MUGEN AI Patch Release: Haohmaru and Rasetsumaru by R@CE AKIR@

Описание к видео MUGEN AI Patch Release: Haohmaru and Rasetsumaru by R@CE AKIR@

Hello everyone! DaMarioMemer here to release an AI patch pack for two characters. And these characters are Haohmaru and Rasetsumaru by R@CE AKIR@ This was a request/suggestion made by my good friend Sergio P. He originally asked me to just patch Rasetsumaru, but I figured I might as well patch Haohmaru as well. I went through with this because I really liked what both of their kits have in store and despite both of them having a lot of similarities with Rasetsumaru having some extra moves and a new mechanic, I decided to go through with this idea. Both patches are in separate folders as R@CE made their character folders separated unlike what Warusaki3 and KarmaCharmeleon did. These two were very fun to work on, especially experimenting a lot with Rasetsumaru's AI to make him feel very different. As usual for these types of characters, all combo modes are supported as well as multiple AI settings to change things such as parry rates and usage of specific hypers in combos.

AI Patch Pack: https://www.mediafire.com/file/zx2jnw...
Links for the original characters (Because OneDrive can be a bit buggy at times):
Haohmaru: https://www.mediafire.com/download/3u...
Rasetsumaru (Thanks to Sergio P. for rehosting): https://www.mediafire.com/file/114miz...

Haohmaru Description:
Haohmaru generally plays fairly safe in neutral, typically wanting to keep a little space at all times and using his projectile at safe times while also going for jump ins to make use of his great aerials. Haohmaru's combos are all very solid all around as he has so many different options and routes he tends to go for. Guard combos are also very solid as Ougi Dragon Tooth makes everything safe and Ougi Resshin Zan is just a really solid overhead special to go for from time to time. His hypers are also very good, Tenha Danku Retsu Zan is his main reversal tool which he uses quite a bit due to the range and speed it has. Overall, I designed Haohmaru's AI to generally play safe and make good use of his EX and metered reversals when the time comes.

Rasetsumaru Description:
Rasetsumaru has quite a few similarities to Haohmaru, mainly his normals and a few specials and hypers, however his 214a is replaced with a much slower and special, his 236p projectile is much different, he gets two new projectiles (One that's triggered with 236k and an Aerial one), one new hyper that has a level 1 and level 2 mode, a brand new level 3 and lastly an install triggered by doing a 236 motion and then taunting. To differentiate Rasetsumaru from Haohmaru, I made his AI play a lot more aggressively, throwing out specials in neutral a lot more compared to Haohmaru and also making good use of his new aerial projectile. I also made sure he uses his install from time to time, it has quite a long startup but has rewarding effects. His new level 3 is also really good as well, basically just being an even stronger version of max Tenha Danku Retsu Zan.

Characters:
Haohmaru and Rasetsumaru by R@CE AKIR@, AI by me
Ryu by KarmaCharmeleon
A-Kaigen by Juke Kisaragi, edited by Oyaji, AI by PM (Peppermint)

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