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N_N's AI thread [Latest patch: High Five (09/16/22)]


N_N
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Over the past couple months I've been making a bunch of AI patches for characters (mostly obscure ones). I decided that since I have so many (with more on the way), it would be good to create a thread for all of them.
Currently, my latest patch is High Five by Basara-kun.
Patches use the same ranking system as SpriteClub (F-1st)

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Spoiler

High Five by Basara-kun
Rank: High 5th?
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For High Five, the only thing that matters is getting close to the opponent. This is so he can make the most out of his short, yet powerful close-ranged combos. Unfortunately, most of High Five's approaches are pretty slow.
He struggles with guarding opponents partly because of his lack of fast approaches-even though he does have a sweep, it's anything but fast. Certainly not helping matters is the fact that he doesn't have a throw.
However, High Five is still decently capable of catching the opponent off guard every now and then, no matter the distance.


Older patches:

Spoiler

Princess Bubblegum by madoldcrow1105
Rank: 5th
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Bubblegum has a decidely limited moveset. But she does have a fair bit of projectiles. Since these projectiles are her only real approach, she uses them a lot, as one might expect.
While Bubblegum does have a couple options up close, most of them are fairly punishable. Most of them also have pitifully short range, therefore it's best that Bubblegum stay far away from the opponent in order to make the most out of her small moveset.
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This AI patch also comes with a single tweak: now, Flambo will automatically destroy himself after 10 seconds. He previously only went away if he hit the opponent-I'm not sure if that was intentional, but regardless I feel the change greatly benefits the AI.


IGG MAN (first version) by Rich Lockard
Rank: 4th
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Igg Man needs his space. He also needs to summon his buddies ASAP or else things will quickly go downhill. It is only with these buddies that Igg Man can zone his opponent to the fullest.
A group of chronic projectile tossers, Igg Man and his friends love to pressure opponents. It's best that Igg Man stay far away from the opponent, as he doesn't have too many fast moves that he can use up close.
While Igg Man does have a bit of comboing potential up close, it's very easy for him to get punished, since again a lot of his moves aren't fast. However, he does have a relatively quick sweep that he uses every now and then. Unfortunately for Igg Man, that sweep is pretty much his only useful tool up close.


WindowsUG by UGRedSeaDevils and ThisClown17
Rank: Low 4th
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Windows needs to get up close to the opponent in order to actually do anything. From afar, Windows' only approaches are either to use his projectiles or to teleport directly behind the opponent, although even that in itself can be risky.
Once/if Windows lands a hit, expect to see some pretty long combos. The fate of the match practically depends on Windows getting a combo in.


Iron Ball by Daniel Gularte
Rank: Low 5th
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Iron Ball is a bit of a glass cannon. He's very mobile but doesn't have too many defensive options.
That said, he loves to throw the opponent whenever possible. He's also not a big fan of airborne opponents and will try to get them down ASAP.
Since he's almost all offense and no defense, he's not one of my strongest patches.
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Besides giving him some AI, I modified a number of things, mainly so the AI would have an easier time defeating the opponent.
    - Updated the entire character to work on 1.0 for the most part. Since he was created for a long-obsolete version of MUGEN, he's still missing some required hitsprites.
    - Buffed attack stat from 100 to 250. This change might sound ridiculous at first but he needed it. He previously did extremely little damage.
    - Changed a few LifeAdds and HitDefs to accomodate for the above change
    - Modified his movement speed to make him feel more like a glass cannon
    - Changed his "SuperSomerKick" hyper so it connected more often


Bouningen by toma
Rank: 4th
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Bouningen can and will stall out battles. While his normals have pitiful range, it's a different story when it comes to his specials.
Even though Bouningen has plenty of approaches, they almost all involve projectiles. Make of that what you will. Bouningen also struggles against guarding opponents since he doesn't have a throw.
That said, Bouningen has some nasty moves up his sleeve that the AI will use whenever it can.


Stimpy by madoldcrow1105, edited by aperson98
Rank: High 5th?
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Stimpy loves to get up close and personal! While his moveset is decidedly limited, the AI tries to make the most out of it by using basic, yet harmful chains. If the opponent happens to guard these chains, there's a good chance Stimpy will throw them. When he's not as close to the opponent, he'll try and catch them with his Litterboxer or Powdered Toast specials. He can be a bit annoying, just like in the cartoon.


Mordecai Solo by madoldcrow1105, edited by Syunsuke (UPDATING SOON)
Rank: 5th
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Mordecai is somehow very aggressive and very defensive at the same time. Up close, he loves to combo. From afar, he loves to call upon his vast amount of helpers. On the other hand, he also likes to block a lot and will dash back when cornered.


Dave L. by malcolm, numb hands patch by :trlo_fcae: (UPDATING SOON)
Rank: 2nd
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There really isn't much to say about this AI patch besides the fact that it exploits the hell out of Dave's "cheapness", so to speak. Dave will usually either approach with his frame-1 crouching light punch or his watermelon projectiles, then spam them like crazy. Eventually Dave will either unleash his beam or the power of his numb hands, by which point the opponent is most likely already dead.

Made partly as a joke and partly because I thought it would be interesting to try and patch a character like this.
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There's a glitch where Dave's AI is able to taunt multiple times at once after winning a round, but since I thought it was funny I left it in.


Milk Chan by Camren Springer (UPDATING SOON)
Rank: Low 5th
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This AI is a little stronger than Camren's original, though it's not very strong either. That said, Milk has a couple of approaches from afar, including "Dash" and "Capture". If "Capture" succeeds, Milk usually follows it up with a short combo, while on the other hand, "Dash" leaves little combo potential but knocks the opponent all the way to the other side of the stage. Every now and then, she'll use "Roll Jump", mainly to juggle opponents in the corner. Eventually, once Milk has built up enough power, she'll use a hyper. Rinse and repeat.


You can download all of them here.
Also of note: I don't mind requests, though it depends as to how long they might take. Generally, the more complex a character is, the longer it'll take me to patch.
That said, feel free to do whatever with my patches: reupload them, edit them, etc. I would prefer if you used the latest versions of my patches but I won't mind if you don't.

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