![]() Updated the entire character to work on 1.0 for the most part. Since he's almost all offense and no defense, he's not one of my strongest patches.īesides giving him some AI, I modified a number of things, mainly so the AI would have an easier time defeating the opponent. He's also not a big fan of airborne opponents and will try to get them down ASAP. That said, he loves to throw the opponent whenever possible. He's very mobile but doesn't have too many defensive options. The fate of the match practically depends on Windows getting a combo in. Once/if Windows lands a hit, expect to see some pretty long combos. 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. Windows needs to get up close to the opponent in order to actually do anything. WindowsUG by UGRedSeaDevils and ThisClown17 Unfortunately for Igg Man, that sweep is pretty much his only useful tool up close. However, he does have a relatively quick sweep that he uses every now and then. 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. 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. It is only with these buddies that Igg Man can zone his opponent to the fullest.Ī group of chronic projectile tossers, Igg Man and his friends love to pressure opponents. He also needs to summon his buddies ASAP or else things will quickly go downhill. 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. This AI patch also comes with a single tweak: now, Flambo will automatically destroy himself after 10 seconds. 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. ![]() While Bubblegum does have a couple options up close, most of them are fairly punishable. Since these projectiles are her only real approach, she uses them a lot, as one might expect. But she does have a fair bit of projectiles. However, High Five is still decently capable of catching the opponent off guard every now and then, no matter the distance.īubblegum has a decidely limited moveset. Certainly not helping matters is the fact that he doesn't have a throw. 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. Unfortunately, most of High Five's approaches are pretty slow. This is so he can make the most out of his short, yet powerful close-ranged combos. High Five (original version) by Basara-kunįor High Five, the only thing that matters is getting close to the opponent. What I'm trying to say here is that Jim is very easily shut down. Jim also requires power to access his most useful moves. Additionally, he can't do much up close save for his throw, but even then it barely pushes the opponent back at all. With no reliable anti-airs, Jim struggles against jump-ins. So naturally the AI will usually lock itself in a corner and attempt to zone as much as it can because Jim is weak. In spite of all this though, he has a couple decent projectiles and spacing tools. His damage output is low, his attacks are slow, and he's very vulnerable. To get things out of the way, Earthworm Jim is weak. However, you're free to reverse this if you want see the config section of "astro_AI.caca" for more info. Unfortunately, this move is incredibly glitchy and will sometimes not work, therefore I have decided to disable the AI from using it. When you factor in Astro's relatively quick power gain, flushing this turd can be a bit of a challenge.Īstro has a super move that is only usable when he has less than 40% of his health. He's also got a great oki game, with two hypers that deal big amounts of chip damage. ![]() ![]() He most notably has a move that leaves him invulnerable for the entire thing. Not only does he have a couple anti-airs, Astro has a couple of decent reversals in case the opponent decides to chase him down. In any event, he'd rather be left to himself.Īlthough Astro's approaches aren't all that good, he can still pull off a good defense game. Even then, it's usually only so he can keep them away. Astro is really much more of a zoner than anything, and only rarely does he get up close and personal with the opponent.
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