Editing List of flaws in artificial intelligence (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{incomplete|May need some more information on other potential AI flaws both in general and character specific}}
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Ultimate]]'', present up to the most recent version (13.0.1) unless otherwise stated.
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Ultimate]]'', present up to the most recent version (13.0.1) unless otherwise stated.


Line 16: Line 17:
|-
|-
| CPUs will never recover high and directly onto the stage, always aiming for the ledge even if the opponent is covering it, allowing the opponent to easily gimp or repeatedly edgeguard them. Additionally, CPUs with damaging recoveries will always attempt to hit the opponent if they're at the ledge, making it very easy to repeatedly bait and punish their recovery.
| CPUs will never recover high and directly onto the stage, always aiming for the ledge even if the opponent is covering it, allowing the opponent to easily gimp or repeatedly edgeguard them. Additionally, CPUs with damaging recoveries will always attempt to hit the opponent if they're at the ledge, making it very easy to repeatedly bait and punish their recovery.
|rowspan=23|13.0.1
|rowspan=24|13.0.1
|-
|-
| rowspan=7 align=center|Attack Patterns
| rowspan=8 align=center|Attack Patterns
|-
|-
| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
Line 25: Line 26:
|-
|-
| CPUs will always immediately attempt to edgeguard an opponent the moment they are offstage, even if they were fighting another opponent or if it proves risky and even fatal.
| CPUs will always immediately attempt to edgeguard an opponent the moment they are offstage, even if they were fighting another opponent or if it proves risky and even fatal.
|-
| CPUs will always target human players in matches where other CPUs are present.
|-
|-
| CPUs fail to recognize when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.
| CPUs fail to recognize when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.
Line 36: Line 39:
| CPUs fail to recognize slow and powerful attacks such as Ganondorf's and Bowser's forward smashes, running or jumping into them when they could've been easily reacted to and avoided.
| CPUs fail to recognize slow and powerful attacks such as Ganondorf's and Bowser's forward smashes, running or jumping into them when they could've been easily reacted to and avoided.
|-
|-
| When bounced upwards off the stage by a meteor smash, CPUs will always use their air dodge as soon as they are actionable.
| When bounced upwards off the stage by a meteor smash, CPUs will always use their neutral air dodge as soon as they are actionable.
|-
|-
| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
Line 71: Line 74:
| Continues to use forward throw and back throw at percents where up throw would be capable of KOing a fighter.
| Continues to use forward throw and back throw at percents where up throw would be capable of KOing a fighter.
|rowspan=40|10.1.0
|rowspan=40|10.1.0
|-
| {{Head|Kirby|g=SSBU|s=20px}}
| Occasionally uses [[Stone]] repeatedly to no effect when standing above an opponent with a [[soft platform]] between them.
|-
|-
| rowspan=5|{{Head|Sheik|g=SSBU|s=20px}}
| rowspan=5|{{Head|Sheik|g=SSBU|s=20px}}
Line 107: Line 107:
| {{Head|Snake|g=SSBU|s=20px}}
| {{Head|Snake|g=SSBU|s=20px}}
| Always detonates his [[C4]] whenever someone is near it, making absorption very easy. Additionally will not detonate it if offstage or near the projectile himself.
| Always detonates his [[C4]] whenever someone is near it, making absorption very easy. Additionally will not detonate it if offstage or near the projectile himself.
|-
| {{Head|Charizard|g=SSBU|s=20px}}
| Sometimes enters a loop of jumping up from an [[edge]] and using [[Flare Blitz]] across the stage, forcing it to grab the other edge and repeat the process. Charizard is usually too high to damage any standing opponent, causing it to damage itself for no benefit.
|-
|-
| {{Head|R.O.B.|g=SSBU|s=20px}}
| {{Head|R.O.B.|g=SSBU|s=20px}}
Line 130: Line 127:
! Item !! Description !! Latest version
! Item !! Description !! Latest version
|-
|-
|[[Bomber]]||CPUs prefer tossing Bombers rather than using them.
|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them.
|rowspan=3|13.0.1
|-
|[[Fake Smash Ball]]||Similar to attacking [[Beehive]]s and [[Cucco]]. The CPUs usually break them when they are present, often while trying to attack other players.
|-
|[[Hocotate Bomb]]||Similar to the behavior from ''Super Smash Bros. 4''. The CPUs have poor [[DI]] if they are struck while the ship is ascending, which often causes the ship to KO them at the upper blast line.
|-
|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them. CPUs do not shield against [[Kyogre]]'s attacks.
|10.1.0
|10.1.0
|}
|}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: