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 Download There are patches for the following characters included. For these to do any good, you will need to have the original characters. Beast by GladiaCloud, MotorRoach, and Kenshiro99 Dormammu by GladiaCloud, AI patch by Vorse_Raidier (you need both) Hal Jordan by Enzo, Buyog2099, Arque, and McCready Jedah by VS Debuts Jubilee by Gladiacloud, ShinZankuro & Kenshiro99 Karin by Beximus Lei-Lei by VS Debuts MechGouki by MystikBlaze Megaman by DG Morrigan by JJkoolaid (Note: Deprecated. Character has since been updated by JJkoolaid) Psylocke by WhiteMagic2002 Rose by Beximus Sagat by VS Debuts Sasquatch by VS Debuts Strong Guy by McCready, GokuSSJ4, Buyog2099 & DG (1.0 release)Download 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 Zero Detailed Changelist:Spoiler, click to toggle visibilty
Beast - 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. - Slight tweaks to the AI (-very- slightly less spammy)Hal 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 know 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 AIMechGouki - 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/outroMorrigan (Note: Deprecated. Character has since been updated by JJkoolaid) - new Hyper Finish BG. It's optional and can be set in config.txt - AI in two flavors. Hard is mildly competent and flattened several other characters and AI patches so beware. Set your preffered difficulty setting in the character's .def file. It is NOT affected by ingame settings. Default to medium.Psylocke - 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 AIStrong Guy - Just added an AI
...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
€ Fix for Mechgouki uploaded €² Sasquatch and Morrigan added