List of flaws in artificial intelligence (SSB4): Difference between revisions

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! Category !! Description !! Character !! Latest version
! Category !! Description !! Character !! Latest version
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|rowspan=8 align=center|Attack choices
|rowspan=9 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, becoming predictable. They even do this if the foe approaches them from behind, turning around before grabbing.
|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 aggressively 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.
*If the player constantly stays a safe distance away from the CPU, it will aggressively 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.
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|rowspan=3 align=center|Other
|rowspan=4 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=3|{{GameIcon|ssb4}}1.1.6
|rowspan=4|{{GameIcon|ssb4}}1.1.6
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|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.
|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.
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|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.
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|All
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|rowspan=7 align=center|[[List of flaws in artificial intelligence (SSBB)|Reminiscent of ''Brawl'']]
|CPU players on a human player's team may still perform actions on similar-teamed human players, even with Team Attack off, most often at Level 6 and above. This is most frequent when a human player is charging an attack, holding down a hitbox-generating attack (such as a jab infinite), or is [[buried]]; CPU players will spam dodges for the former two, or constantly throw out smash attacks for the latter.
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|rowspan=8 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.
|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.
*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.
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|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
|rowspan=1|{{gameIcon|ssb4}}1.1.6
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|CPU Link players will never attempt to use the second hit of their forward smash, as if programmed to still follow the coding of ''Brawl'''s forward smash.
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