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List of flaws in artificial intelligence (SSB): Difference between revisions

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As one 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 a [[special attack]], especially if it is a projectile, along with [[smash attack]]s. For example, {{SSB|Mario}} constantly shoots Fireballs, and {{SSB|Jigglypuff}} persistently uses Pound. 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]]. When a player is at a considerable distance and airborne, CPUs attack mainly by using an [[aerial attack]] depending on their distance from the enemy, which makes their attacks very predictable. That is, they often use their [[up aerial]]s after knocking opponents upwards, and commonly use their [[forward aerial]]s when approaching them from the air. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position; these include {{SSB|Fox}} heavily spamming his up aerial against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. When a player stands on a platform above them, CPUs with [[up special]]s which propel them upwards may also attack with them, even if their attack trajectory would cause them to self-destruct. However, CPUs still have good aiming abilities, such as being able to precisely hit with aerial attacks, as well as with attacks that may seem difficult for human players to use effectively, such as {{SSB|Yoshi}}'s [[Egg Throw]].
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros.]]''.


Though these attack techniques are not considered as flawed as in ''Melee'', CPUs in ''Smash 64'' still have poor recovery abilities. For example, if a CPU uses their up special to recover after jumping, but the player interrupts the attack, the CPU will not attempt to use it again. This makes CPUs reliably easy to KO with [[meteor smash]] attacks. They also underutilise the recoveries of certain characters, and, at low levels, they may not use their up special to recover at all. In addition to this, they always recover in an extremely predictable way, always using their [[air speed]] to move towards the stage before using their up special, while never attempting to fight-off edgeguarders with aerials. Additionally, CPUs have poor defensive abilities: for example, when being attacked by a consecutively hitting [[jab]] (such as {{SSB|Kirby}}'s), they just hold their shield while standing in place until it eventually breaks, without attempting to escape the attack by [[roll]]ing, even if the shieldstun is not high enough to lock them into the attack. They do use rolls outside that situation; however, after using the technique once, they heavily spam it, which makes easy for players to punish them with attacks like [[down smash]]es (especially Mario's and {{SSB|Pikachu}}'s). Outside of this, however, grounded CPUs may still defend properly against attacks that may be difficult for humans to defend against, such as item-based attacks or quick ground attacks, as well as being able to [[tech]] successfully on some stages when launched upwards. Also, {{SSB|Fox}} and {{SSB|Ness}} successfully attempt to use [[Reflector]]/[[PSI Magnet]] against oncoming projectiles; in Ness's case, when playing at [[Saffron City]], he will successfully absorb Charmander's Flamethrower if he's not interrupted, something that may be difficult for humans to do. Despite this, CPUs still cannot recognise these techniques when used by players. For example, they may still throw items against a Fox player with an active Reflector, as well as still shooting [[Absorption|absorbable]] projectiles against a Ness with an active PSI Magnet. Also, a CPU Ness may still attempt to use this move against a non-absorbable projectile, such as a [[Boomerang]]. CPUs additionally have almost non-existent [[edge guarding]] abilities: when knocking a foe offstage, they will just stand on the ledge and throw off their usual attacks whenever the foe comes near. Additionally, if a foe grabs a ledge when a CPU jumps in an attempt to attack, they will mostly decide to [[fast fall]] and attack with a down aerial, which, depending on the character, often causes self-destructs.
CPUs in ''Smash 64'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs cease fighting and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''Smash 64''. The only exceptions are wandering [[Bob-omb]]s, and Starmen on some occasions. They also fail to recognize certain items when they are active; they may still walk into their own Bumpers or Motion-Sensor Bombs, resulting in self-destructs. On some stages, they may also walk into traps, such as the tornadoes on [[Hyrule Castle]]. Additionally, when using a [[Fire Flower]] or [[Ray Gun]], they attack only by shooting with them, and throwing the item after it runs out of ammunition, making their attack pattern predictable. The only exception is when they are battling against Fox or Ness: Level 5 and above CPUs only throw the item against them, never shooting, since they can reflect/absorb the projectiles. In Fox's case, however, his Reflector can still reflect the thrown item. Also, when using a [[Star Rod]], CPUs still shoot stars against these characters. When a foe uses a [[Hammer]] or [[Starman]], CPUs will stay away from the character and, in the Hammer's case, shoot projectiles depending on the situation. Also, when a CPU uses a Hammer and a foe is far away, the CPU will jump towards him, even if the other platform is elevated and there is a pit between them, resulting in the CPU self-destructing.
Additionally, CPUs tend to play strangely on some stages. While their behaviour seems to be normal on simple stages like [[Congo Jungle]] and {{SSB|Dream Land}}, they may exhibit certain flaws in others. For example, CPUs on the [[Yoshi's Island]] stage won't recognise items dropped on the clouds, and they have difficulty recognising walls on stages like [[Peach's Castle]] and Saffron City, not jumping over them unless an enemy provokes them to. On [[Planet Zebes]], they are also very easily KO'd by the acid, and on [[Mushroom Kingdom]], they may go offstage and SD attempting to dodge opponents.
It is a common misconception among Smashers who have not played ''Smash 64'' 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]]. This, exacerbated by ''Smash 64''{{'}}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 [[roll]]s and not attempting to dodge attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws leave them highly vulnerable against any experienced players, or even casual ones if they are able to exploit their flaws effectively.
Because of these numerous flaws, and despite CPUs using certain attacks more effectively than in ''Melee'', the AI in ''Smash 64'' is considered to be the worst of the four current Smash Bros. games.
===Specific examples===
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
2. Suboptimal play by the CPU, in general, does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs. -->
3. Per the previous guideline, a potential example must be behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs. -->


Examples of flawed AI in ''Super Smash Bros.'' include:
===General===
===General===
{| class="wikitable sortable"
{| class="wikitable sortable"
Line 24: Line 12:
! Category !! Description !! Character  
! Category !! Description !! Character  
|-
|-
| rowspan=4 align=center|Recovery
| rowspan=7 align=center|Recovery
| When a CPU {{SSB|Captain Falcon}} grabs someone with his [[Falcon Dive]] during recovery, he will not attempt to use the move again.
| CPUs never attempt to fight off or evade edgeguarders.
| {{Head|Captain Falcon|g=SSB|s=16px}}
| All
|-
| CPUs only attempt to recover once. If they get hit during the first recovery attempt they will just fall to their death.
| All
|-
|-
| CPUs always aim their recoveries towards the center of the stage; so, if [[meteor smash]]ed on stages such as {{SSB|Dream Land}} and [[Peach's Castle]], no matter the strength of the attack, they will go underneath the stage and fail to recover. Similarly, in [[Sector Z]], they may aim recovery towards the Great Fox's cannons, which cannot be stepped on.
| CPUs always aim their recoveries towards the center of the stage; so, if [[meteor smash]]ed on stages such as {{SSB|Dream Land}} and [[Peach's Castle]], no matter the strength of the attack, they will go underneath the stage and fail to recover. Similarly, in [[Sector Z]], they may aim recovery towards the Great Fox's cannons, which cannot be stepped on.
| All
| All
|-
|-
| A CPU Ness will always aim his [[PK Thunder]] as a recovery in an horizontal, barely upwards angle, even if the ledge is above him.
| After a CPU Captain Falcon grabs someone with his [[Falcon Dive]] during recovery, he won't attempt to use the move again.
| {{Head|Ness|g=SSB|s=16px}}
| {{Head|Captain Falcon|g=SSB|s=16px}}
|-
| CPU Mario and Luigi never use [[Mario Tornado]] and [[Luigi Cyclone]] (respectively) to recover.
|{{Head|Mario|g=SSB|s=16px}} {{Head|Luigi|g=SSB|s=16px}}
|-
|-
| A CPU Kirby and Jigglypuff will immediately use up all their jumps after getting knocked off the stage.
| CPU Kirby and Jigglypuff immediately use up all their jumps after getting knocked off the stage.
*CPU Jigglypuffs additionally never use [[Pound]] to recover, only using the move to attack foes on the edge after reaching it.
*CPU Jigglypuff additionally never uses [[Pound]] to recover, only using the move to attack foes on the edge after reaching it.
|{{Head|Kirby|g=SSB|s=16px}} {{Head|Jigglypuff|g=SSB|s=16px}}
|{{Head|Kirby|g=SSB|s=16px}} {{Head|Jigglypuff|g=SSB|s=16px}}
|-
|-
| align=center|Taunting
| A CPU Ness always aims his [[PK Thunder]] as a recovery in a horizontal, barely upwards angle, even if the stage is above him.
| High-level CPUs usually [[taunt]] when they hit an opponent with a high [[knockback]] attack, even if it doesn't KO them. This means they can taunt even if there are traps or other players nearby, and even if the attack is a [[meteor smash]] that leaves the foe at a short distance from the CPU. This makes it easy to punish characters with long taunts, such as Mario.
|{{Head|Ness|g=SSB|s=16px}}
*Additionally, if a CPU in midair sends a foe far away, and then quickly grabs a ledge, it will taunt as soon as it gets up.
|-
| rowspan=4 align=center|Movement & Attack patterns
| CPUs almost never [[dash]] to move, acting almost immediately out of their initial dash to perform dash grabs and [[dash attack]]s, causing their approaches to be extremely slow and predictable.
| All
|-
| CPUs never initiate a [[fast fall]] intentionally, only doing so occasionally when trying to attack with a [[down aerial]] while falling down.
| All
|-
| When getting close to their opponent in a single battle, high-level CPUs always use either a forward smash or down smash (if not a special move), being easily predictable. If the player is not hit by it, they may use that same move continuously while moving a very short distance forward each time.
| All
|-
| When their opponent in a single battle gets close to them, high-level CPUs often spam easily predictable [[roll|rolls]].
| All
|-
| rowspan=8 align=center|Other
| CPUs don't intentionally use [[Z-cancel]]. Instead, they sometimes accidentally do so when trying to roll right after landing.
| All
| All
|-
|-
| rowspan=3 align=center|Other
| CPUs rarely use [[Tech|Ground techs]].
| When getting close to their opponent in a single battle, high-level CPUs always use a move like a down smash, being easily predictable. If the player is not hit by it, they may use that same move continuously while moving a very short distance forward each time.
| All
| All
|-
|-
Line 50: Line 58:
| All
| All
|-
|-
| When [[invincible]], such as by the effect of a Star of when dropping out of a revival platform, CPUs will still shield and dodge attacks thrown against them. Additionally, when a player comes out of a [[revival platform]], they may still attack him/her during the invincibility period.
| When [[invincible]], such as by the effect of a Star or when dropping out of a revival platform, CPUs still shield and dodge attacks thrown against them. Additionally, when a player comes out of a [[revival platform]], they still attack them during the invincibility period.
| All
|-
| When a player has not been damaged for a considerable amount of time, CPUs will start to track and try to damage the said player, ignoring other players completely. In this instance, they will also even go offstage to attack the player, which can cause them to self-destruct. They will only fight as they normally do until the player is damaged or loses a stock.
| All
|-
| High-level CPUs usually [[taunt]] when they hit an opponent with a high [[knockback]] attack, even if it doesn't KO them. This means they can taunt even if there are traps or other players nearby, and even if the attack is a [[meteor smash]] that leaves the foe at a short distance from the CPU. This makes it easy to punish characters with long taunts, such as Mario.
| All
|-
| CPUs will ignore a placed [[Motion-Sensor Bomb]], walking over it even if it would detonate on them.
| All
|-
| CPUs do not collect [[Super Star]]s, only doing so accidentally.
| All
| All
|}
|}


===Character Specific===
===Character specific===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Character !! Description
! Character !! Description
|-
|-
| {{Head|Captain Falcon|g=SSB|s=20px}}
| CPU Captain Falcon often uses [[Falcon Kick]] when jumping over the player, even when platforms are below him. He often misses the move by a short distance, leaving him open to powerful attacks.
*If the player stays above him during the jumping phase, CPU Captain Falcon will use [[Falcon Dive]] instead, falling helpless and becoming extremely vulnerable.


| rowspan=4|{{CharHead|Kirby|SSB}}
| On the [[Kirby Team]] in the [[1P Game]] mode, when the Kirbys are knocked off the stage, they tend to [[fast fall]] as soon as they run out of midair jumps, without even using [[Final Cutter]] to recover. This makes easy for players to KO them, even at Very Hard [[difficulty]].
|-
|-
| A CPU Kirby using [[Inhale]] will only spit out the opponent if it is another Kirby, meaning that no attempt to steal copy abilities from opposing Kirbys will be made.
| rowspan=2|{{Head|Donkey Kong|g=SSB|s=20px}}
| CPU Donkey Kong almost always charges up [[Giant Punch]] and cancels it when the player comes near, not approaching the player until the punch is fully charged.
|-
|-
| A CPU Kirby using [[Stone]] will never end the transformation early. As a result, when the attack is used on a slope, such as that of the leftmost part of Hyrule Castle or at the far right side of Sector Z, he will hold the move in place, falling down and self-destructing.
| When the player comes near, CPU Donkey Kong almost always uses [[Spinning Kong]] to "repel" them, instead of other attacks, and also chases the player after the attack is executed, even if this results in the CPU falling off an edge and self-destructing. This is more noticeable with [[Giant Donkey Kong]]: he tends to use Spinning Kong when the player's teammates approach him.
 
|-
|-
| A CPU Kirby will spam copied attacks such as [[Fireball]], [[PK Fire]], and [[Thunder Jolt]].
| rowspan=3|{{Head|Fox|g=SSB|s=20px}}
| CPU Fox spams his up aerial to attack foes in midair.
|-
|-
| CPU Fox persistently uses [[Blaster]] against players at a distance from him, even if the player can reflect/absorb the lasers or is on a platform at a higher level.
|-
| CPU Fox tends to aim [[Fire Fox]] against players as one of his main attacks. As a result, if a human player runs to the edge of a stage such as {{SSB|Dream Land}}, Fox will follow them and aim his [[Fire Fox]] off of the stage, resulting in a self-destruct.<ref>{{cite web| url = http://www.youtube.com/watch?v=OGPMxhH5Zss | title = Super Smash Bros 64 - Tricking Fox's AI | accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/JetlagJad JetlagJad]| date = 2007-05-23| format = video| work = | publisher = YouTube| quote = }}</ref>


| rowspan=2|{{CharHead|Mario|SSB}}
| CPU Mario never rises when using [[Mario Tornado]].
|-
|-
| CPU Mario persistently shoots [[Fireball]]s against players at a distance from him. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
| rowspan=2|{{Head|Jigglypuff|g=SSB|s=20px}}
| CPU Jigglypuff tends to make constant use of [[Pound]] to attack players, especially in midair.
|-
|-
| CPU Jigglypuff almost never uses [[Rest]], missing the opportunity to use it when in close range to a foe.


| rowspan=2|{{CharHead|Luigi|SSB}}
| CPU Luigi never rises when using [[Luigi Cyclone]].
|-
|-
| CPU Luigi persistently shoots [[Fireball]]s against players at a distance from him. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
| rowspan=3|{{Head|Kirby|g=SSB|s=20px}}
| A CPU Kirby using {{b|Inhale|Kirby}} only spits out the opponent if it is another Kirby, and will always do in this case, meaning that no attempt to steal copy abilities from opposing Kirbys are made.
|-
|-
| A CPU Kirby using [[Stone]] tends to not end the transformation early. As a result, when the attack is used on a slope like that of the leftmost part of Hyrule Castle or at the far right side of Sector Z, he will hold the move in place, falling down and self-destructing.
|-
| Despite making moderate use of his attacks, CPU Kirby still spams copied attacks such as [[Fireball]], [[PK Fire]], and [[Thunder Jolt]].


| rowspan=1|{{CharHead|Ness|SSB}}
| CPU Ness persistently uses [[PK Fire]] against players at a distance from him. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
|-
|-
| rowspan=2|{{Head|Link|g=SSB|s=20px}}
| CPU Link often uses [[Spin Attack]] when the player approaches him (similar to CPU Donkey Kong with Spinning Kong), leaving him vulnerable if the player shields the attack.
|-
| CPU Link almost always uses [[Boomerang]] as his first attack, as well as mostly using it when the foe is at a considerable distance. He also uses the move even if the boomerang was already thrown.


| rowspan=1|{{CharHead|Pikachu|SSB}}
| CPU Pikachu persistently uses [[Thunder Jolt]] against players at a distance from him. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
|-
|-
 
| rowspan=2|{{Head|Luigi|g=SSB|s=20px}}{{Head|Mario|g=SSB|s=20px}}
| rowspan=2|{{CharHead|Donkey Kong|SSB}}
| CPU Luigi and Mario persistently use [[Fireball]]s against players at a distance from them.
| CPU {{SSB|Donkey Kong}}s almost always charge up a [[Giant Punch]] and cancel it when the player comes near, almost never approaching or using another attack instead.
|-
|-
| Donkey Kong mostly uses [[Spinning Kong]] to repel enemies at his sides instead of other attacks, and also chases the player after the attack is executed, even if this results in the CPU falling off an edge and self-destructing. This is more noticeable with [[Giant Donkey Kong]]: he tends to use Spinning Kong when the player's teammates approach him.
| CPU Luigi and Mario nearly always use their [[down aerial]] when above a player, even one that is invincible or shielding.
|-
|-
| {{Head|Ness|g=SSB|s=20px}}
| CPU Ness persistently uses [[PK Fire]] against players at a distance from him.


| rowspan=1|{{CharHead|Samus|SSB}}
| CPU Samus almost always charges up a [[Charge Shot]] and cancels it when the player comes near, almost never approaching or using another attack instead.
|-
|-
| rowspan=2|{{Head|Pikachu|g=SSB|s=20px}}
| CPU Pikachu persistently uses [[Thunder Jolt]] against players at a distance from it.
|-
| CPU Pikachu tends to repeatedly use [[Thunder]] against players on a platform above it.


| rowspan=2|{{CharHead|Link|SSB}}
| CPU Link mostly uses [[Spin Attack]] to repel enemies at his sides instead of other attacks, and also chases the player after the attack is executed, rarely self-destruct when doing so.
|-
|-
| CPU Link will almost always use [[Boomerang]] as his first attack, as well as mostly using it when the foe is at a considerable distance. He may also use the move even if the boomerang was already thrown.
| rowspan=2|{{Head|Samus|g=SSB|s=20px}}
| CPU Samus spams her [[down aerial]] to attack foes in midair.
|-
|-
| CPU Samus almost always charges up a [[Charge Shot]] and cancels it when the player comes near, not approaching until she fully charges it.


| rowspan=1|{{CharHead|Jigglypuff|SSB}}
| CPU Jigglypuff tends to make constant use of [[Pound]] to attack players, especially in midair.
|-
|-
| {{Head|Yoshi|g=SSB|s=20px}}
| CPU Yoshi often uses [[Yoshi Bomb]] when jumping over the player, even when platforms are below him, leaving him open to powerful attacks.
|}


| rowspan=2|{{CharHead|Fox|SSB}}
===Item related===
| CPU Fox tends to aim [[Fire Fox]] against players as one of his main attacks. As a result, if a human player runs to the edge of a stage such as {{SSB|Dream Land}}, Fox will follow him/her and aim his [[Fire Fox]] off of the stage - resulting in a self-destruct.<ref>{{cite web| url = http://www.youtube.com/watch?v=OGPMxhH5Zss | title = Super Smash Bros 64 - Tricking Fox's AI | accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/JetlagJad JetlagJad]| date = 2007-05-23| format = video| work = | publisher = YouTube| quote = }}</ref>
{| class="wikitable sortable"
|-
! width=8%|Item !! width=92%|Description
|-
|-
| CPU Fox persistently uses [[Blaster]] against players at a distance from him, even if the enemy is shielding or protecting. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
| Any || A CPU player who picks up a throwing item when another player is below its platform will repeatedly throw the item to the ground until it disappears - even if the item is a [[Bob-omb]], which often leads to the CPU [[self-destruct]]ing.
|-
|-
 
| [[File:LinkBombIconSSB.png|32px|Link's Bomb|link=Bomb (Link)]] || Other than regular items, CPUs will also attempt to go for Link's Bombs if dropped onstage. Not only they will cease fighting for this, but they may pick up the bomb even if it's about to explode.
| rowspan=1|{{CharHead|Yoshi|SSB}}
| CPU Yoshi may use [[Yoshi Bomb]] constantly against a player below him when airborne, but not as often as the other mentioned CPUs. This can still be significant, however, as he does this even when platforms are below him.
|-
|-
 
| [[File:BumperIconSSB.png|32px|Bumper|link=Bumper]]|| When a Bumper is set, a CPU Fox or Ness may hold their Reflector/PSI Magnet near it until it vanishes, they get hit, or another item appears. During this period they will ignore other players, becoming extremely vulnerable.
| rowspan=2|{{CharHead|Captain Falcon|SSB}}
| CPU Captain Falcon may use [[Falcon Kick]] constantly against a player below him when airborne, but not as often as the other mentioned CPUs. This can still be significant, however, as he does this even when platforms are below him.
|-
|-
| CPU Captain Falcon will almost always jump before using [[Falcon Kick]], which can sometimes cause the attack to miss and become easily punished due to its lag. If the player stays above him during the jumping phase, he will use [[Falcon Dive]] instead, falling helpless and becoming easily vulnerable.
| [[File:FireFlowerIconSSB.png|32px|Fire Flower|link=Fire Flower]][[File:RayGunIconSSB.png|32px|Ray Gun|link=Ray Gun]]|| When a CPU uses a Fire Flower or Ray Gun, they will often use it even if the opponent is out of range.
|}
|}


===Item Related===
===Stage related===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! width=8%|Item !! width=92%|Description
! Stage !! Description
|-
|
[[File:MushroomKingdom64.jpg|60px|Mushroom Kingdom|link=Mushroom Kingdom (SSB)]]
[[File:SectorZSSB.png|60px|Sector Z|link=Sector Z]]
| When standing on moving platforms, CPUs usually won't be conscious about the danger and will stay there like on a normal terrain, which mostly results in them not jumping off and going offstage with the platform, guaranteeing a self-destruct. This can happen, for example, when a CPU comes to attack a foe on the balancing platforms at the Mushroom Kingdom, or when landing on an [[Arwing]] during recovery at Sector Z.
*Additionally, on the Mushroom Kingdom, if a [[Crate]] or [[Barrel]] falls on one of the balancing platforms, CPUs will still attempt to pick it up, falling down with it and SDing.
|-
|
[[File:SaffronCitySSB.png|60px|Saffron City|link=Saffron City]]
[[File:PeachCastleSSB.jpg|60px|Peach's Castle|link=Peach's Castle]] <br />
[[File:SectorZSSB.png|60px|Sector Z|link=Sector Z]]
[[File:HCastleSSB.gif|60px|Hyrule Castle|link=Hyrule Castle]]
| CPUs have difficulty recognizing walls. If there is a player on the right side of the Saffron City stage, CPUs will walk into the doors of the Pokémon trap.
*Similarly, on Peach's Castle, if a human player stands on the bottom [[platform]], a CPU on one of the moving platforms will run into the wall repeatedly.
|-
| [[File:MushroomKingdom64.jpg|128px|Mushroom Kingdom|link=Mushroom Kingdom (SSB)]] || On Mushroom Kingdom, CPUs will never attempt to intentionally use the POW Block nor the Warp Pipes.
|-
| [[File:SaffronCitySSB.png|128px|Saffron City|link=Saffron City]] || On Saffron City, if a level nine Pikachu is set to Player 2, and the player stands on the left edge of the rightmost building after Pikachu is KO'd, it will jump off the revival platform to the right and then approach with [[Quick Attack]], crossing-up the building and self-destructing. Pikachu will continue this indefinitely as long as it is not interrupted by something.
|-
|-
| Any || A CPU player who picks up a throwing item when another player is below its platform will repeatedly throw the item to the ground until it disappears - even if the item is a [[Bob-omb]], which often leads to the CPU [[self-destruct]]ing.
| [[File:DreamLandSSB.png|128px|Dream Land|link=Dream Land (SSB)]] || On Dream Land, if a player stands below a CPU Donkey Kong on a platform, it will continuously use [[Hand Slap]] until the player gets out of there, leaving it easily open for aerial attacks. <ref>http://www.youtube.com/watch?v=rk_EhpxKu8Q</ref>
*In a similar scenario, standing on a Dream Land platform above a CPU {{SSB|Yoshi}} will cause it to use [[Egg Throw]], which (when shielded) will be inevitably followed by an infinite stream of [[double jump cancel]]ed up aerials that are nowhere near hitting the player.
|-
|-
| [[File:SSB64_Link_Bomb.png|32px|Link's Bomb|link=Bomb (Link)]] || Other than regular items, CPUs will also attempt to go for Link's Bombs. Not only they will cease fighting for this, but they may pick up the bomb even if it's about to explode.
| [[File:SectorZSSB.png|128px|Sector Z|link=Sector Z]] || On [[Sector Z]], CPUs that are on the Arwing loading area behind the tail wing of the Great Fox will never use their up special to get onto the tail, causing them to get stuck there if their midair jumps do not grant enough distance/height.
|-
|-
| [[File:BumperSSB.jpg|32px|Bumper|link=Bumper]]|| When a [[Bumper]] is set, a CPU Fox or Ness may hold their Reflector/PSI Magnet near it until it vanishes, they get hit, or another item appears. During this period they will ignore other players, becoming extremely vulnerable.
| [[File:SaffronCitySSB.png|128px|Saffron City|link=Saffron City]] || When an item is on one of the floating platforms in [[Saffron City]], and two CPUs are on the same platform as the item, they will continually walk to the middle of the platform, and then rollback. This continues and doesn't stop until the item despawns. <ref>https://youtu.be/ayNbcmqJ0S0</ref>
|}
|}
===Stage Related===
*As mentioned above, CPUs have difficulty recognising walls. If there is a player on the right side of the [[Saffron City]] stage, CPUs will walk into the doors of the Pokémon trap. Similarly, on Peach's Castle, if a human player stands on the bottom [[platform]], a CPU on one of the moving platforms will run into the wall repeatedly.
*In Mushroom Kingdom, CPUs will never attempt to intentionally use the POW Block nor the Warp Pipes.
*On Saffron City, if a level nine Pikachu is set to Player 2, and the player stands on the left edge of the rightmost building after Pikachu is KO'd, it will jump off the revival platform to the right and then approach with [[Quick Attack]], crossing-up the building and self-destructing. Pikachu will continue this indefinitely as long as it is not interrupted by something.
*In {{SSB|Dream Land}}, if a player stands below a CPU Donkey Kong on a platform, it will continuously use [[Hand Slap]] until the player gets out of there, leaving it easily open for aerial attacks. <ref>http://www.youtube.com/watch?v=rk_EhpxKu8Q</ref>
**In a similar scenario, standing on a Dream Land platform above a CPU {{SSB|Yoshi}} will cause it to use [[Egg Throw]], which (when shielded) will be inevitably followed by an infinite stream of [[double jump cancel]]ed up aerials that are nowhere near hitting the player.
*On [[Sector Z]], CPUs that are on the Arwing loading area behind the tail wing of the Great Fox will never use their up special to get onto the tail, causing them to get stuck there if their midair jumps do not grant enough distance/height.


==See also==
==See also==
* [[Flaws in artificial intelligence]]
*[[Flaws in artificial intelligence]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSBU)]]


==References==
==References==
<references/>
<references/>
==External links==
*[http://www.youtube.com/watch?v=71yUbTsR54E&feature=related The majority of TAS videos by Andtgar show off abusing ''Smash 64'' AI while perfectly comboing.]


[[Category:Glitches (SSB)]]
[[Category:Glitches (SSB)]]

Revision as of 09:04, September 4, 2022

The following is a list of flaws in the artificial intelligence of Super Smash Bros..


General

Category Description Character
Recovery CPUs never attempt to fight off or evade edgeguarders. All
CPUs only attempt to recover once. If they get hit during the first recovery attempt they will just fall to their death. All
CPUs always aim their recoveries towards the center of the stage; so, if meteor smashed on stages such as Dream Land and Peach's Castle, no matter the strength of the attack, they will go underneath the stage and fail to recover. Similarly, in Sector Z, they may aim recovery towards the Great Fox's cannons, which cannot be stepped on. All
After a CPU Captain Falcon grabs someone with his Falcon Dive during recovery, he won't attempt to use the move again. C. Falcon's head icon from SSB.
CPU Mario and Luigi never use Mario Tornado and Luigi Cyclone (respectively) to recover. Mario's head icon from SSB. Luigi's head icon from SSB.
CPU Kirby and Jigglypuff immediately use up all their jumps after getting knocked off the stage.
  • CPU Jigglypuff additionally never uses Pound to recover, only using the move to attack foes on the edge after reaching it.
Kirby's head icon from SSB. Jigglypuff's head icon from SSB.
A CPU Ness always aims his PK Thunder as a recovery in a horizontal, barely upwards angle, even if the stage is above him. Ness's head icon from SSB.
Movement & Attack patterns CPUs almost never dash to move, acting almost immediately out of their initial dash to perform dash grabs and dash attacks, causing their approaches to be extremely slow and predictable. All
CPUs never initiate a fast fall intentionally, only doing so occasionally when trying to attack with a down aerial while falling down. All
When getting close to their opponent in a single battle, high-level CPUs always use either a forward smash or down smash (if not a special move), being easily predictable. If the player is not hit by it, they may use that same move continuously while moving a very short distance forward each time. All
When their opponent in a single battle gets close to them, high-level CPUs often spam easily predictable rolls. All
Other CPUs don't intentionally use Z-cancel. Instead, they sometimes accidentally do so when trying to roll right after landing. All
CPUs rarely use Ground techs. All
When returning on a revival platform, CPUs always reenter the fight instantly regardless of what is happening on the stage. All
When invincible, such as by the effect of a Star or when dropping out of a revival platform, CPUs still shield and dodge attacks thrown against them. Additionally, when a player comes out of a revival platform, they still attack them during the invincibility period. All
When a player has not been damaged for a considerable amount of time, CPUs will start to track and try to damage the said player, ignoring other players completely. In this instance, they will also even go offstage to attack the player, which can cause them to self-destruct. They will only fight as they normally do until the player is damaged or loses a stock. All
High-level CPUs usually taunt when they hit an opponent with a high knockback attack, even if it doesn't KO them. This means they can taunt even if there are traps or other players nearby, and even if the attack is a meteor smash that leaves the foe at a short distance from the CPU. This makes it easy to punish characters with long taunts, such as Mario. All
CPUs will ignore a placed Motion-Sensor Bomb, walking over it even if it would detonate on them. All
CPUs do not collect Super Stars, only doing so accidentally. All

Character specific

Character Description
C. Falcon's head icon from SSB. CPU Captain Falcon often uses Falcon Kick when jumping over the player, even when platforms are below him. He often misses the move by a short distance, leaving him open to powerful attacks.
  • If the player stays above him during the jumping phase, CPU Captain Falcon will use Falcon Dive instead, falling helpless and becoming extremely vulnerable.
DK's head icon from SSB. CPU Donkey Kong almost always charges up Giant Punch and cancels it when the player comes near, not approaching the player until the punch is fully charged.
When the player comes near, CPU Donkey Kong almost always uses Spinning Kong to "repel" them, instead of other attacks, and also chases the player after the attack is executed, even if this results in the CPU falling off an edge and self-destructing. This is more noticeable with Giant Donkey Kong: he tends to use Spinning Kong when the player's teammates approach him.
Fox's head icon from SSB. CPU Fox spams his up aerial to attack foes in midair.
CPU Fox persistently uses Blaster against players at a distance from him, even if the player can reflect/absorb the lasers or is on a platform at a higher level.
CPU Fox tends to aim Fire Fox against players as one of his main attacks. As a result, if a human player runs to the edge of a stage such as Dream Land, Fox will follow them and aim his Fire Fox off of the stage, resulting in a self-destruct.[1]
Jigglypuff's head icon from SSB. CPU Jigglypuff tends to make constant use of Pound to attack players, especially in midair.
CPU Jigglypuff almost never uses Rest, missing the opportunity to use it when in close range to a foe.
Kirby's head icon from SSB. A CPU Kirby using Inhale only spits out the opponent if it is another Kirby, and will always do in this case, meaning that no attempt to steal copy abilities from opposing Kirbys are made.
A CPU Kirby using Stone tends to not end the transformation early. As a result, when the attack is used on a slope like that of the leftmost part of Hyrule Castle or at the far right side of Sector Z, he will hold the move in place, falling down and self-destructing.
Despite making moderate use of his attacks, CPU Kirby still spams copied attacks such as Fireball, PK Fire, and Thunder Jolt.
Link's head icon from SSB. CPU Link often uses Spin Attack when the player approaches him (similar to CPU Donkey Kong with Spinning Kong), leaving him vulnerable if the player shields the attack.
CPU Link almost always uses Boomerang as his first attack, as well as mostly using it when the foe is at a considerable distance. He also uses the move even if the boomerang was already thrown.
Luigi's head icon from SSB.Mario's head icon from SSB. CPU Luigi and Mario persistently use Fireballs against players at a distance from them.
CPU Luigi and Mario nearly always use their down aerial when above a player, even one that is invincible or shielding.
Ness's head icon from SSB. CPU Ness persistently uses PK Fire against players at a distance from him.
Pikachu's head icon from SSB. CPU Pikachu persistently uses Thunder Jolt against players at a distance from it.
CPU Pikachu tends to repeatedly use Thunder against players on a platform above it.
Samus's head icon from SSB. CPU Samus spams her down aerial to attack foes in midair.
CPU Samus almost always charges up a Charge Shot and cancels it when the player comes near, not approaching until she fully charges it.
Yoshi's head icon from SSB. CPU Yoshi often uses Yoshi Bomb when jumping over the player, even when platforms are below him, leaving him open to powerful attacks.

Item related

Item Description
Any A CPU player who picks up a throwing item when another player is below its platform will repeatedly throw the item to the ground until it disappears - even if the item is a Bob-omb, which often leads to the CPU self-destructing.
Link's Bomb Other than regular items, CPUs will also attempt to go for Link's Bombs if dropped onstage. Not only they will cease fighting for this, but they may pick up the bomb even if it's about to explode.
Bumper When a Bumper is set, a CPU Fox or Ness may hold their Reflector/PSI Magnet near it until it vanishes, they get hit, or another item appears. During this period they will ignore other players, becoming extremely vulnerable.
Fire FlowerRay Gun When a CPU uses a Fire Flower or Ray Gun, they will often use it even if the opponent is out of range.

Stage related

Stage Description

Mushroom Kingdom Sector Z

When standing on moving platforms, CPUs usually won't be conscious about the danger and will stay there like on a normal terrain, which mostly results in them not jumping off and going offstage with the platform, guaranteeing a self-destruct. This can happen, for example, when a CPU comes to attack a foe on the balancing platforms at the Mushroom Kingdom, or when landing on an Arwing during recovery at Sector Z.
  • Additionally, on the Mushroom Kingdom, if a Crate or Barrel falls on one of the balancing platforms, CPUs will still attempt to pick it up, falling down with it and SDing.

Saffron City Peach's Castle
Sector Z Hyrule Castle

CPUs have difficulty recognizing walls. If there is a player on the right side of the Saffron City stage, CPUs will walk into the doors of the Pokémon trap.
  • Similarly, on Peach's Castle, if a human player stands on the bottom platform, a CPU on one of the moving platforms will run into the wall repeatedly.
Mushroom Kingdom On Mushroom Kingdom, CPUs will never attempt to intentionally use the POW Block nor the Warp Pipes.
Saffron City On Saffron City, if a level nine Pikachu is set to Player 2, and the player stands on the left edge of the rightmost building after Pikachu is KO'd, it will jump off the revival platform to the right and then approach with Quick Attack, crossing-up the building and self-destructing. Pikachu will continue this indefinitely as long as it is not interrupted by something.
Dream Land On Dream Land, if a player stands below a CPU Donkey Kong on a platform, it will continuously use Hand Slap until the player gets out of there, leaving it easily open for aerial attacks. [2]
  • In a similar scenario, standing on a Dream Land platform above a CPU Yoshi will cause it to use Egg Throw, which (when shielded) will be inevitably followed by an infinite stream of double jump canceled up aerials that are nowhere near hitting the player.
Sector Z On Sector Z, CPUs that are on the Arwing loading area behind the tail wing of the Great Fox will never use their up special to get onto the tail, causing them to get stuck there if their midair jumps do not grant enough distance/height.
Saffron City When an item is on one of the floating platforms in Saffron City, and two CPUs are on the same platform as the item, they will continually walk to the middle of the platform, and then rollback. This continues and doesn't stop until the item despawns. [3]

See also

References

External links