I've reverse engineered the AI (and difficulty) system. A few interesting things to note: in 2P battles, the losing player is given an "advantage" in the second round; many things are randomized, including damage; the difficulty of the game increases steadily during rounds; the red hadouken is nothing but a palette swap and is triggered randomly; Vega's claw drop is random (after a point); damage is heavily metered towards the "end" of a match to make it last as long as possible with low "health bars." There is quite a bit of effort put into giving losing players an advantage to make matches seem as "close" as possible. I have the exact statistics for all of the randomness, if anyone is interested.
Is anyone else interested this information?
I ought to mention that all AI behavior is completely editable without bothering with assembly. For reference, I have the AI state machine for Guile completely decoded.
Is anyone else interested this information?
I ought to mention that all AI behavior is completely editable without bothering with assembly. For reference, I have the AI state machine for Guile completely decoded.
This post has been edited by Dr. Ivo: 14 September 2011 - 02:50 PM

