So I did what you said about deleting the AI in the command file but now they only block and move around never attacking even on the highest difficulty. I am probably going to revert them back to the brutal AI you have given them and have to memorize their attack pattern to defeat them. I am using Mugen 1.1b and I don't know if the characters act differently if I use Mugen 1.0 and delete the AI in the command file.
Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
I just got done trying your characters and they are great. The only problem I have with your characters is how brutal the A.I. is especially Adachi he doesn't even get me the chance to breathe. I just wish your characters had A.I. difficulty scaling so I could at least have a fighting chance instead of resorting to cheap tactics to take them down.
I am on Mugen 1.1 till this day and haven't had problems with it. People say Ikeman go is good but until becomes more user friendly I will stick to Mugen 1.1 since it's much simpler remapping the buttons on your controller compared to Ikeman.
I'll admit that this a pretty cool Dante but when I tried him out against training dummy kfm why does his moves do insane amounts of damage especially his level 3's. No one talked about how his level 3 supers are almost instant kill moves? Even Infinite characters doesn't have that high of damage when it comes to supers. He needs to nerf some damages on super moves and probably reference some of Sennou-Room or Infinite characters on how to do damage right when it comes to chaining.
Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.
Couldn't have said it any better myself Umezono I have seen so many people post youtube videos about characters especially Infinite style talking about how they are not source accurate to their games and make fun of them for no reason. I agree with you about how if you don't like a character that is in said style you should keep it to yourself.
After a lot of trial and error I finally manged to adapt Sennou-Room Dampener code from Konata to POTS/Divine wolf characters when it comes to grounded chains to Special and super moves. Now I scaled their damage input to match Infinite or Sennou-Room characters when it comes to chaining attacks though that Was a tedious process since I had to go to each character and edit their normal, specials, and supers individually. I will add more later down the line.