All my character shaders DO have a phong specular component, in MP22 and Zombie Apocolypse. Phong and Blinn lighting calculate diffuse lighting the same way, the only difference is in how spec is calculated.
How shiny you make them is up to you. If you set the specular map to pure black, or nearly black, you will have nice soft diffuse lighting. Also, if you are editing MP22 shaders, keep the glossiness and globalspec value low as well.
In the Dark Shader video included for MP22, you can see how I make the Dante character appear to be made out of a clay-like material.
Quote: " And for some reason, all shaders of MP22 don't work"
For example?
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"bond1 - You see this name, you think dirty."