Editing List of flaws in artificial intelligence (SSB4)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. 4]]'', present in both games up to the most recent version (1.1. | The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. 4]]'', present in both games up to the most recent version (1.1.6), unless otherwise stated. | ||
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES: | <!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES: | ||
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a CPU may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate. | 1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a CPU may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate. | ||
2. Suboptimal play by the CPU | 2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances. | ||
3. Per the previous guideline, a potential example must be behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs. | 3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs. | ||
4. Make sure to add the latest version in which the flaw occurs: if your game isn't updated to the | 4. Make sure to add the latest version in which the flaw occurs: if your game isn't updated to the currently latest version (1.1.3), you might want to check if the flaw was fixed in posterior versions, and add your version in which it occurred accordingly. Otherwise, always list the version as 1.1.3 with its correspondent Smash symbol. Since the AI is the same between both the 3DS and Wii U versions from 1.0.6 onward, always add {{GameIcon|ssb4}} unless it's a stage flaw, in which either {{GameIcon|ssb4-3}} or {{GameIcon|ssb4-u}} should be added if the stage is exclusive to one version.--> | ||
===General=== | ===General=== | ||
Line 13: | Line 13: | ||
! Category !! Description !! Character !! Latest version | ! Category !! Description !! Character !! Latest version | ||
|- | |- | ||
|rowspan= | |rowspan=8 align=center|Attack choices | ||
|When they get close to a foe after they roll, land from midair or finish another attack, CPUs will nearly always use a [[grab]], or occasionally a jab if the foe is not shielding, | |When they get close to a foe after they roll, land from midair or finish another attack, CPUs will nearly always use a [[grab]], or occasionally a jab if the foe is not shielding, becoming predictable. They even do this if the foe approaches them from behind, turning around before grabbing. | ||
*If the player constantly stays a safe distance away from the CPU, it will | *If the player constantly stays a safe distance away from the CPU, it will aggresively dash towards them and use a [[dash grab]], or stop the dash in close before using another attack, making its approach predictable. The CPU will dash grab even if the player goes airborne or moves a small distance away, missing it and becoming vulnerable. | ||
*CPUs additionally always [[pummel]] at least once when grabbing a foe, even with characters such as Ganondorf and Robin that have slow pummels | *CPUs additionally always [[pummel]] at least once when grabbing a foe, even with characters such as Ganondorf and Robin that have slow pummels. | ||
|All | |All | ||
|rowspan= | |rowspan=4|{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|CPUs | |When launched upwards, CPUs tend to fall down above the player and use a [[down aerial]] when in close range even if it can be easily shielded and punished, when landing safely away from the player would have been a better option. | ||
|All | |All | ||
|- | |- | ||
|Like in ''Melee'' and ''Brawl'', CPUs that launch a foe upwards will just wait for them on the ground to attack with up tilts and up smashes as they come near, rarely using other attacks or going airborne to chase them. The only exception are Mii Gunners, who will often jump and use their [[up aerial]] instead. | |||
|Like in ''Melee'' and ''Brawl'', CPUs that launch a foe upwards will just wait for them on the ground to attack with up tilts and up smashes as they come near, rarely using other attacks or going airborne to chase them. The only exception | |||
|All | |All | ||
|- | |- | ||
Line 37: | Line 33: | ||
|rowspan=4|{{GameIcon|ssb4-3}}1.0.4 | |rowspan=4|{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
|CPUs persistently try to use certain projectiles or special moves even when only one of them can be out at a time, or when a certain period of time must pass for the special to be used again; they will just use it again with no results, causing them to become vulnerable most of the time. These moves include [[Clown Cannon]], [[Mechakoopa]], Wario Bike, [[Banana Peel]], Robin's four special moves (of which {{b|Thunder|Robin}} and [[Arcfire]] suffer the most from this behavior), [[Robo Beam]], [[Gyro]], [[Pikmin Throw]] | |CPUs persistently try to use certain projectiles or special moves even when only one of them can be out at a time, or when a certain period of time must pass for the special to be used again; they will just use it again with no results, causing them to become vulnerable most of the time. These moves include [[Clown Cannon]], [[Mechakoopa]], Wario Bike, [[Banana Peel]], Robin's four special moves (of which {{b|Thunder|Robin}} and [[Arcfire]] suffer the most from this behavior), [[Robo Beam]], [[Gyro]], [[Pikmin Throw]] and [[Bonus Fruit]]. | ||
*When at a long distance from a player, a CPU may even stall in place trying to spam these moves, without trying to approach the player at all for a long while. | *When at a long distance from a player, a CPU may even stall in place trying to spam these moves, without trying to approach the player at all for a long while. | ||
|All | |All | ||
Line 49: | Line 45: | ||
|- | |- | ||
|rowspan=7 align=center|Shielding and Dodging | |rowspan=7 align=center|Shielding and Dodging | ||
|If a CPU | |If a CPU is not in lag when a nearby player has [[intangibility]] from a roll or sidestep, it will also [[roll]], taking the intangibility as a menace; if this is done repeatedly, the CPU will continously roll around, seemingly rolling in lockstep with the player, attacking only if the player is not intangible as the CPU's lag ends, instead of simply punishing them. This easily allows the player to bait the CPU and get followups. | ||
*CPUs also behave similarly when the player has invincibility via [[respawn]]ing or equipment. They will roll constantly even if the player just stays on the revival platform, doing so heedless of other hazards on stage. | *CPUs also behave similarly when the player has invincibility via [[respawn]]ing or equipment. They will roll constantly even if the player just stays on the revival platform, doing so heedless of other hazards on stage. | ||
|All | |All | ||
|rowspan=3|{{GameIcon|ssb4}}1.1. | |rowspan=3|{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|CPUs hold their shield against incoming attacks even if they have remarkable [[shield break]]ing potential (such as [[Hand Slap]], also notorious with items like the {{b|Hammer|item}} and [[Home-Run Bat]]) or are strengthened enough by [[equipment]] to do so, allowing the player to easily set up followups and KOs on them | |CPUs hold their shield against incoming attacks even if they have remarkable [[shield break]]ing potential (such as [[Hand Slap]], also notorious with items like the {{b|Hammer|item}} and [[Home-Run Bat]]) or are strengthened enough by [[equipment]] to do so, allowing the player to easily set up followups and KOs on them afterwards. | ||
|All | |All | ||
|- | |- | ||
|High-level CPUs always attempt to [[air dodge]] incoming attacks and grabs while airborne, even if doing so causes other dangers, such as [[landing lag]] if used right above a platform or self-destructing on stages like [[Jungle Japes]], where the air dodge's lag can cause them to fall in the water. Additionally, if the player repeatedly uses an attack that weakly sends the CPU over them, such as an up tilt for most characters, the CPU will air dodge the second attack after getting hit by the first one but will suffer landing lag | |High-level CPUs always attempt to [[air dodge]] incoming attacks and grabs while airborne, even if doing so causes other dangers, such as [[landing lag]] if used right above a platform or self-destructing on stages like [[Jungle Japes]], where the air dodge's lag can cause them to fall in the water. Additionally, if the player repeatedly uses an attack that weakly sends the CPU over them, such as an up tilt for most characters, the CPU will air dodge the second attack after getting hit by the first one, but will suffer landing lag afterwards, enabling the player to simply hit the CPU with the attack over again and rack up significant damage. | ||
|All | |All | ||
|- | |- | ||
Line 69: | Line 64: | ||
|rowspan=3|{{GameIcon|ssb4-3}}1.0.4 | |rowspan=3|{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
|When on a platform, CPUs shielding attacks from below will just hold their shields in place if attacked repeatedly or drop them to then shield the next attack again, not trying to roll or jump away until their shield is close to breaking. This allows them to be easily [[shield stab]]bed. | |When on a platform, CPUs shielding attacks from below will just hold their shields in place if attacked repeatedly, or drop them to then shield the next attack again, not trying to roll or jump away until their shield is close to breaking. This allows them to be easily [[shield stab]]bed. | ||
|All | |All | ||
|- | |- | ||
Line 77: | Line 72: | ||
|- | |- | ||
|rowspan= | |rowspan=20 align=center|Recovery | ||
|When recovering while above ground level, CPU Link and Toon Link at high levels will use their [[Boomerang]] even if that leaves them vulnerable against nearby edge guarders, or otherwise doesn't reach the foe at all. CPU Mario and Dr. Mario behave the same way with [[Fireball]]/[[Megavitamins]], as does CPU Pikachu with [[Thunder Jolt]]. | |When recovering while above ground level, CPU Link and Toon Link at high levels will use their [[Boomerang]] even if that leaves them vulnerable against nearby edge guarders, or otherwise doesn't reach the foe at all. CPU Mario and Dr. Mario behave the same way with [[Fireball]]/[[Megavitamins]], as does CPU Pikachu with [[Thunder Jolt]]. | ||
|{{Head|Link|g=SSB4|s=20px}} {{Head|Toon Link|g=SSB4|s=20px}} {{Head|Mario|g=SSB4|s=20px}} {{Head|Dr. Mario|g=SSB4|s=20px}} {{Head|Pikachu|g=SSB4|s=20px}} | |{{Head|Link|g=SSB4|s=20px}} {{Head|Toon Link|g=SSB4|s=20px}} {{Head|Mario|g=SSB4|s=20px}} {{Head|Dr. Mario|g=SSB4|s=20px}} {{Head|Pikachu|g=SSB4|s=20px}} | ||
|rowspan= | |rowspan=3|{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|When using their up specials during recovery while above ground level, CPU Fox and Falco will aim for nearby onstage foes instead of a safe ledge, leaving themselves easily punishable. | |When using their up specials during recovery while above ground level, CPU Fox and Falco will aim for nearby onstage foes instead of a safe ledge, leaving themselves easily punishable. | ||
*CPU Mii Swordfighter exhibits the same behavior with [[Skyward Slash Dash]], assuming the move is equipped. | *CPU Mii Swordfighter exhibits the same behavior with [[Skyward Slash Dash]], assuming the move is equipped. | ||
|{{Head|Fox|g=SSB4|s=20px}} {{Head|Falco|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}} | |{{Head|Fox|g=SSB4|s=20px}} {{Head|Falco|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}} | ||
|- | |- | ||
|CPU Palutena never uses [[Super Speed]] to recover, and won't try to attack after using [[Jump Glide]] even when onstage. CPU R.O.B. behaves similarly with [[Robo Burner]], not attacking or dodging after using it until landing or grabbing an edge. | |CPU Palutena never uses [[Super Speed]] to recover, and won't try to attack after using [[Jump Glide]] even when onstage. CPU R.O.B. behaves similarly with [[Robo Burner]], not attacking or dodging after using it until landing or grabbing an edge. | ||
Line 99: | Line 89: | ||
|CPU Pac-Man never uses [[Power Pellet]] to recover. | |CPU Pac-Man never uses [[Power Pellet]] to recover. | ||
|rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}} | |rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}} | ||
|{{GameIcon|ssb4}}1.1. | |{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|When using [[Pac-Jump]], CPU Pac-Man often doesn't bounce on the trampoline again unless a wall in front forces him to do so, causing him to be KO'd if the first bounce doesn't achieve enough distance for him to recover. | |When using [[Pac-Jump]], CPU Pac-Man often doesn't bounce on the trampoline again unless a wall in front forces him to do so, causing him to be KO'd if the first bounce doesn't achieve enough distance for him to recover. | ||
Line 106: | Line 96: | ||
|CPU Ryu never uses [[Focus Attack]] Dash Cancels to recover. | |CPU Ryu never uses [[Focus Attack]] Dash Cancels to recover. | ||
|{{Head|Ryu|g=SSB4|s=20px}} | |{{Head|Ryu|g=SSB4|s=20px}} | ||
|{{GameIcon|ssb4}}1.1. | |{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|When using [[Abandon Ship]], CPU Bowser Jr. never attacks with the hammer, instead air dodging | |When using [[Abandon Ship]], CPU Bowser Jr. never attacks with the hammer, instead air dodging continously when pursued until landing or grabbing an edge. | ||
|{{Head|Bowser Jr.|g=SSB4|s=20px}} | |{{Head|Bowser Jr.|g=SSB4|s=20px}} | ||
|rowspan=2|{{GameIcon|ssb4}}1.0.5 | |rowspan=2|{{GameIcon|ssb4}}1.0.5 | ||
Line 115: | Line 105: | ||
|{{Head|Mii Brawler|g=SSB4|s=20px}} | |{{Head|Mii Brawler|g=SSB4|s=20px}} | ||
|- | |- | ||
|CPU Luigi, Sheik | |CPU Luigi, Sheik and Zero Suit Samus never aid their recoveries with their respective [[down special]]s, causing them to fail their recoveries and get KO'd if their other recovery moves do not attain enough distance to get back onto the stage. | ||
|{{Head|Luigi|g=SSB4|s=20px}} {{Head|Sheik|g=SSB4|s=20px}} {{Head|Zero Suit Samus|g=SSB4|s=20px}} | |{{Head|Luigi|g=SSB4|s=20px}} {{Head|Sheik|g=SSB4|s=20px}} {{Head|Zero Suit Samus|g=SSB4|s=20px}} | ||
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | |{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | ||
Line 125: | Line 115: | ||
|Similar to the situation seen above, CPU Ness and Lucas always distance away from the stage edge to aim at it with PK Thunder 2 (or [[z-air]] in the case of Lucas), becoming extremely vulnerable to gimps. | |Similar to the situation seen above, CPU Ness and Lucas always distance away from the stage edge to aim at it with PK Thunder 2 (or [[z-air]] in the case of Lucas), becoming extremely vulnerable to gimps. | ||
|{{Head|Ness|g=SSB4|s=20px}} {{Head|Lucas|g=SSB4|s=20px}} | |{{Head|Ness|g=SSB4|s=20px}} {{Head|Lucas|g=SSB4|s=20px}} | ||
|{{GameIcon|ssb4}}1.1. | |{{GameIcon|ssb4}}1.1.3, {{GameIcon|ssb4-3}}: 1.0.5 onward | ||
|- | |- | ||
|CPUs never avoid or fight off [[edgeguard]]ers during their recovery, making them much easier to KO than human players. | |CPUs never avoid or fight off [[edgeguard]]ers during their recovery, making them much easier to KO than human players. | ||
Line 156: | Line 146: | ||
|- | |- | ||
|rowspan= | |rowspan=3 align=center|Other | ||
|When hit by Mega Man's [[up aerial]], CPUs often use a midair jump after taking its repeated hits, even if they end up being pushed by the tornado towards the upper blast line, getting KO'd earlier by the move. | |When hit by Mega Man's [[up aerial]], CPUs often use a midair jump after taking its repeated hits, even if they end up being pushed by the tornado towards the upper blast line, getting KO'd earlier by the move. | ||
|All | |All | ||
|rowspan= | |rowspan=3|{{GameIcon|ssb4}}1.1.3 | ||
|- | |- | ||
|When [[Shuriken of Light]] is repeatedly used against CPUs at a far distance (near to the point where the move gets maximum power), they will just hold their shield in place even if the attack doesn't reach them at all, holding it until it's close to breaking if the player doesn't | |When [[Shuriken of Light]] is repeatedly used against CPUs at a far distance (near to the point where the move gets maximum power), they will just hold their shield in place even if the attack doesn't reach them at all, holding it until it's close to breaking if the player doesn't cease fire, allowing the player to get easy shield stabs and breaks on them afterwards. In this situation, CPUs with reflectors will also rarely use them at all. | ||
*CPUs also exhibit this behavior against the custom moves [[Flamethrower#Customization|Fireball Cannon]] and [[Super Hoop#Customization|Jumbo Hoop]]. | *CPUs also exhibit this behavior against the custom moves [[Flamethrower#Customization|Fireball Cannon]] and [[Super Hoop#Customization|Jumbo Hoop]]. | ||
|All | |All | ||
Line 167: | Line 157: | ||
|CPUs still ignore when [[Team Attack]] is on, carelessly using powerful moves like [[smash attack]]s even if there are teammates with high damage near them, thus KOing them. When accidentally grabbing teammates, they will also still pummel and throw them. | |CPUs still ignore when [[Team Attack]] is on, carelessly using powerful moves like [[smash attack]]s even if there are teammates with high damage near them, thus KOing them. When accidentally grabbing teammates, they will also still pummel and throw them. | ||
|All | |All | ||
|- | |- | ||
|rowspan=7 align=center|[[List of flaws in artificial intelligence (SSBB)|Reminiscent of ''Brawl'']] | |||
|When launched a high distance, high-leveled CPUs will almost always [[air dodge]] after [[hitstun]] ends, very ocassionally jumping or using an aerial attack instead, which allows players to easily get followups on them. In this case, they will also never interrupt their air dodges with an action besides another dodge. | |||
*In this situation, CPUs may also air dodge continously until they land, without trying to counterattack pursuing players at all, and will still air dodge when close to the ground as well, becoming vulnerable due to the landing lag. | |||
|rowspan= | |||
|When launched a high distance, high-leveled CPUs will almost always [[air dodge]] after [[hitstun]] ends, very | |||
*In this situation, CPUs may also air dodge | |||
|All | |All | ||
|rowspan= | |rowspan=7|{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
|When grabbing | |When grabbing edges, CPUs frequently choose to jump from them instead of using other options, ignoring players that may punish them. | ||
|All | |All | ||
|- | |- | ||
|During the period a player has | |During the period a player has respawn invincibility, CPUs will still jump onto a nearby platform, and flee to others when the player pursues them, without attempting to dodge their attacks. | ||
|All | |All | ||
|- | |- | ||
Line 186: | Line 174: | ||
|{{Head|Samus|g=SSB4|s=20px}} {{Head|Robin|g=SSB4|s=20px}} {{Head|Lucario|g=SSB4|s=20px}} {{Head|Wii Fit Trainer|g=SSB4|s=20px}} {{Head|Pac-Man|g=SSB4|s=20px}} {{Head|Mii Gunner|g=SSB4|s=20px}} | |{{Head|Samus|g=SSB4|s=20px}} {{Head|Robin|g=SSB4|s=20px}} {{Head|Lucario|g=SSB4|s=20px}} {{Head|Wii Fit Trainer|g=SSB4|s=20px}} {{Head|Pac-Man|g=SSB4|s=20px}} {{Head|Mii Gunner|g=SSB4|s=20px}} | ||
|- | |- | ||
|CPU Kirby often uses his forward aerial after a midair jump to attack | |CPU Kirby often uses his forward aerial after a midair jump to attack edgeguarders during his recovery, regardless of his level, which, while making him harder to gimp, is a very predictable and stoppable process as the CPU will never attempt to act differently. | ||
|{{Head|Kirby|g=SSB4|s=20px}} | |{{Head|Kirby|g=SSB4|s=20px}} | ||
|- | |- | ||
Line 194: | Line 182: | ||
|CPUs with a [[Gooey Bomb]] or Crash Bomber stuck to them constantly shield and dodge until they wear off or explode, ignoring nearby players in the process. | |CPUs with a [[Gooey Bomb]] or Crash Bomber stuck to them constantly shield and dodge until they wear off or explode, ignoring nearby players in the process. | ||
|All | |All | ||
|} | |} | ||
===Character | ===Character Specific=== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
Line 205: | Line 192: | ||
|{{Head|Mario|g=SSB4|s=20px}}{{Head|Dr. Mario|g=SSB4|s=20px}} | |{{Head|Mario|g=SSB4|s=20px}}{{Head|Dr. Mario|g=SSB4|s=20px}} | ||
|CPU Mario and Dr. Mario tend to use [[Cape]]/Super Sheet after a jump instead of their superior aerial attacks, leaving themselves open to punishes if predicted correctly. | |CPU Mario and Dr. Mario tend to use [[Cape]]/Super Sheet after a jump instead of their superior aerial attacks, leaving themselves open to punishes if predicted correctly. | ||
|rowspan=3|{{GameIcon| | |rowspan=3|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
Line 213: | Line 200: | ||
|{{Head|Peach|g=SSB4|s=20px}} | |{{Head|Peach|g=SSB4|s=20px}} | ||
|When [[float]]ing towards the player, CPU Peach will never cancel the float to air dodge incoming attacks; as she often floats to approach from the ground, this can be easily exploited to fatally KO | |When [[float]]ing towards the player, CPU Peach will never cancel the float to air dodge incoming attacks; as she often floats to approach from the ground or edgeguard, this can be easily exploited to fatally KO her. | ||
|- | |- | ||
|{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Wario|g=SSB4|s=20px}}{{Head|Robin|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|King Dedede|g=SSB4|s=20px}}{{Head|Lucario|g=SSB4|s=20px}}{{Head|Mewtwo|g=SSB4|s=20px}} | |{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Wario|g=SSB4|s=20px}}{{Head|Robin|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|King Dedede|g=SSB4|s=20px}}{{Head|Lucario|g=SSB4|s=20px}} {{Head|Mewtwo|g=SSB4|s=20px}} | ||
|The CPUs characters shown left use their grab special moves ([[Flying Slam]], [[Egg Lay]], [[Chomp]], [[Nosferatu]], [[Inhale]], [[Force Palm]] and [[Confusion]] respectively) almost as much as their grab, and in the same instances, leaving themselves open to attacks if they miss (since they are usually laggier than regular grabs). | |The CPUs characters shown left use their grab special moves ([[Flying Slam]], [[Egg Lay]], [[Chomp]], [[Nosferatu]], [[Inhale]], [[Force Palm]] and [[Confusion]] respectively) almost as much as their grab, and in the same instances, leaving themselves open to attacks if they miss (since they are usually laggier than regular grabs). | ||
|{{GameIcon| | |{{GameIcon|g=SSB4|s=20px}}1.1.3, {{GameIcon|ssb4-3}}: 1.0.5 onward | ||
|- | |- | ||
|{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}}{{Head|Mii Swordfighter | |{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}}{{Head|Mii Swordfighter|g=SSB4|s=20px}} | ||
|When above the player in midair, the CPUs shown left (especially Captain Falcon and Ganondorf) often use their [[stall-then-fall]] specials ([[Bowser Bomb]], [[Yoshi Bomb]], [[Stone]], Falcon Kick, Wizard's Foot | |When above the player in midair, the CPUs shown left (especially Captain Falcon and Ganondorf) often use their [[stall-then-fall]] specials ([[Bowser Bomb]], [[Yoshi Bomb]], [[Stone]], Falcon Kick, Wizard's Foot and Power Thrust respectively), even if these can be easily shielded and punished. | ||
|{{GameIcon| | |{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|rowspan=2|{{Head|Rosalina|g=SSB4|s=20px}} | |rowspan=2|{{Head|Rosalina|g=SSB4|s=20px}} | ||
|CPU Rosalina tends to use her [[forward air|forward]] or [[back air]] as hitstun ends upon being launched far, even if no foes are close to her or Luma, allowing the player to hit her out of the moves' endlag and potentially get followups and KOs. | |CPU Rosalina tends to use her [[forward air|forward]] or [[back air]] as hitstun ends upon being launched far, even if no foes are close to her or Luma, allowing the player to hit her out of the moves' endlag and potentially get followups and KOs. | ||
|{{GameIcon| | |{{GameIcon|g=SSB4|s=20px}}1.1.3, {{GameIcon|ssb4-3}}: 1.0.5 onward | ||
|- | |- | ||
|CPU Rosalina will never intentionally attempt to make Luma attack projected away from her upon using [[Luma Shot]], only calling | |CPU Rosalina will never intentionally attempt to make Luma attack projected away from her upon using [[Luma Shot]], only calling him back to use the move over again, causing him to be easily KO'd by foes. | ||
*She will also persistently try to call Luma back even when | *She will also persistently try to call Luma back even when he's stunned from an attack (period during which he cannot be called back), leaving herself open to enemy attacks. | ||
|{{GameIcon|ssb4-3}}1.0.4 | |{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
Line 238: | Line 224: | ||
|{{Head|Bowser Jr.|g=SSB4|s=20px}} | |{{Head|Bowser Jr.|g=SSB4|s=20px}} | ||
|CPU Bowser Jr. spams [[Clown Kart Dash]] when at far distances from the player. | |CPU Bowser Jr. spams [[Clown Kart Dash]] when at far distances from the player. | ||
|{{GameIcon|g=SSB4|s=20px}}1.1.3 (1.0.6 onward) | |||
|{{GameIcon| | |||
|- | |- | ||
Line 245: | Line 230: | ||
|CPU Wario often uses Wario Bike when at far distances from the player. | |CPU Wario often uses Wario Bike when at far distances from the player. | ||
*He additionally most of the time turns around as he gets close to the foe, even if that causes him to not hit at all, and also attempts to use the move even if his Bike is onstage and away from him, initiating his "searching around" animation and failing to do so. | *He additionally most of the time turns around as he gets close to the foe, even if that causes him to not hit at all, and also attempts to use the move even if his Bike is onstage and away from him, initiating his "searching around" animation and failing to do so. | ||
|rowspan=2|{{GameIcon| | |rowspan=2|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|{{Head|Donkey Kong|g=SSB4|s=20px}} | |{{Head|Donkey Kong|g=SSB4|s=20px}} | ||
|When grabbing a foe, CPU Donkey Kong | |When grabbing a foe, CPU Donkey Kong always uses his cargo up throw, never using his many other throws; he will only use his cargo down throw when grabbing foes near an edge. | ||
*He also often | *He also often uses the throw instantly, never moving around and not [[pummel]]ing the foe until very high percentages. | ||
|- | |- | ||
|{{Head|Diddy Kong|g=SSB4|s=20px}} | |{{Head|Diddy Kong|g=SSB4|s=20px}} | ||
|CPU Diddy Kong never attempts to pick up his [[Banana Peel]]s, even when he intentionally spawns them. | |CPU Diddy Kong never attempts to pick up his [[Banana Peel]]s, even when he intentionally spawns them. | ||
|{{GameIcon | |{{GameIcon|g=SSB4|s=20px}}1.1.0 | ||
|- | |- | ||
|{{Head|Sheik|g=SSB4|s=20px}} | |{{Head|Sheik|g=SSB4|s=20px}} | ||
|CPU Sheik tends to use [[Burst Grenade]] when distanced away from the player (like she does with [[Needle Storm]]) and hold it even after the player gets close, allowing them to unleash a powerful attack on her. | |CPU Sheik tends to use [[Burst Grenade]] when distanced away from the player (like she does with [[Needle Storm]]) and hold it even after the player gets close, allowing them to unleash a powerful attack on her. | ||
|rowspan=2|{{GameIcon| | |rowspan=2|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
Line 279: | Line 259: | ||
|rowspan=2|{{Head|Zero Suit Samus|g=SSB4|s=20px}} | |rowspan=2|{{Head|Zero Suit Samus|g=SSB4|s=20px}} | ||
|CPU Zero Suit Samus tends to use [[Flip Jump]] when at a medium distance from the player, often failing to hit with it. | |CPU Zero Suit Samus tends to use [[Flip Jump]] when at a medium distance from the player, often failing to hit with it. | ||
|rowspan= | |rowspan=4|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|She also tends to use [[Plasma Whip]] against players near the move's maximum range. | |She also tends to use [[Plasma Whip]] against players near the move's maximum range. | ||
|- | |- | ||
Line 295: | Line 271: | ||
|CPU Marth and Lucina tend to spam [[Dancing Blade]] to attack the player at close distances. | |CPU Marth and Lucina tend to spam [[Dancing Blade]] to attack the player at close distances. | ||
|- | |- | ||
|CPU Lucina almost always tries to combo her down throw into [[Dolphin Slash]], even when this often proves to be a poor attempt at doing so, | |CPU Lucina almost always tries to combo her down throw into [[Dolphin Slash]], even when this often proves to be a poor attempt at doing so, being easily avoidable by [[DI]]ing away and leaving her vulnerable afterwards. | ||
|{{GameIcon|ssb4-3}}1.0.4 | |{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
Line 302: | Line 278: | ||
|The CPUs shown left (most notably Little Mac and Shulk) constantly use their [[counterattack]]s against the player if they use a powerful attack (such as an aerial or smash) near them, even if it doesn't hit the CPUs, leaving themselves open to baits and punishes. | |The CPUs shown left (most notably Little Mac and Shulk) constantly use their [[counterattack]]s against the player if they use a powerful attack (such as an aerial or smash) near them, even if it doesn't hit the CPUs, leaving themselves open to baits and punishes. | ||
*They sometimes also randomly use them after launching an attack or near the edge of the stage against recovering foes, even if they don't attack at all. | *They sometimes also randomly use them after launching an attack or near the edge of the stage against recovering foes, even if they don't attack at all. | ||
|rowspan=14|{{GameIcon| | |rowspan=14|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
Line 314: | Line 290: | ||
|{{Head|Kirby|g=SSB4|s=20px}} | |{{Head|Kirby|g=SSB4|s=20px}} | ||
|CPU Kirby tends to incorrectly use copy abilities like [[PK Flash]] and [[Warlock Punch]] that aren't [[camp]]able projectiles, which he uses even against foes out of the moves' range, or [[Monado Arts]], which he uses at | |CPU Kirby tends to incorrectly use copy abilities like [[PK Flash]] and [[Warlock Punch]] that aren't [[camp]]able projectiles, which he uses even against foes out of the moves' range, or [[Monado Arts]], which he uses at inappropiate moments (such as using Shield or Smash at low percentages). | ||
|- | |- | ||
Line 337: | Line 313: | ||
|- | |- | ||
|rowspan= | |rowspan=3|{{Head|Jigglypuff|g=SSB4|s=20px}} | ||
|CPU Jigglypuff almost always attacks with [[Rollout]] when at far distances, and turns around as it is near the foe to hit on the way back rather than immediately, making it easily punishable. | |CPU Jigglypuff almost always attacks with [[Rollout]] when at far distances, and turns around as it is near the foe to hit on the way back rather than immediately, making it easily punishable. | ||
|- | |- | ||
|CPU Jigglypuff never uses [[Rest]] | |CPU Jigglypuff almost never uses [[Rest]], missing the opportunity to use it when in close range to a foe. Though, even level 1 CPUs will now use it very rarely. | ||
|- | |||
|Sometimes when using Rollout, CPU Jigglypuff will roll completely off the stage and not stop until it self-destructs, even at high levels. | |||
|- | |- | ||
Line 352: | Line 329: | ||
*They additionally use it even if there are platforms above them, causing the beam to vanish and interrupting the attack. | *They additionally use it even if there are platforms above them, causing the beam to vanish and interrupting the attack. | ||
|- | |- | ||
|When using PK Flash, CPU Ness always charges the move to nearly its maximum against grounded opponents, no matter how close they are to him, allowing them to punish him with powerful attacks | |When using PK Flash, CPU Ness always charges the move to nearly its maximum against grounded opponents, no matter how close they are to him, allowing them to punish him with powerful attacks like charged smashes. | ||
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | |{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | ||
|- | |- | ||
|rowspan=2|{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}} | |rowspan=2|{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}} | ||
|CPU Captain Falcon and Ganondorf | |CPU Captain Falcon and Ganondorf often use [[Falcon Kick]]/[[Wizard's Foot]] at far distances from the player. | ||
|rowspan=2|{{GameIcon| | |rowspan=2|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|They additionally tend to use [[Raptor Boost]]/[[Flame Choke]] against foes near the moves' maximum range. | |They additionally tend to use [[Raptor Boost]]/[[Flame Choke]] against foes near the moves' maximum range. | ||
Line 364: | Line 341: | ||
|{{Head|Villager|g=SSB4|s=20px}} | |{{Head|Villager|g=SSB4|s=20px}} | ||
|CPU Villager rarely performs [[Timber]] properly, failing to detect where he planted the sapling or tree to initiate the next phases of the move, and occasionally even attacking his own tree (instead of using the | |CPU Villager rarely performs [[Timber]] properly, failing to detect where he planted the sapling or tree to initiate the next phases of the move, and occasionally even attacking his own tree (instead of using the axe) when it grows. | ||
|{{GameIcon|ssb4-3}}1.0.4 | |{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
Line 370: | Line 347: | ||
|{{Head|Olimar|g=SSB4|s=20px}} | |{{Head|Olimar|g=SSB4|s=20px}} | ||
|If the player doesn't approach, CPU Olimar will often persistently use [[Pikmin Throw]] in place even after having thrown all possible Pikmin. | |If the player doesn't approach, CPU Olimar will often persistently use [[Pikmin Throw]] in place even after having thrown all possible Pikmin. | ||
|{{GameIcon| | |{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|{{Head|Wii Fit Trainer|g=SSB4|s=20px}} | |{{Head|Wii Fit Trainer|g=SSB4|s=20px}} | ||
|CPU Wii Fit Trainer using [[Deep Breathing]] never attempts to end the move earlier, and may use it repeatedly even though it becomes slower | |CPU Wii Fit Trainer using [[Deep Breathing]] never attempts to end the move earlier, and may use it repeatedly even though it becomes slower per use, allowing players to easily punish them with powerful attacks like charged smashes. | ||
|{{GameIcon|ssb4-3}}1.0.4 | |{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
|rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}} | |rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}} | ||
|If the player and a CPU Pac-Man are in opposite sides of a stage, he will try to summon a [[Bonus Fruit]] even if there is already one | |If the player and a CPU Pac-Man are in opposite sides of a stage, he will try to summon a [[Bonus Fruit]] even if there is already one onstage and it is picked up by the player, resulting in him persistently using the move in place with no effect, often for prolonged amounts of time. | ||
|rowspan= | |rowspan=12|{{GameIcon|g=SSB4|s=20px}}1.1.3 | ||
|- | |- | ||
|CPU Pac-Man often uses [[Fire Hydrant]] when above the player, even if there is a platform below him. | |CPU Pac-Man often uses [[Fire Hydrant]] when above the player, even if there is a platform below him. | ||
Line 388: | Line 365: | ||
|CPU Sonic spams [[Spin Charge]] to approach from far distances. | |CPU Sonic spams [[Spin Charge]] to approach from far distances. | ||
|- | |- | ||
|CPU Sonic always uses [[Homing Attack]] after using his [[up throw]] against a player, which is too slow to hit them before they are able to dodge in comparison to Sonic's other, more reliable followups | |CPU Sonic always uses [[Homing Attack]] after using his [[up throw]] against a player, which is too slow to hit them before they are able to dodge in comparison to Sonic's other, more reliable followups. | ||
|- | |- | ||
|{{Head|Mewtwo|g=SSB4|s=20px}} | |{{Head|Mewtwo|g=SSB4|s=20px}} | ||
|After being launched upwards, CPU Mewtwo will sometimes [[Teleport]] diagonally down as it falls even if not attacked, leaving it highly vulnerable | |After being launched upwards, CPU Mewtwo will sometimes [[Teleport]] diagonally down as it falls even if not attacked, leaving it highly vulnerable afterwards. | ||
*It will even do this near edges on some stages, causing it to self-destruct. Mewtwo additionally uses Teleport instead of a roll in some | *It will even do this near edges on some stages, causing it to self-destruct. Mewtwo additionally uses Teleport instead of a roll in some ocassions to dodge certain special moves such as Kirby's Stone, often self-destructing when doing this near an edge. | ||
|- | |- | ||
Line 399: | Line 376: | ||
|CPU Cloud always cancels [[Limit Charge]] with a roll or shield drop, instead of going for a faster option like canceling it with an attack. | |CPU Cloud always cancels [[Limit Charge]] with a roll or shield drop, instead of going for a faster option like canceling it with an attack. | ||
|- | |- | ||
|CPU Cloud will still often use [[Blade Beam]] from long distances upon acquiring Limit Break, using it on | |CPU Cloud will still often use [[Blade Beam]] from long distances upon acquiring Limit Break, using it on said move instead of saving it up for a stronger one like Finishing Touch. | ||
|- | |- | ||
|If the player holds their crouch a long distance away from CPU Cloud, it will take them a long time to get close and hit the opponent. | |If the player holds their crouch a long distance away from CPU Cloud, it will take them a long time to get close and hit the opponent. | ||
|- | |- | ||
Line 414: | Line 385: | ||
*If they have [[Onslaught]] equipped instead, they often use it against foes near the move's maximum range. | *If they have [[Onslaught]] equipped instead, they often use it against foes near the move's maximum range. | ||
|- | |- | ||
|After down throw, CPU Mii Brawler | |After down throw, CPU Mii Brawler tend to not jump before using Helicopter Kick, thus missing with the move and becoming vulnerable. | ||
|- | |- | ||
Line 424: | Line 395: | ||
|{{Head|Mii Gunner|g=SSB4|s=20px}} | |{{Head|Mii Gunner|g=SSB4|s=20px}} | ||
|CPU Mii Gunner never fires [[Laser Blaze]] | |CPU Mii Gunner never fires [[Laser Blaze]] continously, always shooting once at a time. | ||
|} | |- | ||
|{{Head|Charizard|g=SSB4|s=20px}} | |||
|CPU Charizard sometimes does not do his basic down throw, forward attack combo; standing still and making himself vulnerable (counts for amiibos as well). | |||
|-} | |||
===Item Related=== | |||
While the CPUs in ''Smash 4'' appear to understand items better than those in both ''Melee'' and ''Brawl'', they still exhibit flaws when approaching or using certain ones: | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! width=8%|Item !! width=86%|Description !! width=6%|Latest version | ! width=8%|Item !! width=86%|Description !! width=6%|Latest version | ||
|- | |- | ||
| Explosives || Like in ''Brawl'', CPUs throw explosives such as [[Deku Nut]]s and [[Smart Bomb]]s against foes too close to them even if that causes them to get caught in the explosions that follow, self-destructing in the process (especially with [[Bob-omb]]s). | | Explosives || Like in ''Brawl'', CPUs throw explosives such as [[Deku Nut]]s and [[Smart Bomb]]s against foes too close to them even if that causes them to get caught in the explosions that follow, self-destructing in the process (especially with [[Bob-omb]]s). || rowspan=9|{{GameIcon|ssb4}}1.1.3 | ||
|rowspan=9|{{GameIcon|ssb4}}1.1. | |||
|- | |- | ||
| [[File:BeehiveIconSSB4.png|32px|link=Beehive]] [[File:CuccoIconSSB4.png|32px|link=Cucco]] || CPUs often inadvertently attack Cuccos and Beehives in an attempt to attack other players. | | [[File:BeehiveIconSSB4.png|32px|link=Beehive]] [[File:CuccoIconSSB4.png|32px|link=Cucco]] || CPUs often inadvertently attack Cuccos and Beehives in an attempt to attack other players. | ||
|- | |- | ||
| [[File:HammerIconSSB4.png|32px|link=Hammer (item)]] [[File:GoldenHammerIconSSB4.png|32px|link=Golden Hammer]] || CPUs still exhibit most flaws from ''Brawl'' when using the | | [[File:HammerIconSSB4.png|32px|link=Hammer (item)]] [[File:GoldenHammerIconSSB4.png|32px|link=Golden Hammer]] || CPUs still exhibit most flaws from ''Brawl'' when using the Hammer. | ||
|- | |- | ||
| [[File:FranklinBadgeIconSSB4.png|32px|link=Franklin Badge]] || CPUs do not recognize Franklin Badges, and often use projectiles (including fully charged ones) on players who are wearing them, even though this may prove to be fatal. | | [[File:FranklinBadgeIconSSB4.png|32px|link=Franklin Badge]] || CPUs do not recognize Franklin Badges, and often use projectiles (including fully charged ones) on players who are wearing them, even though this may prove to be fatal. | ||
|- | |- | ||
| [[File:BumperIconSSB4.png|32px|link=Bumper]] [[File:MotionSensorBombIconSSB4.png|32px|link=Motion-Sensor Bomb]] [[File:UniraIconSSB4.png|32px|link=Unira]] || While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem with Motion-Sensor Bombs, Uniras and Bumpers. If one is activated between the thrower and a CPU, it will repeatedly walk up to it, only to back up at the last second (either by jumping | | [[File:BumperIconSSB4.png|32px|link=Bumper]] [[File:MotionSensorBombIconSSB4.png|32px|link=Motion-Sensor Bomb]] [[File:UniraIconSSB4.png|32px|link=Unira]] || While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem with Motion-Sensor Bombs, Uniras and Bumpers. If one is activated between the thrower and a CPU, it will repeatedly walk up to it, only to back up at the last second (either by jumping backwards, rolling, or sidestepping) and occasionally use a random attack, rarely managing to jump over it unless there are other CPUs at the same side. | ||
*If these items are activated close to a CPU and the player goes to its other side, the CPU may also roll straight into them trying to dodge them. | *If these items are activated close to a CPU and the player goes to its other side, the CPU may also roll straight into them trying to dodge them. | ||
|- | |- | ||
| [[File:BackShieldIconSSB4.png|32px|link=Back Shield]] || If a CPU is cornered near the edge of a stage by a player facing away from them while wearing a Back Shield, the CPU may continuously attack the shield or roll | | [[File:BackShieldIconSSB4.png|32px|link=Back Shield]] || If a CPU is cornered near the edge of a stage by a player facing away from them while wearing a Back Shield, the CPU may continuously attack the shield or roll backwards rather than trying another option such as jumping over the player. | ||
|- | |- | ||
| [[File:PoisonMushroomIconSSB4.png|32px|link=Poison Mushroom]] || CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage. | | [[File:PoisonMushroomIconSSB4.png|32px|link=Poison Mushroom]] || CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage. | ||
|- | |- | ||
| rowspan=2|[[File:SmashBallIconSSB4.png|32px|link=Smash Ball]] || When a player near them has partial intangibility from a dodge, CPU Bowser, Little Mac | | rowspan=2|[[File:SmashBallIconSSB4.png|32px|link=Smash Ball]] || When a player near them has partial intangibility from a dodge, CPU Bowser, Little Mac and Lucario still roll during their Final Smashes to "avoid" them instead of attacking them, despite becoming invincible to knockback, allowing the player to easily stall them out until the Final Smashes wear off. | ||
|- | |- | ||
| After using [[Shadow Mario Paint]], CPU Bowser Jr. will repeatedly spam Clown Cannon (without charging it) in place until it wears off, regardless of his level. | | After using [[Shadow Mario Paint]], CPU Bowser Jr. will repeatedly spam Clown Cannon (without charging it) in place until it wears off, regardless of his level. | ||
Line 456: | Line 430: | ||
| [[File:OreClubIconSSB4.png|40px|link=Ore Club]] || CPUs won't use the Ore Club correctly; when holding it, they often stand in place and use its [[forward tilt]] repeatedly as if expecting this to produce a projectile, even though a forward smash must be used to do this. They also do this with most other battering items, persistently using jabs and forward tilts with them even if the foe is not in range. || {{GameIcon|ssb4-3}}1.0.4 | | [[File:OreClubIconSSB4.png|40px|link=Ore Club]] || CPUs won't use the Ore Club correctly; when holding it, they often stand in place and use its [[forward tilt]] repeatedly as if expecting this to produce a projectile, even though a forward smash must be used to do this. They also do this with most other battering items, persistently using jabs and forward tilts with them even if the foe is not in range. || {{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
| | | ... || Though they never intentionally do this, CPUs may occasionally pick up CDs, Trophies, and Custom Parts off the stage when they're surrounded by other items, preventing the player from being rewarded with them at the end of the match. || {{GameIcon|ssb4}}1.1.6 | ||
|{{GameIcon|ssb4}}1.1. | |||
|- | |- | ||
| | | ... || CPUs have a habit of walking into activated [[Hocotate Bomb]]s, which often leads to them getting lifted off the ground with them and getting [[Star KO]]'d. || {{GameIcon|ssb4}}1.1.6 | ||
|} | |} | ||
===Stage | ===Stage Related=== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! Stage !! Description !! Latest version | ! Stage !! Description !! Latest version | ||
|- | |- | ||
| [[File:SSB4UTheGreatCaveOffensive.jpg|128px|link=The Great Cave Offensive]] || On The Great Cave Offensive, CPUs will still jump to use aerials or try to reach higher-placed foes even if below a low ceiling with [[Danger Zone]]s, receiving avoidable damage and eventually self-destructing if they are above 100%. || rowspan=4|{{GameIcon|ssb4-u}}1.1. | | [[File:SSB4UTheGreatCaveOffensive.jpg|128px|link=The Great Cave Offensive]] || On The Great Cave Offensive, CPUs will still jump to use aerials or try to reach higher-placed foes even if below a low ceiling with [[Danger Zone]]s, receiving avoidable damage and eventually self-destructing if they are above 100%. || rowspan=4|{{GameIcon|ssb4-u}}1.1.3 | ||
|- | |- | ||
| [[File:SSB4UJungleHijinxs.jpg|128px|link=Jungle Hijinxs]] || On Jungle Hijinxs, CPUs exhibit numerous behavioral oddities: | | [[File:SSB4UJungleHijinxs.jpg|128px|link=Jungle Hijinxs]] || On Jungle Hijinxs, CPUs exhibit numerous behavioral oddities: | ||
Line 474: | Line 447: | ||
*Additionally, they do not normally wait for the appropriate amount of time after launching from a barrel cannon, and thus enter other cannons while on fire, potentially self-destructing. | *Additionally, they do not normally wait for the appropriate amount of time after launching from a barrel cannon, and thus enter other cannons while on fire, potentially self-destructing. | ||
|- | |- | ||
| [[File:PalutenasTempleWiiUFull.png|128px|link=Palutena's Temple]] || CPUs have a difficult time chasing opponents on the moving platform above the stage, often hitting themselves with the spikes below it or failing to get on it at all. CPU {{SSB4|Little Mac}}s | | [[File:PalutenasTempleWiiUFull.png|128px|link=Palutena's Temple]] || CPUs have a difficult time chasing opponents on the moving platform above the stage, often hitting themselves with the spikes below it or failing to get on it at all. CPU {{SSB4|Little Mac}}s in particular have a very hard time chasing their opponents on this stage without self-destructing. | ||
|- | |- | ||
| [[File:Windy Hill press image.jpg|128px|link=Windy Hill Zone]] || On Windy Hill Zone, when knocked off the edges, CPUs will often delay their recoveries even if that causes them to hit the rotating springs, usually getting KO'd in the process. Their tendency to do this does not change even if they bounce to the side instead, as they will once again not recover soon enough, which effectively KOs them seeing how low the springs are positioned. | | [[File:Windy Hill press image.jpg|128px|link=Windy Hill Zone]] || On Windy Hill Zone, when knocked off the edges, CPUs will often delay their recoveries even if that causes them to hit the rotating springs, usually getting KO'd in the process. Their tendency to do this does not change even if they bounce to the side instead, as they will once again not recover soon enough, which effectively KOs them seeing how low the springs are positioned. | ||
|- | |- | ||
| [[File:SSB4UDelfinoPlaza.png|128px|link=Delfino Plaza]] || On Delfino Plaza and stages with a similar layout, CPUs will usually aim their recoveries below the main platform instead of aiming for the ledges (thus requiring less height to recover), causing them to get KO'd if their recovery moves do not grant enough distance to propel them above the platform when they could have given enough distance for them to grab the ledges instead. || {{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | | [[File:SSB4UDelfinoPlaza.png|128px|link=Delfino Plaza]] || On Delfino Plaza and stages with a similar layout, CPUs will usually aim their recoveries below the main platform instead of aiming for the ledges (thus requiring less height to recover), causing them to get KO'd if their recovery moves do not grant enough distance to propel them above the platform, when they could have given enough distance for them to grab the ledges instead. || {{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2 | ||
|- | |- | ||
| [[File:SSB4 Corneria.JPG|128px|link=Corneria]] || On Corneria, CPUs will attempt to grab items even if they fall onto the Great Fox's laser blaster, often not being able to make it back onto the ship's deck | | [[File:SSB4 Corneria.JPG|128px|link=Corneria]] || On Corneria, CPUs will attempt to grab items even if they fall onto the Great Fox's laser blaster, often not being able to make it back onto the ship's deck afterwards (repeatedly jumping in place or off the gun only to get back onto it), forcing them to stay put until they are inevitably blasted offscreen. || rowspan=3|{{GameIcon|ssb4-3}}1.0.4 | ||
|- | |- | ||
| [[File:SSB4 Paper Mario.JPG|128px|link=Paper Mario]] || In the third section of Paper Mario, CPUs who are standing on the Bowser | | [[File:SSB4 Paper Mario.JPG|128px|link=Paper Mario]] || In the third section of Paper Mario, CPUs who are standing on the Bowser head won't pay attention to when the head rotates, often focusing on fighting anyone else who may be on there too, rather than maintaining their footing, often resulting in them falling off and not making it back to the stage. | ||
|- | |- | ||
| [[File:SSB4 Mushroomy Kingdom.jpg|128px|link=Mushroomy Kingdom]] || CPUs would constantly try to break the blocks on the stage, often spamming aerials or forward smashes, with the latter having no use on the blocks. | | [[File:SSB4 Mushroomy Kingdom.jpg|128px|link=Mushroomy Kingdom]] || CPUs would constantly try to break the blocks on the stage, often spamming aerials or forward smashes, with the latter having no use on the blocks. | ||
|} | |} | ||
==Update | ==Update History== | ||
'''{{GameIcon|ssb4-3ds}} 1.0.5''' | '''{{GameIcon|ssb4-3ds}} 1.0.5''' | ||
*AI is matched to that of {{forwiiu}} | *AI is matched to that of {{forwiiu}} significantly improving it. In addition, some other changes were made: | ||
**CPUs now instantly shoot to the ledge of the stage with their up special when underneath it, preventing them from self-destructing in an attempt to dodge attacks while recovering. | **CPUs now instantly shoot to the ledge of the stage with their up special when underneath it, preventing them from self-destructing in an attempt to dodge attacks while recovering. | ||
**CPU Luigi, Sheik and Zero Suit Samus now use their down specials to recover, though Luigi uses it without rising. | **CPU Luigi, Sheik and Zero Suit Samus now use their down specials to recover, though Luigi uses it without rising. | ||
**CPU Bowser Jr. now uses Clown Kart Dash to recover. | **CPU Bowser Jr. now uses Clown Kart Dash to recover. | ||
**CPU Ness at high levels no longer uses PK Flash on land, | **CPU Ness at high levels no longer uses PK Flash on land, instead using it only for edgeguards. | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*CPUs now unleash a fully charged smash | *CPUs now unleash a fully charged smash on a foe stunned from a broken shield, instead of a random attack. | ||
*CPUs now attempt to steal ledges from foes. | *CPUs now attempt to steal ledges from foes. | ||
*CPUs with multiple jumps no longer hover by the ledge of the stage when recovering. | *CPUs with multiple jumps no longer hover by the ledge of the stage when recovering. | ||
*{{GameIcon|ssb4-3}}CPUs wait for a couple of seconds before using Share Stock. | *{{GameIcon|ssb4-3}}CPUs wait for a couple of seconds before using Share Stock. | ||
*CPU Luigi properly rises when using Luigi Cyclone to recover. He now combos his down throw into two forward airs instead of an up air. | *CPU Luigi properly rises when using Luigi Cyclone to recover. He now combos his down throw into two forward airs instead of an up air. | ||
*CPU Bowser Jr. uses Clown Kart Dash on land much more often and now uses the hammer when recovering with Abandon Ship. | *CPU Bowser Jr. uses Clown Kart Dash on land much more often, and now uses the hammer when recovering with Abandon Ship. | ||
*CPU Marth and Lucina perform all hits of Dancing Blade more often but have a higher tendency of using the move. | *CPU Marth and Lucina perform all hits of Dancing Blade more often, but have a higher tendency of using the move as a result. | ||
*CPU Sonic now uses [[Spin Dash]] before his midair jump to recover. | *CPU Sonic now uses [[Spin Dash]] before his midair jump to recover. | ||
*CPU Mii Brawler now uses Feint Jump to recover. | *CPU Mii Brawler now uses Feint Jump to recover. | ||
Line 517: | Line 490: | ||
==Specific setups== | ==Specific setups== | ||
In comparison to other ''Smash'' games, the AI in ''Smash 4'' since | In comparison to other ''Smash'' games, the AI in ''Smash 4'' since the Wii U version has been coded to always combo the throws (majorly down throws) of most characters into a certain attack (usually an aerial or special move) when set to high levels. This greatly improves the CPUs' damage racking capacities, although it can also result in them missing their followup attack and becoming vulnerable if the opponent has some damage already and reacts with proper DI, since the CPU will often jump in the same way and attack at an specific interval instead of trying to read the opponent's DI. Additionally, some CPUs such as Olimar will not use any attacks out of their down throw despite having potential setups, such as forward air in the case of Olimar, while others such as Mewtwo will do so even if their down throw doesn't allow any guaranteed combos. | ||
In addition to this, high-level CPUs will sometimes followup the setup hits of some jabs into another move rather than always using the full jab, an example being CPU Captain Falcon using [[Falcon Dive]] after his second jab. As with the case above, however, not all of these are inescapable, and some even leave the CPUs more punishable than if they hadn't used the move at all. | In addition to this, high-level CPUs will sometimes followup the setup hits of some jabs into another move rather than always using the full jab, an example being CPU Captain Falcon using [[Falcon Dive]] after his second jab. As with the case above, however, not all of these are inescapable, and some even leave the CPUs more punishable than if they hadn't used the move at all. | ||
Line 525: | Line 498: | ||
===Out of jabs=== | ===Out of jabs=== | ||
*Bowser: First jab to Bowser Bomb. | *Bowser: First jab to Bowser Bomb. | ||
*Rosalina, Bowser Jr. | *Rosalina, Bowser Jr. and Mewtwo: Second jab to [[down tilt]]. | ||
*Palutena: First jab twice to [[down smash]]. | *Palutena: First jab twice to [[down smash]]. | ||
*Fox and Mewtwo: Second jab (first in Mewtwo's case) to grab. | *Fox and Mewtwo: Second jab (first in Mewtwo's case) to grab. | ||
Line 556: | Line 529: | ||
*[[AI flaws (SSBM)]] | *[[AI flaws (SSBM)]] | ||
*[[AI flaws (SSBB)]] | *[[AI flaws (SSBB)]] | ||
==External links== | ==External links== |