Always neat to play the CPU, even without modifying some of the CPU move weights so that it is smarter at using new moves and such it sometimes still results in seeing changes made used in ways you hadn’t thought of, or didn’t really fully consider.
Playing vs THawk had the thrust peak - EX DP combo which I hadn’t even thought of.
Playing vs Akuma had him utilize his Soul Sacrifice in a surprisingly smart way (especially for the CPU). I had considered 5 bar combos, and being able to EX without any meter. However what the CPU ended up doing (and it was the first round it won in 20 matches doing this lol.) was it had super stocked and it used the Soul Sacrifice to be able to do EX moves without losing the threat of super. Anyone who has played vs CPU Akuma knows that it WILL land demons on you. Constantly. Ultra or Super doesn’t matter, it makes the demon seem like a good idea all the time (though about 1/5th of the time it does the demon in response to you hitting a button but does it too EARLY and results in you being able to jump back and then punish the super/ultra because the screen freeze ate your inputs.)
Still, being able to keep the threat of a 0F 380 damage command throw while also being able to use EX Fireballs and EX SRK is really cool to fight against. You know when the threat is available so it’s not like you’re getting randomed. And it ain’t free (65 health is ~7.5% of Akuma’s max). But having to worry about: Teleport, 0F command throw, 3F startup 18F invincible DP on his wakeup makes the 65health sort of an investment. “I’ll lose some health now to make it less likely to lose MORE health later.”
Also working on Sagat now.
Here are a couple of the things I’ve already done and certainly will be keeping though perhaps tweaking:
Walk speed increased to 0.028 forward 0.024 backward (Was 0.024 forward 0.02 backward.)
All Tiger Uppers are airborne 1F sooner and have more invincibility (varied amounts based on strength)
crHP is back baby! ATM it is 8F startup 6F active 13F recovery. Hurtbox on arm reduced in width a bit. Damage increased to 120.
Can kara cancel F+LK into F+HP (high lows!) during the startup frames. F+HP now super cancelable on hit/block.
B+MP command normal version of close MP
Far HK 2nd hit can not hit crouching (You’re welcome Zangief)
That’s it so far.