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===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries (most prominently {{SSBB|Luigi}}). If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. They also recognize and use other items (like the Super Scope) as well, unlike in ''Melee''. Additionally, CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], and Donkey Kong throwing foes upwards and/or downwards with his cargo throw instead of just forward. CPUs can now properly use [[aerial attack]]s against grounded foes rather than just attacking from land, and often punish attacking opponents with [[shield grab]]s. Another significant change in AI is that computer players have a preference to targeting human players before other computer players. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn. Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a high distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball).
In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries (most prominently {{SSBB|Luigi}}). If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. They also recognize and use other items (like the Super Scope) as well, unlike in ''Melee''. Additionally, CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], and Donkey Kong throwing foes upwards and/or downwards with his cargo throw instead of just forward. CPUs can now properly use [[aerial attack]]s against grounded foes rather than just attacking from land, and often punish attacking opponents with [[shield grab]]s. Another significant change in AI is that computer players have a preference to targeting human players before other computer players. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn. Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a high distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball). Evan then, CPUs will always walk toward an offstage item,  even when dashing or rolling is a better choice.


A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. Other CPU modalities can also be improved by raising the AI level.
A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. Other CPU modalities can also be improved by raising the AI level.
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}}</ref> [[All is Brawl]] blogger Churro Emiliano documented much of this widely for the first time in a blog post made at the end of 2008. Aside from some advanced techniques (such as [[dash dancing]] and [[QAC]]ing) and play-styles, the AI have also been reported to "learn" to [[taunt]] a KO by crouch-spamming,<ref name="jerkette">{{cite web| url = http://www.youtube.com/watch?v=diJX703iC0A| title = ...jerkette| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/Hoidsa Hoidsa]| date = 2009-05-13| format = video| work = | publisher = YouTube| quote = }}</ref> and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls.<ref name="CEFalconPunch" /> Whether there is a learning mechanism or not is currently unconfirmed.
}}</ref> [[All is Brawl]] blogger Churro Emiliano documented much of this widely for the first time in a blog post made at the end of 2008. Aside from some advanced techniques (such as [[dash dancing]] and [[QAC]]ing) and play-styles, the AI have also been reported to "learn" to [[taunt]] a KO by crouch-spamming,<ref name="jerkette">{{cite web| url = http://www.youtube.com/watch?v=diJX703iC0A| title = ...jerkette| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/Hoidsa Hoidsa]| date = 2009-05-13| format = video| work = | publisher = YouTube| quote = }}</ref> and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls.<ref name="CEFalconPunch" /> Whether there is a learning mechanism or not is currently unconfirmed.


The flaws in ''Brawl''{{'}}s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edgeguard]] than the average human player, even when set at level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edgeguarded (except for {{SSBB|Kirby}}, who will use a forward aerial per every jump when edgeguarded). CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edgeguarding abilities (though unlike the previous two games, self destructing while attempting to edgeguard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still under-utilise recoveries, such as by not making use of alternate recovery options with some characters, or always recovering in the same direction with a recovery move. A computer player (regardless of level) will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
The flaws in ''Brawl'''s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edgeguard]] than the average human player, even when set at level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edgeguarded (except for {{SSBB|Kirby}}, who will use a forward aerial per every jump when edgeguarded). CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edgeguarding abilities (though unlike the previous two games, self destructing while attempting to edgeguard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still under-utilise recoveries, such as by not making use of alternate recovery options with some characters, or always recovering in the same direction with a recovery move. A computer player (regardless of level) will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.


Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]]. And, despite recongising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own [[Electrode]]s or, when the player is at a large distance, accidentally shooting projectiles into a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though team attack was off, which can cause them to hurt or even KO their own allies.
Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]]. And, despite recongising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own [[Electrode]]s or, when the player is at a large distance, accidentally shooting projectiles into a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though team attack was off, which can cause them to hurt or even KO their own allies.
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*CPUs still underutilise the recoveries of several characters:
*CPUs still underutilise the recoveries of several characters:
**A CPU {{SSBB|Ness}} and {{SSBB|Lucas}} will always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them failing to make it back to the stage while a more desirable trajectory would allow them to recover successfully. This is especially noticeable on {{SSBB|Final Destination}}, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage lips.
**A CPU {{SSBB|Ness}} and {{SSBB|Lucas}} will always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them failing to make it back to the stage while a more desirable trajectory would allow them to recover successfully. This is especially noticeable on {{SSBB|Final Destination}}, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage's lips.
***A CPU Lucas will also never use his [[zair]] for recovery.
***A CPU Lucas will also never use his [[zair]] for recovery.
**A CPU {{SSBB|Ike}} will not use [[Aether]] unless he is directly underneath a ledge. This causes him to self destruct without trying to recover, or waiting too late to use Aether and failing a recovery that was possible. CPU Snakes exhibits similar behavior using [[Cypher]], often choosing to use it too late and self destructing.
**A CPU {{SSBB|Ike}} will not use [[Aether]] unless he is directly underneath a ledge. This can cause him to self destruct without trying to recover, or waiting too late to use Aether and failing a recovery that was possible. CPU Snakes exhibits similar behavior using [[Cypher]], often choosing to use it too late and self-destruct.
**A CPU {{SSBB|Yoshi}} will never use Egg Throw for recovery.
**A CPU {{SSBB|Yoshi}} will never use Egg Throw for recovery.
**A CPU Luigi will never use [[Luigi Cyclone]] for recovery, and never rise with the move in any other situation.
**A CPU Luigi will never use [[Luigi Cyclone]] for recovery, and never rise with the move in any other situation.
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*CPUs have [http://www.youtube.com/watch?v=qryrf87N5OQ difficulty recognising walls].
*CPUs have [http://www.youtube.com/watch?v=qryrf87N5OQ difficulty recognising walls].
*When using the [[Fire Flower]], CPUs never hold the flames past their minimum length. CPU Bowsers and Charizards replicate the same behaviour with [[Fire Breath]] and [[Flamethrower]], respectively.
*When using the [[Fire Flower]], CPUs never hold the flames past their minimum length. CPU Bowsers and Charizards replicate the same behaviour with [[Fire Breath]] and [[Flamethrower]], respectively.
*If a player gets too close to a CPU while still under the invincibility granted by respawning, the CPU will constantly roll towards the nearest edge, even when jumping or sidestepping is a better option.This is very predictable and often [[punishing|punishable]].
*When {{SSBB|Snake}} uses his [[down throw]] near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move. This allows him to infinite them or get an easy KO with an [[up tilt]].<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref> When done in a soft platform without grabbable edges, they will instead always use a floor recovery attack.
*When {{SSBB|Snake}} uses his [[down throw]] near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move. This allows him to infinite them or get an easy KO with an [[up tilt]].<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref> When done in a soft platform without grabbable edges, they will instead always use a floor recovery attack.
*If a CPU Snake plants a [[C4]] sticky on an opponent, it will always move a small distance away and use Cypher, then detonate the C4 after. This makes them extremely vulnerable, predictable, and [[punish]]able. If attacked out of the Cypher, they will simply run away a short distance and then detonate the C4.
*If a CPU Snake plants a [[C4]] sticky on an opponent, it will always move a small distance away and use Cypher, then detonate the C4 after. This makes them extremely vulnerable, predictable, and [[punish]]able. If attacked out of the Cypher, they will simply run away a short distance and then detonate the C4.
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