Editing List of flaws in artificial intelligence (SSBM)

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| rowspan=10 align=center|Recovery
| rowspan=10 align=center|Recovery
| CPUs never attempt to fight off or evade edge guarders.
| CPUs never attempt to fight off or evade edgeguarders.
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| CPUs only use their midair jumps and [[up special]] move to recover (or side special with Luigi) - never any alternate recovery methods such as [[side special]] moves, [[air dodge]]s, or [[wall-grapple]]s (as they never use [[grab aerial]]s on the whole). They also never use [[wall jump]]s to aid their recovery in stages where these are possible.
| CPUs only use their midair jumps and [[up special]] move to recover (or side special with Luigi) - never any alternate recovery methods such as [[side special]] moves, [[air dodge]]s or [[wall-grapple]]s (as they never use [[grab aerial]]s on the whole). They also never use [[wall jump]]s to aid their recovery in stages where these are possible.
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| {{Head|Fox|g=SSBM|s=16px}} {{Head|Falco|g=SSBM|s=16px}} {{Head|Marth|g=SSBM|s=16px}} {{Head|Roy|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Mewtwo|g=SSBM|s=16px}}
| {{Head|Fox|g=SSBM|s=16px}} {{Head|Falco|g=SSBM|s=16px}} {{Head|Marth|g=SSBM|s=16px}} {{Head|Roy|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Mewtwo|g=SSBM|s=16px}}
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| CPU Sheik always aims horizontally or vertically (depending on her position from the edge) with [[Vanish]], never diagonally.
| A CPU Sheik always aims straight horizontally or vertically (depending on her position from the edge) with [[Vanish]], never diagonally.
| {{Head|Sheik|g=SSBM|s=16px}}
| {{Head|Sheik|g=SSBM|s=16px}}
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| rowspan=6 align=center|Repeated or Held Inputs
| rowspan=5 align=center|Repeated or Held Inputs
| CPUs never charge attacks that require button holding, including [[smash attack]]s (with the exception of the Ice Climbers' [[forward smash]]), [[Shield Breaker]], [[Hero's Bow]], [[Skull Bash]], [[Green Missile]], [[Rollout]] (which in particular suffers from the CPU's behavior, since it has no effect other than leaving the user vulnerable if used without being charged), and the [[Super Scope]], among others, the only exceptions being Zelda with [[Din's Fire]], Sheik with [[Needle Storm]] and Ness with [[PK Flash]].
| CPUs never charge attacks that require button holding, including [[smash attack]]s (with the exception of the Ice Climbers' [[forward smash]]), [[Shield Breaker]], [[Hero's Bow]], [[Skull Bash]], [[Green Missile]], [[Rollout]] (which in particular suffers from the CPU's behavior, since it has no effect other than leaving the user vulnerable if used without being charged), and the [[Super Scope]], among others, the only exceptions being Zelda with [[Din's Fire]], Sheik with [[Needle Storm]] and Ness with [[PK Flash]].
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| CPU Peach will sometimes get stuck at the bottom of certain plateaus on various stages, most notably the one on [[Hyrule Temple]]'s far left side. She attempts to jump over the plateau but will immediately activate her unique second jump, whose properties keep her from getting over. As a result, she will repeatedly use her double jump in the corner until an opponent approaches her, an [[List of flaws in artificial intelligence (SSBM)#Item Related|attractive item]] appears, or she is struck by an attack.
| {{Head|Peach|g=SSBM|s=16px}}
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| CPU Link and Young Link never use the second hit of their forward smash; as a result, they have more difficulty KOing, as Link's forward smash is relatively weak when the first hit connects, while Young Link's first hit deals low, set knockback to set up the second, more powerful attack.
| CPU Link and Young Link never use the second hit of their forward smash; as a result, they have more difficulty KOing, as Link's forward smash is relatively weak when the first hit connects, while Young Link's first hit deals low, set knockback to set up the second, more powerful attack.
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| CPUs tend to periodically use projectiles when walking towards the player from afar, even if they can be reflected or absorbed. They do so even when crossing pits on some stages, causing them to be left open to edge guards or self-destruct.
| CPUs tend to periodically use projectiles when walking towards the player from afar, even if they can be reflected or absorbed. They do so even when crossing pits on some stages, causing them to be left open to edgeguards or self-destruct.
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| {{Head|Mario|g=SSBM|s=20px}}{{Head|Dr. Mario|g=SSBM|s=20px}}
| {{Head|Mario|g=SSBM|s=20px}}{{Head|Dr. Mario|g=SSBM|s=20px}}
| CPU Mario and Dr. Mario often try to edgeguard with their [[forward aerial]]s, even when Dr. Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving them unable to recover, causing SDs. Mario is more prone to SDs than Dr. Mario
| CPU Mario and Dr. Mario often try to edgeguard with their [[forward aerial]]s, even when Dr. Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving them unable to recover, causing SDs. Mario is more prone to SDs then Doctor Mario
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| After a player semi-spikes a CPU Zelda close to the edge, she won't use [[Farore's Wind]] unless she is low and underneath the stage, or is hit by another player, causing her to be KO'd without trying to recover.
| After a player semi-spikes a CPU Zelda close to the edge, she won't use [[Farore's Wind]] unless she is low and underneath the stage, or is hit by another player, causing her to be KO'd without trying to recover.
*When an edge guarder comes near, she will use aerial attacks or Din's Fire, causing Zelda to fail a recovery that was possible.
*When an edgeguarder comes near, she will use aerial attacks or Din's Fire, causing Zelda to fail a recovery that was possible.
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| rowspan=2|{{Head|Ganondorf|g=SSBM|s=20px}}
| rowspan=2|{{Head|Ganondorf|g=SSBM|s=20px}}
| CPU Ganondorf spams [[Dark Dive]] when an opponent is in front or above him.
| CPU Ganondorf spams Dark Dive when an opponent is in front or above him.
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| As he approaches the player, CPU Ganondorf periodically uses [[Warlock Punch]], [[Gerudo Dragon]], and [[up tilt]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of his range, and the very long [[lag]] of these attacks making it easy for opponents to punish him.
| As he approaches the player, CPU Ganondorf periodically uses [[Warlock Punch]], [[Gerudo Dragon]] and [[up tilt]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of his range, and the very long [[lag]] of these attacks making it easy for opponents to punish him.
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| CPU Pikachu and Pichu spam {{b|Thunder|Pokémon}} against foes above them.
| CPU Pikachu and Pichu spam {{b|Thunder|Pokémon}} against foes above them.
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| CPU Pichu uses its electric attacks (especially [[Thunder Jolt]]) at the exact same rate as Pikachu, regardless of the [[recoil damage]].
| CPU Pichu uses its electric attacks (especially [[Thunder Jolt]]) at the exact same rate as Pikachu, regardless of the [[recoil damage]] they inflict.
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| If a player semi-spikes a CPU Mewtwo close to the edge, it will never use [[Teleport]] unless it is low and underneath the stage, or is hit by another player, causing Mewtwo to fail its recovery.
| If a player semi-spikes a CPU Mewtwo close to the edge, it will never use [[Teleport]] unless it is low and underneath the stage, or is hit by another player, causing Mewtwo to fail its recovery.
*In addition, when an edge guarder comes near, it will use aerial attacks or Shadow Ball. Depending on distance and attack's duration, this often causes Mewtwo to fail a recovery that was possible.
*In addition, when an edgeguarder comes near, it will use aerial attacks or Shadow Ball. Depending on distance and attack's duration, this often causes Mewtwo to fail a recovery that was possible.
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| CPU Ness never uses [[PSI Magnet]]; even when projectiles are shot in his vicinity, he just reflects them by powershielding.
| CPU Ness never uses [[PSI Magnet]]; even when projectiles are shot in his vicinity, he just reflects them by powershielding.
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| If a player semi-spikes a CPU Ness close to the edge, and then edge guards him, he will use aerial attacks and never use PK Thunder 2 to recover unless he is low and underneath the stage, or is hit by another player, causing him to fail his recovery.
| If a player semi-spikes a CPU Ness close to the edge, and then edgeguards him, he will use aerial attacks and never use PK Thunder 2 to recover unless he is low and underneath the stage, or is hit by another player, causing him to fail his recovery.
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| CPU Ness spams [[PK Flash]] against foes above him. Often times he times the explosion badly and the attack misses, leaving him open to punishes.
| CPU Ness spams [[PK Flash]] against foes above him. Often times he times the explosion badly and the attack misses, leaving him open to punishes.
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| CPU Captain Falcon often tries to attack foes with [[Falcon Dive]] after successfully executing an [[up throw]], which is preceded by a single jump. The entire process is predictable and thus a poor attempt at comboing the opponent.
| CPU Captain Falcon often tries to attack foes with [[Falcon Dive]] after successfully executing an [[up throw]], which is preceded by a single jump. The entire process is predictable and thus a poor attempt at comboing the opponent.
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|CPU Captain Falcon often tries to edgeguard offstage with his [[down aerial]]. More often than not, this attempt fails, leaving Falcon open to edge guards himself.
|CPU Captain Falcon often tries to edgeguard offstage with his [[down aerial]]. More often than not, this attempt fails, leaving Falcon open to edgeguards himself.
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| When CPU Marth and Roy use [[Dancing Blade]] and [[Double-Edge Dance]] (respectively), after knocking their foe away with the first hit, they always execute the three subsequent hits of the attack even if the foe gets out of reach. They also never use the up and down versions of the attacks.
| When CPU Marth and Roy use [[Dancing Blade]] and [[Double-Edge Dance]] (respectively), after knocking their foe away with the first hit, they always execute the three subsequent hits of the attack even if the foe gets out of reach. They also never use the up and down versions of the attacks.
*If the foe is very close to them and isn't knocked away with the first hit, they may instead only use that one, even if following up with the other hits was possible.
*If the foe is very close to them and isn't knocked away with the first hit, they may instead only use that one, even when following up with the others was possible.
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*Additionally, even if the Hammer's head falls off, CPUs still attempt to chase opponents, putting themselves in harm while doing so. They also never pick up the head intentionally, as with other items.
*Additionally, even if the Hammer's head falls off, CPUs still attempt to chase opponents, putting themselves in harm while doing so. They also never pick up the head intentionally, as with other items.
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| [[File:PokeBallIconSSBM.png|32px|link=Poké Ball]] || If they are next to the radius of [[Venusaur]]'s earthquake or near [[Wobbuffet]], CPUs may shield even if they are not in the Pokémon's damage radius. Unusually, they also hold their shields in place, which can result in a self-inflicted shield break. This is noticeable with the Wire Frames on the [[Event 37: Legendary Pokémon|Legendary Pokémon]] event.
| [[File:PokeBallIconSSBM.png|32px|link=Poké ball]] || If they are next to the radius of [[Venusaur]]'s earthquake or near [[Wobbuffet]], CPUs may shield even if they are not in the Pokémon's damage radius. Unusually, they also hold their shields in place, which can result in a self-inflicted shield break (Jigglypuff will SD because of its unique [[shield jump]]). This is noticeable with the Wire Frames on the [[Event 37: Legendary Pokémon|Legendary Pokémon]] event.
*Additionally, if a CPU is knocked in the air near Venusaur or goes above it to approach a player, it often immediately air dodges, even if the Venusaur can just be jumped over. CPU Fox and Falco will attempt to reflect Venusaur's Earthquake and [[Blastoise]]'s Hydro Pump with their down specials, despite neither attack being able to be reflected.
*Additionally, if a CPU is knocked in the air near Venusaur or goes above it to approach a player, it often immediately air dodges, even if the Venusaur can just be jumped over. CPU Fox and Falco will attempt to reflect Venusaur's Earthquake and [[Blastoise]]'s Hydro Pump with their down specials, despite neither attack being able to be reflected.
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| [[File:FoodIconSSBM.png|32px|link=Food]] [[File:MaximTomatoIconSSBM.png|32px|link=Maxim Tomato]] [[File:HeartContainerIconSSBM.png|32px|link=Heart Container]] [[File:HammerIconSSBM.png|32px|link=Hammer (item)]] [[File:PokeBallIconSSBM.png|32px|link=Poké Ball]] [[File:CloakingDeviceIconSSBM.png|32px|link=Cloaking Device]] || CPUs never pick up items intentionally, regardless of their level, with the only exceptions being: healing items, Hammers, Poké Balls, and Cloaking Devices.
| [[File:FoodIconSSBM.png|32px|link=Food]] [[File:MaximTomatoIconSSBM.png|32px|link=Maxim Tomato]] [[File:HeartContainerIconSSBM.png|32px|link=Heart Container]] [[File:HammerIconSSBM.png|32px|link=Hammer (item)]] [[File:PokeBallIconSSBM.png|32px|link=Poké Ball]] [[File:CloakingDeviceIconSSBM.png|32px|link=Cloaking Device]] || CPUs never pick up items intentionally, regardless of their level, with the only exceptions being: healing items, Hammers, Poké Balls and Cloaking Devices.
*When these appear on stage, CPUs immediately cease any fighting and slowly go towards the item, without trying to avoid any players or hazards in their way.
*When these appear on stage, CPUs immediately cease any fighting and slowly go towards the item, without trying to avoid any players or hazards in their way.
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! Stage !! Description
! Stage !! Description
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| All stages with high platforms || When a player is standing on a platform that usually cannot be reached with a single jump, CPUs below it will jump only once and use their [[down aerial]], being nowhere near hitting the player - they will repeat the process until the player moves out of the platform, allowing them to counterattack the CPUs or simply stall them out<ref>http://youtu.be/watch?v=p8VOFNKLv-w</ref>. This is most notable with Bowser on Battlefield, where if a player stands on the highest point of the stage, Bowser will go into an infinite loop unless he is interrupted.
| All stages with high platforms || When a player is standing on a platform that usually cannot be reached with a single jump, CPUs below it will jump only once and use their [[down aerial]], being nowhere near hitting the player - they will repeat the process until the player moves out of the platform, allowing them to counterattack the CPUs or simply stall them out<ref>http://youtu.be/watch?v=p8VOFNKLv-w</ref>. This is most notable with Bowser on the Battlefield, where if a player stands on the highest point of the stage, Bowser will go into an infinite loop unless he is interrupted.
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| [[File:PCastleMelee.jpg|128px|link=Princess Peach's Castle]] || On Princess Peach's Castle, CPUs will always run to the opposite side of the castle when [[Banzai Bill]] appears. During this period, they ignore opponents and don't attack nor defend themselves unless an opponent comes near. This allows the player to attack without fear of retaliation, even with normally slow or punishable attacks such as fully charged smashes. When the opponent does come near, it disrupts the CPUs' normal behavior pattern and they sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
| [[File:PCastleMelee.jpg|128px|link=Princess Peach's Castle]] || On Princess Peach's Castle, CPUs will always run to the opposite side of the castle when [[Banzai Bill]] appears. During this period, they ignore opponents and don't attack nor defend themselves unless an opponent comes near. This allows the player to attack without fear of retaliation, even with normally slow or punishable attacks such as fully charged smashes. When the opponent does come near, it disrupts the CPUs' normal behavior pattern and they sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
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*[[AI flaws (SSBB)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSBU)]]


==References==
==References==

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