
MUGEN SUPER MARIO AI PATCH PATCH
Time will tell if what I've done will be approved or not.MUGEN - edit+AI Patch for Rocket Raccoon (Marvel) To sum it all up, I made him more MvC and less SSB. Statue form now has Clsn2 and can now be hit, although this doesn't affect Mario at all the statue breakout is invincible until the attack ends. Autopower charge stops when roundstate isn't 2, when Mario is KOed, and during level 3 supers. Entirety of Super Hammer is unblockable, not just the last hit like the readme said. Slowed down life loss, making him useful once again. Over 50% life is now required for the Luigi vacuum win pose. This is now the only mode where you can cancel the dodge rolls into attacks, so have fun. Matrix time stop now takes 3000 power to match its 3000 power cost (before, it only took 1000).
MUGEN SUPER MARIO AI PATCH FOR FREE
Counter coin punch now needs and takes only 1000 power (instead of being for free yet still taking 2000 power anyway). Removed wall jump that allowed him to jump indefinitely. Anim of matrix win pose no longer loops. Removed all commands allowing Mario to interrupt his get-up anim into an attack/roll just do wake-up options the old fashioned not-look-like-he's-cheating way. Disabled AI blocking, it's old archaic shit from DosMUGEN (and mine, even!) that causes the AI airblock dropdown phenomenon that no one ever notices the default MUGEN AI's good enough to block for him. Greatly toned down brutality of AI otherwise, it's mostly the same script. Improved display of super portrait, it should be very noticeable now. You cannot do any level 3 supers (including the matrix time stop) while the Invincible Star effect is active. You can now regain power normally while still invincible from the Star. Invincible Star now has a start-up lag before becoming invincible you can be hit before finishing the move. Both Super Flame and Super Hammer have invincibility until their attacks end they both also have added recovery times. Coin punch counter now requires 2000 power to match its 2000 power cost (before, it only needed 1000 while still taking 2000). Coin punches now have Clsn2 and use NotHitBy they can now also be blocked standing and in the air (as well as crouching, of course), and they can now be air recovered out of. Doing a head stomp no longer alters your velocity, but you still bounce off after hitting. Changed drill kick into a continuous downwards attack. Changed physics of air tornado spins, entire move now starts and ends entirely in the air without landing. Strong fireball throws now shoot bouncing/falling fireballs, and EX fireball throws now shoot straight fireballs that hit only once. Fireballs can now hit and be hit by other projectiles. Throws now hit at the very start of the move and also, air throws no longer combo and cannot be chained into anymore. Added a new power charge move, making use of a previously unused animation. Changed block properties of all attacks standing attacks hit middle, crouching kicks (not punches) hit low and are the only air-unblockable attacks, and air attacks hit high.

Dodge rolls now have Clsn2 and use both NotHitBy and PlayerPush he's vulnerable near the end, he can be thrown at any time, and he cannot cancel them into attacks anymore (not in normal mode anyway). Made intros usable as turn intros as well.

Disabled reacting to taunts from anyone named "Chun-Li" it was stupid and it just made him do an intro pose in the middle of battle, complete with lack of Clsn2. Disabled powering up vs certain cheapies there's no need to stoop to their level, just F1 or Del them. Almost all animations given Clsn2, doesn't matter if they previously had none whether by mistake or by design (no Clsn2 is never a substitute for a NotHitBy).

Fixed up animations, especially the ones for getting hurt.
