KenBot v1.0
Difficulty Beginner
Focus Punishes and Pressure Responses
The intention of this bot is to help train your agility and punishes while under pressure.
KenBot will mimic the pressure of a bronze-level online Ken player, allowing you to learn and practice your anti-airs and optimal punishes for shoryukens and other moves in varied situations. You will experience varied meter levels, ranges and timings while under realistic opponent pressure.
There are a lot of inputs that are hidden in the animations or recovery of other moves, which come out if the bot gets interrupted or the actions get played on different timings. All inputs are specified in a "Perfect" and "Acceptable" form. They make the bot better, but if its too hard to put in the "Perfect" form, it's fine to just ignore it.
Gauge Settings
As with all bots, 1P Health should be set to "Normal". To practice the easy versions, leave 1P CA Gauge to "Auto-Recover", and 1P V-Gauge to also "Auto-Recover".
These settings may change based on your goals, explained in the Difficulty section below.
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Auto-Recover", CA Gauge - "Auto Recover".
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - Optimal/full punish with full meter, on any Shoryuken
- B - low blocking both or just the second hit of his MK HK target combo and whiff punishing, preferably before he actually finishes the second hit
- C - Any optimal/full punish with full meter, with your back to the corner
- D - AntiAirs
Variants
- To train Meter Awareness, change 1P CA Gauge to "Normal", points are gained for using the correct punish based on available meter (no points gained for punishes that use neither CA Gauge nor V-Gauge).
- To train Choice Decisions, treat Point System A as punishes of HK Tatsu instead of Shoryuken. Points are not awarded for punish attempts when Ken is in V-Trigger.
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for BCD
- Hard - Points given for B and C only, OR B and D only depending on what you need to work on
- Extreme - Points given for C only. Ken gets points for either hitting with MK HK or throwing after MK HK. Ken wins if he gets 10 points first.
Action #1
Record from far away.
Perfect
236HP HP+HK 214LK, hold 9 until you jump, then hold 1. Stop recording at the peak of the jump.
Acceptable
236HP HP+HK 214LK, hold 9 until you jump. Stop recording at the peak of the jump.
What should come out is just a Hadoken into a jump. The HP+HK and 214LK should be hidden, in the recording. If the bot is up close, the V-Cancel should come out, but it doesn't matter if the tatsu actually does.
If the bot plays back Action 1 followed by 2 or 3, it should cause a jump in.
Action #2
Perfect
214HK >> Hidden 4MK 5HP early in the animation >> hold 1 or 4 until near the end of tatsu hitting >> Hidden 1MK 1HP near the end of tatsu hitting or just as it knocks down >> MP+MK (not hidden)
Acceptable
214HK >> hold 1 or 4 until near end of tatsu hitting >> 1HP >> MP+MK (not hidden)
Don't worry about timing the 4MK/5HP or 1MK/1HP, you can just mash one into the other.
Action #3
Input this one from close enough to hit. Preferably minimum range.
Perfect
5MK >> 6HK >> slight delay >> hidden 6HK >> LP+LK (not hidden, but don't mash!) >> 1HK 1LK (in quick succession, both hidden)
Acceptable
5MK >> 6HK >> slight delay >> hidden 6HK >> LP+LK (not hidden, but don't mash!)
When you replay this one alone, the throw should come out if the two kicks whiff, but no second HK should ever start. The timing can be a little tricky but shouldn't take too long to get.
Action #4
This is similar to #1. Input it from far away.
Acceptable
Dash in, throw (successfully), hidden HP Shoryuken, not-hidden MP+MK, stop recording just before the end of the run.
There's no perfect version of this, other than "don't mash the shoryuken".
Action #5
This is similar to #1. Input it from far away.
Perfect
236HP 2+HP+HK 214LK, 8, 2, Stop recording at top of jump
Acceptable
236HP 2+HP+HK 214LK, 8, Stop recording at top of jump
In-Depth
Still in progress.