Popular Post Lillie's 音MADs Posted November 4, 2019 Popular Post Posted November 4, 2019 Please keep in mind. While I have no problem with you editing any of my AI patches, please at least credit me. Similarly, feel free to reupload them anywhere, as long as I have credit for the patch. While I'm not against AI requests, don't expect me to do them right away. I may take very long because of how often I get distracted. Hello all. I've been into MUGEN for quite a while. Starting this year, I was finally able to make my own content. For the most part, I've only done AI patches so far, though I am working on my own projects as of right now. These AI patches are all intended for watch mode and might seem quite unfair to fight against as a human. They have also all been developed under Fast 6 and are intended for speeds around that area. Below are summaries for the AIs that I wrote. Bare in mind that the ranking for these is based on a little system that Guy Kazama made. Check it out here: https://guykazama.neocities.org/rating.html Latest release: Tokuyoko/Special Rapid Yokohama Original creator: okawa Rank: Elite Tokuyoko is a bizzare fighter capable of controlling the majority of the screen at a moment's notice. It hass great mobility, can summon a number of helpers that limit the opponent's ability to attack and boasts an incredible combo breaking tool that leaves it unable to be hit while using it. In addition, it's kill power is aided by low power consumption, with only two level 1 supers that are both quite powerful, including an unblockable fullscreen projectile storm. However, a drawback is that Tokuyoko can quite easily hit itself with a number of it's helpers. While the AI is careful not to use those moves too much when low on health, it has to take risks early on to get the most out of it's moves. Some of it's moves can also leave it rather open should they whiff. The character also struggles with grapplers once it gets caught by them, as it boasts no way to use it's combo breaker move out of custom states. Still, Tokuyoko is a fearsome opponent that can easily overwhelm it's enemies and finds itself squarely among the harder AIs. Older descriptions: Spoiler Bellyache: Original creator: Knezovicz Rank: Elite Superarmor with few, but very damaging attacks. Has a hitbox in his jump, which he utilieses should his opponent be far away. Will try to charge, then link that attack into his LP. Both the charge and LP can be linked into one another. Occasionally spawns zombies, which increase in number if he's hit during it. Tends to use his hyper as soon as possible if the opponent is a bit away. Bellyache's main strategy is to force his opponents into the corner to hit them for massive damage. His main flaw comes in the fact, for every 5th hit he recives, he gets stunned for a brief moment. Hits are counted even if he's stunned, so an opponent can hit him again and again in this state. Bellyache is espacilly weak to multihits due to this, multi-hitting projectiles only further this. Bellyache needs to be close to cause serious damage, being backed into a corner himself can spell death for him. While he is capable of taking on most of the higher tiers at least decently, he never quite reaches past Elite. NOTE: The original download to Bellyache is gone. Reuploaded here: https://mega.nz/#F!rkMB1aKQ!OsqKfDxO48_xFoQwDRu2xg Boss Airman: Original creator: Gamerduck13 Rank: Overpowered Cheap and overpowered superarmor. Acts as close to his appreance in Megaman 2 as I could make him. Airman will jump twice, shoot tornados up to 3 times, then repeat. Hitting him causes the pattern to reset. Airman's one and only attack is unblockable and does ludicros damage. It can take out a standard opponent in 3 hits, should all gusts connect. The key for an AI to beat him is to hit him again and again to prevent him from ever attacking. Particularly fullscreens work wonders against him. While not quite god tier, Airman can certainly obliberate a majority of fighters. Also made a bunch of simple palettes for him, just for fun. It's a Bully: Original creator: FourthRhyme Rank: ??? It's a Bully is a complete gimmick and it shows. I cannot put this guy in a tier. Essiantly, whetever or not he can win heavily relies on what opponent he faces. Bully has several severe weaknesses, such as the inability to run, jump or even block, but in return has huge advantages, in the form of unblockable normals and hugely overpowered hypers, one of which is also unblockable. He also has a complete immunity to projectiles and, in fact, benefits from them. For each that hits him, he can use one more of his own specials (even if all of them, safe for 2, are relatively useless). If his opponent has something that can take advantage of his weaknesses, for example, normals with a wide range, Bully is done for. If his opponents relies on projectiles, then he'll have no problem beating them. Bully does manage to take most standard characters down, but as stated, how he handles each matchup relies on what his oppoenent has. Also made to act exactly like an actual bully. As in, waits for you to get up only to beat you up more. Weegee: Original creator: aznperson569M Rank: Above Avarage A weaker patch that can still hold it's own fairly well. I'd consider him on the border beetween Above Avarage and Decent. Relies on combos, particulary ones from his Super Jump. Blocks a lot but also uses his counter to lead into said combos. Weak to throws, but has an unblockable Level 3 hyper that can turn the match. I also recommand the Wario and Waluigi palettes for this character by TheShadowJester99. Very Gnawty: Original creator: A.T Rank: Strong A simple patch that takes advantage of the few attacks that Gnawty has. Will relentless try to jump on his opponent again and again, though this can be blocked. Ships down opponents with his bomb special, which the opponent can actually hit and hurt himself, giving Gnawty more chances to hit. Also uses the coconut spit to approach, though not for much more. Despite keeping up his defenses when not attacking, Gnawty can easily be hit out of jump and has not superamor much unlike the original game, not helped by his size. Overall, can beat a lot, but is also beaten by a lot. Does exceptionally well against superarmors from my tests, as his jump can go on forever from the lack of knockdown. Chimerius: Original creator: kirbey Rank: ??? This is the worst AI patch I've made. The char has a blistering ammount of 4 moves, two of which require power. The AI spams his flamebreath as much as possible. Expect most of the wins to come from timerscams. This was a mistake, but I don't particualy regret it. I'm mostly releasing it as I'm left clueless to why this guy got to quite the high of a tier on SpriteClub, despite my tests giving me the idea that he would be 3 tiers lower. Devil Daimajin: Original creator: googoo64 Rank: Boss Giving Daimajin even a nickle of a brain turns him into quite the monster. Zip zooms all over the stage and assults any opponents with a multitude of projectiles and screenwide attacks. Randomly altering beetween his second form that is even less consistent to fight, constantly firing off it's many attacks. The main strength an opponent has is that, despite his size, Daimajin has no real superarmor. A character with fast attacks might be able to shut him down before he can act. Still, he's a scary fighter. I've also fixed all of his scams. Dixie Kong: Original creator: A.T. Rank: Strong Dixie is a sort of mixed bag. She has some very good tools, but some of her others jsut take forever to get working properly. The AI will usually try to use her projectiles if not up close and then charge in with a spin attack. Once she's knocked the opponent down, Dixie will try to jump on them for extra damage. Combine this with a neigh undodgeable (for normal fighters) super and she can be the formidable oppoennt. However, the long start up on some of ther attacks cna leave ehr wide open and she relies on only a few attacks up close. If those don't land, her opponent can quickly counter. Even then, Dixie can be a pain if not dealth with properly. Hildegard: Original creator: YoyoCollao Rank: Cheap Not much to say about this one, a giant superarmor with AI and some very cheap attacks. All unblockables, practically undodgeable (one of his hypers tracked). Has some faulty coding in his superarmor that can break in certain matchups. Really depends on his opponent. This was more of a joke patch than anything. Koichi Pose: Original creator: EX Falcion Rank: Elite A character who dosen't really have all that much of a consistent style. Sort of all rounder with some very cheap tools. Constant unblockables, can pull you across the entire screen, tracking supers, you name it. However, while a player might have severe trouble, Koichi still finds himself struggling against most strong AIs. He fails most against rushdown, as backing him into a corner is the best way to shut down most of Koichi's tools. This one is very fun to watch, one of my personal favorites. Mario Hispania: Original creator: Micheal J Rank: Decent A fighter that could be much higher up if it weren't for the piss poor damage. Mario will often charge and then assult with projectiles and supers as soon as possible. Mst of his attacks come out late and are easily blocked, however, one of his main advantages lies in the fact that his supers are unblockable. If not careful, Mario might overwhelm the opponent, but as he takes forever to defeat somebody, combined with how open some of his tools leave him, he's an easy challenge. Far from a potato still, however. Raco: Original creator: Kozeni Rank: Mediocre A weak fighter. With only 4 attacks and no ability to block, this guy takes a lot of hits. Thankfully, all of it's own attacks are unblockable aswell. It will typically try to jump at the opponent and use it's helpers or one super as soon as possible. When throwing an opponent to dthe ground, ti will quickly charge in and deal some extra damage. However, despite it's rather wonky superarmor, Raco is easy to overwhelm. Can hold it's own, but won't win every fight. Sonic: Original creator: Claymizer Rank: Solid Very matchup dependant fighter. Can shut down opponents with his projectile spam and will usally try to close in once it has used them. Can combo well and will follow up in the air, however, Sonic is often unable to push his opponent to far away save for the use of it's spindash. He will use his SGS as soon as he gets the chance to, which can be quite the match decider thanks to it's iframes, though AI opponents might still dodge it. If something gets past his rapid attacks and projectile use, it will beat Sonic. If not, then he's a decent challenge. Sattin: Original creator: woman (Nijikaku Project) Rank: Solid A fighter with an amazing movepool. Sattin can reach it's opponent from basically any range of the stage and has a multitude of strong options at nearly all times. Th AI makes constnat use of whatever it can and will not back down unless it's getting hit itself. It will also make use of the unique "card" system that allows it a strong super depending on how RNG is treating it each round. What Sattin struggles to fight against a characters with a similar range. It also has trouble against dodge rolls and other defensive mechanics, espacilly those at close range. As of the time of me writing this, my favorite AI patch I've done. (one small change I made was that I adjusted the flashing effect on one of it's supers to be less painful on the eyes) Eric Cartman: Original creator: Pokemonboy7051 Rank: Jobber Not a very strong patch, though it's an improvement over the original AI. Eric is best described as a character that needs meter, but only has few options building it up. At a distance, he will throw his projectiles and then chase after, closing in to attempt his combos. Once he is able to get a hit in, Eric has good comboability and can take chunks off the opponent, espacilly once he is able to use meter to easily link into his supers. However, Eric relies heavily on actually getting in close as his far reaching attacks only give him little of the meter he desperately needs. If the opponent can prevent his approaches, Eric goes down easy. On later rounds, he might start getting back though, as he's likely to start with more meter by then. (also, if you notice, if Eric is next ot his opponent as they fall down, he dosen't run back. I put it as such to represent his bullying nature in the show. I'm probaly the only one who finds that remotely funny, even if it also makes sense on an AI level, being that Eric needs to be close anyway.) Bowser KF: Original creator: Exclamation_Question Rank: Jobber Considering his bootleg nature, this character is not very strong by default. Lacking any sort of meter use, anti air or even combos by that sort, he has to rely on few specials and his one projectile to win - that one not being the best either, as it locks him into place until it hits something or goes offscreen. To add onto this, Bowser is also a very slow character, lacking a run even - to composante, he closes in by jumping or usuing his charge special. If the opponent is very close, Bowser will usually resort to a grab, which is genneraly his best up close option. Overall, Bowser isn't going to win a lot of fights, but might stil pull through if he manages to get close enough. Kona-chan: Original creator: woman (Nijikaku Project) Rank: Mediocre A decent fighter. Kona-chan's set of tools make her more of an all rounder, having a good anti-air, a decent projectile and a useful counter super. Shewill usually toss her head projectile, then charge in to attack, ocasionally going over into her roll special as she does so. Should her projectile hit, it leaves the opponent wide open for one of her combos, which, while short, can usually get damage in pretty well. Depending on how much power she has, Kona-chan will either be using supers frequently, or saving it to cause more damage later on. One of her supers may hit herself even. Kona-chan relies on getting close, however, she is practicly screwed against a zoner. Her lower than avarage defense does not help with this either. The chance for Kona-chan to win usually depends on the matchup, but she is by no means an incompetent fighter, her wide array of tools can help her pull through. Luigi KF: Original creator: Exclamation_Question Rank: Mediocre Somewhat of a weaker patch. In general, Luigi has decent tools, he just cannot build of them well. For approaches, Luigi will usually jump and then charge down at the opponent with one of his specials. Far away, he might resort to using projectile beforehand. As Luigi cannot combo, most of his damage comes from simply attacking inbeetween blocking whenever the opponent is close. Luigi makes use of throw if he gets the chance, as it is his most reliable way of dealing damage. However, Luigi can be usally defeated if the opponent cna pressure him reliably, as he is often too slow to fight back. Still, every now and then, Luigi can pull through. He excells pretty well against fighters who jump towards opponents alot, as his anti-air is probaly his best tool, coming out fast and having good damage. Tiny Original creator: Basara-kun Rank: Solid A pretty strong patch, may be the most annoying of my AI to fight as a player, but I find it very fun to watch. Tiny has great moves and does exceptional damage when his moves land. He will usually either run right towards the opponent or zoom across the stage using his Medicine Ball special, which sends him either straight forward at a great speed, or in an arc through the air. Tiny will try to combo as much as he can, both normally, but also using a combo opener special attack that he will always execute as far as he can. When on Round 2, he will finish a character as soon as possible with the Ultra Combo that it links into, if given the chance. If hit, Tiny will also frequently use his combo breaker in order to counter any approadches, he cna be hit out of it however. Tiny dosen't have many bad matchups, at least, I can't really name archetypes that just straight up beat him. It mostly depends on whetever or not they can quickly shut down Tiny and counter his combo breaker before it can hit them, or if they can easily get health back, allowing them to tank the heavy damage Tiny dishes out. Even then, this muscular fella is quite a powerful one. Bagan: Original creator: Kozeni Rank: Destructive A char that didn't really need an AI patch to beat stuff, but I found him more fun with one. Bagan will assult the opponent with it's variety of projectiles, which all deal high damage. It will also attempt to ram into the oppoennt when at distance, preferring long winded, but heavy punches when close. Bagan will use it's meter as soon as possible, particularly when at low enough health to unleash it's OHKO screen laser. Coupled with superarmor and a hefty HP stat, Bagan can be nigh impossible for normal chars to beat, but lacks much to face the true top tiers of AI vs AI. Ebifrygon Original creator: man (Nijikaku project) Rank: Above Avarage Don't let the huge size and superarmor decive you, this char is not as tough to fight as it may look to be. Ebifrygon has slow, but powerful attacks, their main advantage being that they can't be interupted, though any damage taken during them is not negated. Ebifrygon relies mostly on single hits, though a particular throw comboes into a super, which it will attempt quite often. At a distance, Ebirygon tries to close gaps by charging across the screen, one of it's numerous special moves. However, once the opponent hits it while it's superarmor isn't active, Ebifrygon can be locked in combos easily - not helped by the fact that it has a stun state when getting hit too much, giving the opponent free time to strike further. While perfectly able to deal with everything below, Ebifrygon struggles to reach beyond the top of the lower tiers, though it will make a formidable opponent for those of a similar rank. Mangle: Original creator: FourthRhyme Rank: Mediocre A mixed bag. Mangle's matchups can be heavily luck based, as it's main super, the Prize Ball, can spawn one of 31 helpers. Some of these are absolutely devistating, and some completly suck. Mangle does few damage otherwise and has trouble getting meter, but once able to use it's supers, it can deal with a number of opponents. This one may be easier to fight for a human player, as one of it's attacks, while hard for the AI to deal with, is really not that much for anyone playing the game themselves to block. Mangle can be unpredictable, but it's wins are not consistent. An improvment over the original's AI for sure though, still. Special thanks to Below273 for helping me code specific code for one of the many helpers spawned by the Prize Ball! Mario (referred to as "NES Mario EX" ingame) Original creator: Gemeos dos Jogos Rank: Deadly A formidable fighter with a lot of options to overwhelm opponents. Mario has a number of damaging combos, the good majority of which also being able to cancel into his powerful supers. He will usually try to close in, dodging around the opponen to ensure an opening for his normals and specials. At a distance, Mario may also use a number of his quite spammable and admittedly overpowered helpers. These range from charging at the opponent quickly, to dragging them across the whole stage, even if blocked. Mario builds meter incredibly quickly, giving him acess to his most powerful supers not long into the match. I turned down the amount of helper spam in order to make the char more fun to watch - he could be a whole rank higher if he did nothing but it. Mario struggles most against oppoennts than can prevent him from going in - with parries and counters and such - aswell as those who can shut off his helper spam. He does particularly well against zoners, as he will win projectile wars quite easily. Butch: Original creator: Basara-kun Rank: Solid A fighter that packs quite a punch. On a technical level, this is my most advanced AI yet. Just like the char he acts as the counterpart of, Butch deals heavy amounts of damage. However, unlike Tiny, Butch plays more defensively and sports a useful projectile on top of that. At close range, Butch will attempt to combo either the standard way or through use of a unique "combo opener" special that can link into an OHKO on later rounds. As his main non-combo tools are charge moves, Butch will often also walk back or kneel down to make use of them, often followed by shooting across the stage with the use of a special. While this move is fast and deals large damage, it is predictable, allowing Butch to be hit plenty aswell if the opponent has the right timing. He struggles largely against characters who can hit him during his approaches, espacilly to ones that use counters or parries. While Butch keeps guard up well, rushdown can also be a problem for him, as the gaps beetween his charge moves are quite exploitable. However, even with these cons, Butch has some major strengths that can get him wins against a large variety of characters. His huge damage can end rounds quickly, as he often only needs 4-5 combos to take down a regular char. With his surprising speed, he can get hits in more than might be expected - helped by an even more surprising stage coverage, he has no trouble zooming across the entire screen. Butch can deal quite well with grapplers and he also has good matchups aganinst several superarmor users. Most other archetypes go neutral against him. As of right now, this is one of my favorite AIs, mostly because of how I was able to code his use of charge moves realisticly. This might be the most fun to fight against as a human player, too. Kaptain K. Rool: Original creator: A.T Rank: Solid Synopis: An AI I did as a joke a couple of months back. All this guy has is projectiles and he spams them to hell and back. Occasionally moves around and then fires again. If he gets to use his supers to their full extent, he'll spawn constant helpers, until the spawners are hit are. As long as they are up, K.Rool tends to have a much higher chance to overwhelm the opponent. As to be expected, he fails to anything that can deal with his spam, but can lock up and overpower many weaker fighters. Megane: Original creator: The Magic Toaster Rank: Decent A simple fighter with a lot of strengths. A great projectile, a very good dodge and some hefty damage on his combos can make Megane a dangerous character to deal with. As both his supers only require 1000 power and deal great damage, he may end rounds quickly if he gets the chance to use them - and likely will, as a good majority of his normals lead into them easily. Megane struggles most against zoners, as he must get in to ensure he wins - even his great projectile cannot win projectile wars, as he can only have one on the screen at a time (though it does also lead into a super). He deals great with grapplers, as his dodge up close can get him out range easily, ready to strike back. Nanako Rurikawa Original creator: Valgallah Rank: Above Average A decent fighter. Nanako has good combos and gets meter quickly, though her main problem lies in actually getting hits in. Her normals are rather slow and can be blocked easily. She has a decent projectile and a good pressure tool in her dash attack, which she can also make use of in the air. Her best move up close is her grab, as she gets a guranteed combo of it. Nanako also has a unique problem in her weird hitboxes sometimes making it so she simply can't hit opponents with some of her attacks, depending on the height, espacilly when they're falling, making some matchups very dependant on how big her opponent is. Luckily, her supers, some of her best moves, tend to be unaffected by this, and with how quick she gains power, she'll be throwing them out rather frequently. Despite her faults, Nanako can still take matches from a lot of lower ranked fighters, though she struggles to exceed said rank. She can deal with projectile users rather well, having multiple way to apprach, aswell as her frequent jump-ins. Rushdown usually beats her, as, unless she uses her counter, she will just not get a chance to hit back. Shuma-Gorath Original creator: Basara-kun Rank: Solid Shuma-Gorath is a powerhouse on the ground. And that's all because of one attack - Mystic Ray. Nearly fullscreen, comes out instant, no sort of recovery frames. The AI uses the move alot to get both free hits and the opponent away from it at the same time if in blocking range, but Shuma-Gorath also rushes in alot to dish out more damage. It has quite strong normals that it can link relatively well into it's supers, once those become avaible. Despite these overbearing strengths, however, there are still a few things that Shuma-Gorath struggles with - for one, rushdown that is just too fast for it to handle. Once it's on the reciving end, Shuma-Gorath has no way of hitting back during it, leading it to take a lot of damage. Furthermore, because of the Mystic Ray actually being a custom state, fights against superarmor turn out very difficult. Still, this character can be quite fearsome, but should be handleable by AI. Less so by a player perhaps. I also fixed a few bugs that came with the original character, such as the air throw looping and the clone super being able to break. Sylvanos Original creator: Gemeos dos Jugos Rank: Solid A real mixed bag, can totally overpower opponents or just fall flat on his face. Sylvanos has extreme reach, and some of his best reaching attacks are also powerful combo starters. He can take the opponent down half their healthbar with just a single combo, not even any power required. Once he actually throws in his supers, that's when they reach territories of dealing 3/4ths or even TODs. However, at the same time, should he just not get a hit (or his parry) in, Sylvanos is a sitting bag. He will get hit, take the hit, and any after that. Still, his immense strength can get him quite a few wins. It really depends on the matchup, but also on the size of the opponent, as them being too small may make a few combos miss. Gun Hishi: Original creator: Valgallah Rank: Above Average A speedy fighter. Hishi sports fast moves, many of them moving her around the stage aswell. Her comboability is pretty good and she doesn't lack damage like other characters from Second Cross. However quick they may be, however, her moves are also a bit predictable, espacilly her OTG Wave. She may miss it in AI battles and leave herself open, simply due to how some characters recover from the ground. Hishi also really can't fight from far away at all, as her sole projectile is a super, though her meter gain being as fast as her sort of makes up. Hishi doesn't sport any particular archetype weaknesses, though she isn't the strongest character either. Still, could make for some enjoyable matches in the lower tiers. Pasta SFIV Original creator: Exclamation_Question Rank: : Jobber Pasta is definetly the better of the two bootleg shotoclones - his projectile can be hard to jump over and he's got decently fast normals, espacilly his low medium punch. Pasta's got some weird atributes to him that can hinder him alot, such as his Tatsu not even being a combo despite carrying him across the entire stage. His inability to combo does not particularly help him either, though he's got good damage on all of his moves, at least. If his opponents have any sort of counter, be it a parry or similar, they will most likely have the advantage over him. Pasta can sit comfortably around lower tiers, but there's no denying he'd never be above them. He also has the tendency to just job matches every now and then as per usual with these kinds of chars. His throw is likely his best way of dealing damage, it's very fast and consistent. He can win matches every now and then, but it's not the usual for him. Phoenix Original creator: Exclamation_Question Rank: Above Average A character quite accurate to his source game - read, the game was terrible. On the surface, Phoenix may seem quite weak - he can only do attacks in the air when jumping forward, for example. But a closer look show that Phoenix is quite the janky character. He can only block low, and just ignores most attempts by opponents to combo him. In particular, launching him into the air is a bad idea, as he'll just fall back down, recover and hit back with surprisingly fast and spamable normals. Aside from a throw, a dash attack and a projectile, that is all Phoenix has though - he's not going to pull many tricks. Still, for lacking any combos, the speed of his attacks can more often than not make up for it. From his weird aspects, several opponents he shouldn't even be able to beat might just fall against him. In particular, he deals well with superarmor. Rober Rank: Jobber Rober is the worse of the two bootleg shotoclones - his projectile is faster, if more predictable, though he does have Pasta's decently fast normals. Rober's got a way worse tatsu, as it goes back and fourth rather than aiming for the opponent and it still doesn't combo. His inability to combo does not particularly help him either, though he's got good damage on all of his moves, at least. His best move is likely his Shoryuken, which can be used as a crutch in the corner, dealing great damage - only held back by a very short range. If his opponents have any sort of counter, be it a parry or similar, they will most likely have the advantage over him. Rober also has a tendency to job hard. Just like Pasta, his throw is likely his best way of dealing damage, it's very fast and consistent. On his own, however, Rober stands in a much worse light overall, he is not going to win as many matches. SCP-4666 Original creator: Taffy, Mighty Starmie Rank: Above Average A weirdly styled character. 4666's got good damage and range, but lacks in many options. It's normals are very slow and predictable, leaving it wide open should they miss. On the other hand, 4666's command grab comes out near instantly and interupts what opponents throw at it. Once it does get a hit in, 4666 can rack up some nice damage. When the opponent is knocked down, it'll use it's item throw special, tossing out a random helper. Sort of Faust style. It's a pretty good move that can help for 4666 to cause some damage from far, better so than fighting up close. Zoners are a big problem for 4666, as it just doesn't have the best tools to deal with them, being simply too slow. Cycl: Original creator: Exclamation_Question Rank: Jobber Cycl comes from a bootleg game with far too long of a name and as such, his powers are quite off too. Slow normals and not the best projectile make it difficult for him to win fights, relying mostly on quick one or two hits to get some damage in. Any sort of rushdown can get him easily and he's not gonna outzone other fighters either, though he at least has the damage on his super going for him. Unlike Gees or Ali, he prefers to stay away from other fighters and practice an attempt at zoning, though occasionally jumping in. He's defeated very easily, but can hold his own somewhat well in the lower ranks. Gees: Original creator: Exclamation_Question Rank: Jobber Gees comes from a bootleg game with far too long of a name and as such, his powers are quite off too. Gees' projectile is decent and he's got some good normals, but a lot of attacks are very slow. With no ability to combo, he mostly gets by using damage from just single hits. Rushdown shuts him up hard and projectile users also tend to do him in quickly, though grapplers have a harder time with his focus on close range attacks. While struggling even in this tier, he's not a potato at least, huh? Original creator: Exclamation_Question Rank: Jobber Ali comes from a bootleg game with far too long of a name and as such, his powers are quite off too. Ali tries to go in quickly and uphold his defense at the same time, but his bootleg nature holds back a lot of his ability to fight properly. With no combos to speak of, Ali relies mostly on single hits and his ground projectile to do damage. His super is slow and easily cancelled. Dealing with rushdown a little better than his fellow Top Fighter pals, Ali still can't hold his own against zoners. While not able to fight back as well as Cycl, he can hold his own somewhat in even the Jobber tier. Gray Man: Original creator: MisterStrong Rank: Above Average Gray Man is a character with a lot of options to keep the opponent at bay and then move in for combos himself. His range is impressive and his projectiles move faster once he's able to throw them out. Though he lacks good air approaches, he's able to combo into his supers quite well and can deal heavy damage quickly should he get in properly. Zoners are little trouble, but he isn't the best at dealing with grapplers, as they often outpace his close range attacks. Relying on supers also make his power cost quick important. I also fixed a few issues with a super aswell as slowing down his level 3 to reduce the possiblity of seizures. Riggs: Original creator: NGI Rank: Mediocre Riggs is a fast, though predictable fighter. His moves can disorient the opponent (if the screenshake doesn't do that for the player already) and he's got a number of mobility options, noteably a teleport. Without many combos, Riggs mostly relies on overwhelming opponents with quickly normals and a projectile special, using his super at close range to increase the chance of it hitting. He also moves around quickly, jumping frequently, though a character with a good dodge should be able to catch him. While his strengths don't help to lift him out of the lower tier, he can make for some exciting fights and is one of my personal favorite AIs of mine. Link to all of my patches: https://mega.nz/#F!n5EBXIba!b78tW65rMLrBLx8Me7To3w Future patches will be released in this thread aswell, so keep an eye out for those incase you're interested. Feedback is very appreciated. If there's something wrong with any of my patches, or you have a suggestion for one of them, feel free to tell. SneezeTHPS, Below273, Devils and 7 others 5 5
Lillie's 音MADs Posted November 6, 2019 Author Posted November 6, 2019 Coming later. Stocking needs a rework and A_SA-X needs some more changes to make it unique from the original download. I feel my changes to the AI aren't significant enough yet. CoolAnimeHustler 1
Lillie's 音MADs Posted November 14, 2019 Author Posted November 14, 2019 Ouch, I'm an idiot. Bellyache was missing a file and thus crashed the game. That has been fixed.
Lillie's 音MADs Posted March 1, 2020 Author Posted March 1, 2020 After a hiatus, my next patch is finally out. This is one for a rather simple char, A.T's Very Gnawty. Grab him at the usual link. Rank: Strong A simple patch that takes advantage of the few attacks that Gnawty has. Will relentless try to jump on his opponent again and again, though this can be blocked. Chips down opponents with his bomb special, which the opponent can actually hit and hurt himself, giving Gnawty more chances to hit. Also uses the coconut spit to approach, though not for much more. Despite keeping up his defenses when not attacking, Gnawty can easily be hit out of jump and has not superamor much unlike the original game, not helped by his size. Overall, can beat a lot, but is also beaten by a lot. Does exceptionally well against superarmors from my tests, as his jump can go on forever from the lack of knockdown. Look forward to more releases as I should be more active from now on. I do have one more patch done by now, but it requires a little more work before it can be released. I plan to complete 2 more and finally release Stocking, before I will move onto 1 or 2 of my own projects. Disins 1
Lillie's 音MADs Posted January 22, 2021 Author Posted January 22, 2021 8 new patches released. Chimerius by kirbey Devil Daimajin by googoo64 Dixie Kong by A.T. Hildegard by YoyoCollao Koichi Pose by EX Falcion Mario by Michael J (refered to as Mario Hispania in the file, as the was the name of the OG def aswell) Raco by kozeni Sonic by Claymizer (V2) These have all been in the backlog for a while. Like, fuck, been a bit, huh. I'm just kinda sloppy with releases or using this website at all, really. As of recent, I feel my track record has improved, however. Go grab them at the usual link. Feel free to drop feedback as always and please tell me if I happen to forget a file again. HappyDappy666 and Disins 2
Lillie's 音MADs Posted January 30, 2021 Author Posted January 30, 2021 New AI patch is out, Sattin from the Nijijaku project. This is, at the time of writing this, my favorite AI patch so far, definetly recommanded. Grab it at the usual link. HappyDappy666, Sergio P, Devils and 1 other 4
Lillie's 音MADs Posted February 13, 2021 Author Posted February 13, 2021 New AI patch is out, for Pokemonboy7051's Eric Cartman. He's probaly the weakest of my patches yet, but I'm still proud of it. Grab it at the usual link Sergio P, Disins and HappyDappy666 3
DRag_N_DRop Posted March 29, 2021 Posted March 29, 2021 By anychance do you do AI patches for Weak Characters like some KOF or Weird Bootlegged Characters?
Lillie's 音MADs Posted April 1, 2021 Author Posted April 1, 2021 On 3/29/2021 at 9:06 PM, DRag_N_DRop said: By anychance do you do AI patches for Weak Characters like some KOF or Weird Bootlegged Characters? I do certainly have an intrest in the latter, there were a few in that folder i have for all chars I want to have patches of sometime. If there's anyone you want to suggest, I can certainly take a look, though again, I'm easily distracted, so it might take me a while to get around to them. KOF is something I just...can't really get into fgameplay wise when it comes to mugen. Trust me, I tried, there was this Segata Sanshiro I wanted to patch but I hated how fucking precise you had to be with his inputs and I've seen that stuff a lot when it comes to KOF chars. I must also say - I'm gennerally a fan of lower tiers to begin with. The strength of my patches is usually all over the place, but I do prefer them, even if I don't make a patch purposefully weaker to reach them. When I design these, gennerally, I want tohe char to play well with what it is good at, but still use at least 95% of their kit, unless a move is just striaght up awful. Again, if you got anything, feel free to suggest a char and I'll take a look sometime. Disins and Sergio P 2
Lillie's 音MADs Posted April 11, 2021 Author Posted April 11, 2021 Three new AI patches are out. This time, another nijikaku character, Kona-chan, and two of Exclamation_Question's Kart Fighter characters, Bowser and Luigi. Grab em at the usual link. Thank you @DRag_N_DRopfor the suggestion to check out some bootleg chars, they were pretty fun to work with (even if I'm most proud of Kona-chan when it comes to these 3) Disins 1
Lillie's 音MADs Posted June 24, 2021 Author Posted June 24, 2021 New AI patch is out, for a Clayfighter character - it's TIny, created by Basara-kun. You can expect more Clayfighter patches in the future, though not exactly sure when. Also, I'm going to update Sattin's AI to the newest version sometime soon, just as a notice. Disins and HappyDappy666 2
BazaCura Posted July 16, 2021 Posted July 16, 2021 Keep up the good work Lillies can't wait to see the Amazing things you make in the future Disins and Lillie's 音MADs 2
Popular Post Lillie's 音MADs Posted September 16, 2021 Author Popular Post Posted September 16, 2021 Four new AI patches are out. These are for Kozeni's Bagan, man's Ebifrygon, FourthRhyme's Mangle and Gemeos dos Jogos's Mario. Go grab em at the usual link. I got some stuff coming up IRL, but after that, I wanna get back into AI making big time (aswell as a couple of original projects) Cook4251, HappyDappy666, SSBKing65✯ and 3 others 6
Popular Post Lillie's 音MADs Posted October 4, 2021 Author Popular Post Posted October 4, 2021 As promised, I'm back to working on MUGEN big time. A new AI patch has been released. it is for another one of Basara-kun's creations - Tiny's evil counterpart, Butch. This is my most technically advanced AI, so I'm quite proud of it. Get it at the usual link. I have quite a few targets picked out for patches. Except some of those in at least a couple of weeks. HappyDappy666, XXMarioLover64BRXX, Disins and 2 others 5
Lillie's 音MADs Posted January 27, 2022 Author Posted January 27, 2022 New AIs are out. 3 characters this time. Megane by The Magic Toaster, Valgallah's Nanako Rurikawa and a joke AI in the form of A.T's Kaptain K. Rool. I made these a while ago, decided to put them out there with my lack of recent releases. As always - more on the way! Valgallah 1
Lillie's 音MADs Posted May 21, 2022 Author Posted May 21, 2022 Two new AIs are out. The characters this time are Sylvanos by Gemeos dos Jugos and Shuma-Gorath by Basara-kun. You know the drill - click the link to get them. SneezeTHPS 1
Lillie's 音MADs Posted December 3, 2022 Author Posted December 3, 2022 5 new AIs are out. They are Gun Hishi by Valgallah, SCP-4666 by Taffy and Mighty Starmie, aswell as Pasta, Rober and Phoenix by Exclamation_Question. I plan to put my releases on a schedule from now on to secure more frequent releases. However, you can also expect some more of my own work somewhere down the line... Valgallah 1
Lillie's 音MADs Posted April 7 Author Posted April 7 Thread updated with the release of an AI for Special Rapid Yokohama by okawa.
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