Flaws in artificial intelligence: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 1: Line 1:
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. The Bowser then walks toward Luigi and attacks with Fire Breath again, expecting solid ground to still be present, and [[self destruct]]s.]]
[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. The Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, and [[self destruct]]s.]]


While it is notable that the high level [[artificial intelligence]] is precise with its reflexes, such as being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all five games are known for having CPUs that can be '''extremely flawed''' even when set to level nine (the highest level setting). CPUs also never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.
While it is notable that the high level [[artificial intelligence]] is precise with its reflexes, such as being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all five games are known for having CPUs that can be '''extremely flawed''' even when set to level nine (the highest level setting). CPUs also never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.
Line 11: Line 11:
{{main|List of flaws in artificial intelligence (SSB)}}
{{main|List of flaws in artificial intelligence (SSB)}}
[[File:MarioSpamFireball.gif|thumbnail|right|Example of a level 9 Mario CPU spamming his neutral special]]
[[File:MarioSpamFireball.gif|thumbnail|right|Example of a level 9 Mario CPU spamming his neutral special]]
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main form of attacking is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, along with [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, along with [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].


While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''.
While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''.


The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognise [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take a stock out of them is a strong projectile is absorbed/reflected.
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them is a strong projectile is absorbed/reflected.


[[File:YoshiDoesntNoticeTrap.gif|thumbnail|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
[[File:YoshiDoesntNoticeTrap.gif|thumbnail|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
Line 22: Line 22:
It is a common misconception among Smashers who have not played ''SSB'' that the AI in this game is better at KOing than in the later ''Smash'' games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]; compared to other ''Smash'' games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of [[directional influence]]. This, exacerbated by ''SSB''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games.
It is a common misconception among Smashers who have not played ''SSB'' that the AI in this game is better at KOing than in the later ''Smash'' games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]; compared to other ''Smash'' games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of [[directional influence]]. This, exacerbated by ''SSB''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games.


This is arguably not true however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviours in complex situations, poor defensive play that involves spamming rolls and not attempting to get away from attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws therefore make even level nine CPUs easily beatable by any experienced players as well as intermediate gamers and even casual ones if they are able to exploit their flaws effectively.
This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviors in complex situations, poor defensive play that involves spamming rolls and not attempting to get away from attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws, therefore, make even level nine CPUs easily beatable by any experienced players as well as intermediate gamers and even casual ones if they are able to exploit their flaws effectively.


Because of these numerous flaws, the AI in ''SSB'' is often considered, along with that of ''Melee'', to be the worst in the entire ''Smash'' series.
Because of these numerous flaws, the AI in ''SSB'' is often considered, along with that of ''Melee'', to be the worst in the entire ''Smash'' series.
Line 30: Line 30:
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]]
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]]


The AI in ''Super Smash Bros. Melee'' is also notorious for how flawed it is. CPU now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving themselves forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] which rarely hits (depending on character, percentage and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.
The AI in ''Super Smash Bros. Melee'' is also notorious for how flawed it is. CPUs now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] which rarely hits (depending on the character, percentage, and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.


AI players still have a notably lackluster recovery: while they won't give up on recoveries like they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible, while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.
AI players still have a notably lackluster recovery: while they won't give up on recoveries as they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.


The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault however, as in the former case, CPUs will prioritise reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.
The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault, however, as in the former case, CPUs will prioritize reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.


Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as [[giant]] CPUs inadvertently walking off stages, and [[metal]] CPUs quickly plummeting to their death as they attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty traversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up.
Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as [[giant]] CPUs inadvertently walking off stages, and [[metal]] CPUs quickly plummeting to their death as they attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty traversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up.
Line 43: Line 43:
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. 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 {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. 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 {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.


The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will as well punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognises and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (exempting the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.
The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will as well punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognizes and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (exempting the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.


The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.
The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.
Line 49: Line 49:
The flaws in ''Brawl''{{'}}s AI are considerably lesser and less recurrent than in ''Melee'', but can still be potent. CPUs still tend to be easier to KO and [[edgeguard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. While they do [[air dodge]] when sent flying, this minimal [[Momentum canceling|knockback cushioning]] is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on [[Mario Bros.]]), and are prone to self-destructing in scrolling stages such as [[Rainbow Cruise]] and [[Big Blue]].
The flaws in ''Brawl''{{'}}s AI are considerably lesser and less recurrent than in ''Melee'', but can still be potent. CPUs still tend to be easier to KO and [[edgeguard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. While they do [[air dodge]] when sent flying, this minimal [[Momentum canceling|knockback cushioning]] is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on [[Mario Bros.]]), and are prone to self-destructing in scrolling stages such as [[Rainbow Cruise]] and [[Big Blue]].


While CPUs are better at recovering than in previous games, they still underutilise recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), 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. They also tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognising 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 explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it.
While CPUs are better at recovering than in previous games, they still underutilize recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), 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. They also tend to play strangely in complex custom stages and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognizing 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 explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it.


Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 (player vs. computers).
Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in the CPUs following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 (player vs. computers).


The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.
The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.
Line 71: Line 71:


===In ''Super Smash Bros. for Wii U'' and patches===
===In ''Super Smash Bros. for Wii U'' and patches===
In {{forwiiu}}, the AI has had most of its flaws from ''Smash 3DS'' addresed and fixed: CPUs will no longer overuse their forward smashes, attempt to use worn out projectiles (such as {{SSB4|Robin}}'s {{b|Thunder|Robin}} with the Tome worn out), hold their shields for a long time or air dodge almost all the time when launched. Another prominent change is that CPUs now finally attempt to avoid edgeguarders during their recovery, air dodging any oncoming attacks while carrying on their recovery afterwards; they will also always [[footstool]] foes coming near when they have the opportunity, a behavior exhibited even by {{SSB4|Mii Fighter}}s in Multi-Man modes, including [[Cruel Smash]].
In {{forwiiu}}, the AI has had most of its flaws from ''Smash 3DS'' addressed and fixed: CPUs will no longer overuse their forward smashes, attempt to use worn-out projectiles (such as {{SSB4|Robin}}'s {{b|Thunder|Robin}} with the Tome worn out), hold their shields for a long time or air dodge almost all the time when launched. Another prominent change is that CPUs now finally attempt to avoid edgeguarders during their recovery, air dodging any oncoming attacks while carrying on their recovery afterward; they will also always [[footstool]] foes coming near when they have the opportunity, a behavior exhibited even by {{SSB4|Mii Fighter}}s in Multi-Man modes, including [[Cruel Smash]].


CPUs are more proficient using short hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].
CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].


For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.
For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.


Despite all these improvements being made to the AI, though, it still posseses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.
Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.


CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems especially in [[8-Player Smash]] battles. Aside from this, CPUs still behave rather eccentrically in complex or [[custom stage]]s, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries.
CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems, especially in [[8-Player Smash]] battles. Aside from this, CPUs still behave rather eccentrically in complex or [[custom stage]]s, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries.


Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}} and {{SSB4|Little Mac}}), failing a recovery that was possible and getting KO'd.
Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}} and {{SSB4|Little Mac}}), failing a recovery that was possible and getting KO'd.
Line 94: Line 94:
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}}). [[B-reverse]]s and [[reverse aerial rush]]es also become fairly common. 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}}). [[B-reverse]]s and [[reverse aerial rush]]es also become fairly common. 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]].


The effectiveness of CPU players were 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]]). 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''.
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''.
Anonymous user