MUGEN AI Patch Release: Doparmin from the Nijikaku Project

Releasing another AI Patch today and this time for a character from a MUGEN Fullgame that has a lot of characters that could use AI Patches. This patch is for one of the more well-known characters Doparmin. Despite obviously having a big list of a weaknesses, I wanted to patch him due to how goofy he is.
AI Patch Link: www.mediafire.com/file/d4dxjx...
Original Character (Credits to SSBKing65 for hosting Doparmin and other Nijikaku Characters): www.dropbox.com/sh/q8y6vn8zkb...
Configuration Settings include:
- Auto AI
- AILevel
- Power Meter Settings
- Recoil Guard settings
Changes this Patch adds:
- Removed Doparmin's life draining if the opponent uses fvar(37). Issue with most Nijikaku characters when not used in the fullgame
Instead of listing the pros and cons I'll give a basic description on how I wanted Doparmin to play.
I thought the best way to design Doparmin's AI was to have him act like a boss character. One that showcases tricky obstacles that a lot of AI's can struggle to get around, while also being exploitable by humans once they figure out his basic pattern, punishing him when he tries to go for risky slow armored attacks. Up close he can be pretty dangerous and sometimes unpredictable, sometimes choosing not to attack and instead tanking attacks so he can take advantage of his recoil guard and punish you for it, while also sometimes going on the offense up close. If Doparmin is too far away for a specific amount of time, I designed it so that he'll do whatever he can to close the gap. I also wanted to add some of the original AI's Goofiness too so I decided to have him accidentally walk into his own traps on accident while still being able to pose a decent threat due to how his fences can give him some time to setup his deadly jump rope unblockable. The main part Doparmin shines in is his damage. His fast moves do miniscule damage while his slower moves can deal a LOT of damage even on guard. I made it so that Doparmin will try to take advantage of most opportunities he can to land his big slow moves. Overall I wanted to make Doparmin's AI play like a boss character while still having some of the goofy charm the original AI had.
Characters:
Doparmin from the Nijikaku Project (Authorname listed as "man"), AI by me
Blossomko by The_None

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