Editing Flaws in artificial intelligence

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As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].


While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will almost never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''.
While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''.


The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.

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