AI+Modification Patch for SeanAltly's Edward Falcon.
Patch Created by DaMarioMemer

Original Character: https://www.mediafire.com/file/lrnfywj1kuuqji4/CvTWFalcon.rar/file

Originally planned to be a normal AI Patch, I noticed a few bugs with Falcon and a few stuff that I felt needed to be changed up a little for balancing purposes. Hence why this is a Modification Patch. You'll still get the same general experience that the original provides, just with a few bugfixes and polishes. This is a really fun character! and I especially enjoy how much personality he has, SeanAltly especially did a great job with the voice acting.

Changelist:
Bugfixes:
- Rising part of Falcon Sniper is now an aerial state. Previously if Falcon got hit while he was rising he would get stuck in the air since the attack was considered a grounded state.
- You can now hit Falcon out of all variations of Falcon Sniper.
- Fixed a duplicate trigger10 bug only present in Non-Power Drive Supers.
Trade-Offs:
- Gave more fitting guardstun times to normals. There weren't any guardstun modifiers prior and due to this, some normals had VERY low guardstun to the point where you couldn't even properly combo cancelled normals on guard. So I gave most normals reasonable guardstun. I also nerfed Falcon Arrow's Guardstun which for some reason had A LOT of guardstun. I suspect that this could be an issue with not being in the fullgame
Buffs:
- Crouching Attacks are now Air Unblockable, this mainly rewards his launcher as it allows falcon to get an item toss confirm or an aerial combo. I added this since it felt fair to reward Falcon for hitting relatively risky Anti-Airs and as a way to gain powerstones against guard heavy opponents since prior, guarding was a REALLY hard counter against Falcon.
- Iframe times on Falcon Cannon and all of his supers (Except Streak Dash) have been changed in some way.
	- Falcon Upper's Iframes start on frame one, the iframes are locked behind getting all powerstones AND this moves Iframes aren't even that good, only covering a few move properties so I felt this was a reasonable enough change.
	- Super Falcon Cannon now has some Iframes too it, prior there wasn't any reason to use this move. Super Falcon Arrow did more damage in combos, during launchers, you were much better off throwing an Item to get a Gem or using your basic aerial combo (Both of which do more damage than Super Falcon Cannon). And while you can now combo into it from normal Falcon Canon after the Trigger10 bugfix I added, Falcon Cannon isn't a move Falcon should be using without getting all the power stones due to how risky it is when you have much safer Anti-Air options. So giving it some Iframes makes it serve a niche normal Falcon has as a reward for getting meter.
	- Super Falcon Arrow has some Iframes simply to make sure the Pause plays, this should never be used as a reversal unless if it's a hard read or a back punish.
	- Power Drive Homing Missiles and Power Drive Hurricane Aura Iframes begin during the full startup. This prevents an audio bug while also rewarding Falcon for getting all 3 Power Stones.
Nerfs:
- None of Falcon's Attacks can be canceled out of landing lag anymore (This was changed since most of Falcons normals weren't landing lag cancellable while a few were)
- Mentioned in Bugfixes but noted here due to how insane this was: You can now hit Falcon out of all variations of Falcon Sniper. Two versions of Falcon Sniper made falcon unhittable until he lands. You could potentially be very trolly with this and this also just did not seem intentional at all so I gave these two moves reasonable hitboxes. The move is still a pretty good mix-up option overall
- Super Falcon Cannon is now considered and Air Move when Falcon does the attack which can make punishes against it a bit more harsher
- You can no longer jump cancel Falcon's launcher on guard
Other:
- New Custom AI
- Configuration File. Only settings at the moment are choosing how many power stones Falcon starts with and AI Level

Basic AI Summary:
Falcon Plays relatively risky when he's under 3 power stones, usually running in and mixing up his movements with back dashes and using an item throw every now and then and even throwing out his command grab sometimes. Falcon's Punish game under 3 bars is relatively mediocre without meter since he only really has his grab at the moment. When Falcon does manage to get 3 bars, he plays a bit safer and uses a lot of different combos. Falcon will not hesitate to punish when he can utilize his uppercut or one of his Power Drive Supers and will throw items a lot less but will still throw them out every now and then. Falcon Sniper is a move that's also used sometimes as a mixup and can sometimes bait other AI's into doing bad options against Falcon.

Move Explanations:

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Notable Buttons
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Grab
Command: c
Changes with Three Power Stones: None

Notes: Hold Back for the backwards variant, Direction is decided when the input is entered and not when the grab connects.
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Command Normals
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Straight Kick
Command: F+b
Changes with Three Power Stones: None

Notes: A serviceable poke that is pretty safe and extends pretty far while also being cancellable from light attacks. Main use is using this after a crouching light punch/kick, this will NOT combo from standing lights.
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Knee Lunge
Command: DF+b
Changes with Three Power Stones: None

Notes: A Decent Jump in Call-Out. You can combo into this after landing your launcher as an unoptimal combo. Also Cancellable from Light Attacks but this will whiff most of the time.
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Special Actions that don't really fit anywhere else
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Target Combo
Command: x > F+x > F+a > F+y > F+b
Changes with Three Power Stones: None

Notes: A Flashy Combo but that's really it, bad on guard and whiffs more time than not.
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Special Moves
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Item Throw - Barrel
Command: z
Changes with Three Power Stones: None

Notes: Falcon's Method to collect Power Stones. Power Stones only spawn if this move hits, you cannot spawn multiple power stones at a time. Even besides that though. This move is shockingly safe on guard and is a decent tool to throw out in neutral and can still be used even when you have all three power stones.
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Item Throw - Crate
Command: F+z
Changes with Three Power Stones: None

Notes: Same Properties of the Barrel except it goes a bit further at the cost of some more startup lag. If you're playing against him, you can tell which item Falcon is throwing as he makes a different sound for the Crate throw.
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Falcon Arrow
Command: QCF+x/y
Changes with Three Power Stones: None

Notes: One of your main Combo Enders/Guard Enders. Y version shows more use in combos while the X version is a better neutral tool and guard ender due to it's safety despite me nerfing both a bit.
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Falcon Cannon
Command: DP+x/y
Changes with Three Power Stones: Iframes on Startup

Notes: These two moves are quite risky anti-air's without gems, with gems however they're much better and safer punish tools on aerial Opponents, Y version is better on countering a grounded opponent while the X version is better for getting a quick punish on Aerial opponents. The Y version also has the unique property of being Falcon's only special that can be cancelled into a super.
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Falcon Sniper
Command: HCB+x/y
Changes with Three Power Stones: None

Notes: While a lot worse compared to before due to the nerfs I added. Falcon Sniper still remains as a very solid Mix-up Tool due to having three directions that differ quite a bit from each other. Y version has Falcon go towards the wall behind him while the X version has him go to the wall Infront of him.
On the Wall you normally go in diagonally downwards and you can hold down prior to go at a lower angle and holding forward just makes you go straight forward.
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Londo Breaker
Command: HCB+a/b
Changes with Three Power Stones: None

Notes: Basic Unguardable Command grabs that can connect on any grounded enemy even if they're in hitstun. Good to use after a jump in or as a close range mix-up. B version is a bit slower while having a bit more range. You can control what direction Falcon is facing when the move connects AND what horizontal direction Falcon will fly towards
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Londo Breaker (Aerial)
Command: HCB+b
Changes with Three Power Stones: None

Notes: Londo Breaker but in the Air. Very quick and is unguardable, a very good anti-air tool overall due to it's massive hitbox. Unlike it's grounded variation, it does not work in enemies in hitstun.
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Super Moves (Below 3 Power Stones)
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Super Falcon Arrow
Command: QCF+z
Bar Cost: 1 Bar

Notes: Your Basic Combo Ender that does excellent damage. It goes pretty far and Does pretty much everything you want out of a level 1 Combo Ender
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Super Falcon Cannon
Command: DP+z
Bar Cost: 1 Bar

Notes: DP Super, Does less damage than Super Falcon Arrow and has less horizontal range in return for being Falcon's reversal when he's under 3 stones. Careful as this move is VERY unsafe on Whiff or guard due to how floaty he is after the 2nd uppercut.
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Super Moves (With 3 Power Stones)
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Homing Missiles
Command: QCF+z
Bar Cost: 1 Bar

Notes: Jump and send out 8 missiles with alright homing. Not as good as Super Falcon Arrow when it comes to your amazing combo finisher. But makes up for it by being a decent neutral tool and even an Anti-Air due to the jump at the start
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Hurricane Aura
Command: DP+z
Bar Cost: 1 Bar

Notes: Straight Uppercut upwards with great Vertical and Horizontal reach, as it now this behind too making it an even better anti-air option. This move scoops any opponent caught in it upwards, finishing with a big hit that launches them away.
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Streak Dash
Command: QCB+z
Bar Cost: 3 Bars

Notes: Your reward for being able to get all 3 power stones AND being able to get 3 bars. This move does SO MUCH. It serves as a reversal, anti-air, combo finisher and so on while also doing great damage. A very rewarding and satisfying move to land.
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Things to Remember during Gameplay:
- Aerial Heavy Kick can be used for cross-ups.
- Item Toss can be cancelled into after connecting a normal, VERY important with his launcher as that's Falcon's most consistent way to get a power stone.
- You can cancel aerial heavy kick into aerial heavy punch. Important during Aerial Combos.
- Item Toss is still usable even after you have all 3 power stones.
- Falcon has some pretty useful mix-up tools. Falcon Sniper has a lot of versatility by being able to choose which wall to go to and what angle Falcon will go to. He also has his Unblockable command grab that you can use to catch an opponent by surprise.
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Update (8/16/24):
- AI Grab Cooldown time Added
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Credits:
Seanaltly - Creating Falcon
Poyochan - Enemy detection and velocity detectors
Inktrebutchet - Projectile Detection system
Stupa - Training Character for Frame data collection
Laharl - Pointing out the AI's grab bug
Time Modified and Soren Kisamora - Two swell dudes who have also patched SeanAltly Characters before which gave me the idea to patch Falcon
B_R1997, Reckty and Sergio P. - Great friends of mine that give me a lot of emotional support even on my worst days!
ThatMugenGuy - Suggesting AI patchers to take a look at SeanAltly's works