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

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{{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.


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*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.
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|rowspan=5|{{GameIcon|ssb4}}1.1.7
|rowspan=5|{{GameIcon|ssb4}}1.1.7
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|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.
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|rowspan=4|{{GameIcon|ssb4-3}}1.0.4
|rowspan=4|{{GameIcon|ssb4-3}}1.0.4
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|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.
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|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.
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|{{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}}
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|-
|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}}
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|{{Head|Mii Brawler|g=SSB4|s=20px}}
|{{Head|Mii Brawler|g=SSB4|s=20px}}
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|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
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|{{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}}
|-
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|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}}
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===Item-related===
===Item-related===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
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| [[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.
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| [[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
|}
|}


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**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, now 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.
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==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 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 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.
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*[[AI flaws (SSBM)]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSBU)]]


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