User:Endercreeper9999/Articles

I use this in a similar way to my sandbox, but for when I release my characters. That way, these will be simply added as a new page/character version. I of course won't only do ones for my characters, but they are my main focus. Note that (This only applies to my chars) not every move listed here will be in the final product, and because specials/hypers are listed doesn't mean that I won't add more later on. Please do not edit this page unless you're an admin and have a reason to do so. Thank you!

Note: I have recently decided to add all my WIP chars to a separate page that I will make soon, with the exception of characters that are very close to completion. For now, this will be for characters that I have completed and other characters by other authors.

Character versions
Equipped with PSI attacks, a challenging AI, and the ability to call other enemies from Fire Spring'', this Psychic Psycho will be able to topple some of the stronger characters out there. As per tradition with Apelao's other creations, it also has the infamous cheap 12th palette mode.''

Gameplay


Psychic Psycho uses five to six buttons depending on what palette is selected, each also having their own unique set of attacks, essentially making Psychic Psycho a 3-in-1 character. By default, is for PSI Fire alpha and  is for PSI Fire beta, and all buttons, with an exception of, with a combination of  call a helper, the kicks calling a Soul consuming flame and the punches calling an Evil Elemental, whilst using  and any of the kick/punch buttons activates a teleport with varying range depending on the button pressed.

As one would expect, Psychic Psycho is almost entirely inspired by Earthbound. As such, all PSI Fire attacks, despite being fullscreen, can only hit the center of the stage, which is ironic considering that PSI Fire hits all enemies in Earthbound and Mother 3. This means that bosses such as Whispy Woods have a huge advantage. Psychic Psycho also utilizes super armor and has a custom KO animation, similar to Otto's Final Starman.

Psychic Psycho has AI implemented that is rather challenging to fight, utilizing a balance between PSI attacks, assists, and teleporting around the stage. As with Apelao's other characters, it is AI only by default, although, unlike most of Apelao's other characters, this can be changed.

Major Psychic Psycho


In this mode, Psychic Psycho's stats are increased, can call two helpers at a time, and has access to two new moves; Shield Omega, activated through, makes Psychic Psycho immune to all physical attacks until said shield is destroyed by projectile attacks, which leaves characters without projectile moves in a tough spot. Paralysis alpha, activated through, is a target-locked attack which stuns the opponent until they are hit or are left for a certain amount of time.

Ultimate Psychic Psycho


This mode, in addition to the effects of the above mode, has even further boosted stats, can summon any number of helper at will, and many new moves; All forms of PSI Fire are uprgaded to their Gamma and Omega counterparts, and Paralysis has been upgraded to the omega variant, making it a fullscreen attack. As for new moves, PSI Shield Omega can be activated through, which reflects all attacks until it destroyed. Brainshock Omega is activated through, and is similar to Paralysis Omega, but instead puts the opponent into their dizzy state and can hit multiple times. Finally, a fullscreen OHKO attack can be activated through. It costs no power, which boosts the cheapness of the attack itself and the palette mode.

Trivia

 * The characters stats match Psychic Psycho's stats from Earthbound.
 * There are some things that hint towards this character being unfinished, such as attacks not being named in the files and one of the helpers not being able to deal damage.

This character may look like Gamera's long lost brother or Zangief if he was a turtle, but don't be fooled; This character has many powerful attacks in its arsenal, including a fatality-like hyper and a challenging AI, as well as many references to Devilman.

Gameplay


Jinmen, as with Souken's other characters, is an edit of Kung fu man, but uses edited sprites instead of custom ones, being heavily edited from Zangief. Being a Kung fu man edit, Jinmen uses the traditional four button setup. Despite what one would expect, the character is rather agile and has many ranged attacks at its disposal, as well as many grabs.

While Jinmen has a large moveset, due to Jinmen's basics having beefed up damage, not many specials or hypers necessarily have to be used, or considered, to win a match. This makes Jinmen rather unbalanced, which when combined with difficult command inputs, makes the character a bit difficult to play as without knowing how the character works beforehand.

Jinmen has a custom AI that likes to close in on opponents before attacking, and likes to use the characters counter when its opponent is far away or closing in on it. While it is challenging, Jinmen's rather high damage output makes the AI quite deadly.

Character articles
The Psychic Psycho is an enemy in Earthbound. They are found in Fire Spring, the final of the eight sanctuary's of the game. Psychic Psycho's appear more commonly the futher you travel into the sanctuary, and are often accompanied by Major Psyhchic Psychos in battle. They can also be accompanied by a Soul Consuming Flame.

Despite being found near the end of the game, the Psychic Psycho isn't particularly strong, and only has a rather small list of attacks, limited to using PSI Fire and PSI Beta. When paired with a Major Psychic Psycho, however, they become much more annoying to deal with.

In M.U.G.E.N, Psychic Psycho has been made by Apelao.

Apelao's version


Equipped with PSI attacks, a challenging AI, and the ability to call other enemies from Fire Spring, this Psychic Psycho will be able to topple some of the stronger characters out there. As per tradition with Apelao's other creations, it also has the infamous cheap 12th palette mode.