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

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|rowspan=8 align=center|Attack choices
|rowspan=8 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 ocassionally a jab if the foe is not shielding, becoming predictable. They even do this if the foe approaches them from behind, turning around before grabbing.
|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, becoming 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 aggresively 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 aggresively 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 pumels.
*CPUs additionally always [[pummel]] at least once when grabbing a foe, even with characters such as Ganondorf and Robin that have slow pumels.