Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

MUGEN DISCUSSION: What do YOU guys think makes a MUGEN character good?

yoonbin16 (mikazuki)'s icon yoonbin16 (mikazuki) yoonbin16 (mikazuki)

Mugen Tribal Chief
Mugen Tribal Chief
Moderator
Lvl 1
1 2
Joined
May 15, 2026
Messages
182
Reputation score
4
I was inspired to come up with such a good topic by @Opiup
and, ask you guys all of this. what do you guys think makes a mugen character good?

Like for me, I know what makes a mugen character good imo. is that they are visually pleasing, have amazing AI and, has good crisp sound effects, custom voice clips, screen shakes, and hitspark integration.

Examples of good characters to me would be either,
KOFM / DBZ / Guilty Gear / Touhou Project / Eternal Fighter type of characters.
Same with TEA2 type of characters. as much as I like, pots style characters, TEA2 has taken that spot on my list tbh. cheapies obviously as well would count. but my favorite types of cheapies are actually the evil to crazy/mad tier cheapies since they fit in the category of characters are visually pleasing and have amazing/brutal AI.

I do not mind nulls and I do have a couple of supernulls/hypernulls I do like, but I honestly do prefer my cheapies to throw hands all around the stage.

OTHER THAN that, what do you guys think?
aa233295a94bdfaf71c94f0498b5919c.webp
 
A character that has an appeal outside of its audience. My problem with... certain gameplay styles is that it's too reliant on an audience of people who want something simple to look cool with, or eyecandy. Even myself, a long time fan of fighters doesn't really like this... approach.

What I think makes a character good is the content of its creation, and how carefully the author handled it, and especially how the character feels. A character with like... 2 specials and 1 super can be entertaining if the presentation and feel is. Wadafak by O Illusionista and Eder is a good example. Even though the moveset is a three variation normal-like special, a dive, a duration button-dependent multi-hit spin, and a dragging super. The presentation and feel is pretty nice. Every move is meant to fufill its purpose and has limited links. A few cancels, but feels good to play as and against.

One trope I really don't like nowadays is that a lot of characters with "good comboability" just means that it's really easy to just do 80-100% off OTGs and wallbounces, no one wants to talk about it though because it makes great AI hype and aura (bonus points if AI always goes for it off of one hit and then they gain enough power for a super that continues it.) Thre's really no reward for defeating a tough opponent because you were handed options/extremely high reward to barely engage with struggle. And you're usually hand-held into something that should've taken at least some effort on your end. It's just not my cup of tea.

I like a character that feels good and nice at first, but rewards those who actively seek better utility, but also gives a signal on when to stop and to let whomever you're fighting catch their breath. I like a character where you're rewarding for finding routes, but also needing to win neutral in order to make use of your time and work. I like a character where the neutral is still risky despite your tools, and you have to think of what to do next because your moves clearly have its own options and identities. One problem I have is that there's way too many movelists that are really just "powerful burst" or "fuck your character without powerful burst", and it's really telling when characcter like this just have a lot of... descripances that clearly should've been noticed.

A good character to me is when someone can enjoy the fact that it isn't just pandering to a specific audience, a good character is one that still has risk despite everything, a good character is one that feels good no matter what, and a good character is one that you actually feel in control of.

Sorry for a bad opinion, I'm just a rabbit. 🐇
 

Users who are viewing this thread

Back
Top