List of flaws in artificial intelligence (SSB4): Difference between revisions

Tag: Mobile edit
 
(19 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. 4]]'', present in both games up to the most recent version (1.1.7), unless otherwise stated.
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. 4]]'', present in both games up to the most recent version (1.1.7) unless otherwise stated.


<!-- 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 CPU 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 CPU 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.
4. Make sure to add the latest version in which the flaw occurs: if your game isn't updated to the currently latest version (1.1.7), you might want to check if the flaw was fixed in posterior versions, and add your version in which it occurred accordingly. Otherwise, always list the version as 1.1.7 with its correspondent Smash symbol. Since the AI is the same between both the 3DS and Wii U versions from 1.0.6 onward, always add {{GameIcon|ssb4}} unless it's a stage flaw, in which either {{GameIcon|ssb4-3}} or {{GameIcon|ssb4-u}} should be added if the stage is exclusive to one version.-->
4. Make sure to add the latest version in which the flaw occurs: if your game isn't updated to the current latest version (1.1.7), you might want to check if the flaw was fixed in posterior versions, and add your version in which it occurred accordingly. Otherwise, always list the version as 1.1.7 with its corresponding Smash symbol. Since the AI is the same between both the 3DS and Wii U versions from 1.0.6 onward, always add {{GameIcon|ssb4}} unless it's a stage flaw, in which either {{GameIcon|ssb4-3}} or {{GameIcon|ssb4-u}} should be added if the stage is exclusive to one version.-->


===General===
===General===
Line 17: Line 17:
*If the player constantly stays a safe distance away from the CPU, it will aggressively dash towards them and use a [[dash grab]], or stop the dash in close before using another attack, making its approach predictable. The CPU will dash grab even if the player goes airborne or moves a small distance away, missing it and becoming vulnerable.
*If the player constantly stays a safe distance away from the CPU, it will aggressively dash towards them and use a [[dash grab]], or stop the dash in close before using another attack, making its approach predictable. The CPU will dash grab even if the player goes airborne or moves a small distance away, missing it and becoming vulnerable.
*CPUs additionally always [[pummel]] at least once when grabbing a foe, even with characters such as Ganondorf and Robin that have slow pummels allowing the player to easily break out of the grab.
*CPUs additionally always [[pummel]] at least once when grabbing a foe, even with characters such as Ganondorf and Robin that have slow pummels allowing the player to easily break out of the grab.
**Moreover, with the exception of {{SSB4|Donkey Kong}}, CPUs tend to favor their [[down throw]]s to combo at low to mid percents, even with characters whose down throws are ineffective for said purpose and instead have other combo throws (such as {{SSB4|Bowser}} and {{SSB4|Kirby}}), and in case they do use said throws, they will rarely try to combo out of them whatsoever (an example being Bowser with his up throw). Likewise, at high percents, they almost always their [[back throw]]s for KOing, even with characters such as {{SSB4|Greninja}}, {{SSB4|Marth}} and {{SSB4|Pit}} who have other stronger throws; the only exceptions are {{SSB4|Charizard}}, {{SSB4|Kirby}}, {{SSB4|Link}} and {{SSB4|Mewtwo}}, who instead appropriately use their [[up throw]]s in this instance.
**Moreover, with the exception of {{SSB4|Donkey Kong}}, CPUs tend to favor their [[down throw]]s to combo at low to mid percents, even with characters whose down throws are ineffective for said purpose and instead have other combo throws (such as {{SSB4|Bowser}} and {{SSB4|Kirby}}), and in case they do use said throws, they will rarely try to combo out of them whatsoever (an example being Bowser with his up throw). Likewise, at high percents, they almost always their [[back throw]]s for KOing, even with characters such as {{SSB4|Greninja}}, {{SSB4|Marth}}, and {{SSB4|Pit}} who have other stronger throws; the only exceptions are {{SSB4|Charizard}}, {{SSB4|Kirby}}, {{SSB4|Link}}, and {{SSB4|Mewtwo}}, who instead appropriately use their [[up throw]]s in this instance.
|All
|All
|rowspan=5|{{GameIcon|ssb4}}1.1.7
|rowspan=5|{{GameIcon|ssb4}}1.1.7
|-
|-
|CPUs often fail to recognize when an opponent is in ending lag, instead of acting as though the player has the ability to attack them at any moment. This is particularly noticeable if the player uses [[Rest]], as the CPU will continue to act cautiously, failing to recognize that Jigglypuff is vulnerable.
|CPUs often fail to recognize when an opponent is in ending lag, instead, they act as though the player has the ability to attack them at any moment. This is particularly noticeable if the player uses [[Rest]], as the CPU will continue to act cautiously, failing to recognize that Jigglypuff is vulnerable.
|All
|All
|-
|-
Line 37: Line 37:
|rowspan=4|{{GameIcon|ssb4-3}}1.0.4
|rowspan=4|{{GameIcon|ssb4-3}}1.0.4
|-
|-
|CPUs persistently try to use certain projectiles or special moves even when only one of them can be out at a time, or when a certain period of time must pass for the special to be used again; they will just use it again with no results, causing them to become vulnerable most of the time. These moves include [[Clown Cannon]], [[Mechakoopa]], Wario Bike, [[Banana Peel]], Robin's four special moves (of which {{b|Thunder|Robin}} and [[Arcfire]] suffer the most from this behavior), [[Robo Beam]], [[Gyro]], [[Pikmin Throw]] and [[Bonus Fruit]].
|CPUs persistently try to use certain projectiles or special moves even when only one of them can be out at a time, or when a certain period of time must pass for the special to be used again; they will just use it again with no results, causing them to become vulnerable most of the time. These moves include [[Clown Cannon]], [[Mechakoopa]], Wario Bike, [[Banana Peel]], Robin's four special moves (of which {{b|Thunder|Robin}} and [[Arcfire]] suffer the most from this behavior), [[Robo Beam]], [[Gyro]], [[Pikmin Throw]], and [[Bonus Fruit]].
*When at a long distance from a player, a CPU may even stall in place trying to spam these moves, without trying to approach the player at all for a long while.
*When at a long distance from a player, a CPU may even stall in place trying to spam these moves, without trying to approach the player at all for a long while.
|All
|All
Line 44: Line 44:
|All
|All
|-
|-
|When using a projectile repeatedly, CPUs tend to not move and re-position themselves between uses of it, causing them to constantly miss with projectiles that only cover a specific distance, such as [[Shot Put]] and [[Explosive Flame]], leaving themselves open.
|When using a projectile repeatedly, CPUs tend to not move and reposition themselves between uses of it, causing them to constantly miss with projectiles that only cover a specific distance, such as [[Shot Put]] and [[Explosive Flame]], leaving themselves open.
|All
|All


Line 86: Line 86:
|{{Head|Fox|g=SSB4|s=20px}} {{Head|Falco|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}}
|{{Head|Fox|g=SSB4|s=20px}} {{Head|Falco|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}}
|-
|-
|CPU Bayonetta always uses [[Afterburner Kick]] when at a short distance away from the edge, often without attacking or dodging opponents after using the move and before landing.
|CPU Bayonetta always uses [[After Burner Kick]] when at a short distance away from the edge, often without attacking or dodging opponents after using the move and before landing.
|rowspan=2|{{Head|Bayonetta|g=SSB4|s=20px}}
|rowspan=2|{{Head|Bayonetta|g=SSB4|s=20px}}
|-
|-
Line 115: Line 115:
|{{Head|Mii Brawler|g=SSB4|s=20px}}
|{{Head|Mii Brawler|g=SSB4|s=20px}}
|-
|-
|CPU Luigi, Sheik and Zero Suit Samus never aid their recoveries with their respective [[down special]]s, causing them to fail their recoveries and get KO'd if their other recovery moves do not attain enough distance to get back onto the stage.
|CPU Luigi, Sheik, and Zero Suit Samus never aid their recoveries with their respective [[down special]]s, causing them to fail their recoveries and get KO'd if their other recovery moves do not attain enough distance to get back onto the stage.
|{{Head|Luigi|g=SSB4|s=20px}} {{Head|Sheik|g=SSB4|s=20px}} {{Head|Zero Suit Samus|g=SSB4|s=20px}}
|{{Head|Luigi|g=SSB4|s=20px}} {{Head|Sheik|g=SSB4|s=20px}} {{Head|Zero Suit Samus|g=SSB4|s=20px}}
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
Line 186: Line 186:
|{{Head|Samus|g=SSB4|s=20px}} {{Head|Robin|g=SSB4|s=20px}} {{Head|Lucario|g=SSB4|s=20px}} {{Head|Wii Fit Trainer|g=SSB4|s=20px}} {{Head|Pac-Man|g=SSB4|s=20px}} {{Head|Mii Gunner|g=SSB4|s=20px}}
|{{Head|Samus|g=SSB4|s=20px}} {{Head|Robin|g=SSB4|s=20px}} {{Head|Lucario|g=SSB4|s=20px}} {{Head|Wii Fit Trainer|g=SSB4|s=20px}} {{Head|Pac-Man|g=SSB4|s=20px}} {{Head|Mii Gunner|g=SSB4|s=20px}}
|-
|-
|CPU Kirby often uses his forward aerial after a midair jump to attack edgeguarders during his recovery, regardless of his level, which, while making him harder to gimp, is a very predictable and stoppable process as the CPU will never attempt to act differently.
|CPU Kirby often uses his forward aerial after a midair jump to attack edge guarders during his recovery, regardless of his level, which, while making him harder to gimp, is a very predictable and stoppable process as the CPU will never attempt to act differently.
|{{Head|Kirby|g=SSB4|s=20px}}
|{{Head|Kirby|g=SSB4|s=20px}}
|-
|-
Line 379: Line 379:


|rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}}
|rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}}
|If the player and a CPU Pac-Man are in opposite sides of a stage, he will try to summon a [[Bonus Fruit]] even if there is already one onstage and it is picked up by the player, resulting in him persistently using the move in place with no effect, often for prolonged amounts of time.
|If the player and a CPU Pac-Man are in opposite sides of a stage, he will try to summon a [[Bonus Fruit]] even if there is already one on stage and it is picked up by the player, resulting in him persistently using the move in place with no effect, often for prolonged amounts of time.
|rowspan=15|{{GameIcon|ssb4}}1.1.7
|rowspan=15|{{GameIcon|ssb4}}1.1.7
|-
|-
Line 428: Line 428:


===Item-related===
===Item-related===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
Line 439: Line 438:
| [[File:BeehiveIconSSB4.png|32px|link=Beehive]] [[File:CuccoIconSSB4.png|32px|link=Cucco]] || CPUs often inadvertently attack Cuccos and Beehives in an attempt to attack other players.
| [[File:BeehiveIconSSB4.png|32px|link=Beehive]] [[File:CuccoIconSSB4.png|32px|link=Cucco]] || CPUs often inadvertently attack Cuccos and Beehives in an attempt to attack other players.
|-
|-
| [[File:HammerIconSSB4.png|32px|link=Hammer (item)]] [[File:GoldenHammerIconSSB4.png|32px|link=Golden Hammer]] || CPUs still exhibit most flaws from ''Brawl'' when using the Hammer.
| [[File:HammerIconSSB4.png|32px|link=Hammer (item)]] [[File:GoldenHammerIconSSB4.png|32px|link=Golden Hammer]] || CPUs still exhibit most flaws from ''Brawl'' when using the regular and/or Golden Hammer.
|-
|-
| [[File:FranklinBadgeIconSSB4.png|32px|link=Franklin Badge]] || CPUs do not recognize Franklin Badges, and often use projectiles (including fully charged ones) on players who are wearing them, even though this may prove to be fatal.
| [[File:FranklinBadgeIconSSB4.png|32px|link=Franklin Badge]] || CPUs do not recognize Franklin Badges, and often use projectiles (including fully charged ones) on players who are wearing them, even though this may prove to be fatal.
|-
|-
| [[File:BumperIconSSB4.png|32px|link=Bumper]] [[File:MotionSensorBombIconSSB4.png|32px|link=Motion-Sensor Bomb]] [[File:UniraIconSSB4.png|32px|link=Unira]] || While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem with Motion-Sensor Bombs, Uniras and Bumpers. If one is activated between the thrower and a CPU, it will repeatedly walk up to it, only to back up at the last second (either by jumping backwards, rolling, or sidestepping) and occasionally use a random attack, rarely managing to jump over it unless there are other CPUs at the same side.
| [[File:BumperIconSSB4.png|32px|link=Bumper]] [[File:MotionSensorBombIconSSB4.png|32px|link=Motion-Sensor Bomb]] [[File:UniraIconSSB4.png|32px|link=Unira]] || While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem with Motion-Sensor Bombs, Uniras and Bumpers. If one is activated between the thrower and a CPU, it will repeatedly walk up to it, only to back up at the last second (either by jumping backward, rolling, or sidestepping) and occasionally use a random attack, rarely managing to jump over it unless there are other CPUs at the same side.
*If these items are activated close to a CPU and the player goes to its other side, the CPU may also roll straight into them trying to dodge them.
*If these items are activated close to a CPU and the player goes to its other side, the CPU may also roll straight into them trying to dodge them.
|-
|-
| [[File:BackShieldIconSSB4.png|32px|link=Back Shield]] || If a CPU is cornered near the edge of a stage by a player facing away from them while wearing a Back Shield, the CPU may continuously attack the shield or roll backwards rather than trying another option such as jumping over the player.
| [[File:BackShieldIconSSB4.png|32px|link=Back Shield]] || If a CPU is cornered near the edge of a stage by a player facing away from them while wearing a Back Shield, the CPU may continuously attack the shield or roll backward rather than trying another option such as jumping over the player.
|-
|-
| [[File:PoisonMushroomIconSSB4.png|32px|link=Poison Mushroom]] || CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage.
| [[File:PoisonMushroomIconSSB4.png|32px|link=Poison Mushroom]] || CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage.
|-
|-
| rowspan=2|[[File:SmashBallIconSSB4.png|32px|link=Smash Ball]] || When a player near them has partial intangibility from a dodge, CPU Bowser, Little Mac and Lucario still roll during their Final Smashes to "avoid" them instead of attacking them, despite becoming invincible to knockback, allowing the player to easily stall them out until the Final Smashes wear off.
| rowspan=2|[[File:SmashBallIconSSB4.png|32px|link=Smash Ball]] || When a player near them has partial intangibility from a dodge, CPU Bowser, Little Mac, and Lucario still roll during their Final Smashes to "avoid" them instead of attacking them, despite becoming invincible to knockback, allowing the player to easily stall them out until the Final Smashes wear off.
*CPU players will also group up under Final Smashes that send opponents to the top of the screen, and wander aimlessly or attack constantly even if the resultant ending hit can cause them to be KO'd (such as those from [[Great Aether]] and [[Omnislash]]).
*CPU players will also group up under Final Smashes that send opponents to the top of the screen, and wander aimlessly or attack constantly even if the resultant ending hit can cause them to be KO'd (such as those from [[Great Aether]] and [[Omnislash]]).
|-
|-
Line 459: Line 458:
| [[File:SSBUHocotateBomb.png|40px|link=Hocotate Bomb]] || CPUs have a habit of walking into activated [[Hocotate Bomb]]s, which often leads to them getting lifted off the ground with them and KOed off the top blast line.
| [[File:SSBUHocotateBomb.png|40px|link=Hocotate Bomb]] || CPUs have a habit of walking into activated [[Hocotate Bomb]]s, which often leads to them getting lifted off the ground with them and KOed off the top blast line.
|{{GameIcon|ssb4}}1.1.7
|{{GameIcon|ssb4}}1.1.7
|-
| (Image Needed) || CPUs can sometimes accidentally pick up Trophies, CDs and Custom Parts, preventing the player from unlocking their contents. This usually happens whenever those items are dropped close to other types of items. || {{GameIcon|ssb4}}1.1.7
|}
|}


Line 473: Line 474:
*Additionally, they do not normally wait for the appropriate amount of time after launching from a barrel cannon, and thus enter other cannons while on fire, potentially self-destructing.
*Additionally, they do not normally wait for the appropriate amount of time after launching from a barrel cannon, and thus enter other cannons while on fire, potentially self-destructing.
|-
|-
| [[File:PalutenasTempleWiiUFull.png|128px|link=Palutena's Temple]] || CPUs have a difficult time chasing opponents on the moving platform above the stage, often hitting themselves with the spikes below it or failing to get on it at all. CPU {{SSB4|Little Mac}}s in particular have a very hard time chasing their opponents on this stage without self-destructing.
| [[File:PalutenasTempleWiiUFull.png|128px|link=Palutena's Temple]] || CPUs have a difficult time chasing opponents on the moving platform above the stage, often hitting themselves with the spikes below it or failing to get on it at all. CPU {{SSB4|Little Mac}}s, in particular, have a very hard time chasing their opponents on this stage without self-destructing.
|-
|-
| [[File:Windy Hill press image.jpg|128px|link=Windy Hill Zone]] || On Windy Hill Zone, when knocked off the edges, CPUs will often delay their recoveries even if that causes them to hit the rotating springs, usually getting KO'd in the process. Their tendency to do this does not change even if they bounce to the side instead, as they will once again not recover soon enough, which effectively KOs them seeing how low the springs are positioned.
| [[File:Windy Hill press image.jpg|128px|link=Windy Hill Zone]] || On Windy Hill Zone, when knocked off the edges, CPUs will often delay their recoveries even if that causes them to hit the rotating springs, usually getting KO'd in the process. Their tendency to do this does not change even if they bounce to the side instead, as they will once again not recover soon enough, which effectively KOs them seeing how low the springs are positioned.
|-
|-
| [[File:SSB4UDelfinoPlaza.png|128px|link=Delfino Plaza]] || On Delfino Plaza and stages with a similar layout, CPUs will usually aim their recoveries below the main platform instead of aiming for the ledges (thus requiring less height to recover), causing them to get KO'd if their recovery moves do not grant enough distance to propel them above the platform, when they could have given enough distance for them to grab the ledges instead. || {{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
| [[File:SSB4UDelfinoPlaza.png|128px|link=Delfino Plaza]] || On Delfino Plaza and stages with a similar layout, CPUs will usually aim their recoveries below the main platform instead of aiming for the ledges (thus requiring less height to recover), causing them to get KO'd if their recovery moves do not grant enough distance to propel them above the platform when they could have given enough distance for them to grab the ledges instead. || {{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
|-
|-
| [[File:SSB4 Corneria.JPG|128px|link=Corneria]] || On Corneria, CPUs will attempt to grab items even if they fall onto the Great Fox's laser blaster, often not being able to make it back onto the ship's deck afterwards (repeatedly jumping in place or off the gun only to get back onto it), forcing them to stay put until they are inevitably blasted offscreen. || rowspan=3|{{GameIcon|ssb4-3}}1.0.4
| [[File:SSB4 Corneria.JPG|128px|link=Corneria]] || On Corneria, CPUs will attempt to grab items even if they fall onto the Great Fox's laser blaster, often not being able to make it back onto the ship's deck afterward (repeatedly jumping in place or off the gun only to get back onto it), forcing them to stay put until they are inevitably blasted offscreen. || rowspan=3|{{GameIcon|ssb4-3}}1.0.4
|-
|-
| [[File:SSB4 Paper Mario.JPG|128px|link=Paper Mario]] || In the third section of Paper Mario, CPUs who are standing on the Bowser head won't pay attention to when the head rotates, often focusing on fighting anyone else who may be on there too, rather than maintaining their footing, often resulting in them falling off and not making it back to the stage.
| [[File:SSB4 Paper Mario.JPG|128px|link=Paper Mario]] || In the third section of Paper Mario, CPUs who are standing on the Bowser's head won't pay attention to when the head rotates, often focusing on fighting anyone else who may be on there too, rather than maintaining their footing, often resulting in them falling off and not making it back to the stage.
|-
|-
| [[File:SSB4 Mushroomy Kingdom.jpg|128px|link=Mushroomy Kingdom]] || CPUs would constantly try to break the blocks on the stage, often spamming aerials or forward smashes, with the latter having no use on the blocks.
| [[File:SSB4 Mushroomy Kingdom.jpg|128px|link=Mushroomy Kingdom]] || CPUs would constantly try to break the blocks on the stage, often spamming aerials or forward smashes, with the latter having no use on the blocks.
Line 492: Line 493:
**CPU Luigi, Sheik and Zero Suit Samus now use their down specials to recover, though Luigi uses it without rising.
**CPU Luigi, Sheik and Zero Suit Samus now use their down specials to recover, though Luigi uses it without rising.
**CPU Bowser Jr. now uses Clown Kart Dash to recover.
**CPU Bowser Jr. now uses Clown Kart Dash to recover.
**CPU Ness at high levels no longer uses PK Flash on land, instead using it only for edgeguards.
**CPU Ness at high levels no longer uses PK Flash on land, now using it only for edge guards.
'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*CPUs now unleash a fully charged smash attack on a foe stunned from a broken shield, instead of a random attack.
*CPUs now unleash a fully charged smash attack on a foe stunned from a broken shield, instead of a random attack.
Line 499: Line 500:
*{{GameIcon|ssb4-3}}CPUs wait for a couple of seconds before using Share Stock.
*{{GameIcon|ssb4-3}}CPUs wait for a couple of seconds before using Share Stock.
*CPU Luigi properly rises when using Luigi Cyclone to recover. He now combos his down throw into two forward airs instead of an up air.
*CPU Luigi properly rises when using Luigi Cyclone to recover. He now combos his down throw into two forward airs instead of an up air.
*CPU Bowser Jr. uses Clown Kart Dash on land much more often, and now uses the hammer when recovering with Abandon Ship.
*CPU Bowser Jr. uses Clown Kart Dash on land much more often and now uses the hammer when recovering with Abandon Ship.
*CPU Marth and Lucina perform all hits of Dancing Blade more often, but have a higher tendency of using the move.
*CPU Marth and Lucina perform all hits of Dancing Blade more often but have a higher tendency of using the move.
*CPU Sonic now uses [[Spin Dash]] before his midair jump to recover.
*CPU Sonic now uses [[Spin Dash]] before his midair jump to recover.
*CPU Mii Brawler now uses Feint Jump to recover.
*CPU Mii Brawler now uses Feint Jump to recover.
Line 516: Line 517:


==Specific setups==
==Specific setups==
In comparison to other ''Smash'' games, the AI in ''Smash 4'' since the release of the Wii U version has been coded to always combo the throws (majorly down throws) of most characters into a certain attack (usually an aerial or special move) when set to high levels. This greatly improves the CPUs' damage racking capacities, although it can also result in them missing their followup attack and becoming vulnerable if the opponent has some damage already and reacts with proper DI, since the CPU will often jump in the same way and attack at an specific interval instead of trying to read the opponent's DI. Additionally, some CPUs such as Olimar will not use any attacks out of their down throw despite having potential setups, such as forward air in the case of Olimar, while others such as Mewtwo will do so even if their down throw doesn't allow any guaranteed combos.
In comparison to other ''Smash'' games, the AI in ''Smash 4'' since the release of the Wii U version has been coded to always combo the throws (majorly down throws) of most characters into a certain attack (usually an aerial or special move) when at high levels. This greatly improves the CPUs' damage racking capacities, although it can also result in them missing their followup attack and becoming vulnerable if the opponent has some damage already and reacts with proper DI since the CPU will often jump in the same way and attack at a specific interval instead of trying to read the opponent's DI. Additionally, some CPUs such as Olimar will not use any attacks out of their down throw despite having potential setups, such as forward air in the case of Olimar, while others such as Mewtwo will do so even if their down throw doesn't allow any guaranteed combos.


In addition to this, high-level CPUs will sometimes followup the setup hits of some jabs into another move rather than always using the full jab, an example being CPU Captain Falcon using [[Falcon Dive]] after his second jab. As with the case above, however, not all of these are inescapable, and some even leave the CPUs more punishable than if they hadn't used the move at all.
In addition to this, high-level CPUs will sometimes followup the setup hits of some jabs into another move rather than always using the full jab, an example being CPU Captain Falcon using [[Falcon Dive]] after his second jab. As with the case above, however, not all of these are inescapable, and some even leave the CPUs more punishable than if they hadn't used the move at all.
Line 524: Line 525:
===Out of jabs===
===Out of jabs===
*Bowser: First jab to Bowser Bomb.
*Bowser: First jab to Bowser Bomb.
*Rosalina, Bowser Jr. and Mewtwo: Second jab to [[down tilt]].
*Rosalina, Bowser Jr., and Mewtwo: Second jab to [[down tilt]].
*Palutena: First jab twice to [[down smash]].
*Palutena: First jab twice to [[down smash]].
*Fox and Mewtwo: Second jab (first in Mewtwo's case) to grab.
*Fox and Mewtwo: Second jab (first in Mewtwo's case) to grab.
Line 555: Line 556:
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSBU)]]


==External links==
==External links==
Anonymous user