Decided to update this post today.
I came across something that really surprised me today. I have been working on AI for a simplified Megaman ,no supers and only a slide and uppercut as specials, everything else is just basic punch and kicks (that includes his projectile hard punch).
I have been messing with with making my own jump, walk, crouch, run AI system to replace MUGEN's default AI. So I turned off some of MUGEN's default AI just to experiment and found that my AI preformed much better when walk, jump and crouch were completely disabled! Weird right? I still need to test this on other characters to see if it has the same results but 32 out of 40 rounds were won with disabled Megaman vs regular Megaman. Note: he does have both a slide and project tile to help when he can't reach the enemy.
I suppose this just means that for some characters its safer to use mainly standing attacks. Where jumping around can make them more vulnerable to attacks. or some depend more on stand attacks than air ones...
I'll test this more later but if anyone wanted to mess with it here is the code I used.
[State -2, Assert] ;nowalk
type = AssertSpecial
trigger1 = ailevel
flag = nowalk
ignorehitpause = 1
[State -2, no] ;nojump , nocrouch
type = changestate
triggerall = ailevel
trigger1 = stateno = 40
trigger2 = stateno = 10
value = 0
ignorehitpause = 1
So far I have put together a few mini systems to help with AI but nothing quite like Kamekaze's Neutrality System. I'm just trying to get a working example of them in my Megaman to work out any problems before posting them.
Most of them help the character decide what type of player they are facing or their playstyle rather. Calculating the average distance they like to attack from; If they combo often; how quickly the AI was defeated in the last round. I'm working to make the character decide if it wants to be a defensive or offensive player, I think that could seem very human and fun to play against.
I have been thinking about adding a cheerleader-ish helper to give the human player a little more insight on what the enemy AI might be thinking. One that can say things like "Keep your distance!" or "Get closer to them!". I always like when you get the feeling the AI is really thinking in other games outside of fighters.