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The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier. | The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier. | ||
In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Some of these problems return from ''Smash 4'' despite their frequency: several CPUs still retain their inability to recover, such as Little Mac (CPUs will never use his now-buffed [[Jolt Haymaker]] to extend his recovery alongside [[Rising Uppercut]]) and {{SSBU|Bayonetta}} (CPUs still fail to use [[After Burner Kick]] after a [[Witch Twist]], therefore dying extremely early). CPUs controlling fighters with projectiles will still only use them at a certain distance most of the time, most notoriously with {{SSBU|Cloud}}, who will still launch a [[Blade Beam]] at far enough distances even if it means expending a charged [[Limit Break|Limit Gauge]] | In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Some of these problems return from ''Smash 4'' despite their frequency: several CPUs still retain their inability to recover, such as Little Mac (CPUs will never use his now-buffed [[Jolt Haymaker]] to extend his recovery alongside [[Rising Uppercut]]) and {{SSBU|Bayonetta}} (CPUs still fail to use [[After Burner Kick]] after a [[Witch Twist]], therefore dying extremely early). CPUs controlling fighters with projectiles will still only use them at a certain distance most of the time, most notoriously with {{SSBU|Cloud}}, who will still launch a [[Blade Beam]] at far enough distances even if it means expending a charged [[Limit Break|Limit Gauge]]. Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds. As with previous games, higher-leveled CPUs can also be baited to use laggy moves or dodges to put them in an instant disadvantage, such as shielding to force a CPU {{SSBU|Incineroar}} to attempt an [[Alolan Whip]], or using a quick aerial to make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''. | ||
Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). | Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). |
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