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
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
Team RagingRowen: Sailor Moon by Million Miles, Lei-Lei by PotS, '02UM Iori by Ikaruga, Geese_Howard (KOF Sprites) by Don Drago
Team Street Fighter 20XX: The New Covenant of Lowtiergod (Lowkeygenuinely): Cory by Valgallah, Eiko Kano by ZETA, Dudereal EX by The_None, Gardener by The Magic Toaster
Team Minimunch: Thrash by aeron_00897, CVS Athena by Warusaki3, Pencil by NovaMagnolia, 'XI Ash Crimson by Ikaruga
Team Macaulyn97: Morrigan by JJkoolaid, Dizzy by Muteki, Enid by Forla, Yumi by Ohmsby
Team I Am Cool: Vectorman by RSR, Shantae by RSR, Pac-Man by RSR, Kid Dracula by RSR
Team Robert from King of Fighters 2010 (funk): Dee Bee Kaw by The_None, Terrance Bongo by Brergrsart, KICK THAT by VIC, Juan by Quetzalcoatl_88
Team Galaxy Gals (reoyoshi8) Lum by brucewayne74, Starfire by Pulloff, Arina by inverse, and Roomi by NHK
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