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

That section got removed
(fix)
(That section got removed)
Tags: Mobile edit Advanced mobile edit
 
(9 intermediate revisions by 5 users not shown)
Line 42: Line 42:
| {{Head|Peach|g=SSBB|s=16px}}
| {{Head|Peach|g=SSBB|s=16px}}
|-
|-
| CPU Diddy Kong, Zelda and Lucario use their up specials after their midair jump to recover even when above ground level, without aiming for a ledge in the case of the latter two, leaving themselves open to powerful attacks as they land on the stage.
| CPU Diddy Kong, Zelda, and Lucario use their up specials after their midair jumps to recover even when above ground level, without aiming for a ledge in the case of the latter two, leaving themselves open to powerful attacks as they land on the stage.
| {{Head|Diddy Kong|g=SSBB|s=16px}} {{Head|Zelda|g=SSBB|s=16px}} {{Head|Lucario|g=SSBB|s=16px}}
| {{Head|Diddy Kong|g=SSBB|s=16px}} {{Head|Zelda|g=SSBB|s=16px}} {{Head|Lucario|g=SSBB|s=16px}}
|-
|-
Line 64: Line 64:
| {{Head|Ice Climbers|g=SSBB|s=16px}}
| {{Head|Ice Climbers|g=SSBB|s=16px}}
|-
|-
| CPU Ike doesn't use [[Aether]] unless he is directly underneath a ledge. This can cause him to get KO'd without trying to recover, or waiting too late to use Aether and failing a recovery that was possible.
| CPU Ike doesn't use [[Aether]] unless he is directly underneath a ledge. This can cause him to get KO'd without trying to recover or waiting too late to use Aether and failing a recovery that was possible.
*CPU Snake exhibits similar behavior using [[Cypher]], often choosing to use it too late and getting KO'd.
*CPU Snake exhibits similar behavior using [[Cypher]], often choosing to use it too late and getting KO'd.
| {{Head|Ike|g=SSBB|s=16px}} {{Head|Snake|g=SSBB|s=16px}}
| {{Head|Ike|g=SSBB|s=16px}} {{Head|Snake|g=SSBB|s=16px}}
Line 98: Line 98:
| All
| All
|-
|-
| When afflicted by Snake's [[down throw]] near an edge, CPUs will always roll toward the nearest edge the instant they can make a move, regardless of their level. This allows Snake to infinitely grab and use the throw on them, and get an easy KO afterwards.<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref>
| When afflicted by Snake's [[down throw]] near an edge, CPUs will always roll toward the nearest edge the instant they can make a move, regardless of their level. This allows Snake to infinitely grab and use the throw on them, and get an easy KO afterward.<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref>
*If the throw is done in a soft platform without grabbable edges, CPUs will instead always use a floor recovery attack, also leaving them open for another grab.
*If the throw is done in a soft platform without grabbable edges, CPUs will instead always use a floor recovery attack, also leaving them open for another grab.
| All
| All
|-
|-
| CPUs [[Floor recovery|floored]] by {{SSBB|Ganondorf}}'s [[Flame Choke]] always linger on the ground for some time before getting up, instead of acting the soonest they can, allowing Ganondorf to get an easy hit on them.
| CPUs [[Floor recovery|floored]] by {{SSBB|Ganondorf}}'s [[Flame Choke]] always linger on the ground for some time before inputting a getup option, instead of acting the soonest they can, allowing players to always get followups out of Flame Choke that wouldn't be true on a human player.
| All
| All
|-
|-
Line 113: Line 113:
|-
|-
! Character !! Description
! Character !! Description
|-
| {{Head|Fox|g=SSBB|s=20px}}{{Head|Falco|g=SSBB|s=20px}}{{Head|Wolf|g=SSBB|s=20px}}
| CPU Fox, Falco, and Wolf will often use their reflectors in an attempt to block Kirby’s aerial [[Stone]] attack, despite it not being a projectile, thus causing them to get hit. The higher their level, the more often they’ll attempt it. They will also do this with Jigglypuff’s [[Rollout]], but it is at least somewhat effective at stopping it since it isn’t invincible.
|-
|-


Line 124: Line 128:


| {{Head|Ganondorf|g=SSBB|s=20px}}
| {{Head|Ganondorf|g=SSBB|s=20px}}
| CPU Ganondorf often attempts to edgeguard foes with his [[Warlock Punch]], even when said move is extremely slow and thus impractical for edgeguarding, as the player can simply go above Ganondorf, or grab the ledge and hit him out of it.
| CPU Ganondorf often attempts to edgeguard foes with his [[Warlock Punch]], even when the said move is extremely slow and thus impractical for edgeguarding, as the player can simply go above Ganondorf, or grab the ledge and hit him out of it.
|-
|-


Line 146: Line 150:
| CPU Marth often uses [[Dancing Blade]] to attack the player at close distance, also using it most of the time after a [[short hop]] when approaching.
| CPU Marth often uses [[Dancing Blade]] to attack the player at close distance, also using it most of the time after a [[short hop]] when approaching.
|-
|-
| CPU Marth tends to charge [[Shield Breaker]] on the edge of the stage to edgeguard players, even though the move can be easily avoided and interrupted.
| CPU Marth tends to charge [[Shield Breaker]] on the edge of the stage to edgeguard players, even though the attack can be easily avoided and interrupted.
|-
|-


| {{Head|Captain Falcon|g=SSBB|s=20px}}
| {{Head|Captain Falcon|g=SSBB|s=20px}}
| CPU Captain Falcon often uses [[Falcon Punch]] at inappropiate moments, such as when approaching or at a close distance from a hostile player, leaving himself open to powerful punishes. At first, this caused many players to believe he could be "[[List of rumors#Artificial intelligence rumors|taught]]" to spam the move.
| CPU Captain Falcon often uses [[Falcon Punch]] at inappropriate moments, such as when approaching or at a close distance from a hostile player, leaving himself open to powerful punishes. At first, this caused many players to believe he could be "taught" to spam the move.
*He also uses it in an attempt to edgeguard foes in the same way CPU Ganondorf does, which can be easily avoided.
*He also uses it in an attempt to edgeguard foes in the same way CPU Ganondorf does, which can be easily avoided.
|-  
|-  
Line 164: Line 168:
| {{Head|Sonic|g=SSBB|s=20px}}
| {{Head|Sonic|g=SSBB|s=20px}}
| CPU Sonic spams [[Spin Dash]] to approach the player from far distances.
| CPU Sonic spams [[Spin Dash]] to approach the player from far distances.
|-
| {{Head|Marth|g=SSBB|s=20px}}{{Head|Lucario|g=SSBB|s=20px}}
| Marth and Lucario tend to use their counterattack moves randomly rather than at strategic moments.
|-
|}
|}


Line 178: Line 187:
*They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.  
*They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.  
*They may get stuck against a wall while chasing human players, and stay there until the effect ends (unless the player(s) they are pursuing jumps or moves to another area). Occasionally, they will manage to get off of the wall on their own and continue the chase.
*They may get stuck against a wall while chasing human players, and stay there until the effect ends (unless the player(s) they are pursuing jumps or moves to another area). Occasionally, they will manage to get off of the wall on their own and continue the chase.
*They may stand still if the player is not within easy reach. Whenever they do this, they will only move if the player does.
*They may standstill if the player is not within easy reach. Whenever they do this, they will only move if the player does.
*They may even stand still when on top of slippery or fragile platforms.
*They may even stand still when on top of slippery or fragile platforms.
|-
|-
Line 191: Line 200:
|-
|-
| [[File:CrackerLauncherIconSSBB.png|40px|Cracker Launcher|link=Cracker Launcher]] || CPUs exhibit several problems when using a Cracker Launcher:
| [[File:CrackerLauncherIconSSBB.png|40px|Cracker Launcher|link=Cracker Launcher]] || CPUs exhibit several problems when using a Cracker Launcher:
*They usually don't turn around while holding the item, and don't drop the item if it still has ammo.
*They usually don't turn around while holding the item and don't drop the item if it still has ammo.
*Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
*Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
|-
|-
Line 214: Line 223:
! Stage !! Description
! Stage !! Description
|-
|-
| Almost All || CPUs, even at level nine, tend to ignore stage hazards without dodging them, including powerful ones like the Ultimate Chimera in [[New Pork City]] or the enemies in [[Mario Bros.]], resulting in them getting fatally KO'd at a much faster rate than human players.
| Almost All || CPUs, even at level nine, tend to ignore stage hazards without dodging them, including powerful ones like the Ultimate Chimera in [[New Pork City]] or the enemies in [[Mario Bros.]], resulting in them getting KO'd at a much faster rate than human players.
|-
|-
| [[File:New_Pork_City1.jpg|60px|link=New Pork City]] [[File:SSB4U75m.png|64px|link=75m]] || CPUs have difficulty transversing large stages such as New Pork City, 75m and most [[custom stage]]s, where they will often scatter around instead of just approaching the player, and may even self-destruct crossing certain parts of the stages.
| [[File:New_Pork_City1.jpg|60px|link=New Pork City]] [[File:SSB4U75m.png|64px|link=75m]] || CPUs have difficulty transversing large stages such as New Pork City, 75m and most [[custom stage]]s, where they will often scatter around instead of just approaching the player, and may even self-destruct crossing certain parts of the stages.
Line 228: Line 237:
| [[File:Port Town Aero Dive.jpg|128px|link=Port Town Aero Dive]] || On the first stop of Port Town Aero Dive after the start/finish line, when the main platform ascends, CPUs tend to run away to the sides of the stage and jump off them even if that causes them to be unable to reach the platform afterwards, self-destructing in the process.
| [[File:Port Town Aero Dive.jpg|128px|link=Port Town Aero Dive]] || On the first stop of Port Town Aero Dive after the start/finish line, when the main platform ascends, CPUs tend to run away to the sides of the stage and jump off them even if that causes them to be unable to reach the platform afterwards, self-destructing in the process.
|-
|-
| [[File:Skyworld1.jpg|128px|link=Skyworld]] || On Skyworld, CPUs tend to aim for the moving platform below the stage when recovering, even it it's moving away from them, often causing them to fail their recoveries when they could have aimed for the stage's ledges instead.
| [[File:Skyworld1.jpg|128px|link=Skyworld]] || On Skyworld, CPUs tend to aim for the moving platform below the stage when recovering, even if it's moving away from them, often causing them to fail their recoveries when they could have aimed for the stage's ledges instead.
|-
|-
|
|
Line 252: Line 261:
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSBU)]]


==References==
==References==
5,474

edits