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

MrMHM seems to be a Memoryman3 sockpuppet.
(MrMHM seems to be a Memoryman3 sockpuppet.)
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! Characters !! Description !! Latest version
! Characters !! Description !! Latest version
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|{{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. 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
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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.  
| 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.
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 have 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.
|rowspan=26|8.1.0
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| {{Head|Roy|g=SSBU|s=20px}}{{Head|Chrom|g=SSBU|s=20px}}
| {{Head|Roy|g=SSBU|s=20px}}
| Fails to combo off of jab beyond very low percents, using random tilts or smash attacks without getting close to the opponent. Fails to punish shield breaks with Flare Blade, instead using a randomly chosen smash attack and often allowing the opponent to survive what would have been a guaranteed KO. Uses up throw more often than down throw for combos, never uses up throw to kill and instead uses back throw when the opponent is at KO percent. Will always use an uncharged Flare Blade rather than the appropriate edgeguarding/KO move when the opponent is near the ledge, often failing to hit recovering/landing opponents and often getting punished afterwards. Fails to string consecutive neutral/forward aerials even when the opponent is at low percent. Struggles to perform short hop neutral aerials, more often than not uses rising full hop neutral aerials and becoming very vulnerable afterwards. Fails to buffer side special, often allowing the opponent to escape or get hit by the last swing's of Roy's sourspot; will also often use the last upward swing rather than forward swing even if the opponent is at KO percent, allowing them to survive what would've been a KO. Uses Blazer and down aerial at inappropriate times onstage, becoming very prone to punishment. Fails to use counter to punish even the most predictable of recoveries and the slowest of charged smash attacks, often getting hit or KO'd by them. Fails to hit opponents with up tilt and up smash when they are above him (such as when they're on a platform), instead using forward tilt or forward smash repeatedly despite repeatedly whiffing and becoming very vulnerable to punishment. Fails to edgeguard opponents with forward aerial, back aerial, and down aerial even if the opponent is fully vulnerable; when Roy or Chrom do attack offstage they often whiff a neutral aerial or saves the opponent with it or an up aerial. Fails to recognize their own grab range, often whiffing dash grab due to grabbing before getting close enough to the opponent.
| Fails to combo off of neutral beyond very low percents, using random tilts or smash attacks without getting close to the opponent. Fails to punish shield breaks with Flare Blade, instead using a randomly chosen smash attack and often allowing the opponent to survive what would have been a guaranteed KO. Uses up throw more often than down throw for combos, never uses up throw to kill and instead uses back throw when the opponent is at KO percent. Will always use an uncharged Flare Blade rather than the appropriate edgeguarding/KO move when the opponent is near the ledge, often failing to hit recovering/landing opponents and often getting punished afterwards. Fails to string consecutive neutral/forward aerials even when the opponent is at low percent. Struggles to perform short hop neutral aerials, more often than not uses rising full hop neutral aerials and becoming very vulnerable afterwards. Fails to buffer side special, often allowing the opponent to escape or get hit by the last swing's of Roy's sourspot; will also often use the last upward swing rather than forward swing even if the opponent is at KO percent, allowing them to survive what would've been a KO. Uses Blazer and down aerial at inappropriate times onstage, becoming very prone to punishment. Fails to use Counter to punish even the most predictable of recoveries and the slowest of charged smash attacks, often getting hit or KO'd by them. Fails to hit opponents with up tilt and up smash when they are above him (such as when they are on a platform), instead using forward tilt or forward smash repeatedly despite repeatedly whiffing and becoming very vulnerable to punishment. Fails to edgeguard opponents with forward aerial, back aerial, and down aerial even if the opponent is fully vulnerable; when Roy does attack offstage, they often whiffs a neutral aerial or saves the opponent with it or an up aerial. Fails to recognize his own grab range, often whiffing dash grab due to grabbing before getting close enough to the opponent.
 
{{Head|Chrom|g=SSBU|s=20px}}: In addition to the flaws above, CPU Chrom fails to recognise the poor recovery ability of Soaring Slash, often going offstage to edgeguard and plummeting to his death, making it very easy for player characters with counters to bait him into self-destructing.
 
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| {{Head|MetaKnight|g=SSBU|s=20px}}
| {{Head|MetaKnight|g=SSBU|s=20px}}
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===Item-Related===
===Item-related===
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