Angelus_Silverhead:

1) Add a little pause after flying punch and hard kick. Moves are work perfect but a little bit infinite;
2) Change a heat vision/eradicator beam/cyborg cannon orders:
02 03 04 x  - diagonal down; 02 03 04 y - standard; 02 03 04 z - diagonal up;
3) Add few intros/winposes for different palettes (I will prepare some sprites for it);
4) Fix throw problem for Superman (we must check Cyborg and regular mode work normal for all palettes);
5) Add Shazam mode for Future's End palette. In comics he was not actual Superman. He was masked Shazam, who decide to call himself Superman in the honor of greatest Earth hore. Now he is using Eradicator's beam. But at least we can change a beam animation on some yellow lighthing. Also we can change ice breath on shock lighting from the air. After that Future's End Superman will be complete. How to me, it is not hard to change animations of effects, isn't? The main problem that I haven't good lighting animation. Any idea where we can get it? Jarro, Doom, borewood?
6) Other fixes? Any suggestions?

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JARRO77:
- what about my idea for a maximum combo with a code similar like mass hyper and then a final hit with a optic beam will be cool
- what about a classic mass hyper?? superman come with a big mass and trow the mass to the opponent 


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Mistah Jorge:

feedback:
- his cape is misaligned in some sprites (but i totally get it, it's very hard to align them all perfectly)
- his cape disapears when thrown, sadly i really don't think there's a way to fix this... dam

I know he is superman but:
- most his attacks are very fast
- basic attacks should not do blockable damage because gameplay standards
- his specials are pretty spammy, god dammit Mad riiiggghhht

Opinions (more like ideas):
- perhaps in his intro where he lands and punchs the ground maybe you should make it's own animation like superman would still be crouching but with a fist touching the ground
- In my opinion i would switch weak lazer beam with the medium one, i would also rotate it in a more downward angle (so it wouldn't go fullscreen), and make it attack faster, all of this to make theese to have their own purpose (like the weak version to combo in close ranges and medium to spam it when the opponents go faster)
- would make the air version have diferent angles depending wich button you used

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BrawlTheMan/CWC/Dynatron:

Wow, this has been in production for a while. Congrats for getting it out. I'm pretty late to the party, but here's my feedback anyway:

- I can do an infinite by herding the opponent in the corner, hitting them with the HK, and moving between the MP heat vision and HK. The heat vision isn't affected by the damage dampener, curiously enough. You can air recover out of it, but I still thought it was worth mentioning.
- Has no overheads.
- Having QCB+KK push the opponent into the corner, cancel the damage dampener and speed you up is kind of broken, and allows you to slay your opponents much faster with the infinite I listed. If anything, it should just really speed you up, and, while it keeps the damage dampener, it does a damage buff.
- There's a frame in the backwards jump where he has no hitboxes.
- Using the breath move, the shadows of both him and the opponent disappear.
- QCF+PP does a measly amount of damage, clocking in at 144. I could get more than that with an air combo.