AI Patch for Astro/The Scorpion by Dick Buckus
AI Patch Created by DaMarioMemer

Since none of Buckus's Muscle Bomber characters have been patched yet. I decided to patch one of them, I went with Astro/The Scoprion since he's a pretty cool character and out of all three of the Muscle Bombers, has the most potential with his fast movement and Combos. Astro has some pretty interesting gimmicks, his teleports, his grapple options, his great divekick and trading not having any lows for crouching kicks that are overheads. I aimed to give Astro a pretty fast paced AI with making use of his great frame data for aggression while also adding in some Mix-ups in neutral like his super jump and his teleports. I also made his combo game fairly varied, making use of his many combo options while even having him use his niche, but effective walking grapple which can be cancelled from standing normals. Overall Astro was very fun to work on! I enjoyed patching another character by Buckus as their "Crossover-type Capcom" Style is very fun to play as and watch.

Fixes:
- Allowed Crouching normals to be cancelled into Hypers. This was most likely an oversight since the hypers were classified by "Statetype = S" Rather than "Statetype != A". The readme even says "You can combo into hyper attacks from all basic and special attacks"

Configuration File included. Settings are:
- Auto AI
- AI Level
- Ground Parry Rate
- Various Combo Related settings that change the rate of when certain moves are used in Combos
- Various Hyper related settings which effect the rate of when certain hyper moves are used over others
- Setting to Optimize Grapple

Pros:
- Great movement, Astro has quite the amount of options when it comes to movement, a fast run which can be crouch cancelled, a super jump with a lot of versatile movement, dodges, his divekick and his teleport. Astro's movement is REALLY solid despite being a grappler of sorts.
- Great normals, Astro's normals are fast and can combo into each other. While the cancels are limited to the statetype Astro is in, that still doesn't stop his very effective combos. Frame 2 crouching light kick with a lot of range? Sign me up.
- Very good metered reversal options, Astro's metered reversals cover pretty much most options. Scorpion Sting covers most grounded options, Double Shaft Harrier covers higher aerial options and Super Death Spiral covers aerial options AND cross-ups.
- Very good grab game, Both of Astro's grabs are REALLY good. Normal Grab covers a lot of range already and his walking grab is a pretty effective tool when pressuring the opponent or in close standing combos. When the grab connects, there are MANY options for Astro to choose from. As stated, you can configure it so he always chooses the best option, however I personally prefer more variety.
Trade-Offs:
- No lows, instead all of Astro's Crouching kicks are overheads. I genuinely don't know which to consider this as, but hey he'll take it.
Cons:
- Most of his specials tend to whiff on crouching/shorter opponents, Astro has a few options to get away with this issue. His sweep kick pretty much negates this issue since his sweep can be special cancelled and if Astro has meter to do a hyper, this is a non-issue entirely.
- Same issue as Axel where his guard cancels are WAY too expensive to be worth using costing 1500 meter.

Original Character: https://archive.org/details/Buckus-mugen-characters

Credits:
Dick Buckus - Original Character
Poyochan - Enemy detection and velocity detectors
Inktrebutchet - Projectile Detection system
Stupa - Training Character for Frame data collection
Dashmastermind/Shinykitty10 - Sending me a pack of characters to use for testing my AIs