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List of CPU modes: Difference between revisions

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*It will still attempt to [[recover]] if hit away from the stage, use a standard [[floor recovery]] after being knocked down (in ''SSB'', the CPU will always wait until the maximum length, then use a [[floor attack]]), use a ledge jump [[edge recovery]] when hanging onto a [[ledge]], and jump off of [[revival platform]]s.
*It will still attempt to [[recover]] if hit away from the stage, use a standard [[floor recovery]] after being knocked down (in ''SSB'', the CPU will always wait until the maximum length, then use a [[floor attack]]), use a ledge jump [[edge recovery]] when hanging onto a [[ledge]], and jump off of [[revival platform]]s.
*When put to [[sleep]] in ''SSB'', it will attack nearby foes right after the sleep ends.
*When put to [[sleep]] in ''SSB'', it will attack nearby foes right after the sleep ends.
*When put in an egg in ''SSB'', it will use an aerial after breaking out, even if no one is nearby.
*In ''Melee'', a CPU {{SSBM|Zelda}} or {{SSBM|Sheik}} will use [[Transform]] periodically if not attacked, allowing players to practice against either alter-ego form.
*In ''Melee'', a CPU {{SSBM|Zelda}} or {{SSBM|Sheik}} will use [[Transform]] periodically if not attacked, allowing players to practice against either alter-ego form.
*In ''Brawl'', a CPU will still air dodge after being launched in [[tumbling]] state when set to high levels, and will participate in the [[WarioWare, Inc.]] microgames.
*In ''Brawl'', a CPU will still air dodge after being launched in [[tumbling]] state when set to high levels, and will participate in the [[WarioWare, Inc.]] microgames.

Revision as of 16:06, April 24, 2016

This article is about the different CPU modes used throughout the series. For a more general look at the AI, see Artificial intelligence.

CPU modes are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in Training Mode, while other actions can only be seen performed in various Melee event matches. A few modes are only accessible through the use of Melee's debug menu.

Name Description Availability Melee Debug menu name
Stand Super Smash Bros.Super Smash Bros. Melee/
Stop Super Smash Bros. BrawlSuper Smash Bros. 4
The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions:
  • It will still attempt to recover if hit away from the stage, use a standard floor recovery after being knocked down (in SSB, the CPU will always wait until the maximum length, then use a floor attack), use a ledge jump edge recovery when hanging onto a ledge, and jump off of revival platforms.
  • When put to sleep in SSB, it will attack nearby foes right after the sleep ends.
  • When put in an egg in SSB, it will use an aerial after breaking out, even if no one is nearby.
  • In Melee, a CPU Zelda or Sheik will use Transform periodically if not attacked, allowing players to practice against either alter-ego form.
  • In Brawl, a CPU will still air dodge after being launched in tumbling state when set to high levels, and will participate in the WarioWare, Inc. microgames.
Training Mode, Melee debug menu CPTP_STAY
Walk The CPU will walk back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". Training Mode, Event 19: Peach's Peril (Melee), Melee debug menu CPTP_WALK
Jump The CPU will constantly single jump in place. In Smash 4, the CPU will also fast fall after every jump. Other than this, it retains the same properties as "Stand". Training Mode, Event 21: Ice Breaker (Melee), Melee debug menu CPTP_JUMP
Evade Super Smash Bros.Super Smash Bros. Melee/
Run Super Smash Bros. BrawlSuper Smash Bros. 4
The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". Training Mode, Melee debug menu CPTP_ESCAPE
Attack The CPU will behave normally, throwing out attacks and maneuvers. The level of the CPU is chosen at the character select screen, and can only be adjusted afterwards in Brawl. If the player has placed multiple Training CPUs on the stage, they will be considered on the same team and will not attack each other.
In Smash 4, CPUs set to this mode in Training spam projectiles and many approach attacks (such as Falcon Kick) more often than in other game modes, also being more aggressive at low levels.
Training Mode, Versus Mode, the majority of single-player modes, Melee debug menu CPTP_NORMAL
HumanSuper Smash Bros. Melee/
Control Super Smash Bros. BrawlSuper Smash Bros. for Wii U
The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other. Training Mode (Melee onward only, excluding Super Smash Bros. for Nintendo 3DS), Melee debug menu CPTP_MANUAL
Special Low Link, Special Low Samus The CPU will constantly and only use their down special move. Characters set to this mode via the debug menu will even use Counter, PSI Magnet, and Rest, which they never use in any other situations. Event 3: Bomb-fest (Melee), Melee debug menu CPTP_SPLWLINK, CPTP_SPLWSAMUS
Freak The CPU will stay where they are, but attack when an opponent comes near. Event 6: Kirbys on Parade (Melee), Melee debug menu CPTP_FREAK
Item The CPU will attempt to grab all items that appear. Otherwise, the CPU is normal. Event 7: Pokémon Battle (Melee), Melee debug menu CPTP_ITEM
Event Zelda When set to Zelda, the CPU will Transform into Sheik more often. Event 9: Hide 'n' Sheik (Melee), Melee debug menu CPTP_EVZELDA
Only Item The CPU will only use items, as opposed to using any other attacks. Event 37: Legendary Pokémon (Melee), Melee debug menu CPTP_ONLYITEM
Nana The CPU will follow the leader, attack with the leader, etc. As the name implies, this is the default mode for the partner Ice Climber. Ice Climbers partner, Melee debug menu CPTP_NANA
Defensive The CPU will only use defensive tactics, such as shields and rolls. Melee debug menu only CPTP_DEFENSIVE
Struggle The CPU will attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior, as a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match. Melee debug menu only CPTP_STRUGGLE
Cooperate The CPU will follow the player and attack them. Melee debug menu only CPTP_COOPERATE
No Action The CPU will do absolutely nothing, not even the exceptions listed under "Stand"/"Stop". Melee debug menu only CPTP_NOACT
Air The CPU will use only short hops instead of full jumps. It will also use them more often when approaching the player. Melee debug menu only CPTP_AIR

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