Flaws in artificial intelligence: Difference between revisions

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One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as Level 5. Guaranteed [[tech]]ing is now common throughout difficulty levels due to the extended frame window for teching, and higher-leveled CPUs will actively [[edgeguard]] even ''while'' being edgeguarded themselves. This makes attacking recovering Level 9s an extremely risky endeavor, as they will always tech [[stage spike]]s and retaliate with frame perfect stage spikes of their own, often in a row. They will also always attempt to hit offstage opponents instead of waiting on-stage, and will even use aerials to cover themselves while recovering, reducing their own vulnerability to edgeguarding. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, compared to the reaction-based responses of previous CPUs; this includes shielding or [[spotdodging]] early to dodge potential attacks. As a result, CPU players are less predictable and harder to fend off in general, especially in conjunction with their fast response times.
One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as Level 5. Guaranteed [[tech]]ing is now common throughout difficulty levels due to the extended frame window for teching, and higher-leveled CPUs will actively [[edgeguard]] even ''while'' being edgeguarded themselves. This makes attacking recovering Level 9s an extremely risky endeavor, as they will always tech [[stage spike]]s and retaliate with frame perfect stage spikes of their own, often in a row. They will also always attempt to hit offstage opponents instead of waiting on-stage, and will even use aerials to cover themselves while recovering, reducing their own vulnerability to edgeguarding. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, compared to the reaction-based responses of previous CPUs; this includes shielding or [[spotdodging]] early to dodge potential attacks. As a result, CPU players are less predictable and harder to fend off in general, especially in conjunction with their fast response times.


CPUs have also been programmed to take advantage of the new game mechanics. Despite the changes to the [[perfect shield]] mechanic, CPUs still have no trouble performing them, as they will now perfectly release their shield upon receiving an attack. CPUs will also perform the re-added directional [[air dodge]] mechanic to extend the invincibility time gained when recovering to a ledge, especially if attacked near one. Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well, and CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery).
CPUs have also been programmed to take advantage of the new game mechanics. Despite the changes to the [[perfect shield]] mechanic, CPUs still have no trouble performing them, as they will now perfectly release their shield upon receiving an attack. CPUs will also perform the re-added directional [[air dodge]] mechanic to extend the invincibility time gained when recovering to a ledge, especially if attacked near one. Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well, and CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery), or {{SSBU|Peach}} and {{SSBU|Daisy}} using their low [[Floating|floating]] aerial attacks to approach and wall opponents.


For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent [[dash dance]]s (such as {{SSBU|Little Mac}}) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as {{SSBU|Pichu}}, {{SSBU|Ryu}} and {{SSBU|Ken}}). At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players. They will even space attacks against shield to prevent punishment through a [[shield grab]].
For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent [[dash dance]]s (such as {{SSBU|Little Mac}}) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as {{SSBU|Pichu}}, {{SSBU|Ryu}} and {{SSBU|Ken}}). At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players. They will even space attacks against shield to prevent punishment through a [[shield grab]].
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