List of flaws in artificial intelligence (SSBU): Difference between revisions

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! Character !! Description !! Latest version
! Characters !! Description !! Latest version
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| {{Head|Peach|g=SSBU|s=20px}}{{Head|Daisy|g=SSBU|s=20px}}
|{{Head|Peach|g=SSBU|s=20px}}{{Head|Daisy|g=SSBU|s=20px}}
|CPU Peach and Daisy never float at ground level, meaning that they never take advantage of additional heavy pressure options available to them. They also tend to not mix up their Vegetable throwing when edgeguarding, often preferring to simply throw the vegetable forward.
|CPU Peach and Daisy never float at ground level, meaning that they never take advantage of additional heavy pressure options available to them. They also tend to not mix up their Vegetable throwing when edgeguarding, often preferring to simply throw the vegetable forward. The CPU prefers to use Peach/Daisy Bomber for recovery even at inappropriate times, allowing for them to be punished heavily.
 
{{Head|Daisy|g=SSBU|s=20px}}: When in Training Mode, CPU Daisy doesn't land to the middle of the stage when recovering high with Daisy Parasol in the "Stop" setting, occasionally leading her to self-destruct. This flaw was present for Peach until version 3.0.0.  
|rowspan=26|8.1.0
|rowspan=26|8.1.0
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| {{Head|Sheik|g=SSBU|s=20px}}
| {{Head|Sheik|g=SSBU|s=20px}}
| Spams Bouncing Fish as an approach option onstage rather than using it for combos or edgeguarding, leaving herself easily punished very often. Never uses aerial Needles as an edgeguarding or combo tool. Uses Burst Grenade at inappropriate times onstage, becoming extremely vulnerable as she sometimes even holds the wire even if the opponent is near her. Never uses Burst Grenade to edgeguard opponents or deter them as she lands towards the ledge. Forgets that she can still extend her recovery with Bouncing Fish even without a double jump. Fails to utilize drag-down up aerial to extend combos or set up KOs. Fails to recognize her own grab range, often whiffing her standing and dash grab due to grabbing without getting close enough to the opponent. Fails to connect Bouncing Fish from a late back or neutral aerial for a KO confirm. Fails to follow up forward aerial with Bouncing Fish even at lower percents. Fails to follow up forward tilt with RAR back aerial at lower percents, and with up aerial or Vanish at high percents for a KO. Fails to follow up tipper down tilt with an up smash for a KO. Attempts to combo with up throw instead of down throw. Fails to follow up forward throw with Bouncing Fish. Fails to follow up back throw with back aerial or Bouncing Fish. Prefers using forward aerial over more effective attacks such as neutral or back aerial for edgeguarding. Uses Vanish at inappropriate times onstage instead of only at the ledge or in the air as a KO setup. Often retreats back to the ledge instead of fully finishing a combo (such as on stages like Town and City) or edgeguard even if she would've been able to recover anyway. Never combos neutral or forward aerial into a grab or tilt at low percents. Never chases opponents at low to mid percents to follow up with a tilt or aerial to extend combos. Uses up tilt on grounded opponents instead of aerial ones, also fails to combo into Bouncing Fish with it. Uses dash attack randomly as an approach option instead of as a combo finisher or coverage tool. Fails to 2-frame recoveries or punish ledge-stalling opponents with down tilt or down aerial. Fails to cover ledge get-up options with lingering moves such as neutral or back aerial.
| Spams Bouncing Fish as an approach option onstage rather than using it for combos or edgeguarding, leaving herself easily punished very often.  
 
Never uses aerial Needles as an edgeguarding or combo tool. Uses Burst Grenade at inappropriate times onstage, becoming extremely vulnerable as she sometimes even holds the wire even if the opponent is near her. Never uses Burst Grenade to edgeguard opponents or deter them as she lands towards the ledge. Forgets that she can still extend her recovery with Bouncing Fish even without a double jump. Fails to utilize drag-down up aerial to extend combos or set up KOs. Fails to recognize her own grab range, often whiffing her standing and dash grab due to grabbing without getting close enough to the opponent. Fails to connect Bouncing Fish from a late back or neutral aerial for a KO confirm. Fails to follow up forward aerial with Bouncing Fish even at lower percents. Fails to follow up forward tilt with RAR back aerial at lower percents, and with up aerial or Vanish at high percents for a KO. Fails to follow up tipper down tilt with an up smash for a KO. Attempts to combo with up throw instead of down throw. Fails to follow up forward throw with Bouncing Fish. Fails to follow up back throw with back aerial or Bouncing Fish. Prefers using forward aerial over more effective attacks such as neutral or back aerial for edgeguarding. Uses Vanish at inappropriate times onstage instead of only at the ledge or in the air as a KO setup. Often retreats back to the ledge instead of fully finishing a combo (such as on stages like Town and City) or edgeguard even if she would've been able to recover anyway. Never combos neutral or forward aerial into a grab or tilt at low percents. Never chases opponents at low to mid percents to follow up with a tilt or aerial to extend combos. Uses up tilt on grounded opponents instead of aerial ones, also fails to combo into Bouncing Fish with it. Uses dash attack randomly as an approach option instead of as a combo finisher or coverage tool. Fails to 2-frame recoveries or punish ledge-stalling opponents with down tilt or down aerial. Fails to cover ledge get-up options with lingering moves such as neutral or back aerial.
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| {{Head|Roy|g=SSBU|s=20px}}
| {{Head|Roy|g=SSBU|s=20px}}
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| {{Head|Duck Hunt|g=SSBU|s=20px}}
| {{Head|Duck Hunt|g=SSBU|s=20px}}
| Will repeatedly attempt to summon a [[Wild Gunman]] even when one is already present.
| Will repeatedly attempt to summon a [[Wild Gunman]] even when one is already present.
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