So I was editing a couple of characters, originally for my own personal use, some edits started to get a bit out of hand. Originally I just wanted to update characters with a Hyper Combo Finish screen and maybe some AI, but soon after I started editing moves, frames and whatnot, and while I still debate on whether to upload basically whole characters as "edits", I still want to share some light AI updates for a few characters. Note: I am not a coder. All original AI code was written by MystikBlaze. Also, contrary to real AI patchers these are not top of the line, they just don't do as much stupid anymore.VIDEO Disclaimer: If you are an original creator of these characters and would like me to delete something, please contact me via DM / PM.I *AM* aware that my edits have been uploaded to mega and other filehosters and are part of the collections over at MugenFreeForAll. This has been done without my consent and I cannot and will not confirm these are kept up to date. If these break your game, your computer or even your relationship I will not care. Download There are patches for the following characters included. For these to do any good, you will need to have the original characters. Adon by Yamori X & VsDebuts Beast by GladiaCloud, MotorRoach, and Kenshiro99 Cody by Gou-San & VsDebuts Dormammu by GladiaCloud, AI patch by Vorse_Raidier (you need both) Felicia by ahuron & RedHot Gallon by VsDebuts Hal Jordan by Enzo, Buyog2099, Arque, and McCready Jedah by VS Debuts Jubilee by Gladiacloud, ShinZankura & Kenshiro99 Karin by Beximus Lei-Lei by VS Debuts Marrow by Buckus MechGouki by MystikBlaze Megaman by DG Nightcrawler (Legacy of Heroes 1.1) by 087-b, DarkWolf13 Psylocke by WhiteMagic2002 Rose by Beximus Sagat by VS Debuts Sasquatch by VS Debuts Sonson by FerchoGTX, RyouWin, Kong & RedHot Strong Guy by McCready, GokuSSJ4, Buyog2099 & DG (1.0 release) Supergirl by ToniDownload full character edit releases (full credits and changelist in their respective topics)Black Widow Captain Marvel Etrigan Lobo Magneto Mr. Sinister Omega Red Phoenix Poison Ivy Scarlet Witch Songbird Zero Detailed Changelist:Spoiler, click to toggle visibilty
Adon - Added an AI. Nothing fancy. - fixed some variables and var triggers sitting in statedef -1 - added movecontact triggers to a lot of his specials - fixed his non-functioning counter by making it go into statedef 1000 V1.01 - fixed p2stateno hitdefs for boss characters. Add bosses to statedef -2Beast - Changed the volume of his voice and get hit sounds by ~7db. Should be less jarring to beat him up now (or get beaten up).Dormammu - QCF P has 10 more frames before returning ctrl - F sMP only lasts 180 frames instead of 300 - QCB PP now has an selfdestroy time of 600, instead of infinite (which could lock out other moves) - All Level 1 supers and sLauncher can now hit boss type enemies. See Statedef -2 for setting up additional names.Cody - added an AI - AI activation method changed - fixed various inconsistencies for AI triggers in statedef -1 - added bosscode variable and added it to all hitdefs with p2stateno parameters except throws. Bosscode var(2) in statedef -2 to add boss names. - 623k now hits low - removed one of his hypers and fixed up and added in an existing one. Cody can now throw Tornados with 236PP, mash p for more tornados.Felicia - Added an AI - Now has 3000 power and does not start with lvl 1 - added an Alpha Counter V1.01 - changed AI activation methodGallon Changelog - Added an AI. - hyper Damage values adjusted V1.01 - fixed p2stateno hitdefs for boss characters. Add bosses to statedef -2Hal Jordan - changed the power system. Hal still pays power to perform special attacks but he can now do them even without sufficient power. This decision was made when it became appearant that he would be at a huge disadvantage against most other fighters. While for MvDC and its slower paced gameplay this was not much of an issue, he would get clobbered by most regular MvC-ish fighters (player or CPU). The rework is a compromise to acknowledge the mechanic while accomodating for the overall difference in gameplay and roster. - Changed his basics to chain together better - changed his boxing gloves hypers to chain together better. His Smackdown Hyper was changed significantly in how it hits. It is faster and hits more often, but deals less dmg per hit Update 1.05 - updated his chaining again, specifically the aerial rave chaining. - shortened start up frames of all aerial basics - redrew many hitboxes for jumping basics. It is now significantly easier to hit your target. - slightly increased hittime on aerials (up to six frames on heavy) - jHK now slams opponent down - increased hittimes by 6 frames on cHeavies - tweaked his launcher p2vel. Now launches slightly faster / higher, allowing for more consistency when aerial rave - switched around some commands in the command structure - added pushblock - added alpha counter - reduced his overall attack value to 90 (was 100) - updated his AI routines with Pushblock and Alpha Counter codes by MystikBlaze known issues: block shield does not travel with block transitions (vanilla issues, visual only). This also affects the push block effect. He still has issues with small targets. Fixing this would require a MAJOR rework of basically everything and is out of the scope of this project. His AI is still all over the place. It's functional and arguably serviceable, so I don't see reason to update it.Jedah - only added an AIJubilee - made her AI more aggressive. Is not affected by AI level anymore. - gave her a counter. It's a slightly edited version of her QCF K and has short range. - changed some damage values. If you feel these are too much, lower her overall attack power. Update 1.1 - Her Spark Wall now has range dependant on button strength. Medium and Heavy versions don't reflect anymore. Heavy version throws higher and further, with a little more damage. - This also affects her counter since the 1320 anim now has more range. Deals little damage overall but knocks the opponent away. - Some touch ups to her damage values and scaling, feels more consistent overall now - Her normals give 20% more power. - 236x ground & aerial startup faster by 5 frames (slightly more consistent in combos, still dependent on RNG) - couple of touch ups to her AI, should be slightly less derpy nowKarin - fixed a few syntax errors according to FF - fixed a few hitdef parameters - added a light AI (should probably give her another update sometime) - changed some values around damage dampening. Hopefully I succeeded in fixing Hypers doing LESS damage in combos than doing them stand alone. - according to the files I made an update to the .air file? Can't figure out what exactly I did there - new, darker red color palette. New default for her. Update 1.05 - nerfed her Lvl 3 damage - optional harder AI. defaults to medium. - fiddled around some more with her Damage Dampening, specifically with her Level3 hyper Update 1.06 - fixed debugflood from statedef 9030 - fixed 9000,0 not being properly colored in roster overviewLei-Lei - only added an AIMarrow - Added an AI - optionally disabling powerset 1000 on match start V1.01 - changed AI activation method - fixed 9000,1 portrait coloursMechGouki - simply finished his AI, with codes from MB's Evil Ryu. Prevented MechGouki from cheating when using the Hyper Shoryuken move. - Also gave his Ashura Warp a vulnerability phase of 3 frames after warping, - and took back his Hyper Shoryuken invul frames by 5 or 6 (he still has about half a second of invulnerabilty on startup so...) - 2 Levels of AI. Hard should be rather competentMegaman - changed some stuff about Hyper Drill, mostly toned down block damage - some semblance of an AI - had to free up a variable for AI, so merged variable for intro/outroNightcrawler - Added an AI. Despite it being simple, him being able to teleport all over the place still makes him a pain to deal with. - rearranged the palletes to be consistent with my other releases - fixed var(57) / var(59) triggers in cmd to be consistent with AI triggers. - hopefully fixed his jHP / jHK not knocking down correctly, and jHK not linking correctly from jMP/jMK - Re-organized his QCF teleport attack inputs. Kick now correlates to a kick special while Punch now does the sword attacks. - dejanked his qcf teleport specials. They were set to appear at posset 0,0. They will now appear in relation to p2 which makes them a lot more consistent (and dangerous). - normalized damage values. He does a little less damage overall but has his hyper moves normalized and upped in damage. - Reworked his Hyper Teleport. Should now teleport to p2 and consistently facing left and right, teleports are now tied to animelemtime & p2 position. Could still use a little polish. - added an emergency teleport. Functionally the same as regular teleport, but works as an Alpha Counter variant. Cost 1 Bar. V1.01 - Work around for P2 recovering during Buccaneer Hyper - Changed AI activation methodPsylocke - I just added a Pushblock. That is all.Rose - changed her P-Throw P2anim, so p2 shouldn't be invisible anymore - 2 cns files with damage changes (there are a few individual changes to dmg values within helpers as well) - enabled Hyper Combo Finish (and added sound) - Soul Illusion is now a proper Level 3 - added (simple) AI, code by MystikBlaze, adapted by meSagat - fixed sWK not chaining - added an AI Update 1.01 - Sagat's attacks can now hit bosstype characters. Add your own to Statedef -2.Sasquatch - gave some of his normals a small vel vector for comboing - added an AISonson - Added an AI - optionally disabled meter gain on round startStrong Guy - Just added an AISupergirl - touched up her AI, it's a lot more aggressive and consistent with their moves now - reworked some of the damage values - hyper damage values specifically, to make them pop a little more. - Max damage should be somewhere in the 500s per combo (some of the after hyper juggling / combo extension is weird) - Added a Hyper Combo Finish BG (by Beximus) - new Portrait, old one is now 9000,2
...and last but not least, there's some portraits off of random pictures for some characters.Portraits PortraitsSpoiler, click to toggle visibilty
ScreenshotsSpoiler, click to toggle visibilty