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Amidweiz

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Everything posted by Amidweiz

  1. Added teams submitted so far to the OP
  2. I can't remember but I think Iori bogard had an AI patch at one point in time, besides that I know that scaner doesn't really have any AI. Though I have tested out this and it seems to make something functional for them anyways
  3. No it's just your run of the mill AI tournament. Also I should have put this into Ikemen tournaments rather than here. Didn't notice that is a subforum here
  4. It has been a long time hasn't it, around six years to be exact since I last did one of these. I got inspired from another AI tournament that happened recently to do this again after thinking the tag functionality was pretty cool to watch. What is this: This is a mugen Ikemen GO AI 4v4 tag tournament involving P.O.T.S's active tag module based off Commit 6af1527 of the nightly. If one wants to optimize said team to best utilize their character's AI. I haven't personally tried doing so but I'm sure it shouldn't be too hard to do so. Regardless on it's own it does a pretty good job of managing characters Rules: Rules are similar to before but some have been amended due to the game mode No characters with insta-kills/OHKO No characters that perform infinities No characters that start before the round starts No characters with resurrections No bonus game/Onslaught type characters No characters with constant super amour Character download links are to be done via said forums only (thanks to a certain someone using alts on discord to add more entries than allotted) Download links via accessible resources (aka: not from MA) One team allowed Do note despite the rules on this list I can ban a character for any reason I see fit Engine/Tournament Setup Engine: Ikemen GO nightly Commit 6af1527 Time: 99 Life: %120 Rounds: 1 per match A losers bracket will be included I'm planning to have at minimal 8 people in the tournament, maybe 16 depending upon how popular this gets. I'm not sure if I'll stream this but at I'll do minimum a YouTube premiere. I've also mirrored this link to MFG and AK1 Teams Submitted so far: Team Burning Soul: Captain Commando by Gui+Me+Rowen's changes, Guy by POTS 2022 Vers Edited by Me, cvsxdarkryu by vyn, EX Iori by Karma Team B-manopp: Order-Sol (Muteki, AI by Nateruo), Ultimeto (Robo), Tohru Adachi (OHMSBY, AI by DaMarioMemer), Volk Greeshno (Robo) Team DOSMugen 99' Fighter Team (WF4123): Scaner by himself and edited by WF4123, Iron Ball by Daniel Gularte, Biped by Alpha, Iori Bogard by Wing Syo Dream Fighting Team (KF2416): Uncle Joel:, Moments with Heavy, Sweet Tooth, Maavo
  5. I don't usually post on here (MFG is were I mostly hang out) but I feel that I need to post some feedback on this character. Standing X, Y, A, B, and C have no priority (The blue CLSN covers all of the red CLSN which causes trades more often) Standing Z, has infinite priority (No blue frame to go with the red frame) Standing B, and Z are infinites (if the first kick hits that is) Standing C allows the opponent to air recover The crouching attack priority's have the same issues as the standing attack priority's (also same the air attack priority's) I don't get why crouching B is blockable mid but crouching C is not Air Y and Z aren't overheads Air C allows the opponent to air recover after the first hit QCF, any punch is unblockable QCF, any kick you can just keep on spamming it (in which it just layers on top of itself) to the point were you can 100% your opponent QCB, any punch is infiniteable if timed right QCF, x+y is unblockable and does no damage QCF, a+b is only blockable in air? QCF, x+a, b+y, and c+z doesn't exactly announce it's a grab (maybe put the opponent in stunned stance) and it's gains power back QCB, a+b gets back power (and then takes it away?) QCB, x+y gains back power Why is every super a level 3 super and do most of the supers not have super pause Why does he have a super jump if he has no launcher The kick normal grab causes the opponent to glitch out Why does this character have two standing anims? (on a little better than the other) Why doesn't this character have a power charge (for being a DBZ character that is) Any attack in his flight mode gains back power at an abnormal rate Why is Z in his flight mode only blockable in air B and C aren't overheads in his flight mode The projectile that his C attack causes doesn't delete completely (do CRTL+C and look at how many helpers are still left on screen) His CLSNs need work His turn around anim has red frames for what reason
  6. Well for the taunt super why don't you assign the move to D,DF,F,D,DF,F,a+b (Because any move that is set to the taunt feels like it was set a debug command not as normal one) and also for characters that have less than six buttons, if you press a button that the other character doesn't have it gives a change state error in the debug text. And also one more problem I noticed, RD's light crouching kick has no hitdef (So the move does nothing)
  7. I don't usually post here but there are some glaring problems that wern't mentioned before (I usually post on MFG) Transparency issues in almost all of the cut scenes Too add to MugoUrth's post. You can do anything before the round starts even launch supers The King of Fighters effects clash with the rest of the character You can chain the KoF roll into it's self to make Rainbow dash invincible A lot of lag with the effects sometimes The Elemental power turns into a invalid action after it's used once The JoJo's like stand within the D,D,D,s (And why would you set the super to the taunt button) super is horridly coded and the stand can't punch while moving Why does the power charge have a full screen red hit box Speaking about the power charge, One of the effects stays in place if you move RD with p2 Taunt has no CLSNs whatsoever There is some coding that seems to be ripped from DG's Blossom IMO RD should use less effects because it looks like those bad KoF edits Why does this thing have a double jump and a super jump and the super jump is too tight to pull off
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