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

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In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries, most prominently {{SSBB|Luigi}}. If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they will also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. They also recognize and use all items as well, unlike in ''Melee''. Additionally, CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], Marth using other variations of [[Dancing Blade]], and Peach mostly [[Float|auto floating]] to use [[aerial attack]]s against grounded opponents; they will as well try to [[reflect]] or [[absorb]] any projectiles they can with their special moves, and actually use [[counterattack]]s against foes instead of just ignoring them. CPUs can now properly use aerials to attack grounded foes rather than just attacking from land, and will always punish attacking opponents with [[shield grab]]s when possible, rather than just rolling away or dropping their shield after defending from an attack like in previous games. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn (though they are now burlier than before, taunting even if their foe just self-destructs). Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a far distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball).
{{ArticleIcons|ssbb=y}}
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Brawl]]''.


A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. Other CPU modalities can also be improved by raising the AI level. For each CPU level, the game gives an adjective to describe its skill, from levels 1 to 9: '''Puny''', '''Wimpy''', '''Weak''', '''Normal''', '''Hardy''', '''Strong''', '''Burly''', '''Mighty''' and '''Nasty'''.
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.-->
 
===General===
{| class="wikitable sortable"
|-
! Category !! Description !! Character
|-
| rowspan=5 align=center|Attack choices
| When dashing a long distance towards the player, CPUs often attack them with a basic [[dash attack]], rarely using dash grabs or aerial attacks instead, making their [[approach]] easy to punish. Similarly, they tend to [[grab]] when starting to [[walk]] close to the player.
| All
|-
| When at a moderate distance from a foe, most CPUs often jump before shooting [[projectile]]s, even if these are fired in a straight horizontal trajectory, such as [[Blaster]] or [[Charge Shot]], causing them to miss if the foe just stays on the ground.
| All
|-
| CPUs that launch an opponent upwards will just stay on the ground waiting for them to come down, spamming [[up tilt]]s and [[up smash]]es as they get near, which can be easily dodged, even when going airborne and responding with aerials is a better option.
| All
|-
| When the player and a CPU with a [[charge]]able projectile are on opposite sides of a stage, the CPU often charges and fires it constantly regardless of whether the player can [[absorb]] or [[reflect]] it.
| All
|-
| CPUs have generally poor edgeguarding abilities, simply standing on the edge of the stage and spamming weak projectiles such as {{SSBB|Mario}}'s [[Fireball]] instead of attacking offstage, while rarely taking advantage to do the same with characters that have stronger and more optimal projectiles for edgeguarding, such as {{SSBB|Samus}}.
*Only a few AI-controlled characters, mostly those with multiple midair jumps such as Kirby, leave the stage to intercept a recovery with an attack, normally a meteor smash (down aerial in Kirby's case). Other characters with meteor smashes only use them if they were previously away from the stage, and simply stand on the edge waiting for the player if they don't have any projectiles.
| All
|-
| rowspan=14 align=center|Recovery
| CPUs never avoid or fight off [[edgeguard]]ers during their recovery, making them much easier to KO than human players.
| All
|-
| While CPUs in ''Melee'' could [[meteor cancel]] to a moderate degree, CPUs never meteor cancel in ''Brawl'', sustaining a meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing CPUs at much lower percentages than they can KO human players.
| All
|-
| CPU Luigi never uses [[Luigi Cyclone]] to recover, and never rises with the move in any other situation.
| {{Head|Luigi|g=SSBB|s=16px}}
|-
| A CPU Peach going over the stage with [[Peach Parasol]] will constantly cancel and reinitiate the move if a player is nearby, instead of simply falling all the way down or grabbing a [[ledge]], leaving herself open to punishes.
| {{Head|Peach|g=SSBB|s=16px}}
|-
| CPU Diddy Kong, Zelda, and Lucario use their up specials after their midair jumps to recover even when above ground level, without aiming for a ledge in the case of the latter two, leaving themselves open to powerful attacks as they land on the stage.
| {{Head|Diddy Kong|g=SSBB|s=16px}} {{Head|Zelda|g=SSBB|s=16px}} {{Head|Lucario|g=SSBB|s=16px}}
|-
| CPU Yoshi never uses [[Egg Throw]] to recover.
| {{Head|Yoshi|g=SSBB|s=16px}}
|-
| CPU Kirby at high levels recovering while above ground level always uses a [[forward aerial]] after each of his midair jumps until he gets back to the stage; while this makes him the only CPU to actually attack edgeguarders, the whole process still eventually becomes easy to predict and counter.
| {{Head|Kirby|g=SSBB|s=16px}}
|-
| CPU Meta Knight never uses [[Mach Tornado]] nor [[Drill Rush]] to recover, and often uses [[Dimensional Cape]] to recover instead of Meta Knight's other superior recovery options.
| {{Head|Meta Knight|g=SSBB|s=16px}}
|-
| 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.
| {{Head|Fox|g=SSBB|s=16px}} {{Head|Falco|g=SSBB|s=16px}}
|-
| CPU Ness and Lucas always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory results in them failing to make it back to the stage while a more desirable trajectory would have allowed them to recover successfully. This is especially noticeable on {{SSBB|Final Destination}}, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage's lips.
*CPU Lucas also never uses his [[grab aerial]] for recovery.
| {{Head|Ness|g=SSBB|s=16px}} {{Head|Lucas|g=SSBB|s=16px}}
|-
| CPU Ice Climbers never use [[Squall Hammer]] to recover even when their partner has been KO'd, guaranteeing a failed recovery if their midair jump doesn't make it back to the stage.
| {{Head|Ice Climbers|g=SSBB|s=16px}}
|-
| CPU Ike doesn't use [[Aether]] unless he is directly underneath a ledge. This can cause him to get KO'd without trying to recover or waiting too late to use Aether and failing a recovery that was possible.
*CPU Snake exhibits similar behavior using [[Cypher]], often choosing to use it too late and getting KO'd.
| {{Head|Ike|g=SSBB|s=16px}} {{Head|Snake|g=SSBB|s=16px}}
|-
| After CPU Mr. Game & Watch fails to recover with [[Fire]], he repeatedly uses [[Judge]] until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and get KO'd.
| {{Head|Mr. Game & Watch|g=SSBB|s=16px}}
|-
| CPU R.O.B. never attacks or air dodges after using [[Robo Burner]] until he reaches the ground, grabs a ledge, or is hit by an attack.
| {{Head|R.O.B.|g=SSBB|s=16px}}
|-
| rowspan=2 align=center|Shielding & Dodging
| After a CPU KOs a player, while the player has invincibility frames after respawning, the CPU always runs away and jumps onto a platform if there is one nearby, fleeing to others if the player comes near, without trying to dodge any attacks.
*On stages without platforms like {{SSBB|Final Destination}}, CPUs instead constantly [[roll]] towards the nearest edge, even when jumping or sidestepping are better options to dodge foes, making them predictable and punishable.
| All
|-
| High-level CPUs almost always [[air dodge]] as soon as possible when launched in [[tumbling]] state, which can be easily exploited to get followups.
| All
|-
| rowspan=8 align=center|Other
| When the player grabs a ledge, CPUs will stand still at a distance away from the ledge for some seconds before pursuing the ledge hanging player, doing so even after their invincibility wears off.
| All
|-
| When a CPU, regardless of level, is hit near the upper [[blast line]] while above an elevated platform, it will fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.<ref>http://www.youtube.com/watch?v=D9nursdpKIw</ref>
| All
|-
| When hit by an [[electric]] hitbox, a CPU may randomly [[DI]] up or down, more often DIing down, which can result in instances of an attack with an electric hitbox KOing them when the computer player would have survived otherwise.
| All
|-
| When grabbing edges, CPUs frequently choose to jump from them, instead of using other options like getting up with a roll or [[edge hop]]ping, causing them to be easily punishable.
| All
|-
| CPUs never attempt to [[edgehog]] if they're on the stage; they never leave the stage to grab a ledge to prevent another character from grabbing it. They do, however, remain on a ledge if a recovering character is also trying to grab it, but only if the CPU in question was attempting to recover as well.
| All
|-
| When afflicted by Snake's [[down throw]] near an edge, CPUs will always roll toward the nearest edge the instant they can make a move, regardless of their level. This allows Snake to infinitely grab and use the throw on them, and get an easy KO afterward.<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref>
*If the throw is done in a soft platform without grabbable edges, CPUs will instead always use a floor recovery attack, also leaving them open for another grab.
| All
|-
| CPUs [[Floor recovery|floored]] by {{SSBB|Ganondorf}}'s [[Flame Choke]] always linger on the ground for some time before inputting a getup option, instead of acting the soonest they can, allowing players to always get followups out of Flame Choke that wouldn't be true on a human player.
| All
|-
| CPUs 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
|}


The flaws in ''Brawl'''s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edge-guard]] than the average human player, even when set to level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edge-guarding abilities (though unlike the previous two games, self destructing while attempting to edge-guard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still underutilise recoveries, such as by not making use of alternate recovery options with some characters, or always recovering in the same direction with a recovery move. A computer player (regardless of level) will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
===Character Specific===
{| class="wikitable sortable"
|-
! Character !! Description
|-


Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]], where they might stand in a place attacking nothing, or unintentionally self-destruct navigating platforms and hazards. And, despite recognising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though Team Attack was off, which can cause them to hurt or even KO their own allies.
| {{Head|Fox|g=SSBB|s=20px}}{{Head|Falco|g=SSBB|s=20px}}{{Head|Wolf|g=SSBB|s=20px}}
| CPU Fox, Falco, and Wolf will often use their reflectors in an attempt to block Kirby’s aerial [[Stone]] attack, despite it not being a projectile, thus causing them to get hit. The higher their level, the more often they’ll attempt it. They will also do this with Jigglypuff’s [[Rollout]], but it is at least somewhat effective at stopping it since it isn’t invincible.
|-


Aside from being flawed as stated above, in [[Free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep.
| {{Head|Bowser|g=SSBB|s=20px}}{{Head|Charizard|g=SSBB|s=20px}}
| CPU Bowser and Charizard never hold [[Fire Breath]] and [[Flamethrower]] (respectively) beyond their initial length. Additionally, they tend to [[B-reverse]] these moves when used after a jump even if the foe is in front of them, rendering them ineffective and making it easy to punish them.
|-


===Specific examples===
| {{Head|Diddy Kong|g=SSBB|s=20px}}
Specific examples of poor AI include:
| CPU Diddy Kong never attempts to pick up his [[Banana Peel]]s, even when he intentionally spawns them.
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
|-
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
 
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.
| {{Head|Ganondorf|g=SSBB|s=20px}}
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.  
| CPU Ganondorf often attempts to edgeguard foes with his [[Warlock Punch]], even when the said move is extremely slow and thus impractical for edgeguarding, as the player can simply go above Ganondorf, or grab the ledge and hit him out of it.
4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes: general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->
|-
<!--General Flaws-->
 
*CPUs still underutilise the recoveries of several characters:
| {{Head|Zero Suit Samus|g=SSBB|s=20px}}
**A CPU {{SSBB|Ness}} or {{SSBB|Lucas}} will always hit themselves with [[PK Thunder]] in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them failing to make it back to the stage while a more desirable trajectory would allow them to recover successfully. This is especially noticeable on {{SSBB|Final Destination}}, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage's lips.
| CPU Zero Suit Samus never picks up her [[Power Suit Piece]]s intentionally.
***A CPU Lucas will also never use his [[grab aerial]] for recovery.
|-
**A CPU {{SSBB|Ike}} will not use [[Aether]] unless he is directly underneath a ledge. This can cause him to self destruct without trying to recover, or waiting too late to use Aether and failing a recovery that was possible. CPU Snakes exhibit similar behavior using [[Cypher]], often choosing to use it too late and self-destruct.
 
**A CPU {{SSBB|Yoshi}} will never use Egg Throw for recovery.
| {{Head|Pikachu|g=SSBB|s=20px}}
**A CPU Luigi will never use [[Luigi Cyclone]] for recovery, and never rise with the move in any other situation.
| CPU Pikachu tends to spam [[Thunder]] on the edge of the stage when the player is recovering, even when such a tactic is ineffective for edgeguarding, as the player can just grab the ledge from a safe position or hit Pikachu out of the move.
*A {{SSBB|Kirby}} trying to get back to the stage while above ground level will nearly always repeatedly use [[forward aerial]]s after midair jumps until he gets back to the stage; while this makes the CPU harder to edgeguard, the whole process still eventually becomes easy to predict and counter.
|-
**A CPU {{SSBB|Meta Knight}} will never use [[Mach Tornado]] nor [[Drill Rush]] for recovery, and will often use [[Dimensional Cape]] to recover instead of Meta Knight's other superior recovery options.
 
**A CPU {{SSBB|R.O.B.}} will not input any actions after using [[Robo Burner]] until he reaches the ground, grabs a ledge, or is hit by an attack.
| {{Head|Ness|g=SSBB|s=20px}}{{Head|Lucas|g=SSBB|s=20px}}
**If an opponent jumps offstage in front of a {{SSBB|Fox}} or {{SSBB|Falco}} using their up specials during the charge up phase of their move, they may angle the attack against the foe instead, even if it results in missing the ledge and self-destructing.
| When the player stays away from them for a long time, CPU Ness and Lucas will try to attack with [[PK Thunder 2]], leaving them extremely vulnerable.
**If a CPU {{SSBB|Mr. Game & Watch}} uses [[Fire]] and fails to recover, he will repeatedly use [[Judge]] until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and self-destruct.
|-
*If a CPU KOs a player, while the player has invincibility frames after respawning, the CPU will run away from the player and jump onto a platform if there is one nearby, without trying to dodge the player's attacks. On stages without platforms like {{SSBB|Final Destination}}, CPUs will instead constantly roll towards the nearest edge, even when jumping or sidestepping are better options to dodge foes, making them predictable and punishable.
 
*High-level CPUs will almost always air dodge as soon as possible when launched a moderate distance, which can be easily exploited to get followups.
| {{Head|Ice Climbers|g=SSBB|s=20px}}{{Head|Ike|g=SSBB|s=20px}}
*When players grab the [[ledge]], CPUs will stand still a safe distance from the ledge for some seconds before pursuing the ledge hanging player.
| CPU Ice Climbers and Ike often [[buffer]] their [[down aerial]]s near a ledge, also [[fastfall]]ing in the case of Ike, leading to them [[self-destruct]]ing.
*If a CPU, regardless of level, is hit near the upper [[blast line]] while above an elevated platform, they will fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.<ref>http://www.youtube.com/watch?v=D9nursdpKIw</ref>
|-
*When hit by an electric hitbox, a CPU may randomly DI up or down, more often DIing down, which can result in instances of an attack with an electric hitbox KOing them when the computer player would have survived otherwise.
 
*While CPUs in ''Melee'' could [[meteor cancel]] to a moderate degree, CPUs will never meteor cancel in ''Brawl'', sustaining the meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing computer players at much lower percentages than they KO human players.
| rowspan=2|{{Head|Marth|g=SSBB|s=20px}}
*CPUs that launch an opponent a significant distance upwards will just stay on the ground waiting for them to come down, spamming up tilts and up smashes as they get near, which can be easily dodged, even when going airborne and responding with aerials is a better option.
| CPU Marth often uses [[Dancing Blade]] to attack the player at close distance, also using it most of the time after a [[short hop]] when approaching.
*When grabbing edges, CPUs will frequently choose to jump from them instead of using other superior options, like getting up with a roll or [[edge hop]]ping, causing them to be easily punishable.
|-
*When the player and a CPU with a [[charge]]able projectile are on opposite sides of a stage, the CPU will often start charging and firing the attack, regardless of whether the player can [[absorb]] or [[reflect]] it.
| CPU Marth tends to charge [[Shield Breaker]] on the edge of the stage to edgeguard players, even though the attack can be easily avoided and interrupted.
*CPUs will never attempt to [[edgehog]] if they're on the stage; they won't leave the stage to grab a ledge to prevent another character from grabbing it. They will, however, remain on a ledge if a recovering character is also trying to grab it, but only if the CPU in question was attempting to recover as well.
|-
**Only few AI-controlled characters, like Mario, will leave the stage to intercept a recovery with an attack (normally a meteor smash that's a forward aerial). Other characters with meteor smashes that are down airs, specials, etc. will only use them if they were previously away from the stage. On the whole, CPUs rarely ever attempt edgeguards, even if they have projectiles optimal for edgeguarding.
 
<!--Character-specific flaws-->
| {{Head|Captain Falcon|g=SSBB|s=20px}}
*CPU {{SSBB|Bowser}} and {{SSBB|Charizard}} will never hold [[Fire Breath]] and [[Flamethrower]] respectively beyond their initial length. Additionally, they will normally attempt to [[B-reverse]] these moves after a jump, leaving themselves vulnerable to any attacks.
| CPU Captain Falcon often uses [[Falcon Punch]] at inappropriate moments, such as when approaching or at a close distance from a hostile player, leaving himself open to powerful punishes. At first, this caused many players to believe he could be "[[List of rumors#Artificial intelligence rumors|taught]]" to spam the move.
*When {{SSBB|Snake}} uses his [[down throw]] near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move. This allows him to infinite them or get an easy KO with an [[up tilt]].<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref> When done in a soft platform without grabbable edges, they will instead always use a floor recovery attack.
*He also uses it in an attempt to edgeguard foes in the same way CPU Ganondorf does, which can be easily avoided.
*After using [[Gyro]], CPU {{SSBB|R.O.B.}}s will often continue to spam the move even though they cannot use it until the disc fades away.
|-
*If a CPU Snake plants a [[C4]] sticky on an opponent, he will always move a small distance away and use Cypher, then detonate the C4 after. This makes them extremely vulnerable, predictable, and [[punish]]able. If attacked out of the Cypher, they will simply run away a short distance and then detonate the C4.
 
*When {{SSBB|Ganondorf}} uses [[Flame Choke]] on a CPU, they will never act the soonest they can.
| {{Head|R.O.B.|g=SSBB|s=20px}}
*A low level Fox, Falco or Wolf will mostly self-destruct when using Landmaster, especially if the target is hanging on a ledge. A high level CPU will stay in place and repeatedly perform barrel rolls against opponents grabbing the ledge. Also, regardless of the level, they won't attempt to [[Star KO]] enemies above them by rising, only doing it accidentally when rising on small stages like [[Flat Zone 2]].
| CPU R.O.B. tends to use [[Gyro]] while a disc is still out, even though it cannot use it until the disc fades away.
*CPU Ice Climbers and Ike will often [[buffer]] their [[down aerial]]s near a ledge, leading to them [[self-destruct]]ing.
|-
<!--Item flaws-->
 
*When a CPU Luigi uses [[Negative Zone]], he will almost always spam [[Fireball]], even when set to level nine.
| {{Head|Snake|g=SSBB|s=20px}}
**Similarly, a CPU Pit using [[Palutena's Army]] will spam [[Palutena's Arrow]].
| When a CPU Snake sticks a [[C4]] on an opponent, he always runs a small distance away and uses Cypher, then detonates the C4 after. This makes him extremely vulnerable, predictable, and [[punish]]able. If attacked out of the Cypher, he simply runs away a short distance and then detonates the C4.
*CPU {{SSBB|Sonic}}s, {{SSBB|Yoshi}}s, or {{SSBB|Diddy Kong}}s using [[Super Sonic]], [[Super Dragon]], or [[Rocketbarrel Barrage]], respectively, have the tendency to behave rather eccentrically:
|-
**They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.  
 
**They may get stuck against a wall while chasing human players, and stay there until the effect ends (unless the player(s) they are pursuing jumps or moves to another area). Occasionally, they will manage to get off of the wall on their own and continue the chase.
| {{Head|Sonic|g=SSBB|s=20px}}
**They may stand still if the player is not within easy reach. Whenever they do this, they will only move if the player does.
| CPU Sonic spams [[Spin Dash]] to approach the player from far distances.
**They may even stand still when on top of slippery or fragile platforms.
|-
*When trying to approach an offscreen item, a CPU will slowly walk against it instead of just picking it up.
 
*CPUs with a [[Gooey Bomb]] or [[C4]] stuck on them will repeatedly shield and dodge until it falls off or explodes.
| {{Head|Marth|g=SSBB|s=20px}}{{Head|Lucario|g=SSBB|s=20px}}
*Despite their better recognition of items, CPUs still experiment several flaws when using the [[Hammer]], as in ''Melee''. They still tend to accidentally fall offstage when trying to attack a foe near a ledge and, when on an elevated platform, jump continuously in place even if the obstacle can be jumped over. This is however less common with the [[Golden Hammer]]. CPUs also still chase foes when using a Headless Hammer or Golden Squeaky Hammer, and will try to avoid players with such Hammers instead of attacking them.<ref>http://youtu.be/E_oOYwlz8iM</ref>
| Marth and Lucario tend to use their counterattack moves randomly rather than at strategic moments.
*CPUs exhibit several problems when using a [[Cracker Launcher]]. They will usually not turn around while holding the item, and they will not drop the item if it still has ammo. Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
|-
*CPUs holding a [[Team Healer]] will always throw it towards their enemies and never towards their own teammates.
|}
*CPUs will never intentionally pick up Bob-ombs.
 
*CPUs will throw [[Deku Nut]]s at opponents regardless of distance, even if the opponent is close enough they will get stunned themselves. The same applies to [[Smart Bomb]]s, where they will often throw them too close and get caught in the explosion.
===Item Related===
*When a player is crouching behind an [[Unira]], a CPU will always try to walk into it before attacking, resulting in them taking damage repeatedly until the Unira disappears.
{| class="wikitable sortable"
*CPUs that pick up a [[Capsule]] will almost always throw it upwards into the air, in an attempt to break it as it lands again, even when throwing it down or just forward is a faster option for doing so.
|-
<!--Stage flaws-->
! width=8%|Item !! width=92%|Description
*In stages with walk-off blast lines, CPUs will usually attack players near them without caution, likely causing them to self-destruct when overextending their approaches against them or trying to dodge their attacks.
|-
*In the underground version of [[Mushroomy Kingdom]], CPUs will repeatedly attack the blocks, usually ignoring the player even if items aren't on.
| rowspan=3| [[File:SmashBallIconSSBB.png|40px|Smash Ball|link=Smash Ball]]
*On [[Delfino Plaza]], when the main platform reappears and starts to rise, CPUs will usually stay on the old stage, which leads to them being lowered towards the lower [[blast line]] to their deaths.
| After a CPU Luigi uses [[Negative Zone]], he will [[spam]] [[Fireball]] until the move ends, regardless of his level.
*CPUs have a difficult time getting out of the underground part of [[Temple]] when opposing players are on the upper part. This is especially noticeable with CPU {{SSBB|Wolf}}<ref>http://youtu.be/a3Uus1Ql2xg</ref>.
*CPU {{SSBB|Pit}} exhibits the same behavior with [[Palutena's Arrow]], spamming it during the effects of [[Palutena's Army]].
*CPUs will never swim on [[Pirate Ship]] or [[Delfino Plaza]], always jumping out of the water immediately to come back to the stage.
|-
*On [[Skyworld]], CPUs tend to aim for the moving platform below the stage when recovering, even it it's moving away from them, often causing them to fail their recoveries when they could have aimed for the stage's ledges instead.
| CPU Diddy Kong, {{SSBB|Yoshi}} and Sonic using [[Rocketbarrel Barrage|their]] [[Super Dragon|Final]] [[Super Sonic|Smashes]] have a tendency to behave rather eccentrically:
<!--Char + stage flaws-->
*They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.  
*They may get stuck against a wall while chasing human players, and stay there until the effect ends (unless the player(s) they are pursuing jumps or moves to another area). Occasionally, they will manage to get off of the wall on their own and continue the chase.
*They may standstill if the player is not within easy reach. Whenever they do this, they will only move if the player does.
*They may even stand still when on top of slippery or fragile platforms.
|-
| CPU {{SSBB|Fox}}, {{SSBB|Falco}} and {{SSBB|Wolf}} at low levels mostly self-destruct when using [[Landmaster]], especially if the target is hanging on a ledge. At high levels, they instead stay in place and repeatedly perform barrel rolls against opponents grabbing the ledge, which can be easily avoided by [[planking]].
*Additionally, they will never attempt to [[Star KO]] enemies above them by rising, only doing so accidentally when rising on small stages like [[Flat Zone 2]].
|-
| [[File:GooeyBombIconSSBB.png|40px|Gooey Bomb|link=Gooey Bomb]] [[File:C3.png|40px|C4|link=C4]] || CPUs with a Gooey Bomb or C4 stuck on them repeatedly shield and dodge until they fall off or explode.
|-
| [[File:HammerIconSSBB.png|40px|Hammer|link=Hammer (item)]] [[File:GoldenHammerIconSSBB.png|40px|Golden Hammer|link=Golden Hammer]] || Despite their better recognition of items, CPUs still experience several flaws when using the Hammer as in ''Melee'':
*They still tend to accidentally fall offstage when trying to attack a foe near a ledge and, when on an elevated platform, jump continuously in place even if the obstacle can be jumped over.
*They still chase foes when using a Headless Hammer or Golden Squeaky Hammer, and try to avoid players with such Hammers instead of attacking them.<ref>http://youtu.be/E_oOYwlz8iM</ref>
|-
| [[File:CrackerLauncherIconSSBB.png|40px|Cracker Launcher|link=Cracker Launcher]] || CPUs exhibit several problems when using a Cracker Launcher:
*They usually don't turn around while holding the item and don't drop the item if it still has ammo.
*Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
|-
| [[File:TeamHealerIconSSBB.png|40px|Team Healer|link=Team Healer]] || CPUs holding a Team Healer always throw it towards their enemies, never towards their own teammates.
|-
| [[File:BobombIconSSBB.png|40px|Bob-omb|link=Bob-omb]] || CPUs never pick up Bob-ombs intentionally.
|-
| [[File:DekuNutIconSSBB.png|40px|Deku Nut|link=Deku Nut]] [[File:SmartBombIconSSBB.png|40px|Smart Bomb|link=Smart Bomb]] || CPUs throw Deku Nuts at opponents regardless of distance, even if the opponent is close enough to cause them to get stunned themselves. The same applies to Smart Bombs, which they often throw too close to opponents, getting caught in the explosion.
|-
| [[File:UniraIconSSBB.png|40px|Unira|link=Unira]] || When a player is crouching behind an Unira, a CPU will always try to walk into it before attacking, resulting in them taking damage repeatedly until the Unira disappears.
|-
| [[File:PoisonMushroomIconSSBB.png|32px|link=Poison Mushroom]] || CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage.
|-
| [[File:CapsuleIconSSBB.png|40px|Capsule|link=Capsule]] || CPUs that pick up a Capsule almost always throw it upwards into the air for no apparent reason (doing so even if no foes are above them), instead of simply throwing them forward or down to break it.
|-
| All || CPUs walk slowly against items that appear offstage in stages with walk-off blast lines, without just picking them up.
|}
 
===Stage Related===
{| class="wikitable sortable"
|-
! Stage !! Description
|-
| Almost All || CPUs, even at level nine, tend to ignore stage hazards without dodging them, including powerful ones like the Ultimate Chimera in [[New Pork City]] or the enemies in [[Mario Bros.]], resulting in them getting KO'd at a much faster rate than human players.
|-
| [[File:New_Pork_City1.jpg|60px|link=New Pork City]] [[File:SSB4U75m.png|64px|link=75m]] || CPUs have difficulty transversing large stages such as New Pork City, 75m and most [[custom stage]]s, where they will often scatter around instead of just approaching the player, and may even self-destruct crossing certain parts of the stages.
|-
| [[File:Mushroomy2.jpg|128px|link=Mushroomy Kingdom]] || In the underground version of Mushroomy Kingdom, CPUs repeatedly attack the blocks, usually ignoring the player even if items aren't on.
|-
| [[File:Delfino_Plaza.jpg|128px|link=Delfino Plaza]] || On Delfino Plaza, when the main platform reappears and starts to rise, CPUs usually stay on the old stage, which leads to them being lowered towards the bottom [[blast line]] to their deaths.
|-
| [[File:Hyrule_Temple.jpg|128px|link=Temple]] || CPUs have a difficult time getting out of the underground part of Temple when opposing players are on the upper part. This is especially noticeable with CPU Wolf<ref>http://youtu.be/a3Uus1Ql2xg</ref>.
|-
| [[File:Pirateship.jpg|60px|link=Pirate Ship]] [[File:Delfino_Plaza.jpg|60px|link=Delfino Plaza]] || CPUs never swim on Pirate Ship or Delfino Plaza, always jumping out of the water immediately to come back to the stage.
|-
| [[File:Port Town Aero Dive.jpg|128px|link=Port Town Aero Dive]] || On the first stop of Port Town Aero Dive after the start/finish line, when the main platform ascends, CPUs tend to run away to the sides of the stage and jump off them even if that causes them to be unable to reach the platform afterwards, self-destructing in the process.
|-
| [[File:Skyworld1.jpg|128px|link=Skyworld]] || On Skyworld, CPUs tend to aim for the moving platform below the stage when recovering, even if it's moving away from them, often causing them to fail their recoveries when they could have aimed for the stage's ledges instead.
|-
|
[[File:MarioBros Stage.jpg|60px|link=Mario Bros. (stage)]]
[[File:Mushroomy.jpg|60px|link=Mushroomy Kingdom]] <br />
[[File:Delfino_Plaza.jpg|60px|link=Delfino Plaza]]
[[File:SSB4UMarioCircuit.jpg|60px|link=Mario Circuit (SSBB)]] <br />
[[File:SSB4_WarioWare,_Inc.jpg|60px|link=WarioWare, Inc.]]
[[File:Bridge_of_Eldin.jpg|60px|link=Bridge of Eldin]] <br />
[[File:Castle Siege Brawl.png|60px|link=Castle Siege]]
[[File:Flat_Zone_2.PNG|60px|link=Flat Zone 2]] <br />
[[File:Green_Hill_Zone.jpg|60px|link=Green Hill Zone]]
[[File:Shadow Moses Island.jpg|60px|link=Shadow Moses Island]] <br />
[[File:Pikmin1.jpg|60px|link=Distant Planet]]
[[File:SSB4UYoshisIsland.png|60px|link=Yoshi's Island (SSBM)]] <br />
[[File:Onett.jpg|60px|link=Onett]]
| On stages with walk-off blast lines, CPUs usually attack players near them without caution, likely causing them to self-destruct when overextending their approaches against them or trying to dodge their attacks.  
|}
 
==See also==
* [[Flaws in artificial intelligence]]
*[[AI flaws (SSB)]]
*[[AI flaws (SSBM)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSBU)]]


===Rumors===
==References==
Many rumors have circulated about the AI of ''Brawl''. One rumor claims that level 9 CPUs read button commands the player inputs, thereby allowing them to perfect shield and air dodge more often. This sparked general dislike among the community, many of whom labelled the idea as "cheating". There has been no evidence however that the AI reads the player's inputs, and "evidence" presented for it has just shown that the AI has 1 frame reactions.
<references/>


Another rumor claims that there is a system in ''Brawl'' that enables AI players to "learn" from human players.<ref name="CECPUexpBlog">{{cite web| url = http://nintendodojo.com/blogpost.aspx?id=8848| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://nintendodojo.com/profile.aspx?id=10347 ChurroEmiliano]| date = 2008-12-31| format = blogpost| work = | publisher = [http://nintendodojo.com/ NintendoDojo.com]| quote = When developing Super Smash Bros. Brawl, Sakurai integrated an experience system in which CPUs (mostly level 9/nasty) would actually learn from other players and try to mimic such strategies.  This experience system is subject to all characters. / The way you and others play on your save data, the way they will intend to play, keeping several of their own ways of playing as well. You can tell a huge difference, by comparing...a new fresh save data of Brawl, to a very much used save data.}}</ref><ref name="CECPUexpVideo">{{cite web
[[Category:Glitches (SSBB)]]
| url = http://www.youtube.com/watch?v=g4HvhIPOz4I| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-29| format = video| work = | publisher = YouTube| quote = Churro (Snake) vs. Lvl 9 Link}}</ref><ref name="CEFalconPunch">{{cite web
| url = http://www.youtube.com/watch?v=YMcEUsMd9Cw| title = Falcon Punch Much? 0_0| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-31| format = video | work = | publisher = YouTube| quote = After having several Falcon Punch free-for-alls, the CPU wanted to fit in.
}}</ref> [[Nintendo Dojo]] blogger Churro Emiliano documented much of this widely for the first time in a blog post made at the end of 2008. Aside from some advanced techniques (such as [[dash dancing]] and [[DACUS]]ing) and play-styles, the AI have also been reported to "learn" to [[taunt]] a KO by crouch-spamming,<ref name="jerkette">{{cite web| url = http://www.youtube.com/watch?v=diJX703iC0A| title = ...jerkette| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/Hoidsa Hoidsa]| date = 2009-05-13| format = video| work = | publisher = YouTube| quote = }}</ref> and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls.<ref name="CEFalconPunch" /> This rumour is demonstrably false for several reasons:
*The AI code has been disassembled and examined during hacking (such as when KingClubber made changes to the AI for Project M) and no evidence of any learning mechanisms have been found.
**Disassembling a Brawl save file also reveals that no AI traits are retained in the save.
*Despite the existence of videos showing the AI having supposedly learned various techniques or strategies, the AI will never under any circumstances learn to perform many actions (all actions documented in the "specific examples" section above exist in the AI regardless of the save file being played).
*There are save files in existence which have logged several hundred hours of versus matches against CPUs, but they do not have any clear, objectively measurable differences in their AI to other save files.
**This applies to both differences between fresh save files that will not have had the opportunity for its AI to learn and to save files with AI which, if the rumour was true, have learned from different players and therefore developed a different playstyle.
*If the rumour was true then replays would desynchronise when the AI learned from the player and changed its behaviour after the replay was saved. Replay data does not contain the inputs of the AI; it contains the player inputs, information such as the stage and characters used, and the random seed of the original match. When the replay is played back, the AI determines its actions from scratch in exactly the same way as it did in the original match (the same actions are produced because all variables that would affect the AI's decisions are identical). The replay data has been disassembled to reveal that it does not contain any information about what the AI had learned at the time the match was saved. A learning AI would make different decisions in the replay than it did during the original match, causing the replay to desync, as it would be using its current behaviour (with the adjustments it had made after the original match) and not the behaviour it used in the original match.
*No documented objective tests (for example, only using one move in several matches on a fresh save file and seeing if the AI uses that move significantly more than on a save file which has been used normally) have been performed which have concluded that the learning mechanism exists.

Latest revision as of 02:58, May 15, 2021

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


General[edit]

Category Description Character
Attack choices When dashing a long distance towards the player, CPUs often attack them with a basic dash attack, rarely using dash grabs or aerial attacks instead, making their approach easy to punish. Similarly, they tend to grab when starting to walk close to the player. All
When at a moderate distance from a foe, most CPUs often jump before shooting projectiles, even if these are fired in a straight horizontal trajectory, such as Blaster or Charge Shot, causing them to miss if the foe just stays on the ground. All
CPUs that launch an opponent upwards will just stay on the ground waiting for them to come down, spamming up tilts and up smashes as they get near, which can be easily dodged, even when going airborne and responding with aerials is a better option. All
When the player and a CPU with a chargeable projectile are on opposite sides of a stage, the CPU often charges and fires it constantly regardless of whether the player can absorb or reflect it. All
CPUs have generally poor edgeguarding abilities, simply standing on the edge of the stage and spamming weak projectiles such as Mario's Fireball instead of attacking offstage, while rarely taking advantage to do the same with characters that have stronger and more optimal projectiles for edgeguarding, such as Samus.
  • Only a few AI-controlled characters, mostly those with multiple midair jumps such as Kirby, leave the stage to intercept a recovery with an attack, normally a meteor smash (down aerial in Kirby's case). Other characters with meteor smashes only use them if they were previously away from the stage, and simply stand on the edge waiting for the player if they don't have any projectiles.
All
Recovery CPUs never avoid or fight off edgeguarders during their recovery, making them much easier to KO than human players. All
While CPUs in Melee could meteor cancel to a moderate degree, CPUs never meteor cancel in Brawl, sustaining a meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing CPUs at much lower percentages than they can KO human players. All
CPU Luigi never uses Luigi Cyclone to recover, and never rises with the move in any other situation. LuigiHeadSSBB.png
A CPU Peach going over the stage with Peach Parasol will constantly cancel and reinitiate the move if a player is nearby, instead of simply falling all the way down or grabbing a ledge, leaving herself open to punishes. PeachHeadSSBB.png
CPU Diddy Kong, Zelda, and Lucario use their up specials after their midair jumps to recover even when above ground level, without aiming for a ledge in the case of the latter two, leaving themselves open to powerful attacks as they land on the stage. DiddyKongHeadSSBB.png ZeldaHeadSSBB.png LucarioHeadSSBB.png
CPU Yoshi never uses Egg Throw to recover. YoshiHeadSSBB.png
CPU Kirby at high levels recovering while above ground level always uses a forward aerial after each of his midair jumps until he gets back to the stage; while this makes him the only CPU to actually attack edgeguarders, the whole process still eventually becomes easy to predict and counter. KirbyHeadSSBB.png
CPU Meta Knight never uses Mach Tornado nor Drill Rush to recover, and often uses Dimensional Cape to recover instead of Meta Knight's other superior recovery options. MetaKnightHeadSSBB.png
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. FoxHeadSSBB.png FalcoHeadSSBB.png
CPU Ness and Lucas always hit themselves with PK Thunder in the same upward diagonal trajectory when recovering, even if using such a trajectory results in them failing to make it back to the stage while a more desirable trajectory would have allowed them to recover successfully. This is especially noticeable on Final Destination, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage's lips.
  • CPU Lucas also never uses his grab aerial for recovery.
NessHeadSSBB.png LucasHeadSSBB.png
CPU Ice Climbers never use Squall Hammer to recover even when their partner has been KO'd, guaranteeing a failed recovery if their midair jump doesn't make it back to the stage. IceClimbersHeadSSBB.png
CPU Ike doesn't use Aether unless he is directly underneath a ledge. This can cause him to get KO'd without trying to recover or waiting too late to use Aether and failing a recovery that was possible.
  • CPU Snake exhibits similar behavior using Cypher, often choosing to use it too late and getting KO'd.
IkeHeadSSBB.png SnakeHeadSSBB.png
After CPU Mr. Game & Watch fails to recover with Fire, he repeatedly uses Judge until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and get KO'd. MrGame&WatchHeadSSBB.png
CPU R.O.B. never attacks or air dodges after using Robo Burner until he reaches the ground, grabs a ledge, or is hit by an attack. ROBHeadSSBB.png
Shielding & Dodging After a CPU KOs a player, while the player has invincibility frames after respawning, the CPU always runs away and jumps onto a platform if there is one nearby, fleeing to others if the player comes near, without trying to dodge any attacks.
  • On stages without platforms like Final Destination, CPUs instead constantly roll towards the nearest edge, even when jumping or sidestepping are better options to dodge foes, making them predictable and punishable.
All
High-level CPUs almost always air dodge as soon as possible when launched in tumbling state, which can be easily exploited to get followups. All
Other When the player grabs a ledge, CPUs will stand still at a distance away from the ledge for some seconds before pursuing the ledge hanging player, doing so even after their invincibility wears off. All
When a CPU, regardless of level, is hit near the upper blast line while above an elevated platform, it will fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.[1] All
When hit by an electric hitbox, a CPU may randomly DI up or down, more often DIing down, which can result in instances of an attack with an electric hitbox KOing them when the computer player would have survived otherwise. All
When grabbing edges, CPUs frequently choose to jump from them, instead of using other options like getting up with a roll or edge hopping, causing them to be easily punishable. All
CPUs never attempt to edgehog if they're on the stage; they never leave the stage to grab a ledge to prevent another character from grabbing it. They do, however, remain on a ledge if a recovering character is also trying to grab it, but only if the CPU in question was attempting to recover as well. All
When afflicted by Snake's down throw near an edge, CPUs will always roll toward the nearest edge the instant they can make a move, regardless of their level. This allows Snake to infinitely grab and use the throw on them, and get an easy KO afterward.[2]
  • If the throw is done in a soft platform without grabbable edges, CPUs will instead always use a floor recovery attack, also leaving them open for another grab.
All
CPUs floored by Ganondorf's Flame Choke always linger on the ground for some time before inputting a getup option, instead of acting the soonest they can, allowing players to always get followups out of Flame Choke that wouldn't be true on a human player. All
CPUs ignore when Team Attack is on, carelessly using powerful moves like smash attacks 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

Character Specific[edit]

Character Description
FoxHeadSSBB.pngFalcoHeadSSBB.pngWolfHeadSSBB.png CPU Fox, Falco, and Wolf will often use their reflectors in an attempt to block Kirby’s aerial Stone attack, despite it not being a projectile, thus causing them to get hit. The higher their level, the more often they’ll attempt it. They will also do this with Jigglypuff’s Rollout, but it is at least somewhat effective at stopping it since it isn’t invincible.
BowserHeadSSBB.pngCharizardHeadSSBB.png CPU Bowser and Charizard never hold Fire Breath and Flamethrower (respectively) beyond their initial length. Additionally, they tend to B-reverse these moves when used after a jump even if the foe is in front of them, rendering them ineffective and making it easy to punish them.
DiddyKongHeadSSBB.png CPU Diddy Kong never attempts to pick up his Banana Peels, even when he intentionally spawns them.
GanondorfHeadSSBB.png CPU Ganondorf often attempts to edgeguard foes with his Warlock Punch, even when the said move is extremely slow and thus impractical for edgeguarding, as the player can simply go above Ganondorf, or grab the ledge and hit him out of it.
ZeroSuitSamusHeadSSBB.png CPU Zero Suit Samus never picks up her Power Suit Pieces intentionally.
PikachuHeadSSBB.png CPU Pikachu tends to spam Thunder on the edge of the stage when the player is recovering, even when such a tactic is ineffective for edgeguarding, as the player can just grab the ledge from a safe position or hit Pikachu out of the move.
NessHeadSSBB.pngLucasHeadSSBB.png When the player stays away from them for a long time, CPU Ness and Lucas will try to attack with PK Thunder 2, leaving them extremely vulnerable.
IceClimbersHeadSSBB.pngIkeHeadSSBB.png CPU Ice Climbers and Ike often buffer their down aerials near a ledge, also fastfalling in the case of Ike, leading to them self-destructing.
MarthHeadSSBB.png CPU Marth often uses Dancing Blade to attack the player at close distance, also using it most of the time after a short hop when approaching.
CPU Marth tends to charge Shield Breaker on the edge of the stage to edgeguard players, even though the attack can be easily avoided and interrupted.
CaptainFalconHeadSSBB.png CPU Captain Falcon often uses Falcon Punch at inappropriate moments, such as when approaching or at a close distance from a hostile player, leaving himself open to powerful punishes. At first, this caused many players to believe he could be "taught" to spam the move.
  • He also uses it in an attempt to edgeguard foes in the same way CPU Ganondorf does, which can be easily avoided.
ROBHeadSSBB.png CPU R.O.B. tends to use Gyro while a disc is still out, even though it cannot use it until the disc fades away.
SnakeHeadSSBB.png When a CPU Snake sticks a C4 on an opponent, he always runs a small distance away and uses Cypher, then detonates the C4 after. This makes him extremely vulnerable, predictable, and punishable. If attacked out of the Cypher, he simply runs away a short distance and then detonates the C4.
SonicHeadSSBB.png CPU Sonic spams Spin Dash to approach the player from far distances.
MarthHeadSSBB.pngLucarioHeadSSBB.png Marth and Lucario tend to use their counterattack moves randomly rather than at strategic moments.

Item Related[edit]

Item Description
Smash Ball After a CPU Luigi uses Negative Zone, he will spam Fireball until the move ends, regardless of his level.
CPU Diddy Kong, Yoshi and Sonic using their Final Smashes have a tendency to behave rather eccentrically:
  • They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.
  • They may get stuck against a wall while chasing human players, and stay there until the effect ends (unless the player(s) they are pursuing jumps or moves to another area). Occasionally, they will manage to get off of the wall on their own and continue the chase.
  • They may standstill if the player is not within easy reach. Whenever they do this, they will only move if the player does.
  • They may even stand still when on top of slippery or fragile platforms.
CPU Fox, Falco and Wolf at low levels mostly self-destruct when using Landmaster, especially if the target is hanging on a ledge. At high levels, they instead stay in place and repeatedly perform barrel rolls against opponents grabbing the ledge, which can be easily avoided by planking.
  • Additionally, they will never attempt to Star KO enemies above them by rising, only doing so accidentally when rising on small stages like Flat Zone 2.
Gooey Bomb C4 CPUs with a Gooey Bomb or C4 stuck on them repeatedly shield and dodge until they fall off or explode.
Hammer Golden Hammer Despite their better recognition of items, CPUs still experience several flaws when using the Hammer as in Melee:
  • They still tend to accidentally fall offstage when trying to attack a foe near a ledge and, when on an elevated platform, jump continuously in place even if the obstacle can be jumped over.
  • They still chase foes when using a Headless Hammer or Golden Squeaky Hammer, and try to avoid players with such Hammers instead of attacking them.[3]
Cracker Launcher CPUs exhibit several problems when using a Cracker Launcher:
  • They usually don't turn around while holding the item and don't drop the item if it still has ammo.
  • Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
Team Healer CPUs holding a Team Healer always throw it towards their enemies, never towards their own teammates.
Bob-omb CPUs never pick up Bob-ombs intentionally.
Deku Nut Smart Bomb CPUs throw Deku Nuts at opponents regardless of distance, even if the opponent is close enough to cause them to get stunned themselves. The same applies to Smart Bombs, which they often throw too close to opponents, getting caught in the explosion.
Unira When a player is crouching behind an Unira, a CPU will always try to walk into it before attacking, resulting in them taking damage repeatedly until the Unira disappears.
PoisonMushroomIconSSBB.png CPUs will chase after Poison Mushrooms even though they give a fighter affected by one a disadvantage.
Capsule CPUs that pick up a Capsule almost always throw it upwards into the air for no apparent reason (doing so even if no foes are above them), instead of simply throwing them forward or down to break it.
All CPUs walk slowly against items that appear offstage in stages with walk-off blast lines, without just picking them up.

Stage Related[edit]

Stage Description
Almost All CPUs, even at level nine, tend to ignore stage hazards without dodging them, including powerful ones like the Ultimate Chimera in New Pork City or the enemies in Mario Bros., resulting in them getting KO'd at a much faster rate than human players.
New Pork City1.jpg SSB4U75m.png CPUs have difficulty transversing large stages such as New Pork City, 75m and most custom stages, where they will often scatter around instead of just approaching the player, and may even self-destruct crossing certain parts of the stages.
Mushroomy2.jpg In the underground version of Mushroomy Kingdom, CPUs repeatedly attack the blocks, usually ignoring the player even if items aren't on.
Delfino Plaza.jpg On Delfino Plaza, when the main platform reappears and starts to rise, CPUs usually stay on the old stage, which leads to them being lowered towards the bottom blast line to their deaths.
Hyrule Temple stage. From Dojo. CPUs have a difficult time getting out of the underground part of Temple when opposing players are on the upper part. This is especially noticeable with CPU Wolf[4].
Pirateship.jpg Delfino Plaza.jpg CPUs never swim on Pirate Ship or Delfino Plaza, always jumping out of the water immediately to come back to the stage.
Port Town Aero Dive.jpg On the first stop of Port Town Aero Dive after the start/finish line, when the main platform ascends, CPUs tend to run away to the sides of the stage and jump off them even if that causes them to be unable to reach the platform afterwards, self-destructing in the process.
Skyworld1.jpg On Skyworld, CPUs tend to aim for the moving platform below the stage when recovering, even if it's moving away from them, often causing them to fail their recoveries when they could have aimed for the stage's ledges instead.

MarioBros Stage.jpg Mushroomy.jpg
Delfino Plaza.jpg SSB4UMarioCircuit.jpg
SSB4 WarioWare, Inc.jpg Bridge of Eldin.jpg
Castle Siege Brawl.png Flat Zone 2.PNG
Green Hill Zone.jpg Shadow Moses Island.jpg
Pikmin1.jpg SSB4UYoshisIsland.png
Onett.jpg

On stages with walk-off blast lines, CPUs usually attack players near them without caution, likely causing them to self-destruct when overextending their approaches against them or trying to dodge their attacks.

See also[edit]

References[edit]