A simple AI Patch that's meant to make Kyon slightly stronger but to give his AI a different style.
This patch was mostly designed for AI vs AI matches.
Since my last patches I've actually learned a lot more about AI Patch and fighting games in general which helped me a lot when making this patch

Instructions:
- Extract all the files into Kyon's folder
- In select.def, put Kyon/KyonAI in the slot where you wish to have Kyon
- If you ever want to have the original back, remove /KyonAI

Update 1:
- Kyon will now play his advantage if you're on the ground by mixing up his jumps
- Chair Barrage will no longer be used after a grab, I thought it was true but it's character specific lol
- Fixed the spacing of the taniguti helper
- Fixed one of his Advanced chains
- Kyon won't dash if the enemy has a projectile out
- Crouch Light Combos into Crouch Medium are now more consistent on crouching opponents
- Stand Light to Stand Medium is more consistent on aerial opponents
- Added Syami as a new tool since when properly spaced, Kyon can avoid any attack because of his invincibility
Extremely important change:
- Fixed his AI activation helper which originally didn't work, now the AI should activate faster compared than before.

Update (5/29/23)
- New enemy control detection that's a lot more consistent and overall better than the old one
- Due to this I managed to incorporate Kyon's invincible uppercut into his AI pattern which can now punish extremely laggy attacks
- Kyon won't waste his "iteza" or "nano" hypers if the opponent is guarding (Mostly due to me at the time forgetting that states 150-155 are Hurt states)
- Minor changes to the Ink's reflection code (Now considers the appropriate duration of how long the reflector lasts)
Most important change
- His random code uses var(57). This was a small oversight I didn't see when I first released him

Update (8/1/23)
- New Walking Code
- Modifyed Recovering Randomness (Credits to Reckty who pointed out that sometimes not recovering is better)
- New Guarding Memory system built off of Poyomousy's (HUGE Credits for him for the base of the Guarding Memory system)
- Changed some of the combos the AI Does (Ex. Kyon won't use 5b on block anymore)

Update (2/9/26)
Whoo boy this is a big one, giving a decently sized update to my first AI Patch (of the new era on youtube). Whatever the case going back was quite a nostalgia trip... and me realizing how my coding was somehow even messier, like I at least have things split up into different categories today. Anyways this update does a lot of things from modernizing my code to how it is today, more combo variety, simul support, utilizing techniques I use today and so on and so fourth.

(Full, prolly forgot something) list of changes:
- Added Configuration File which has many things including easy access to AI Level and Auto AI changes.
- AI now uses Diet Bloodheat install.
- Variety put into combos.
- Added extra combos.
- Doesn't spam recover anymore.
- Utilizes anti-grab move.
- Improved Guarding.
- Uses 2c as an anti-air now
- And prolly many more I forgot.

New Config file contents:
- Auto AI
- AI Level
- Rate of Diet Bloodheat (Various Settings Depending on Power)
- Rate of using 2c in combos
- Rate of Jump cancelling Tonakoi into an advanced combo

Original Character: https://andersonkenya1shop.com/chars/kyon.html