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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
Flaws occur in the artificial intelligence of both ''Super Smash Bros. for 3DS'' and ''Super Smash Bros. for Wii U''.
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.


===''[[Super Smash Bros. for Nintendo 3DS]]''===
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
In ''Smash for 3DS'' prior to version 1.0.5, the AI appears to be generally more proficient than that of ''Melee'', retaining most of the improvements made to it with the transition to ''Brawl''; these include properly extending/charging smash and special attacks, as well as using more varied options with them, shielding and dodging attacks more often, using alternate recovery moves (such as side specials) and/or aiding their recovery with them, and having better recognition of items while actively seeking out for powerful ones, generally without ceasing fighting like in previous Smash games.
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.
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 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.-->


When not in lag, CPUs will almost always [[shield]] (usually perfect shield), [[roll]] away or [[sidestep]] against their opponents' attacks, to then take advantage of the attack lag suffered and [[punish]] them, commonly with a [[grab]] or uncharged [[forward smash]]. Like in ''Brawl'', CPUs will also try to approach grounded foes at close ranges by using [[aerial attack]]s, rather than just using them to attack foes standing on platforms or in midair, and will [[air dodge]] attacks more prominently when going airborne; high-leveled CPUs will also actively [[tech]] on any nearby solid surface they hit when launched a high distance, and will try to escape from grabs as quick as possible, usually not letting their foes pummel them more than two or three times before being released, even at damage percentages of 100% and over.
===General===
{| class="wikitable sortable"
|-
! Category !! Description !! Character !! Latest version
|-
|rowspan=9 align=center|Attack choices
|When they get close to a foe after they roll, land from midair or finish another attack, CPUs will nearly always use a [[grab]], or occasionally a jab if the foe is not shielding, making their attack choices at close range predictable. They even do this if the foe approaches them from behind, turning around before grabbing.
*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.
**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
|rowspan=5|{{GameIcon|ssb4}}1.1.7
|-
|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
|-
|When launched upwards and close to the player horizontally, CPUs tend to fall down and use a [[down aerial]] when in close range, which can be easily shielded and punished, instead of trying to land away safely.
|All
|-
|Like in ''Melee'' and ''Brawl'', CPUs that launch a foe upwards will just wait for them on the ground to attack with up tilts and up smashes as they come near, rarely using other attacks or going airborne to chase them. The only exception is Mii Gunner, who will often jump and use their [[up aerial]] instead.
|All
|-
|In [[Training]] mode, CPUs set to Attack have a much higher tendency to use projectiles and other special attacks they spam (such as Falcon Kick) than in other game modes, using them even when in close to the player, causing them to be much easier to punish and impractical to battle against.
|All
|-
|CPUs make constant use of their [[forward smash]] and grab to attack at close range.
|All
|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]].
*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
|-
|When at a moderate distance from a foe, most CPUs often jump before shooting projectiles (a behavior also presented by CPU Yoshi with Egg Lay), even if these are fired in a straight horizontal trajectory, such as [[Water Shuriken]] or [[Charge Shot]], or at an otherwise more vertical angle, such as [[Shot Put]], causing them to miss if the foe just stays on the ground.
|All
|-
|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


Besides shields, CPU characters with [[counterattack]] special moves are also very precise with them, using them more prominently against any direct non-grab attacks when not in lag, and those with [[reflect]]ors or [[absorb]]ers will hesitate to use them against any projectiles (if they are reflectable/absorbable so) shot in their vicinity.
|-
|rowspan=7 align=center|Shielding and Dodging
|If a CPU on the ground is not in lag when a nearby player has [[intangibility]] from a roll or sidestep, it will also [[roll]], taking the intangibility as a menace; if this is done repeatedly, the CPU will continuously roll around, seemingly rolling in lockstep with the player, attacking only if the player is not intangible as the CPU's lag ends, instead of simply punishing them. This easily allows the player to bait the CPU and get followups.
*CPUs also behave similarly when the player has invincibility via [[respawn]]ing or equipment. They will roll constantly even if the player just stays on the revival platform, doing so heedless of other hazards on stage.
|All
|rowspan=3|{{GameIcon|ssb4}}1.1.7
|-
|CPUs hold their shield against incoming attacks even if they have remarkable [[shield break]]ing potential (such as [[Hand Slap]], also notorious with items like the {{b|Hammer|item}} and [[Home-Run Bat]]) or are strengthened enough by [[equipment]] to do so, allowing the player to easily set up followups and KOs on them afterward.
|All
|-
|High-level CPUs always attempt to [[air dodge]] incoming attacks and grabs while airborne, even if doing so causes other dangers, such as [[landing lag]] if used right above a platform or self-destructing on stages like [[Jungle Japes]], where the air dodge's lag can cause them to fall in the water. Additionally, if the player repeatedly uses an attack that weakly sends the CPU over them, such as an up tilt for most characters, the CPU will air dodge the second attack after getting hit by the first one but will suffer landing lag afterward, enabling the player to simply hit the CPU with the attack over again and rack up significant damage.
*Similar behavior occurs with high-level CPUs attempting to escape area-of-effect dangers such as an [[X Bomb]] or [[Assist Trophy]]; they will air dodge constantly and angle their recoveries in an attempt to escape the item without considering where they land, which can cause an unintentional self-destruct (most notoriously with angled recoveries such as [[Teleport]], [[Fire Fox]] or [[Power of Flight]]) or leave them prone to harsh punishment.
|All
|-
|CPUs shielding attacks at a fair distance might hold them for a long time or constantly put them on and off until they are close to breaking, regardless of what the player does.
|All
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
|-
|After shielding an attack, CPUs tend to always roll before attacking the player, rarely using [[shield grab]]s or just dropping their shield to use attacks, making them easy to predict and punish.
|All
|rowspan=3|{{GameIcon|ssb4-3}}1.0.4
|-
|When on a platform, CPUs shielding attacks from below will just hold their shields in place if attacked repeatedly or drop them to then shield the next attack again, not trying to roll or jump away until their shield is close to breaking. This allows them to be easily [[shield stab]]bed.
|All
|-
|When a player charges a special move whose charge can be held indefinitely, such as [[Hero's Bow]] or [[Rollout]], CPUs without projectiles (or approach special moves they spam) behave rather eccentrically: they will recurrently jump and fall down while moving a slight distance forward, repeating the process and randomly rolling away from the player as they get closer, only attacking if the player is within close range as they jump or land. While they still attempt to dodge these attacks when released, this behavior can be easily exploited by unleashing the attack as they are falling down, invariably hitting them.
*CPUs also behave this way against a Wii Fit Trainer player using [[Deep Breathing]], despite her becoming vulnerable, no matter how long the move is used.
|All


CPUs in ''Smash for 3DS'' are also slightly better at [[edgeguarding]], as characters without projectiles will now attempt to edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing unlike in the previous games.
|-
|rowspan=22 align=center|Recovery
|When recovering while above ground level, CPU Link and Toon Link at high levels will use their [[Boomerang]] even if that leaves them vulnerable against nearby edge guarders, or otherwise doesn't reach the foe at all. CPU Mario and Dr. Mario behave the same way with [[Fireball]]/[[Megavitamins]], as does CPU Pikachu with [[Thunder Jolt]].
|{{Head|Link|g=SSB4|s=20px}} {{Head|Toon Link|g=SSB4|s=20px}} {{Head|Mario|g=SSB4|s=20px}} {{Head|Dr. Mario|g=SSB4|s=20px}} {{Head|Pikachu|g=SSB4|s=20px}}
|rowspan=5|{{GameIcon|ssb4}}1.1.7
|-
|When using their up specials during recovery while above ground level, CPU Fox and Falco will aim for nearby onstage foes instead of a safe ledge, leaving themselves easily punishable.
*CPU Mii Swordfighter exhibits the same behavior with [[Skyward Slash Dash]], assuming the move is equipped.
|{{Head|Fox|g=SSB4|s=20px}} {{Head|Falco|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}}
|-
|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}}
|-
|CPU Bayonetta never uses [[Witch Twist]] before her midair jump when recovering, thus rendering her unable to use the move a second time and allowing her to be edgeguarded more easily.
|-
|CPU Palutena never uses [[Super Speed]] to recover, and won't try to attack after using [[Jump Glide]] even when onstage. CPU R.O.B. behaves similarly with [[Robo Burner]], not attacking or dodging after using it until landing or grabbing an edge.
|rowspan=2|{{Head|Palutena|g=SSB4|s=20px}}  {{Head|R.O.B.|g=SSB4|s=20px}}
|-
|CPU Palutena never uses [[Angelic Missile]] to recover.
|{{GameIcon|ssb4-3}}1.0.4
|-
|CPU Pac-Man never uses [[Power Pellet]] to recover.
|rowspan=2|{{Head|Pac-Man|g=SSB4|s=20px}}
|{{GameIcon|ssb4}}1.1.7
|-
|When using [[Pac-Jump]], CPU Pac-Man often doesn't bounce on the trampoline again unless a wall in front forces him to do so, causing him to be KO'd if the first bounce doesn't achieve enough distance for him to recover.
|{{GameIcon|ssb4-3}}1.0.4
|-
|CPU Ryu never uses [[Focus Attack]] Dash Cancels to recover.
|{{Head|Ryu|g=SSB4|s=20px}}
|{{GameIcon|ssb4}}1.1.7
|-
|When using [[Abandon Ship]], CPU Bowser Jr. never attacks with the hammer, instead air dodging continuously when pursued until landing or grabbing an edge.
|{{Head|Bowser Jr.|g=SSB4|s=20px}}
|rowspan=2|{{GameIcon|ssb4}}1.0.5
|-
|CPU Mii Brawler never uses [[Feint Jump]] to recover.
|{{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.
|{{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
|-
|CPUs of characters with multiple midair jumps often intentionally hover by the ledge using up all of them before grabbing it, instead of simply getting back to the stage, leaving themselves open to subsequent [[gimp]]s.
|{{Head|Pit|g=SSB4|s=20px}} {{Head|Kirby|g=SSB4|s=20px}} {{Head|King Dedede|g=SSB4|s=20px}} {{Head|Meta Knight|g=SSB4|s=20px}} {{Head|Charizard|g=SSB4|s=20px}} {{Head|Jigglypuff|g=SSB4|s=20px}} {{Head|Dark Pit|g=SSB4|s=20px}}
|{{GameIcon|ssb4-u}}1.0.2, {{GameIcon|ssb4-3}}: 1.0.5 only
|-
|Similar to the situation seen above, CPU Ness and Lucas always distance away from the stage edge to aim at it with PK Thunder 2 (or [[z-air]] in the case of Lucas), becoming extremely vulnerable to gimps.
|{{Head|Ness|g=SSB4|s=20px}} {{Head|Lucas|g=SSB4|s=20px}}
|{{GameIcon|ssb4}}1.1.7, {{GameIcon|ssb4-3}}: 1.0.5 onward
|-
|CPUs never avoid or fight off [[edgeguard]]ers during their recovery, making them much easier to KO than human players.
|All
|rowspan=8|{{GameIcon|ssb4-3}}1.0.4
|-
|At high levels, CPU Wario most of the time aids his recovery with Wario Bike before using [[Corkscrew]]. When knocked out of the move's jump, however, he may persistently try to use the move again even if he hasn't got the Bike back, initiating Wario's "searching around" animation and getting KO'd.
*He may also exhibit this behavior if his Bike is onstage due to a prior use of the move.
|{{Head|Wario|g=SSB4|s=20px}}
|-
|In most cases, CPU Diddy Kong aims [[Rocketbarrel Boost]] horizontally, even if the stage ledge is above him, causing him to be KO'd when he could have survived otherwise.
*CPU Mii Gunner behaves similarly with [[Arm Rocket]], assuming the move is equipped.
|{{Head|Diddy Kong|g=SSB4|s=20px}} {{Head|Mii Gunner|g=SSB4|s=20px}}
|-
|CPU Charizard never uses [[Flare Blitz]] to recover.
|{{Head|Charizard|g=SSB4|s=20px}}
|-
|CPU Ness always aims [[PK Thunder 2]] in the same upwards, barely horizontal trajectory when recovering, often causing him to fail to recover if the ledge or platform he is aiming at is at a more horizontal distance (as the CPU commonly won't wait to be below it to use the move either).
|{{Head|Ness|g=SSB4|s=20px}}
|-
|At high levels, CPU Shulk often activates his Jump [[Monado Arts|Art]] before using [[Air Slash]] to recover. However, he does this even if he had already used another Art, having to scroll all the way to the Jump Art before being able to use Air Slash, waiting too long to recover and getting KO'd.
|{{Head|Shulk|g=SSB4|s=20px}}
|-
|CPU Mega Man at high levels usually tries to use [[Crash Bomber]] after [[Rush Coil]] if he doesn't grab an edge instantly with the move, even though it doesn't affect recovery; in some occasions, this can cause him to miss a nearby ledge and get KO'd.
*At low levels, he may even use Crash Bomber only, without using Rush Coil at all, causing him to be KO'd without trying to recover.
|{{Head|Mega Man|g=SSB4|s=20px}}
|-
|When using [[Soaring Axe Kick]] and [[Stone Scabbard]] for recovery, CPU Mii Fighters won't wait to be underneath the ledge they're aiming at, at a range the distance given by the move is more desirable for recovering, habitually using the move instantly after their midair jump and self-destructing easily because of the moves' falldown.
|{{Head|Mii Brawler|g=SSB4|s=20px}} {{Head|Mii Swordfighter|g=SSB4|s=20px}}


As stated above, the AI also makes better use of items than in the previous games, retaining most of their behaviors from ''Brawl'', such as trying to repel other players when going for an item, waiting to use a [[Final Smash]] until they are in close proximity to an opponent (a behavior also exhibited by CPU {{SSB4|Little Mac}}s using the [[KO Uppercut]]), and remaining on their [[revival platform]] until a character using a powerful item or Final Smash finishes the attack. It also seems to be more aware of opposing items; it will tend to stay away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and will avoid walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs will shield and dodge potentially dangerous items thrown at them more often.
|-
|rowspan=4 align=center|Other
|When hit by Mega Man's [[up aerial]], CPUs often use a midair jump after taking its repeated hits, even if they end up being pushed by the tornado towards the upper blast line, getting KO'd earlier by the move.
|All
|rowspan=4|{{GameIcon|ssb4}}1.1.7
|-
|When [[Shuriken of Light]] is repeatedly used against CPUs at a far distance (near to the point where the move gets maximum power), they will just hold their shield in place even if the attack doesn't reach them at all, holding it until it's close to breaking if the player doesn't ceasefire, allowing the player to get easy shield stabs and breaks on them afterward. In this situation, CPUs with reflectors will also rarely use them at all.
*CPUs also exhibit this behavior against the custom moves [[Flamethrower#Customization|Fireball Cannon]] and [[Super Hoop#Customization|Jumbo Hoop]].
|All
|-
|CPUs still ignore when [[Team Attack]] is on, carelessly using powerful moves like [[smash attack]]s even if there are teammates with high damage near them, thus KOing them. When accidentally grabbing teammates, they will also still pummel and throw them.
|All
|-
|CPU players on a human player's team may still perform actions on similar-teamed human players, even with Team Attack off, most often at Level 6 and above. This is most frequent when a human player is charging an attack, holding down a hitbox-generating attack (such as a jab infinite), or is [[buried]]; CPU players will spam dodges for the former two, or constantly throw out smash attacks for the latter.
|All
|-
|rowspan=8 align=center|[[List of flaws in artificial intelligence (SSBB)|Carryover from ''Brawl'']]
|When launched a high distance, high-leveled CPUs will almost always [[air dodge]] after [[hitstun]] ends, very occasionally jumping or using an aerial attack instead, which allows players to easily get followups on them. In this case, they will also never interrupt their air dodges with an action besides another dodge.
*In this situation, CPUs may also air dodge continuously until they land, without trying to counterattack pursuing players at all, and will still air dodge when close to the ground as well, becoming vulnerable due to the landing lag.
|All
|rowspan=6|{{GameIcon|ssb4-3}}1.0.4
|-
|When grabbing ledges, CPUs frequently choose to jump from them instead of using other options, allowing players to consistently punish them with options that cover their ledge jump.
|All
|-
|During the period a player has to respawn, CPUs will jump onto a nearby platform, and flee to others when the player pursues them, without attempting to dodge their attacks.
|All
|-
|When a player and a CPU with a chargeable projectile are on opposite sides of a stage, the CPU will still constantly charge and fire the projectile in place until the player comes near, allowing them to easily reflect or absorb them.
|{{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 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}}
|-
|CPU Meta Knight tends to use [[Dimensional Cape]] over his other special moves to recover, even when [[Shuttle Loop]] and [[Drill Rush]] are vastly superior options; he usually only uses the former when a ledge is directly above him, and never uses the latter at all.
|{{Head|Meta Knight|g=SSB4|s=20px}}
|-
|CPUs with a [[Gooey Bomb]] or Crash Bomber stuck to them constantly shield and dodge until they wear off or explode, ignoring nearby players in the process.
|All
|{{gameIcon|ssb4}}1.1.7
|}


As a side note, CPUs in free-for-alls will no longer only target human players, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''Smash 64'' and ''Melee'', though they will still preferably target players with high damage percentages to earn KOs as soon as possible. Unlike in ''Brawl'', CPUs will now avoid taunting opponents after they are KO'd, now doing so rarely (and usually only if they are Star KO'd), leaving them less vulnerable.
===Character-specific===
{| class="wikitable sortable"
|-
! Character !! Description !! Latest version
|-


CPUs in ''Smash for 3DS'' are not without flaws, however, which are unfortunately much more potent than in ''Brawl''. When at long distances from foes, CPUs will [[spam]] projectiles nearly as much as in ''Melee'', periodically using any [[projectile]]s with significant horizontal distance they have (except Final Cutter), even if these can be reflected or absorbed (though unlike in previous games, CPUs will stop using projectiles after they spot a player with an active reflector or absorber); these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s forward air. Unlike in the previous games, CPUs will also still attempt to use projectiles right after shielding or dodging an attack even when at close distances from foes, often leaving them vulnerable due to their usual lag. Characters without projectiles will also spam long ranged, straightforward special moves, even those they didn't use to spam before, such as [[Falcon Kick]], [[Rollout]], [[Spin Charge]] and [[Wario Bike]], using them in the same way, and CPUs with counterattack moves also abuse them to the point they end up spamming them as well, allowing human players to bait them and respond with a grab.
|{{Head|Mario|g=SSB4|s=20px}}{{Head|Dr. Mario|g=SSB4|s=20px}}
|CPU Mario and Dr. Mario tend to use [[Cape]]/Super Sheet after a jump instead of their superior aerial attacks, leaving themselves open to punishes if predicted correctly.
|rowspan=3|{{GameIcon|ssb4}}1.1.7
|-


CPUs also have poorer defensive abilities than in ''Brawl'', as they may hold their shield until it's close to breaking when protecting from an attack at a fair distance, or hold it up, drop it, and repeat the process over again until the player comes near, leaving them punishable. They will almost always decide to use rolls over other types of dodges, which can be easily punished when spammed; CPUs may also roll when foes get close without attacking at all, or when they do for dodging their attacks; in the latter case, CPUs will mostly roll constantly towards their foes until they stand still or attack. For punishing attacks, CPUs will almost always use a grab or forward smash after dodging, generally not using other out of shield options (the latter which gives problems to characters whose f-smash is laggy, such as {{SSB4|Ike}} and {{SSB4|Dedede}}), and will almost always grab when a foe is directly at their front in any other situation, causing them to be easily predictable, avoidable and punishable themselves.
|{{Head|Luigi|g=SSB4|s=20px}}
|CPU Luigi tends to use [[Luigi Cyclone]] when approaching the player.
|-


They also seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground, while never trying to interrupt them with other actions (features that were neither present in ''Brawl''). Moreover, CPUs will still not attempt to evade or fight off edgeguarders (with the exception of Kirby), causing them to be easily KO'd, and will under-utilise some characters' recoveries, by not trying to use some characters' faster recovery options or not using some special moves to aid recovery. They still have difficulty recognizing walls on stages like [[Living Room]], and will commonly not consider height differences or obstacles when using projectiles or straightforward special moves, resulting in them spamming such moves even when players are higher on slopes, nearby platforms or behind walls, being nowhere near hitting them. CPUs also still exhibit weird behaviors on complex stages such as [[Gaur Plain]], where they have difficulty pursuing players and aiming recoveries, and are prone to being hit by hazards on stages like {{SSB4|Mute City}} and [[Boxing Ring]], as well as being fairly easy to KO in scrolling stages such as [[3D Land]].
|{{Head|Peach|g=SSB4|s=20px}}
|When [[float]]ing towards the player, CPU Peach will never cancel the float to air dodge incoming attacks; as she often floats to approach from the ground, this can be easily exploited to fatally KO her.
*Additionally, at high levels, if the player goes offstage and CPU Peach is at the edge, she will always float offstage for the maximum duration without attempting to attack or air dodge, only moving horizontally towards them. This flaw not only leaves her open to punishment from unusually slow attacks such as fully charged smash attacks but can also be limitlessly exploited, allowing the player to win against her by repeatedly going offstage and punishing her.
|-


In general, despite some of the improvements made to it, the AI in ''Smash for 3DS'' plays generally poorer than in ''Brawl'', being much easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient.
|{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Wario|g=SSB4|s=20px}}{{Head|Robin|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|King Dedede|g=SSB4|s=20px}}{{Head|Lucario|g=SSB4|s=20px}}{{Head|Mewtwo|g=SSB4|s=20px}}
|The CPUs characters shown left use their grab special moves ([[Flying Slam]], [[Egg Lay]], [[Chomp]], [[Nosferatu]], [[Inhale]], [[Force Palm]] and [[Confusion]] respectively) almost as much as their grab, and in the same instances, leaving themselves open to attacks if they miss (since they are usually laggier than regular grabs).
|{{GameIcon|ssb4}}1.1.7, {{GameIcon|ssb4-3}}: 1.0.5 onward
|-


====Specific examples====
|{{Head|Bowser|g=SSB4|s=20px}}{{Head|Yoshi|g=SSB4|s=20px}}{{Head|Kirby|g=SSB4|s=20px}}{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}}{{Head|Mii Swordfighter|g=SSB4|s=20px}}{{Head|Bayonetta|g=SSB4|s=20px}}
*CPUs still retain several flaws from ''Brawl'':
|When above the player in midair, the CPUs shown left (especially Captain Falcon and Ganondorf) often use their [[stall-then-fall]] specials ([[Bowser Bomb]], [[Yoshi Bomb]], [[Stone]], Falcon Kick, Wizard's Foot, Power Thrust and downward Afterburner Kick respectively), even if these can be easily avoided and punished.
**When launched a high distance, high-leveled CPUs will almost always air dodge after [[hitstun]] ends, very ocassionally jumping or using an aerial attack instead, which allows players to easily predict them and followup with other attacks. In this case, they will also never attempt to interrupt their air dodges (not even with another dodge), always waiting for them to be fully executed before using another action.
|{{GameIcon|ssb4}}1.1.7
***In this situation, CPUs may also air dodge continously until they land, without trying to counterattack pursuing players at all, becoming even more predictable. They will still air dodge when close to the ground as well, becoming vulnerable due to the landing lag.
|-
**When grabbing edges, CPUs will frequently choose to jump from them instead of using other options, ignoring players that may punish them.
**During the period a player has respawn invincibility, CPUs will still jump into a nearby platform, and will flee to others when the player pursues them, without attempting to dodge their attacks. On stages without platforms like {{SSB4|Final Destination}}, they will still roll constantly towards the nearest edge until the player's invincibility wears off, being easily counterable.
**CPUs that launch a foe a significant distance upwards will still just wait for them on the ground to spam up tilts and up smashes, very rarely attempting aerial attacks instead.
**When a player and a CPU with a chargeable projectile are on opposite sides of a stage, the CPU will still constantly charge and fire the projectile in place until the player comes near, allowing them to easily reflect or absorb them.
**CPUs with a [[Gooey Bomb]] or [[Crash Bomber]] will constantly shield and dodge until they wear off or explode, ignoring nearby players in the process.
**CPUs will still attack players near walk-off blast lines without caution, commonly causing them to self-destruct. As CPUs in ''Smash for 3DS'' use approach attacks more often, they can also be easily tricked to use them against players near walk-off blast lines, invariably self-destructing.
*CPUs exhibit poor behaviors when using several special moves:
**They will 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]], {{SSB4|Robin}}'s four special moves (of which {{b|Thunder|Robin}} and [[Arcfire]] suffer the most from this behavior), [[Robo Beam]], [[Gyro]], [[Pikmin Throw]] (CPUs will use it even after having thrown all possible Pikmin) 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 until they do so.
**CPUs will try to spam certain [[approaching attack]]s as much as projectiles, using them as the same rate and on the same situations; these include Wario Bike, [[Wizard's Foot]], [[Super Speed]], [[Straight Lunge]], [[Rollout]], [[Falcon Kick]], [[Spin Charge]], [[Burning Dropkick]] and [[Power Thrust]]. CPUs will also often use [[Headbutt]], [[Plasma Whip]], [[Shield Breaker]] (in {{SSB4|Marth}}'s case, though not {{SSB4|Lucina}}'s), [[Raptor Boost]] and [[Onslaught]] when at a close distance from the player.
**When at a moderate distance from a foe, most CPUs will often jump before shooting projectiles, even if these are fired in a straight horizontal trajectory, such as [[Water Shuriken]] and [[Charge Shot]], or at an otherwise more vertical angle, such as [[Shot Put]], causing them to miss if the foe just stays on the ground. A CPU Yoshi will also exhibit the same behavior with [[Egg Lay]].
**CPUs will not properly measure distances required to hit with certain projectiles that only cover a specific distance, such as [[Explosive Flame]] and Shot Put, causing them to spam these moves even when their foe is out of the move's range between the CPU and the projectile.
**CPU characters with chargeable projectiles that can be stored, such as {{SSB4|Lucario}}, {{SSB4|Wii Fit Trainer}} and Robin, will often spam weak projectiles after unleashing a fully charged one, even if they don't reach the foe at all.
**A CPU {{SSB4|Rosalina}} will never intentionally attempt to make Luma attack projected away from her upon using [[Luma Shot]], only calling it back to use the move over again, causing it to be easily KO'd by foes. She will also persistently try to call Luma back even when it's stunned from an attack (period during which it cannot be called back), leaving herself open to enemy attacks.
**CPU {{SSB4|Diddy Kong}}s have a tendency to spam [[Peanut Popgun]] in an attempt to hit players who are on platforms above them, even though the gun cannot be aimed high enough to so do.
***CPU Diddy Kongs will additionally never intentionally pick up [[Banana Peel (move)|Bananas]] they drop.
**Despite CPU Little Macs waiting to be close to an opponent to use their KO Uppercut, they might still use the move at inappropiate moments, commonly when they're near an edge and a foe is either hanging on it or in midair above the CPU, resulting in them just wasting their uppercut.
**When using [[PK Flash]], a CPU Ness will always charge the move to nearly its maximum against grounded opponents, no matter how close they are to him, allowing them to punish him with powerful attacks like charged smashes. They will exhibit this flaw prominently even in the Wii U version.
**CPU {{SSB4|Wii Fit Trainer}}s using [[Deep Breathing]] will never attempt to end the move earlier, and may use it repeatedly even though it becomes slower per use, allowing players to easily punish the CPUs with powerful attacks.
**A CPU {{SSB4|Villager}} will rarely perform [[Timber]] properly. Additionally, the CPU fails to detect where it planted the sapling or tree. It will even occasionally attack its own tree (instead of using the axe) when it grows.
**CPU Lucinas will almost always try to combo their down throw into a [[Dolphin Slash]], even when this often proves to be a poor attempt at doing so, being easily avoidable by [[DI]]ing away and leaving the CPU vulnerable afterwards. CPU Mii Brawlers will exhibit the same behavior with [[Helicopter Kick]].
**CPU Mii Gunners will never fire [[Laser Blaze]] continously, always shooting once at a time.
*While the CPUs in ''Smash 4'' appear to understand items better than those in both ''Melee'' and ''Brawl'', they still exhibit flaws when approaching or using certain ones:
<!--Do not add that CPUs hover on the blast line with a Rocket Belt without definitive proof.-->
**CPUs will use the [[Ore Club]] improperly; when holding it, they will often stand in place and use its forward tilt repeatedly as if expecting this to produce a projectile, even though a forward smash must be used to do this. This issue is not present in ''For Wii U'', as in said game, they will always use forward smashes, and won't use the weapon in any other way unless in close proximity to foes.
**Like in ''Brawl'', CPUs will actively seek out any powerful items that are on the stage, while also attacking anyone who tries to get them first. However, this proves to be a fatal issue on [[Corneria]]; in this scenario, a CPU may try to grab an item that falls onto the Great Fox's laser blaster, but will often not be able to make it back onto the ship's deck, forcing them to stay put (though they will repeatedly jump in place or even jump off the gun entirely only to get back onto it) until they are inevitably blasted off screen.
**CPUs still have a tendency to throw [[Deku Nut]]s and [[Smart Bomb]]s too close to themselves and accidentally get caught in the explosions that follow. Similarly, they have a habit of attacking [[Cucco]]s and [[Beehive]]s in the process of attacking other players.
**While CPUs are overall better at avoiding dangerous items activated by anyone other than them, this can become a problem when they are confronted with certain items such as [[Motion-Sensor Bomb]]s, [[Unira]]s, and [[Bumper]]s. If one is activated in the middle of the stage, CPUs that are on the opposite side of the bomb from where the thrower is 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. Though this pattern usually lasts until the item disappears, the CPU occasionally will manage to jump over it. An exception to this flaw exists if there is more than one CPU on the opposite side of the bomb. If this is the case, then at least one of them will immediately jump over it.
**CPUs do not recognize [[Franklin Badge]]s, and will often use projectiles (including fully charged ones) on players who are wearing them, even though this may prove to be fatal.
**CPUs still experiment most flaws from ''Brawl'' when using the Hammer.
*CPUs will still underutilise several characters' recoveries, in the same way as in ''Brawl'' for some:
**CPU {{SSB4|Luigi}}s, {{SSB4|Dr. Mario}}s, {{SSB4|Sheik}}s and {{SSB4|Zero Suit Samus}}es will 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.
**High-leveled CPU {{SSB4|Wario}}s will almost always try to aid their recoveries with Wario Bike before using [[Corkscrew]]. When knocked out of the move's jump, however, they may persistently attempt to use the move again even if they haven't got the Bike back, initiating Wario's "searching around" animation and getting KO'd. They may also exhibit this behavior if their Bike is onstage due to a prior use of the move.
**CPU {{SSB4|Diddy Kong}}s will use horizontal trajectories of [[Rocketbarrel Boost]] in most cases. While this can be effective in some situations, they will still use it even if they are close to a blast line, when a vertical trajectory would have been more optimal, causing then to be KO'd when they could have survived otherwise.
***CPU {{SSB4|Mii Gunner}}s will exhibit similar behaviors with [[Arm Rocket]], assuming the move is equipped.
**CPU {{SSB4|Palutena}}s will never aid their recoveries with Super Speed or [[Angelic Missile]] (assuming they have said moves equipped), and will never attack players when using [[Jump Glide]] until landing, grabbing a ledge or being knocked out of the move.
***Like in ''Brawl'', CPU {{SSB4|R.O.B.}}s will exhibit the same behavior as with the latter move when using [[Robo Burner]].
**Regardless of their level, CPU {{SSB4|Kirby}}s will often spam their [[forward aerial]] to attack edgeguarders during their recovery, which, while giving them less chances of being [[gimp]]ed, is a very predictable and stoppable process as the CPU will never attempt to act differently.
**CPU {{SSB4|Meta Knight}}s still tend to use [[Dimensional Cape]] over their other special moves to recover, even when [[Shuttle Loop]] and [[Drill Rush]] are vastly superior options; they usually only use the former when a ledge is directly above them, and never use the latter at all.
**CPU {{SSB4|Fox}}es and {{SSB4|Falco}}s will often aim their up specials against nearby onstage players during their recoveries; while they won't self-destruct less often than in ''Brawl'', this attempt can be still easily countered due to these moves' long startup, causing the CPUs to be KO'd more easily.
***CPU {{SSB4|Mii Swordfighter}}s will exhibit the same behavior with [[Skyward Slash Dash]], assuming the move is equipped.
**CPU {{SSB4|Captain Falcon}}s and {{SSB4|Ganondorf}}s will never use [[Raptor Boost]] and [[Flame Choke]] (respectively) to recover alternatively. CPU {{SSB4|Charizard}}s will also never use [[Flare Blitz]] to recover.
***Additionally, CPU [[Pac-Man (SSB4)|Pac-Men]] will not only never use [[Power Pellet]] to recover, but, when using [[Pac-Jump]], will never attempt to bounce on the trampoline again  unless a wall in front of them forces them to do so, causing them to be KO'd if the first bounce doesn't achieve enough distance for them to recover.
**CPU {{SSB4|Ness}}es will always hit themselves with PK Thunder in the same upwards, barely horizontal trajectory when recovering, often causing them to fail to recover if the ledge or platform they are aiming at is at a more horizontal distance (as the CPU commonly won't wait to be below it to use the move either).
**A CPU {{SSB4|Shulk}} that has a ledge stolen from him will not use [[Air Slash]] as soon as possible, waiting too long to use it, missing the ledge and self-destructing. Additionally, he may sometimes choose to use [[Back Slash]] when below a ledge, even though it will not help him reach it.
**High-leveled CPU [[Mega Man (SSB4)|Mega Men]] will usually attempt to use [[Crash Bomber]] after [[Rush Coil]] if they don't grab an edge instantly with the move, despite the fact that it does not affect recovery; in some occasions, this can cause them to miss a nearby ledge and get KO'd. Lower-leveled CPUs may even use Crash Bomber only, without using Rush Coil at all, causing them to be KO'd without trying to recover.
**When using [[Soaring Axe Kick]] and [[Stone Scabbard]] for recovery, CPU Mii Fighters won't wait to be underneath the ledge they're aiming at, at a range the distance given by the move is more desirable for recovering, habitually using the move instantly after their midair jump and self-destructing easily because of the moves' falldown.
*When launched, CPUs will most of the time decide to tech instantly; while this wasn't problematic in ''Brawl'' since the CPUs would still air dodge afterwards if they missed, it will cause them to fail their tech in ''Smash for 3DS'' if the window for it wears off as they hit a surface late, bouncing off it and getting KO'd when they could have survived otherwise.
*When on a platform, CPUs shielding attacks from below will just hold their shields in place if attacked repeatedly, or drop them to then shield the next attack again, not trying to roll or jump away until their shield is close to breaking. This also allows them to be easily [[shield stab]]bed.
*CPUs are extremely incompetent at attacking foes hanging on ledges: when this happens, they will most of the time just stay in place and spam their usual special moves, even if they don't reach the foe at all, and will attack with a down tilt or smash only if they were previously near the ledge, rarely approaching at all. This easily allows the player to get up freely or stall the CPUs on the ledge by edge hopping and attacking them from above.
**In this situation, a CPU Meta Knight away from the opponent will also always use [[Mach Tornado]] as the opponent grabs the ledge, and a CPU Ike will always use [[Quick Draw]], even though these moves also prove to be ineffective.
*When a player charges a special move whose charge can be held indefinitely, such as [[Hero's Bow]] or Rollout, CPUs without projectiles (or approach special moves they spam) will behave rather eccentrically: they will recurrently jump and fall down while moving a slight distance forward, repeating the process and randomly rolling away from the player as they get closer, only attacking if the player is within close range as they jump or land. While they still attempt to dodge these attacks when released, this behavior can be easily exploited by unleashing the attack as they are falling down, invariably hitting them.
**CPUs will also behave this way against a Wii Fit Trainer player using Deep Breathing, despite her becoming vulnerable, no matter how long the move is used.
*When [[Shuriken of Light|Shurikens of Light]] are shot repeatedly against them, CPUs without reflectors will just hold their shields in place, ignoring  the move's effect of gradually becoming stronger, causing their shields to be drained quickly, rolling away only when their shield is about to break, allowing the player to easily shield stab them or break their shields afterwards. They may also shield in place even if the move doesn't reach them at all, not dropping it until the player ceases fire.
*While approaching, CPU {{SSB4|Bowser}}s and Warios have a tendency to use their [[jab]] even if no foes are within the move's range, causing their approach to be slower and easier to counter.
*In battles with [[character customization]] enabled, CPUs will attempt to shield against moves even if they are strengthened enough by [[equipment]] to break them in one hit, allowing for easy [[shield break]]s and follow-up attacks.
*In the third section of [[Paper Mario]], CPUs who are standing on the Bowser head will not pay attention to when the head rotates, and will often focus 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.


===''[[Super Smash Bros. for Wii U]]''===
|rowspan=2|{{Head|Rosalina|g=SSB4|s=20px}}
The AI in the Wii U version is considered much more proficient than in the 3DS version, and even more than in ''Brawl'', having most flaws from both games fixed while keeping their positive attributes from them, such as precisely responding to any attacks thrown at them and using items more effectively. High-leveled CPUs will now use aerial attacks even more prominently, also [[short hop]]ping or [[fast fall]]ing them when necessary, in a style closer to that of experienced players. They will also choose better follow-up options when using certain attacks, now [[combo]]ing throws into aerials more often, and using varied attacks in a more effective way rather than always using the same attack in a given situation, and will also choose stronger out of shield options, now always using out of shield up smashes when possible (something they did very rarely in the 3DS version), as well as occasionally using other smashes or powerful attacks.
|CPU Rosalina tends to use her [[forward air|forward]] or [[back air]] as hitstun ends upon being launched far, even if no foes are close to her or Luma, allowing the player to hit her out of the moves' endlag and potentially get followups and KOs.
|{{GameIcon|ssb4}}1.1.7, {{GameIcon|ssb4-3}}: 1.0.5 onward
|-
|CPU Rosalina will never intentionally attempt to make Luma attack projected away from her upon using [[Luma Shot]], only calling it back to use the move over again, causing Luma to be easily KO'd by foes.
*She will also persistently try to call Luma back even when it's stunned from an attack (the period during which it cannot be called back), leaving herself open to enemy attacks.
|{{GameIcon|ssb4-3}}1.0.4
|-


CPUs with projectiles will also try offstage edge guarding more often, and CPUs themselves will now finally try to evade edge guarders, as high-leveled ones will always try to air dodge attacks thrown at them when recovering (if possible) while carrying on their recovery afterwards; they will also always [[footstool]] opponents coming near when they have the opportunity, a behavior also exhibited by Mii Fighters in [[Multi-Man mode]]s, including [[Cruel Smash]].
|{{Head|Bowser Jr.|g=SSB4|s=20px}}
|CPU Bowser Jr. spams [[Clown Kart Dash]] when at far distances from the player.
*This usually also leads to him [[SD]]ing on walk-off stages such as [[Bridge of Eldin]].
|{{GameIcon|ssb4}}1.1.7 (1.0.6 onward)
|-


CPUs will now also make wiser use of projectiles and special moves than in 3DS, using them less often and in more effective ways, such as by waiting before they can be executed again (rather than just trying to execute them again for naught), and not using them if the foe is on a position completely out of the moves' range. When launched in [[tumbling]] state, rather than almost always trying to air dodge as in 3DS, CPUs will now more often respond to pursuing players with aerial attacks, not air dodging until a foe directly tries to attack them, and jumping when not menaced at all.
|{{Head|Wario|g=SSB4|s=20px}}
|CPU Wario often uses Wario Bike when at far distances from the player.
*He additionally most of the time turns around as he gets close to the foe, even if that causes him to not hit at all, and also attempts to use the move even if his Bike is onstage and away from him, initiating his "searching around" animation and failing to do so.
|rowspan=2|{{GameIcon|ssb4}}1.1.7
|-


For the first time in the ''Super Smash Bros.'' series, CPUs partaking in [[Team Battle]]s will automatically and immediately [[Share stock|use any remaining stocks]] that other CPU teammates may have, regardless of their level, giving them better chances of success.
|{{Head|Donkey Kong|g=SSB4|s=20px}}
|When grabbing a foe, CPU Donkey Kong will only use his cargo throw, and then almost always his cargo up throw, only using his cargo down throw when grabbing foes near an edge.
*He also often initiates and finishes the cargo throw instantly, never moving except to turn around if close to an edge and facing away from it, and not [[pummel]]ing the foe until very high percentages.
|-


Despite all these improvements being made to the AI, though, it still possesses some minor flaws. CPUs will still use projectiles more frequently than regular attacks when at far distances, which, despite their better use of them, still leads to them being predictable and counterable; similar to in ''Smash for 3DS'', CPUs will also sometimes use projectiles at close range from foes, even when direct attacks are more preferable, and some CPUs like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} will still use [[Approach attack|approach special moves]] as much as in 3DS. They still seem to ignore character differences with regular attacks, as for example, they might still use aerial attacks with {{SSB4|Little Mac}}, and will still fight with their usual "playstyle" in free-for-alls, causing them to use grabs or other attacks that can only hit one opponent at a time, instead of others that can hit multiple foes more frequently, giving them several problems especially in [[8-Player Smash]]es (hilariously, a Level 9 CPU can lose against seven Level 1 ones in a Team Battle because of this).
|{{Head|Diddy Kong|g=SSB4|s=20px}}
|CPU Diddy Kong never attempts to pick up his [[Banana Peel]]s, even when he intentionally spawns them.
|{{GameIcon|ssb4}}1.1.0
|-


Aside from this, CPUs still behave rather eccentrically in complex or custom stages, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries, and can still occasionally self-destruct on scrolling stages like [[Pac-Land]], where they'll remain attacking foes and usually won't escape fast enough from the [[blast line]]s.
|{{Head|Link|g=SSB4|s=20px}}{{Head|Toon Link|g=SSB4|s=20px}}
|When punishing an opponent after a shield break, CPU Link and Toon Link only use the first hit of their forward smash, with CPU Link also not charging it at all, thus missing on significant damage and, due to the first hit's very low knockback scaling (in order to connect into the second hit), rendering them unable to KO the opponent whatsoever.
|{{GameIcon|ssb4}}1.1.7 (1.0.6 onward)
|-


Additionally, while CPUs will now always evade edge guarders when possible, they still do this to a fault, as they may prioritize air dodging over actual recovering, which, when attacked repeatedly, can make them miss the ledge or platform they were aiming at (if their recovery move doesn't grant enough vertical distance), failing a recovery that was possible and getting KO'd.
|{{Head|Sheik|g=SSB4|s=20px}}
|CPU Sheik tends to use [[Burst Grenade]] when distanced away from the player (like she does with [[Needle Storm]]) and hold it even after the player gets close, allowing them to unleash a powerful attack on her.
|rowspan=2|{{GameIcon|ssb4}}1.1.7
|-


====Specific examples====
|{{Head|Samus|g=SSB4|s=20px}}
While most of the specific flaws from the 3DS version's AI have been fixed or are less likely to happen in ''Smash for Wii U'', some exclusive to this version are still present:
|CPU Samus often repeatedly uses {{b|Bomb|Samus}}s when above the player, even if there is a platform below her.
|-


*On [[Windy Hill Zone]], CPUs that are knocked off the edges will often not attempt recovery until it is too late, resulting in them hitting the rotating springs; an act that can very likely cause them to self-destruct. Their tendency to do this does not change even if they manage to 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.
|{{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|Mii Gunner|g=SSB4|s=20px}}
*On large stages such as [[Temple]], CPUs will often not pursue players who are a great distance away from them, and instead focus on fighting any other CPUs or players who are nearby, sometimes even for prolonged amounts of time, unless they have only one opponent.
|CPU characters with chargeable projectiles that can be stored often spam weak projectiles after unleashing a fully charged one, even if they don't reach the foe at all.
*On [[The Great Cave Offensive]], CPUs will still jump to use aerials or try to reach higher-placed foes even if below a low ceiling with [[Danger Zone]]s, receiving avoidable damage and eventually self-destructing.
|{{GameIcon|ssb4-3}}1.0.4
*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.
|-
*If a CPU is cornered near the edge of a stage by a human player, and the player is facing away from them while wearing a [[Back Shield]], the CPU may continuously attack the shield or tech backwards rather than trying another option such as jumping over the player.
 
*When at a distance, CPU {{SSB4|Wii Fit Trainer}}s have a minor tendency to charge their [[Sun Salutation]] for a fraction of a second, before shielding for an equally long amount of time, and rapidly switching between the two, leaving themselves open to punishes.
|rowspan=2|{{Head|Zero Suit Samus|g=SSB4|s=20px}}
*On [[Jungle Hijinxs]], CPUs exhibit numerous behavioral oddities:
|CPU Zero Suit Samus tends to use [[Flip Jump]] when at a medium distance from the player, often failing to hit with it.
**When in a different layer than a human player, they will not usually make a strong effort to follow the player, and often linger in their current layer for long periods of time.
|rowspan=5|{{GameIcon|ssb4}}1.1.7
***When they ''do'' chase the player, they will often perform repeated short-hops below the barrel cannons instead of jumping full height, causing themselves to miss.
|-
**Additionally, CPUs do not normally wait for the appropriate amount of time after launching from a barrel cannon, and thus enter other cannons while on fire, causing potential KOs.
|She also tends to use [[Plasma Whip]] against players near the move's maximum range.
*CPUs at Level 6 and below tend to exhibit some strange behaviors most prominent when pitted against one human player (and no other characters at all).
|-
**They have a tendency to walk into strong/charged attacks.
 
**They often pick inferior options in terms of approaching aggressive opponents.
|{{Head|Pit|g=SSB4|s=20px}}{{Head|Dark Pit|g=SSB4|s=20px}}
**They sometimes stall for a split second upon landing on the ground, leaving themselves open to punishes.
|About half of the time when a projectile is fired at them, CPU Pit and Dark Pit will use [[Upperdash Arm]]/Electroshock Arm to [[reflect]] it instead of [[Guardian Orbitars]], even if they are in the air or during recovery, leaving them extremely vulnerable due to the move's heavy aerial ending lag especially if they fail to hit the projectile, and in the latter case, even failing to recover and getting KOed.
**They also have a habit of short-hopping off the stage after players who are close to the blast line (or recovering from a low height) as if they are about to edgeguard them, only to quickly use their double jump to reach the stage again. While not necessarily problematic, this can be a problem for characters who have subpar recoveries and/or fast falling speed (such as {{SSB4|Little Mac}}).
|-
*CPUs of characters with more than two jumps will often intentionally use up their extra jumps and hover right by a ledge before grabbing it, leaving them wide open to edgeguards.
 
*When the bridge is destroyed on [[Bridge of Eldin]], CPUs, including high level ones (most notoriously, {{SSB4|Little Mac}}) won't even attempt to cross the broken bridge. Instead they will just run near the [[blast zone]], close enough to where they'll get damaged but not to the point of SD'ing. The only way to stop this behavior is to cross the bridge, compelling the CPU to actually attack the player.
|{{Head|Palutena|g=SSB4|s=20px}}
|CPU Palutena spams [[Super Speed]] (if equipped) when at far distances from the player.
|-
 
|rowspan=2|{{Head|Marth|g=SSB4|s=20px}}{{Head|Lucina|g=SSB4|s=20px}}
|CPU Marth and Lucina tend to spam [[Dancing Blade]] to attack the player at close distances.
|-
|CPU Lucina almost always tries to combo her down throw into [[Dolphin Slash]], even when this often proves to be a poor attempt at doing so, it is easily avoidable by [[DI]]ing away and leaving her vulnerable afterward.
|{{GameIcon|ssb4-3}}1.0.4
|-
 
|{{Head|Marth|g=SSB4|s=20px}}{{Head|Little Mac|g=SSB4|s=20px}}{{Head|Lucario|g=SSB4|s=20px}}{{Head|Greninja|g=SSB4|s=20px}}{{Head|Lucina|g=SSB4|s=20px}}{{Head|Shulk|g=SSB4|s=20px}}{{Head|Roy|g=SSB4|s=20px}}{{Head|Mii Swordfighter|g=SSB4|s=20px}}
|The CPUs shown left (most notably Little Mac and Shulk) constantly use their [[counterattack]]s against the player if they use a powerful attack (such as an aerial or smash) near them, even if it doesn't hit the CPUs, leaving themselves open to baits and punishes.
*They sometimes also randomly use them after launching an attack or near the edge of the stage against recovering foes, even if they don't attack at all.
|rowspan=14|{{GameIcon|ssb4}}1.1.7
|-
 
|{{Head|Ike|g=SSB4|s=20px}}
|When the player is [[Floor recovery|knocked down]], CPU Ike will nearly always use [[Quick Draw]], even at a distance where the player is able to roll behind him to avoid the attack. Prior to version 1.1.1, he would also exhibit this behavior when the player grabbed a ledge.
|-
 
|{{Head|Robin|g=SSB4|s=20px}}
|CPU Robin never attempt to pick up Tomes or Levin Swords they drop.
|-
 
|{{Head|Kirby|g=SSB4|s=20px}}
|CPU Kirby tends to incorrectly use copy abilities like [[PK Flash]] and [[Warlock Punch]] that aren't [[camp]]able projectiles, which he uses even against foes out of the moves' range, or [[Monado Arts]], which he uses at inappropriate moments (such as using Shield or Smash at low percentages).
|-
 
|{{Head|Meta Knight|g=SSB4|s=20px}}
|When the player is [[Floor recovery|knocked down]] or hanging on a ledge, CPU Meta Knight will almost always use [[Mach Tornado]] regardless of his distance from the foe, which often proves to be ineffective.
|-
 
|rowspan=2|{{Head|Little Mac|g=SSB4|s=20px}}
|CPU Little Mac tends to use [[Straight Lunge]] when at a medium distance from the player.
|-
|CPU Little Mac doesn't properly notice when his [[Power Meter]] is maxed out, using his neutral special in the same instances he would use Straight Lunge, thus using his KO Uppercut too far from the opponent and wasting it, while not taking advantage of releasing it when a player is close to him. He also tries to use it against players falling down nearby or hanging on ledges; an attempt that can be easily avoided.
|-
 
|rowspan=2|{{Head|Fox|g=SSB4|s=20px}}{{Head|Falco|g=SSB4|s=20px}}
|CPU Fox and Falco sometimes use [[Fox Illusion]]/[[Falco Phantasm]] or [[Fire Fox]]/Bird instead of their [[Blaster]] from far distances, even if these moves don't cover enough distance or are otherwise extremely punishable.
|-
|CPU Falco always shoots only two or three times when using Blaster on the ground, and doesn't end the move quicker even if the player gets close to him, becoming vulnerable to attacks.
|-
 
|{{Head|Pikachu|g=SSB4|s=20px}}
|Besides Thunder Jolt, CPU Pikachu tends to jump forward and use [[Thunder]] when approaching, even if it doesn't hit at all and leaves Pikachu vulnerable right in front of the player.
|-
 
|rowspan=2|{{Head|Jigglypuff|g=SSB4|s=20px}}
|CPU Jigglypuff almost always attacks with [[Rollout]] when at far distances, and turns around as it is near the foe to hit on the way back rather than immediately, making it easily punishable.
*Additionally, if initiating the move too close to an edge, it will roll completely off the stage and not stop until it eventually self-destructs, even at high levels.
|-
|CPU Jigglypuff never uses [[Rest]] at high levels, missing the opportunity to use it when in close range to a foe; at low levels, it uses the move very rarely and when at a far distance from the player, leaving itself extremely vulnerable to attacks.
|-
 
|{{Head|Greninja|g=SSB4|s=20px}}
|CPU Greninja almost always approaches with [[Shadow Sneak]] when at far distances.
|-
 
|rowspan=2|{{Head|Ness|g=SSB4|s=20px}}{{Head|Lucas|g=SSB4|s=20px}}
|CPU Ness and Lucas tend to use PK Thunder 2 to approach when at far distances, giving the player a long amount of time to dodge and punish them, or even hit them with a charged attack.
*They additionally use it even if there are platforms above them, causing the beam to vanish and interrupting the attack.
|-
|When using PK Flash, CPU Ness always charges the move to nearly its maximum against grounded opponents, no matter how close they are to him, allowing them to punish him with powerful attacks such as charged smashes.
|{{GameIcon|ssb4-3}}1.0.4, {{GameIcon|ssb4-u}}1.0.2
|-
 
|rowspan=2|{{Head|Captain Falcon|g=SSB4|s=20px}}{{Head|Ganondorf|g=SSB4|s=20px}}
|CPU Captain Falcon and Ganondorf spam [[Falcon Kick]]/[[Wizard's Foot]] at far distances from the player.
|rowspan=2|{{GameIcon|ssb4}}1.1.7
|-
|They additionally tend to use [[Raptor Boost]]/[[Flame Choke]] against foes near the moves' maximum range.
|-
 
|{{Head|Villager|g=SSB4|s=20px}}
|CPU Villager rarely performs [[Timber]] properly, failing to detect where he planted the sapling or tree to initiate the next phases of the move, and occasionally even attacking his own tree (instead of using the ax) when it grows.
|{{GameIcon|ssb4-3}}1.0.4
|-
 
|{{Head|Olimar|g=SSB4|s=20px}}
|If the player doesn't approach, CPU Olimar will often persistently use [[Pikmin Throw]] in place even after having thrown all possible Pikmin.
|{{GameIcon|ssb4}}1.1.7
|-
 
|{{Head|Wii Fit Trainer|g=SSB4|s=20px}}
|CPU Wii Fit Trainer using [[Deep Breathing]] never attempts to end the move earlier, and may use it repeatedly even though it becomes slower every use, allowing players to easily punish them with powerful attacks such as charged smashes.
|{{GameIcon|ssb4-3}}1.0.4
|-
 
|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 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
|-
|CPU Pac-Man often uses [[Fire Hydrant]] when above the player, even if there is a platform below him.
|-
 
|rowspan=2|{{Head|Sonic|g=SSB4|s=20px}}
|CPU Sonic spams [[Spin Charge]] to approach from far distances.
|-
|CPU Sonic always uses [[Homing Attack]] after using his [[up throw]] against a player, which is too slow to hit them before they are able to dodge in comparison to Sonic's other, more reliable followups, and leaves him close enough to the player for them to punish him.
|-
 
|{{Head|Mewtwo|g=SSB4|s=20px}}
|After being launched upwards, CPU Mewtwo will sometimes [[Teleport]] diagonally down as it falls even if not attacked, leaving it highly vulnerable afterward.
*It will even do this near edges on some stages, causing it to self-destruct. Mewtwo additionally uses Teleport instead of a roll in some occasions to dodge certain special moves such as Kirby's Stone, often self-destructing when doing this near an edge.
|-
 
|rowspan=3|{{Head|Cloud|g=SSB4|s=20px}}
|CPU Cloud always cancels [[Limit Charge]] with a roll or shield drop, instead of going for a faster option like canceling it with an attack.
|-
|CPU Cloud will still often use [[Blade Beam]] from long distances upon acquiring Limit Break, using it on the said move instead of saving it up for a stronger one like Finishing Touch.
|-
|If the player holds their crouch a long distance away from CPU Cloud, it will take them a long time to get close and hit the opponent.
|-
 
|rowspan=2|{{Head|Bayonetta|g=SSB4|s=20px}}
|CPU Bayonetta may use downward Afterburner Kick even if close to the edge, causing her to plummet offstage and self-destruct.
|-
|After slowing down an opponent with [[Witch Time]], CPU Bayonetta will often either move around slowly without attacking or attack repeatedly in place regardless of the opponent's position from her, allowing them to get out of the move unpunished.
|-
 
|rowspan=2|{{Head|Mii Brawler|g=SSB4|s=20px}}
|CPU Mii Brawler often uses [[Burning Dropkick]] at far distances to approach.
*If they have [[Onslaught]] equipped instead, they often use it against foes near the move's maximum range.
|-
|After down throw, CPU Mii Brawler tends to not jump before using Helicopter Kick, thus missing with the move and becoming vulnerable.
|-
 
|rowspan=2|{{Head|Mii Swordfighter|g=SSB4|s=20px}}
|CPU Mii Swordfighter often uses [[Power Thrust]] when approaching the player.
|-
|CPU Mii Swordfighter uses [[Hero's Spin]] on the ground when an opponent goes above them, even though the attack can't hit from this position, leaving the CPU extremely vulnerable.
|-
 
|{{Head|Mii Gunner|g=SSB4|s=20px}}
|CPU Mii Gunner never fires [[Laser Blaze]] continuously, always shooting once at a time.
|}
 
===Item-related===
{| class="wikitable sortable"
|-
! width=8%|Item !! width=86%|Description !! width=6%|Latest version
|-
| Explosives || Like in ''Brawl'', CPUs throw explosives such as [[Deku Nut]]s and [[Smart Bomb]]s against foes too close to them even if that causes them to get caught in the explosions that follow, self-destructing in the process (especially with [[Bob-omb]]s).
*CPU players (including high-leveled ones) also typically throw containers and explosives at their feet (most likely programming for throwing [[Poké Ball]]s), which can cause an untimely self-destruct.
|rowspan=9|{{GameIcon|ssb4}}1.1.7
|-
| [[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 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: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.
|-
| [[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.
|-
| 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]]).
|-
| After using [[Shadow Mario Paint]], CPU Bowser Jr. will repeatedly spam Clown Cannon (without charging it) in place until it wears off, regardless of his level.
|-
| [[File:OreClubIconSSB4.png|40px|link=Ore Club]] || CPUs won't use the Ore Club correctly; when holding it, they often stand in place and use its [[forward tilt]] repeatedly as if expecting this to produce a projectile, even though a forward smash must be used to do this. They also do this with most other battering items, persistently using jabs and forward tilts with them even if the foe is not in range. || {{GameIcon|ssb4-3}}1.0.4
|-
| [[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
|-
| (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
|}
 
===Stage-related===
{| class="wikitable sortable"
|-
! Stage !! Description !! Latest version
|-
| [[File:SSB4UTheGreatCaveOffensive.jpg|128px|link=The Great Cave Offensive]] || On The Great Cave Offensive, CPUs will still jump to use aerials or try to reach higher-placed foes even if below a low ceiling with [[Danger Zone]]s, receiving avoidable damage and eventually self-destructing if they are above 100%. || rowspan=4|{{GameIcon|ssb4-u}}1.1.7
|-
| [[File:SSB4UJungleHijinxs.jpg|128px|link=Jungle Hijinxs]] || On Jungle Hijinxs, CPUs exhibit numerous behavioral oddities:
*When in a different layer than a human player, they often linger in their current layer for long periods of time without following the player.
*When they ''do'' chase them, they will often perform repeated short hops below the barrel cannons instead of jumping full height, causing themselves to miss.
*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: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: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'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.
|}
 
==Update history==
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*AI is matched to that of {{forwiiu}}, significantly improving it. In addition, some other changes were made:
**CPUs now instantly shoot to the ledge of the stage with their up special when underneath it, preventing them from self-destructing in an attempt to dodge attacks while recovering.
**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 Ness at high levels no longer uses PK Flash on land, now using it only for edge guards.
'''{{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 attempt to steal ledges from foes.
*CPUs with multiple jumps no longer hover by the ledge of the stage when recovering.
*{{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 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 Sonic now uses [[Spin Dash]] before his midair jump to recover.
*CPU Mii Brawler now uses Feint Jump to recover.
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*CPUs with z-airs now integrate them into midair combat.
*CPUs use down throws more often, and additionally, more CPU characters such as Ness and Link are coded to use down throw combos.
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*CPU Mr. Game & Watch now combos his down throw into an up air or Judge.
*CPU Robin now combos his down throw into a jab or up tilt.
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*CPU R.O.B. now combos his down throw into an up air.
*CPU Ike now uses [[Eruption]] against foes on ledges instead of Quick Draw.
'''{{GameIcon|ssb4}} [[1.1.3]]'''
*{{GameIcon|ssb4-u}}A bug causing CPUs to [https://www.youtube.com/watch?v=-13F3hkM7XE do nothing at all] on [[custom stage]]s with a certain setup has been fixed.
 
==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 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.
 
Some known CPU setups are:
 
===Out of jabs===
*Bowser: First jab to Bowser Bomb.
*Rosalina, Bowser Jr., and Mewtwo: Second jab to [[down tilt]].
*Palutena: First jab twice to [[down smash]].
*Fox and Mewtwo: Second jab (first in Mewtwo's case) to grab.
*Captain Falcon: Second jab to Falcon Dive.
 
===Out of down throws===
*[[Neutral attack]]: Robin.
*[[Up tilt]]: Link, Lucas (at low percentages), Robin.
*[[Dash attack]]: Falco, Mewtwo, Pac-Man, Sonic.
*[[Up smash]]: Pit and Dark Pit (at low percentages).
*[[Neutral air]]: Ike, Lucas.
*[[Forward air]]: Luigi, Rosalina, Samus, Zero Suit Samus, Pit, Palutena, King Dedede, Lucario, Ness*, Dark Pit, Mega Man, Mii Swordfighter.
*[[Back air]]: Diddy Kong.
*[[Up air]]: Mr. Game & Watch, Diddy Kong, Sheik, Pit, Ike, R.O.B., Dr. Mario, Dark Pit, Lucas, Ryu, Mii Brawler.
*[[Super Jump Punch]]: Mario.
*[[Luigi Cyclone]]: Luigi.
*[[Wizard's Foot]]: Ganondorf.
*[[Boost Kick]]: Zero Suit Samus.
*[[Shuttle Loop]]: Meta Knight**.
*[[Judge]]: Mr. Game & Watch.
*[[Helicopter Kick]]: Mii Brawler.
 
<small><nowiki>*</nowiki>Always uses the move twice, immediately midair jumping before the second use.</small>
 
<small><nowiki>**</nowiki>Uses forward air instead if a custom move is over Shuttle Loop.</small>


==See also==
==See also==
* [[Flaws in artificial intelligence]]
*[[Flaws in artificial intelligence]]
*[[AI flaws (SSB)]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSBU)]]
 
==External links==
[https://www.youtube.com/watch?v=SFBnhaXql24 A video showcasing the CPUs' poor navigation of several stages, allowing a lucky player to win against level nine CPUs by doing nothing.]


[[Category:Glitches (SSB4)]]
[[Category:Glitches (SSB4)]]
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