@thestewman
Joined on August 21st, 2019, this user has been a member for 2,488 days and is the 24,193rd person to register an account.
Has 96 submissions, the first one uploaded on August 27th, 2019 and the most recent on October 29th, 2022.
Of those, 10 have been featured and 67 have won Users' Choice.
On average, each submission earns 2,297 downloads.
In total, they have been download 236,681 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 460 stickfigures.
On average, when this user rates stickfigures, they are 88% positive.
Also, they are typically 60% positive when rating animation spotlights.
Has made 408 comments on non-activity pages of the site. Alternatively, this user has made 6,337 comments on actual activity pages of the site.
This member is a Users' Choice voter!
Their current voting streak is 0 and their longest streak is 245 consecutive votes.
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No
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Understood, sir.
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everything is wack to you
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Ignore the “multiple hits don’t stack”, you can’t do multiple hits anyway
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Thancc
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Pillar Fellow
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*releases the bees*
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Here sir

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Nice
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I just put whatever word combination I can think of and call it a day.
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I think that was more of an uppercut than a hook.
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swing kinda wack doe
everything is wack to you
Ignore the “multiple hits don’t stack”, you can’t do multiple hits anyway
Most fighting games make stuff like “bleeding” and “on-fire” just for visual flare, and side-effects/debuffs are non-existent unless it’s an effect of a super/special move (like when a certain fire user uses a super/special move a debuff works, unlike normal fire attacks which just shows an enemy burning for abit and not much else)
This looks like a normal-type move, remove the cooldown, the risk is already there so no need for added frames or nerf, and just use bleeding as a visual flare for cutting weapons instead of a debuff (unless a super/special move)
Understood, sir.
WHACC
DAMN I NEED MY PHONE BACK