Yeah, FC/OC or maybe one of those alternatives as I suggested in the first line.
Creber is neat, some of the most interesting and balanced use of duplication I've seen as opposed to it being just a big indistinct army. And I think most characters would be easy to make profiles for, sticking to what happens onscreen (not WoG) which is straightforward Tier9/8 territory as most of these avoid esoteric hax in favor of fun choreography. Hackerman is a major exception, but even he just does the cool things in great (and consistent and coherent) display as opposed to having lore entries and whatnot -- and he earned his OP OC powers after all he had to go through in base during Deathwish, for that matter.
Max...
imum Ninja 2 aside, good luck trying to figure out what to do with Whitehank & (the clearly cooler) Cringehank. Splendid animations but the writing in those was a bit of a headache at times. I didn't like the former beating real Hank (in retconed "dream sequences"???) and pulling one-use teleportation and telekinesis out of nowhere, though that inexplicable void fight was fun. The latter OC is more likable but kinda ruined some mystique of Rozpierdalation for a joke; also don't think about the Sonic connection for too long. Pinkhank is fairly straightforward sans the
telekinesis feat lifting that platform in WH2: pretty fun power set with his portals. Oh, and judging by that (kinda just unpleasantly grotesque) Origins video, Kelzad seems to be catching on to cosmic powerscaling brainrot terminology.
Though again, I prefer well-made street stuff. Not only the great gunkata but also memorable setups & gestures in general; I will remember certain
Gabriel Barsch gags far longer than most lore or power this-or-that. One cool consequence of all these fan animations is that by most OCs being modest compared to the main cast, they make Madness Combat feel like a larger world, as if there could be all these little misadventures going on while the stronger Hank & company are on the most crucial front. They also highlight what makes Krinkels so unique by proximity; he isn't as fast or as grounded in his CQC as some of the best of his fans, but his characters move in a still distinct way that feels especially alive in its details and tactility. Arguably as close to, say, Don Bluth's buoyancy and flourishes as to renowned fight-scene animators' choreography.