O Ilusionista said:
Nightcrawler will use the same teleport bamf from Zvitor game, I think it fits perfectly.
*Fist Pump*
Hell yes!

I'm legit gonna play him for HOURS until I am a Nightcrawler master ;D
erf_beto said:
One thing I noticed on most videos is that you actually USE block. A lot of people (me included) don't even try to block (I usually prefer to dodge, but that's a bad idea with some of the slower characters).
I never used to use block in many games (including fighting games like Street Fighter) and it was always one of my biggest weaknesses. I've tried to get better over the years.
In Avengers, I've finally managed to time the button press well enough to make it feel useful and it feels pretty satisfying whenever I pull it off. It's one of my personal achievements that I'm still working on
I love dodging too and characters who have that ability should definitely do so, especially once Nightcrawler is in (who needs block when you can POOF, BABY!?)
O Ilusionista said:
This is related with how I think and work: To me, different characters are not just different skins. Each one should have something unique, just just a different name. Or its just waste of resources and time. For sure, there are other coders (and is their right) who thinks different, but I rather do things in this way.
We kinda talked a little about this recently too, haha. As I said I understand where you're coming from for sure and I think characters who will play similar to pre-existing ones are good for DLC or 'Post Release' content. For example, Firestar will be the pyrokinetic character of the game, but many people may want to see Human Torch, so he could be good to make and release AFTER the final release of the game, so that people are still happy to get him, but you can keep focus on the base roster and developing unique characters during the main development. It's probably what I would do anyway, though I would probably do the other way around (Human Torch in base roster and Firestar as Bonus).
Please, do it. This helps me a lot. But maybe its better to wait for the next release or make it based on a beta version, because many things already had changed from the last release.
I sent him a PM with some gameplay tips/analysis for the three characters he mentioned were his favourites, just to give him something to go on for now

. But yes I intend to wait for the next release before making any public ones since, as you say, many characters will be changed

I saved the notes I wrote for him so I can edit them easily when I need to.
Please, do it. This helps the creators A LOT. And there are many good coders which could improve their work.
My only suggestion, based on my way of thinking, is: check if the creator actually receives well feedback which doesn't agrees with him. Sadly, there is a lot of people which doesn't like it (I won't be giving names, but we have some examples here too).
I was just thinking about recording wise; such as playing through Super Final Fight Gold with some characters whilst I'm waiting for the next Avengers release, but I would definitely give my thoughts in the descriptions and such. I'm not really much for reviewing things since my head's not always in the best space to think clearly.
I know what you mean about criticism though. I actually made an 'OpenBOR' Showcase Series a couple years ago (and I still record the odd one here and there) where I play new releases/demos for about 15 minutes and just 'react' to it, showing my first impressions, but only for my one friend to watch since I wasn't comfortable being on camera and I could be VERY critical and make fun of the game in a sarcastic way that could be taken offensively, or I would end up raging if it was too hard or had controls I found awkward. I am very picky and have little tolerance for things many players would not, so I'm not the best reviewer for the most part and I wouldn't want the stressful hassle of negative comments just because I was too harsh. I always felt bad though because it could've been an interesting public series if it wasn't for fear of upsetting people. But I've done almost all OpenBOR games I could find already so they wouldn't be my 'first impressions' anymore if I was to try to recreate it (and I couldn't just upload the ones I recorded already because a lot of the time I'm addressing my friend directly and talking about personal things inbetween and such).
Perhaps one day I'll start a public version of the series covering new releases, but I'd very hesitant to be on camera personally.
United Battle Force is very easy to talk about because the game itself is just wonderful, so whenever any issues arise, they are far less in number than all the good points about the game, so it's much easier to say "well the game's a masterpiece, but there's just a couple small things here and there". If the game had almost NO redeeming qualities (which sadly many don't), it would be much harder to critique in a positive way without just saying "this is the worst thing I've ever played in my life" (which I said recently about another game). Hopefully that makes sense.
It's time to reveal another character which will joins the game - I just don't know when yet -
Magik (Illyana Rasputina, sister of Colossus)
Ens23 had edited her long time ago and Jhfer is creating new frames and doing his magic with Smart Palettes, as usual
Wow. The playable characters in this game are SO DETAILED for just sprites and each new one seems better than the last. I love it. She actually looks like she has facial features even. Top notch job

I love that the characters art styles are consistent too, not just with each other but the scenery as well. It's what makes the game look so professional. Many OpenBOR games have weird or inconsistent art styles that look very amateur and silly, but I haven't seen one instance of that in this game so far.
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EDIT:
Didn't want to double post but I made another playthrough, this time with Red Hulk:
As the length of the video probably suggests, RED HULK SMASH. I think I beat my record in fastest time beating the game ;D