gonna take a piece of your rabies,
    and vivisect your mind.
    Gonna take a peek inside your head,
    and find the worm inside.

    Cut, in a thousand slices.
    Bake you 'til, golden brown.
    Fill you with spices.
    Serve to friends around.

    Turn the heat on high and
    we'll reduce your blood,
    boil 'lil boyfriend,
    with brandy and plums.

    Comes with two variants: The Daddy Dearest and Mom phases, and Lemon Demon/Monster's phase.

    By Gokurus


     

  2. Eric Cartman


    The villainous, big boned boy from South Park!

    By Pokemonboy7051

    2nd File: A.I. patch by Lillie's MADs

    Quote from Lillie's MADs

    Quote

    Not a very strong patch, though it's an improvement over the original AI. Eric is best described as a character that needs meter, but only has few options
    building it up. At a distance, he will throw his projectiles and then chase after, closing in to attempt his combos. Once he is able to get a hit in,
    Eric has good comboability and can take chunks off the opponent, espacilly once he is able to use meter to easily link into his supers.
    However, Eric relies heavily on actually getting in close as his far reaching attacks only give him little of the meter he desperately needs.
    If the opponent can prevent his approaches, Eric goes down easy. On later rounds, he might start getting back though, as he's likely to start with more
    meter by then.

    (also, if you notice, if Eric is next ot his opponent as they fall down, he dosen't run back. I put it as such to represent his bullying nature in the show.
    I'm probaly the only one who finds that remotely funny, even if it also makes sense on an AI level, being that Eric needs to be close anyway.)

     


     

  3. Oliver As Latias (Remake)


    A redone version of Oliver's Mega Man OC.  This version of him has 6 button gameplay, but the main attack buttons are x, y, and z, while the Mega Buster is now assigned to the a button.  This Oliver does not have A.I. (yet), does not have any assist characters, and does not have his special intros against Austin and Natnat, but he does have multiple variants of a special intro against Dilly!  I suggest checking this version of Oliver out, as well as the rest of Joey S.'s creations!  They're all pretty solid!

    By Joey S.

     


     

  4. Clowna the Clown


    A superhero rubber clown girl, and a thicc one, might I add.  

    Fixes in this version, quoted from DNZRX768:

    Quote

    As I have detailed in another thread in this forum, Clowna had a problem where, if she KO's the enemy while she is AI controlled and in Midair, she will float off awkwardly. I have isolated and fixed the problem.

    By MrPr1993


     

  5. Clone Koa Version KONGPLETA


    A rather overlooked update of Clone Koa.  Originally released on Mugen Free For All, just now released on the Mugen Fighters Guild.

    Changelist:

    Quote

    CONVERTED TO MUGEN 1.0!
        Life changed back to 1000
        Maximum meter has been changed to 5000
        Redone all important CLSNs
        Normals have been sped up considerably, with different frame data to match.
        All grounded attacks are now AIR UNBLOCKABLE.
        Air normals all have the same pushback and hitstun, their use and hitboxing is what changes
        Normals will reset falling opponents, you can still apply the old behavior of chaining on an aerial opponent, but they will be invulnerable once their hitstun
            is over.
        Using custom cornerpush
        Crossups will drag towards Clone Koa instead of away, replicating the way SNK games do once again.
        Regular Grabs can be tech hit out of.
        Grabs and Command Grabs have a limiter applied to them, they should no longer affect jumping frames.
        Damage Dampening has been rebuilt.
        Removed several terrible sprite edits and effects that go unused are removed. (ongoing)
        Clone Koa has a zero or alpha counter now.
        QCB + P works fairly differently now, aside from being slightly sped up:
            -> QCB + WP: Has massive frame advantage on hit the first time it's done in a combo, allowing you to link almost anything except itself,
                deals small damage.
            -> QCB + FP: Second hit will initiate a juggle.
            -> QCB + BP: Works as the old one, allowing to finish grounded combos easily with good damage, has projectile invuln from the first active frame till
                the last slash.
        DP + K:
            -> Damage is higher across all versions
            -> Explicitly Grounded frames exist now, the aerial frames are air blockable, with reduced damage.
            -> WK version is fully invincible, least damaging, FK is medium and high invincible with middle damage, BK has no invincibility but highly damaging.
        QCF + P has suffered a number of changes:
            -> Sped up Clone Koa's throwing animation, slowed down the recovery.
            -> Added idle frames to the endlag.
            -> Only prize versions will show up now, that is Chests and Barrels.
            -> Barrels have a 25% chance to spawn, they will continue to roll in the ground if they touch it.
            -> Projectiles will NEVER have a blocking restriction, as a result, rolling barrels are now blockable in any stance.
            -> Prizes will always magnetize to Clone Koa
        QCB + K has been replaced by "Donkey Kong Squad", as she no longer has use for a leaping move since she has projectile invuln on QCB + BP.
        Charge B, F + P:
            -> Strictly a combo move.
            -> High and Med Invuln up to the recovery.
            -> There's no wall bounce after it anymore.
            -> Really quick startup, p2 recovery on block gets worse the stronger the move is, at expense of extra distance and damage.
        Starts with 5 extra life balloons, repurposed the way they work.
            -> Donkey Kong Squad will take one extra life balloon away as they are summoned
            -> Live-a-Live costs 3 of them.
        Extra life balloons did not have a minimum cap, the minimum cap is now 0
        Projectiles can be super cancelled now.
        Clone Koa's juggling rules have been completely been redone. (Adding this now)
        Added Clone Koa's own MAX mode and Quick MAX activations, heavily based on KOF2002 rules.
        QCB x 2 + K ("Triple Aura") has been replaced by B, HCB, F + P ("Dance by the Moonlight")
        NEW INSANE COMBO, replaces the old one. command has been changed to HCB, F, K (From D, D, any attack, rules revised)

    By jade_midori

     


     

  6. Toochie Ghoulash


    Quote from Pokemonboy7051:

    Quote

    This is a mugen character that I, Pokemonboy7051 made that represents me, it has an MvC theme (mostly) to it. I don't care if any of you don't like the sprites/animations (if so), all I'm doing is sharing this character to all of you.

    This character's AI has three difficulties in it; his default difficulty is Normal (Toochie style).

    Toochie also has two different modes, each using different specials/supers and hypers (Normal Toochie, which is used by palettes 2-6 and EX Toochie, which is used by palettes 7-11); pallete 1 uses both modes' hypers, but uses Normal Toochie's specials/supers, while pallete 12 uses both modes' hypers, but uses EX Toochie's specials/supers.

    A very creative and crazy self-insert, infamous for being a dry-humper mad lad.

    By Pokemonboy7051

     


     

  7. Crow


    madoldcrow's self-insert, chock full of references, and is just as looney as the toons he makes characters out of!  He fights in a hoodie that makes expressions, like he does!

    Quote from PlasmoidThunder:

    Quote

    Typical mic. spam OC character, but doesn't use his own voice 😮

    Basically, there's two different soundpacks (for now) that can be downloaded separately, I personally haven't tried the second one, but I can tell you now that they're huge in filesize.

    All in all, pretty good character, not particularly challenging AI providing you don't play like a sloth, but at least it's not a horribly cheap. He also has some loveable uniqueness about him.

    By madoldcrow

     


     

  8. Natnat


    The third Oliver clone, known for his smile, his notable mic quality ("I have no idea what you are talking about." - Oliver), BET, and an overall pretty good moveset!  Unlike his competitors, Natnat's sprites aren't as dynamic, but they still have a charm to them.

    Natnat's actually been a good friend of mine since 2016 or so, before his M.U.G.E.N. career, when we made collab projects on scratch.mit.edu  I've been in contact with him again, recently, and I'm glad we're keeping in touch!

    By NatnatGaming101, with credits to Minecraftfan11, Kiroma, Austin and Otya

     


     

  9. RM


    While the creator is currently working on a human version of his self-insert, this version is based on the Worms game series.  According to his website,

    Quote

    RM is mostly calm, peaceful, and neutral. He enjoys reading, watching TV, cooking, and doing puzzles. He usually tends to stay uninvolved with his brothers.

    His sprites are custom, but his moveset is entirely based on the Worms series.  He's a pretty solid self-insert.

    By RMaster007

     


     

  10. Bumper


    A small edit of the Snack Vendor, as it acts like a Bumper from the Smash Bros. series deflecting all projectiles and bouncing opponents into the air.  It can only be hurt by certain attacks, such as the use of the F1 key, and attacks from cheapies such as Crazy Catastrophe, Ice-Oro-Mizuchi or those that K.O. you at the start of the round.

    By XRedDragonClawsX, edited by SSBK65


     

  11. Hit_Square


    A unique character that doesn't attack but can move jump, guard and change it's width and height by 25 vertically or horizontally at any time with ever changing hitboxes, it makes the perfect test training character.  Using 4 buttons you can make it as small as a dot, long as a pole or have it take up a large part of the screen.

    By Myoujin


     

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