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

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<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a 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.
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.
2. Suboptimal play by the CPU, in general, does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.-->
3. Per the previous guideline, a potential example must be behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.-->


===General===
===General===
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|-
|-
| rowspan=10 align=center|Recovery
| rowspan=10 align=center|Recovery
| CPUs never attempt to fight off or evade edgeguarders.
| CPUs never attempt to fight off or evade edge guarders.
| All
| All
|-
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| CPUs only use their midair jumps and [[up special]] move to recover (or side special with Luigi) - never any alternate recovery methods such as [[side special]] moves, [[air dodge]]s or [[wall-grapple]]s (as they never use [[grab aerial]]s on the whole). They also never use [[wall jump]]s to aid their recovery in stages where these are possible.
| CPUs only use their midair jumps and [[up special]] move to recover (or side special with Luigi) - never any alternate recovery methods such as [[side special]] moves, [[air dodge]]s, or [[wall-grapple]]s (as they never use [[grab aerial]]s on the whole). They also never use [[wall jump]]s to aid their recovery in stages where these are possible.
| All
| All
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|-
| CPU Luigi always uses [[Green Missile]] and never uses [[Super Jump Punch]] to recover, even when necessary. He also never charges the former move, most of the time failing to recover if the attack is not a misfire, even though he uses the move consecutive times. This leads to him self-destructing easily on stages that emphasise vertical recoveries, like [[Mushroom Kingdom II]] or [[Brinstar Depths]].
| CPU Luigi always uses [[Green Missile]] and never uses [[Super Jump Punch]] to recover, even when necessary. He also never charges the former move, most of the time failing to recover if the attack is not a misfire, even though he uses the move consecutive times. This leads to him self-destructing easily on stages that emphasize vertical recoveries, like [[Mushroom Kingdom II]] or [[Brinstar Depths]].
*CPU Luigi will also use Green Missile even after having already got back to the stage with his midair jump, leaving him open to attacks.
*CPU Luigi will also use Green Missile even after having already got back to the stage with his midair jump, leaving him open to attacks.
*Also due to this unique recovery method, CPU Luigi never meteor cancels attacks like other CPUs do, even at level nine.
*Also due to this unique recovery method, CPU Luigi never meteor cancels attacks like other CPUs do, even at level nine.
| {{Head|Luigi|g=SSBM|s=16px}}
| {{Head|Luigi|g=SSBM|s=16px}}
|-
|-
| The CPUs shown at the right always aim in the same upward diagonal trajectory when recovering with their up special, even if using such a trajectory results in them failing to make it back while a more desirable trajectory would have allowed them to recover successfully.  
| The CPUs shown at the right always aim in the same upward diagonal trajectory when recovering with their up special, even if using such a trajectory results in them failing to make it back while a more desirable trajectory would have allowed them to recover successfully. CPU Fox and Falco, however, may aim their up special straight at a foe on occasion if they are close enough.
| {{Head|Fox|g=SSBM|s=16px}} {{Head|Falco|g=SSBM|s=16px}} {{Head|Marth|g=SSBM|s=16px}} {{Head|Roy|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Mewtwo|g=SSBM|s=16px}}
| {{Head|Fox|g=SSBM|s=16px}} {{Head|Falco|g=SSBM|s=16px}} {{Head|Marth|g=SSBM|s=16px}} {{Head|Roy|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Mewtwo|g=SSBM|s=16px}}
|-
|-
| A CPU Sheik always aims straightly horizontally or vertically (depending on her position from the edge) with [[Vanish]], never diagonally.
| CPU Sheik always aims horizontally or vertically (depending on her position from the edge) with [[Vanish]], never diagonally.
| {{Head|Sheik|g=SSBM|s=16px}}
| {{Head|Sheik|g=SSBM|s=16px}}
|-
|-
| A CPU Jigglypuff uses [[Sing]] after running out of midair jumps when recovering, instead of [[Pound]] or an air dodge, guaranteeing a failed recovery if it cannot grab the ledge.
| A CPU Jigglypuff uses [[Sing]] instead of [[Pound]] or an air dodge after running out of midair jumps when recovering, guaranteeing a failed recovery if it cannot grab the ledge. Additionally, it always does so at exactly a certain distance away from the lower blast line each time.
| {{Head|Jigglypuff|g=SSBM|s=16px}}
| {{Head|Jigglypuff|g=SSBM|s=16px}}
|-
|-
| CPU Ness uses [[PK Thunder 2]] to recover only if he is set to level nine, and always aims it in an upwards, barely horizontal trajectory. A lower level CPU Ness will just fall and get KO'd if the midair jump is not enough to make it back to the stage.
| CPU Ness uses [[PK Thunder 2]] to recover only if he is set to level nine, and always aims it in an upward, barely horizontal trajectory. A lower level CPU Ness will fall and get KO'd if the midair jump is not enough to make it back to the stage.
| {{Head|Ness|g=SSBM|s=16px}}
| {{Head|Ness|g=SSBM|s=16px}}
|-
|-
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| {{Head|Peach|g=SSBM|s=16px}}
| {{Head|Peach|g=SSBM|s=16px}}
|-
|-
| A CPU Pichu always uses both dashes of [[Agility]], even if it's aiming the move towards a platform, nudging itself away from it with the second dash and self-destructing. A CPU Pikachu also exhibits this behavior, though it is less common for it to SD.  
|CPU Pikachu and Pichu always use both dashes of [[Quick Attack]]/[[Agility]] even if it's aiming the move towards a platform, nudging itself away from it with the second dash and self-destructing, though CPU Pikachu is less likely to SD.  
| {{Head|Pichu|g=SSBM|s=16px}} {{Head|Pikachu|g=SSBM|s=16px}}
| {{Head|Pichu|g=SSBM|s=16px}} {{Head|Pikachu|g=SSBM|s=16px}}
|-
|-
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|-
|-
| rowspan=5 align=center|Repeated or Held Inputs
| rowspan=6 align=center|Repeated or Held Inputs
| CPUs never charge attacks that require button holding, including [[smash attack]]s (with the exception of the Ice Climbers' [[forward smash]]), [[Shield Breaker]], [[Hero's Bow]], [[Skull Bash]], [[Green Missile]], [[Rollout]] (which in particular suffers from the CPU's behaviour, since it has no effect other than leaving the user vulnerable if used without being charged), and the [[Super Scope]], among others, the only exceptions being Zelda with [[Din's Fire]], Sheik with [[Needle Storm]] and Ness with [[PK Flash]].
| CPUs never charge attacks that require button holding, including [[smash attack]]s (with the exception of the Ice Climbers' [[forward smash]]), [[Shield Breaker]], [[Hero's Bow]], [[Skull Bash]], [[Green Missile]], [[Rollout]] (which in particular suffers from the CPU's behavior, since it has no effect other than leaving the user vulnerable if used without being charged), and the [[Super Scope]], among others, the only exceptions being Zelda with [[Din's Fire]], Sheik with [[Needle Storm]] and Ness with [[PK Flash]].
| All
| All
|-
| CPU Peach will sometimes get stuck at the bottom of certain plateaus on various stages, most notably the one on [[Hyrule Temple]]'s far left side. She attempts to jump over the plateau but will immediately activate her unique second jump, whose properties keep her from getting over. As a result, she will repeatedly use her double jump in the corner until an opponent approaches her, an [[List of flaws in artificial intelligence (SSBM)#Item Related|attractive item]] appears, or she is struck by an attack.
| {{Head|Peach|g=SSBM|s=16px}}
|-
|-
| CPU Link and Young Link never use the second hit of their forward smash; as a result, they have more difficulty KOing, as Link's forward smash is relatively weak when the first hit connects, while Young Link's first hit deals low, set knockback to set up the second, more powerful attack.
| CPU Link and Young Link never use the second hit of their forward smash; as a result, they have more difficulty KOing, as Link's forward smash is relatively weak when the first hit connects, while Young Link's first hit deals low, set knockback to set up the second, more powerful attack.
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| {{Head|Kirby|g=SSBM|s=16px}}
| {{Head|Kirby|g=SSBM|s=16px}}
|-
|-
| CPU Mario, Luigi and Dr. Mario never move around nor rise when using their respective [[down special]]s.
| CPU Mario, Luigi, and Dr. Mario never move around nor rise when using their respective [[down special]]s.
| {{Head|Dr. Mario|g=SSBM|s=16px}} {{Head|Mario|g=SSBM|s=16px}} {{Head|Luigi|g=SSBM|s=16px}}
| {{Head|Dr. Mario|g=SSBM|s=16px}} {{Head|Mario|g=SSBM|s=16px}} {{Head|Luigi|g=SSBM|s=16px}}
|-
|-
| rowspan=5 align=center|Attack Patterns
| rowspan=5 align=center|Attack Patterns
| CPUs tend to heavily spam their [[neutral attack]]s and [[dash grab]]s against foes at close range, often forgoing other attacks like tilts, smashes or non-projectile specials. They also never approach foes on the ground with aerial attacks unless they were previously in midair.
| CPUs tend to heavily spam their [[neutral attack]]s and [[dash grab]]s against foes at close range, often forgoing other attacks like tilts, smashes or non-projectile specials. They also never approach foes on the ground with aerial attacks unless they were previously in midair. The difficulty of higher-leveled CPUs stems from not their more advanced fighting tactics, but the degree in which they can interrupt approaching foes with frame-perfect neutral attacks or grabs.
*When attacking with aerials out of knockback or to reach foes on platforms, CPUs often use their [[neutral aerial]] over other types of aerials, even with characters whose other aerials are better.
*When attacking with aerials out of knockback or to reach foes on platforms, CPUs often use their [[neutral aerial]] over other types of aerials, even with characters whose other aerials are better.
*When airborne, higher-leveled CPUs also tend to immediately use their neutral or [[down aerial]]s when a foe is below them.
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| All
|-
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| CPUs tend to periodically use projectiles when walking towards the player from afar, even if they can be reflected or absorbed. They do so even when crossing pits on some stages, causing them to be left open to edgeguards or self-destruct.
| CPUs tend to periodically use projectiles when walking towards the player from afar, even if they can be reflected or absorbed. They do so even when crossing pits on some stages, causing them to be left open to edge guards or self-destruct.
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| All
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| CPUs cannot properly recognise the height differences that occur when standing on slopes, leading to things like a CPU flailing above an opponent with its jab when higher up on a slope.
| CPUs cannot properly recognize the height differences that occur when standing on slopes, leading to things like a CPU flailing above an opponent with its jab when higher up on a slope.
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| All
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| Upon KOing a character, CPUs usually taunt, regardless of what is occurring around them. Additionally, when KOing an enemy horizontally from the middle of a main platform, they will walk to the edge nearest to where the KO occurred before taunting. When Star KOing an opponent, they won't taunt until the animation is finished, leaving them unnecessarily vulnerable during long taunts.
| Upon KOing a character, CPUs usually taunt, regardless of what is occurring around them. Additionally, when KOing an enemy horizontally from the middle of the main platform, they will walk to the edge nearest to where the KO occurred before taunting. When Star KOing an opponent, they won't taunt until the animation is finished, leaving them unnecessarily vulnerable during long taunts.
| All
| All
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|-
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|-
|-
| rowspan=5 align=center|Other
| rowspan=5 align=center|Other
| CPUs have almost nonexistent [[edgeguard]]ing abilities: they normally just stand on the edge of the stage and throw off a typical jab or grab when the foe comes near, which often has poor KO power and instead allows the foe to recover again. Only CPU Mario, Dr. Mario and Captain Falcon jump offstage instead to edgeguard foes.
| CPUs have almost nonexistent [[edgeguard]]ing abilities: they normally just stand on the edge of the stage and throw off a typical jab or grab when the foe comes near, which often has poor KO power and instead allows the foe to recover again. Only CPU Mario, Dr. Mario, and Captain Falcon jump offstage instead to edgeguard foes.
| Almost All
| Almost All
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|-
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| All
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| CPUs do not recognise pits as if they were an offstage area, leading to the CPU just walking and falling into them as the CPU attempts to carelessly attack an opponent near the pit, which often results in the CPU self-destructing.
| CPUs do not recognize pits as if they were an offstage area, leading to the CPU just walking and falling into them as the CPU attempts to carelessly attack an opponent near the pit, which often results in the CPU self-destructing.
| All
| All
|-
|-
| Other than Fox and Falco using their Reflectors, CPUs always reflect projectiles with powershields only, even when some characters like Mario and Zelda have more effective [[reflect]]ors, or when these can be [[absorb]]ed for Ness and Mr. Game & Watch. In this case they will prioritise shielding projectiles over anything else, often causing them to [[Shield break|break their shields]] when shielding many rapid-fire projectiles such as Fox's [[Blaster]] shots.
| Other than Fox and Falco using their Reflectors, CPUs always reflect projectiles with powershields only, even when some characters like Mario and Zelda have more effective [[reflect]]ors, or when these can be [[absorb]]ed for Ness and Mr. Game & Watch. In this case, they will prioritize shielding projectiles over anything else, often causing them to [[Shield break|break their shields]] when shielding many rapid-fire projectiles such as Fox's [[Blaster]] shots.
*This also causes CPUs to not reflect Poké Balls correctly, as powershielding them does not change the Pokémon's owner.
*This also means CPUs do not reflect Poké Balls correctly, as powershielding them does not change the Pokémon's owner.
| {{Head|Dr. Mario|g=SSBM|s=16px}} {{Head|Mario|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Ness|g=SSBM|s=16px}} {{Head|Mr. Game & Watch|g=SSBM|s=16px}}
| {{Head|Dr. Mario|g=SSBM|s=16px}} {{Head|Mario|g=SSBM|s=16px}} {{Head|Zelda|g=SSBM|s=16px}} {{Head|Ness|g=SSBM|s=16px}} {{Head|Mr. Game & Watch|g=SSBM|s=16px}}
|-
|-
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| {{Head|Mario|g=SSBM|s=20px}}{{Head|Dr. Mario|g=SSBM|s=20px}}
| {{Head|Mario|g=SSBM|s=20px}}{{Head|Dr. Mario|g=SSBM|s=20px}}
| CPU Mario and Dr. Mario often try to edgeguard with their [[forward aerial]]s, even when Dr. Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving them unable to recover, causing SDs.
| CPU Mario and Dr. Mario often try to edgeguard with their [[forward aerial]]s, even when Dr. Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving them unable to recover, causing SDs. Mario is more prone to SDs than Dr. Mario
|-
|-


| {{Head|Dr. Mario|g=SSBM|s=20px}}{{Head|Mario|g=SSBM|s=20px}}{{Head|Luigi|g=SSBM|s=20px}}{{Head|Peach|g=SSBM|s=20px}}{{Head|Captain Falcon|g=SSBM|s=20px}}{{Head|Ganondorf|g=SSBM|s=20px}}{{Head|Samus|g=SSBM|s=20px}}{{Head|Marth|g=SSBM|s=20px}}{{Head|Roy|g=SSBM|s=20px}}{{Head|Mr. Game & Watch|g=SSBM|s=20px}}
| {{Head|Dr. Mario|g=SSBM|s=20px}}{{Head|Mario|g=SSBM|s=20px}}{{Head|Luigi|g=SSBM|s=20px}}{{Head|Peach|g=SSBM|s=20px}}{{Head|Captain Falcon|g=SSBM|s=20px}}{{Head|Ganondorf|g=SSBM|s=20px}}{{Head|Samus|g=SSBM|s=20px}}{{Head|Marth|g=SSBM|s=20px}}{{Head|Roy|g=SSBM|s=20px}}{{Head|Mr. Game & Watch|g=SSBM|s=20px}}
| The CPU characters shown left often use their up specials when the player is above them; not only this makes their attack choices predictable, but they use these moves even near an edge against an offstage player, leaping off it and self-destructing.
| The CPU characters shown on the left often use their up specials when the player is above them; not only this makes their attack choices predictable, but they use these moves even near an edge against an offstage player, leaping off it and self-destructing.
|-
|-


| {{CharHead|Luigi|SSBM}}
| {{Head|Luigi|g=SSBM|s=20px}}
| CPU Luigi tends to use Green Missile against foes near the attack's maximum range without charging it, making him easy to punish. This can also cause him to self-destruct on small stages if the attack misfires.
| CPU Luigi tends to use Green Missile against foes near the attack's maximum range without charging it, making him easy to punish. This can also cause him to self-destruct on small stages if the attack misfires.
|-
|-


| rowspan=2|{{CharHead|Peach|SSBM}}
| rowspan=2|{{Head|Peach|g=SSBM|s=20px}}
| As noted before, CPU Peach almost never [[float]]s, hovering in place on the occasion that she does.
| As noted before, CPU Peach almost never [[float]]s, hovering in place on the occasion that she does.
|-
|-
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|-
|-


| rowspan=4|{{CharHead|Bowser|SSBM}}
| rowspan=4|{{Head|Bowser|g=SSBM|s=20px}}
| When approaching, CPU Bowser periodically uses Fire Breath even if the opponent is completely out of the attack's range, making his approach significantly predictable and easy to counter.
| When approaching, CPU Bowser periodically uses Fire Breath even if there is no opponent on screen, making his approach significantly predictable and easy to counter.
|-
|-
| CPU Bowser often uses [[Bowser Bomb]] on foes below him when in midair, regardless of what is below him.
| CPU Bowser often uses [[Bowser Bomb]] on foes below him when in midair, regardless of what is below him.
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|-
|-


| rowspan=3|{{CharHead|Yoshi|SSBM}}
| rowspan=3|{{Head|Yoshi|g=SSBM|s=20px}}
| CPU Yoshi tends to use [[Egg Lay]] as much as his grab.
| CPU Yoshi tends to use [[Egg Lay]] as much as his grab.
|-
|-
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|-
|-


| rowspan=3|{{CharHead|Zelda|SSBM}}
| rowspan=3|{{Head|Zelda|g=SSBM|s=20px}}
| CPU Zelda heavily spams her [[down tilt]] against foes at close range to "lock" them.
| CPU Zelda heavily spams her [[down tilt]] against foes at close range to "lock" them.
|-
|-
| CPU Zelda never uses [[Nayru's Love]], not even for reflecting projectiles, with only CPU Kirby using the move when copied (and even then, not for that purpose).
| CPU Zelda uses [[Nayru's Love]] extremely rarely, not even using it for reflecting projectiles.
|-
|-
| After a player semi-spikes a CPU Zelda close to the edge, she won't use [[Farore's Wind]] unless she is low and underneath the stage, or is hit by another player, causing her to be KO'd without trying to recover.
| After a player semi-spikes a CPU Zelda close to the edge, she won't use [[Farore's Wind]] unless she is low and underneath the stage, or is hit by another player, causing her to be KO'd without trying to recover.
*When an edgeguarder comes near, she will use aerial attacks or Din's Fire, causing Zelda to fail a recovery that was possible.
*When an edge guarder comes near, she will use aerial attacks or Din's Fire, causing Zelda to fail a recovery that was possible.
|-
|-


| {{CharHead|Sheik|SSBM}}
| {{Head|Sheik|g=SSBM|s=20px}}
| CPU Sheik may use [[Chain]] instead of Needle Storm when approaching, leaving her easily vulnerable against attacks. She also rarely swings the chain around, and only if the foe is close to her.
| CPU Sheik may use [[Chain]] instead of Needle Storm when approaching, leaving her easily vulnerable against attacks. She also rarely swings the chain around, and only if the foe is close to her.
|-
|-


| rowspan=2|{{CharHead|Ganondorf|SSBM}}
| rowspan=2|{{Head|Ganondorf|g=SSBM|s=20px}}
| CPU Ganondorf spams Dark Dive when an opponent is in front or above him.
| CPU Ganondorf spams [[Dark Dive]] when an opponent is in front or above him.
|-
|-
| As he approaches the player, CPU Ganondorf periodically uses [[Warlock Punch]], [[Gerudo Dragon]] and [[up tilt]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of his range, and the very long [[lag]] of these attacks making it easy for opponents to punish him.
| As he approaches the player, CPU Ganondorf periodically uses [[Warlock Punch]], [[Gerudo Dragon]], and [[up tilt]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of his range, and the very long [[lag]] of these attacks making it easy for opponents to punish him.
|-
|-


| {{CharHead|Samus|SSBM}}
| {{Head|Samus|g=SSBM|s=20px}}
| CPU Samus repeatedly uses {{b|Bomb|Samus}}s when above a foe in midair.
| CPU Samus repeatedly uses {{b|Bomb|Samus}}s when above a foe in midair.
|-
|-


| rowspan=3|{{CharHead|Kirby|SSBM}}
| rowspan=3|{{Head|Kirby|g=SSBM|s=20px}}
| CPU Kirby tends to use his dash attack to approach.
| CPU Kirby tends to use his dash attack to approach.
|-
|-
| CPU Kirby has an unusual behavior with {{b|Inhale|Kirby}}: when he first uses it, he will repeatedly use it until he swallows a character. After that, he heavily [[spam]]s the move he copied, including moves such as Marth's Shield Breaker that aren't commonly spammed by the AI.
| CPU Kirby has an unusual behavior with {{b|Inhale|Kirby}}: when he first uses it, he will repeatedly use it until he swallows a character. After that, he heavily [[spam]]s the move he copied, including moves such as Marth's Shield Breaker that aren't commonly spammed by the AI.
*CPU Kirby also never moves around with swallowed foes, and spits out an opponent only if it is another Kirby. In this case, he also always spit out the Kirby, even if it has a copied ability that can be stolen.
*CPU Kirby also never moves around with swallowed foes and spits out an opponent only if it is another Kirby. In this case, he also always spit out the Kirby, even if it has a copied ability that can be stolen.
|-
|-
| CPU Kirby often uses his [[Stone]] on foes below him when in midair, regardless of what is below him.
| CPU Kirby often uses his [[Stone]] on foes below him when in midair, regardless of what is below him.
*When a CPU Kirby without an ability is swallowed by another Kirby player, he will almost always use Stone after being released from Inhale, (due to him left above the player), allowing the human Kirby to rack up damage by repeatedly swallowing the CPU.
*When a CPU Kirby without an ability is swallowed by another Kirby player, he will almost always use Stone after being released from Inhale, (due to him being left above the player), allowing the human Kirby to rack up damage by repeatedly swallowing the CPU.
|-
|-


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| CPU Pikachu and Pichu spam {{b|Thunder|Pokémon}} against foes above them.
| CPU Pikachu and Pichu spam {{b|Thunder|Pokémon}} against foes above them.
|-
|-
| CPU Pichu uses its electric attacks (especially [[Thunder Jolt]]) at the exact same rate as Pikachu, regardless of the [[recoil damage]] they inflict.
| CPU Pichu uses its electric attacks (especially [[Thunder Jolt]]) at the exact same rate as Pikachu, regardless of the [[recoil damage]].
|-
|-


| {{CharHead|Jigglypuff|SSBM}}
| {{Head|Jigglypuff|g=SSBM|s=20px}}
| CPU Jigglypuff never uses [[Rollout]] or [[Rest]].  
| CPU Jigglypuff never uses [[Rollout]] or [[Rest]].  
*CPU Kirby with Jigglypuff absorbed does use Rollout, but never charges it (as noted prior).
*CPU Kirby with Jigglypuff absorbed does use Rollout but never charges it (as noted prior).
**CPU Kirby also uses Rollout even if near a ledge, causing him to fall down in [[helpless]] state and self-destruct. As CPU Kirby mostly spams copied abilities, this can be easily exploited.
**CPU Kirby also uses Rollout even if near a ledge, causing him to fall down in the [[helpless]] state and self-destruct. As CPU Kirby mostly spams copied abilities, this can be easily exploited.
|-
|-


| rowspan=2|{{CharHead|Mewtwo|SSBM}}
| rowspan=2|{{Head|Mewtwo|g=SSBM|s=20px}}
| A CPU Mewtwo charging [[Shadow Ball]] in midair (by either falling off an edge when attacking a foe out of range, or sometimes when using the move very close to one) never [[Charge cancel|cancel]]s the attack, and doesn't shoot the ball if there are no enemies directly in front of it, simply falling down and self-destructing.
| A CPU Mewtwo charging [[Shadow Ball]] in midair (by either falling off an edge when attacking a foe out of range, or sometimes when using the move very close to one) never [[Charge cancel|cancel]]s the attack, and doesn't shoot the ball if there are no enemies directly in front of it, simply falling down and self-destructing.
|-
|-
| If a player semi-spikes a CPU Mewtwo close to the edge, it will never use [[Teleport]] unless it is low and underneath the stage, or is hit by another player, causing Mewtwo to fail his recovery.
| If a player semi-spikes a CPU Mewtwo close to the edge, it will never use [[Teleport]] unless it is low and underneath the stage, or is hit by another player, causing Mewtwo to fail its recovery.
*In addition, when an edgeguarder comes near, it will use aerial attacks or Shadow Ball. Depending on distance and attack's duration, this often causes Mewtwo to fail a recovery that was possible.
*In addition, when an edge guarder comes near, it will use aerial attacks or Shadow Ball. Depending on distance and attack's duration, this often causes Mewtwo to fail a recovery that was possible.
|-
|-


| rowspan=4|{{CharHead|Ness|SSBM}}
| rowspan=4|{{Head|Ness|g=SSBM|s=20px}}
| CPU Ness never uses [[PSI Magnet]]; even when projectiles are shot in his vicinity, he just reflects them by powershielding.
| CPU Ness never uses [[PSI Magnet]]; even when projectiles are shot in his vicinity, he just reflects them by powershielding.
|-
|-
| If a player semi-spikes a CPU Ness close to the edge, and then edgeguards him, he will use aerial attacks and never use PK Thunder 2 to recover unless he is low and underneath the stage, or is hit by another player, causing him to fail his recovery.
| If a player semi-spikes a CPU Ness close to the edge, and then edge guards him, he will use aerial attacks and never use PK Thunder 2 to recover unless he is low and underneath the stage, or is hit by another player, causing him to fail his recovery.
|-
|-
| CPU Ness spams [[PK Flash]] against foes above him.
| CPU Ness spams [[PK Flash]] against foes above him. Often times he times the explosion badly and the attack misses, leaving him open to punishes.
|-
|-
| When using [[PK Thunder]] as an attack, CPU Ness won't send the beam back if it misses the foe, leaving him highly vulnerable to attacks during the move.  
| When using [[PK Thunder]] as an attack, CPU Ness won't send the beam back if it misses the foe, leaving him highly vulnerable to attacks during the move.  
|-
|-


| rowspan=4|{{CharHead|Captain Falcon|SSBM}}
| rowspan=4|{{Head|Captain Falcon|g=SSBM|s=20px}}
| As he approaches the player, CPU Captain Falcon periodically uses [[Falcon Punch]] and [[Raptor Boost]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of range, and the very long lag of these attacks making it easy for opponents to punish him.
| As he approaches the player, CPU Captain Falcon periodically uses [[Falcon Punch]] and [[Raptor Boost]] like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of range, and the very long lag of these attacks making it easy for opponents to punish him.
*This ends up making [[Event 12: Seconds, Anyone?]] easier to complete than intended, as a move strong enough to punish the lag (such as the Falcon Punch itself, if triggered as soon as the event starts) is enough to KO the CPU's Captain Falcon.
|-
|-
| CPU Captain Falcon always uses Raptor Boost after using [[forward throw]] or [[down throw]] on someone, even if it causes him to go offstage and self-destruct.  
| CPU Captain Falcon always uses Raptor Boost after using [[forward throw]] or [[down throw]] on someone, even if it causes him to go offstage and self-destruct.  
*He may also use Raptor Boost if the player is near the ledge offstage, attempting to hit them, but usually falling off the stage.
*He may also use Raptor Boost if the player is near the ledge offstage, attempting to hit them, but usually falling off the stage.
|-
|-
| CPU Captain Falcon often tries to attack foes with [[Falcon Dive]] after successfully executing an [[up throw]], which is preceded by a single jump. The entire process is a predictable and thus poor attempt at comboing the opponent.
| CPU Captain Falcon often tries to attack foes with [[Falcon Dive]] after successfully executing an [[up throw]], which is preceded by a single jump. The entire process is predictable and thus a poor attempt at comboing the opponent.
|-
|-
|CPU Captain Falcon often tries to edgeguard offstage with his [[down aerial]]. More often than not, this attempt fails, leaving Falcon open to edgeguards himself.
|CPU Captain Falcon often tries to edgeguard offstage with his [[down aerial]]. More often than not, this attempt fails, leaving Falcon open to edge guards himself.
|-
|-


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|-
|-
| When CPU Marth and Roy use [[Dancing Blade]] and [[Double-Edge Dance]] (respectively), after knocking their foe away with the first hit, they always execute the three subsequent hits of the attack even if the foe gets out of reach. They also never use the up and down versions of the attacks.
| When CPU Marth and Roy use [[Dancing Blade]] and [[Double-Edge Dance]] (respectively), after knocking their foe away with the first hit, they always execute the three subsequent hits of the attack even if the foe gets out of reach. They also never use the up and down versions of the attacks.
*If the foe is very close to them and isn't knocked away with the first hit, they may instead only use that one, even when following up with the others was possible.
*If the foe is very close to them and isn't knocked away with the first hit, they may instead only use that one, even if following up with the other hits was possible.
|-
|-


| rowspan=4|{{CharHead|Mr. Game & Watch|SSBM}}
| rowspan=4|{{Head|Mr. Game & Watch|g=SSBM|s=20px}}
| CPU Mr. Game & Watch tends to spam his dash attack to approach.
| CPU Mr. Game & Watch tends to spam his dash attack to approach.
|-
|-
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| Any || CPUs never [[Air grab|grab items while in midair]], allowing the player to easily take items on platforms or falling down away from them.
| Any || CPUs never [[Air grab|grab items while in midair]], allowing the player to easily take items on platforms or falling down away from them.
|-
|-
| Any || A CPU Zelda that holds a throwing item usually throws it down when close to an opponent, in an attempt to use a down tilt. Not only does this often render the item ineffectual, but she will easily self-destruct if the item is an explosive.  
| Any || A CPU Zelda that holds a throwing item usually throws it down when close to an opponent, in an attempt to use a down tilt. Not only does this often render the item ineffectual, but she will easily self-destruct if the item is explosive.  
|-
|-
| [[File:Ssbmitemshammer.jpg|32px|link=Hammer]] [[File:Ssbmitemsstarman.png|32px|Starman|link=Super Star]] || Picking up either a Hammer or a Starman will cause all the CPUs to run to the opposite side of the stage and stand there until the effect wears off; they will not use any defensive maneuvers whatsoever.  
| [[File:HammerIconSSBM.png|32px|link=Hammer (item)]] [[File:StarmanIconSSBM.png|32px|Starman|link=Super Star]] || Picking up either a Hammer or a Starman will cause all the CPUs to run to the opposite side of the stage and stand there until the effect wears off; they will not use any defensive maneuvers whatsoever.  
*On [[Poké Floats]], while standing there until the effect wears off, a CPU will only attack if an opponent comes near very close to the camera boundaries or between a blast line and the camera's view. This can result in SD, if the CPU stays on certain float too long while attacking an opponent.  
*On [[Poké Floats]], while standing there until the effect wears off, a CPU will only attack if an opponent comes near very close to the camera boundaries or between a blast line and the camera's view. This can result in SD if the CPU stays on the certain float too long while attacking an opponent.  
|-
|-
| [[File:Ssbmitemswarpstar.png|32px|link=Warpstar]] || CPUs never change the trajectory of the Warp Star's dive, resulting in them self-destructing if the default trajectory happens to propel them offstage.
| [[File:WarpStarIconSSBM.png|32px|link=Warpstar]] || CPUs never change the trajectory of the Warp Star's dive, resulting in them self-destructing if the default trajectory happens to propel them offstage.
|-
|-
| [[File:Ssbmitemshammer.jpg|32px|link=Hammer]] || When a CPU grabs a Hammer, it chases opponents until it reaches a wall and continually jumps in place even if the obstacle can be jumped over. It also jumps offstage to chase opponents that have jumped off the stage, self-destructing in the process.<ref>http://youtu.be/FQ7bCnFYpEs</ref>
| [[File:HammerIconSSBM.png|32px|link=Hammer (item)]] || When a CPU grabs a Hammer, it chases opponents until it reaches a wall and continually jumps in place even if the obstacle can be jumped over. It also jumps offstage to chase opponents that have jumped off the stage, self-destructing in the process.<ref>http://youtu.be/FQ7bCnFYpEs</ref>
*Additionally, even if the Hammer's head falls off, CPUs still attempt to chase opponents, putting themselves in harm while doing so. They also never pick up the head intentionally, as with other items.
*Additionally, even if the Hammer's head falls off, CPUs still attempt to chase opponents, putting themselves in harm while doing so. They also never pick up the head intentionally, as with other items.
|-
|-
| [[File:Ssbmitemspokeball.png|32px|link=Pokéball]] || If they are next to the radius of [[Venusaur]]'s earthquake or near [[Wobbuffet]], CPUs may shield even if they are not in the Pokémon's damage radius. Unusually, they also hold their shields in place, which can result in a self-inflicted shield break (Jigglypuff will SD because of its unique [[shield jump]]). This is noticeable with the Wire Frames on the [[Event 37: Legendary Pokémon|Legendary Pokémon]] event.
| [[File:PokeBallIconSSBM.png|32px|link=Poké Ball]] || If they are next to the radius of [[Venusaur]]'s earthquake or near [[Wobbuffet]], CPUs may shield even if they are not in the Pokémon's damage radius. Unusually, they also hold their shields in place, which can result in a self-inflicted shield break. This is noticeable with the Wire Frames on the [[Event 37: Legendary Pokémon|Legendary Pokémon]] event.
*Additionally, if a CPU is knocked in the air near Venusaur or goes above it to approach a player, it often immediately air dodges, even if the Venusaur can just be jumped over.
*Additionally, if a CPU is knocked in the air near Venusaur or goes above it to approach a player, it often immediately air dodges, even if the Venusaur can just be jumped over. CPU Fox and Falco will attempt to reflect Venusaur's Earthquake and [[Blastoise]]'s Hydro Pump with their down specials, despite neither attack being able to be reflected.
|-
|-
| [[File:VariousFood.jpg|32px|link=Food]] [[File:Maxim Tomato Melee.png|32px|link=Maxim Tomato]] [[File:Heart.JPG|32px|link=Heart Container]] [[File:Ssbmitemshammer.jpg|32px|link=Hammer]] [[File:Ssbmitemspokeball.png|32px|link=Poké Ball]] [[File:Cloaking.jpg|32px|link=Cloaking Device]] || CPUs never pick up items intentionally, regardless of their level, with the only exceptions being: healing items, Hammers, Poké Balls and Cloaking Devices.
| [[File:FoodIconSSBM.png|32px|link=Food]] [[File:MaximTomatoIconSSBM.png|32px|link=Maxim Tomato]] [[File:HeartContainerIconSSBM.png|32px|link=Heart Container]] [[File:HammerIconSSBM.png|32px|link=Hammer (item)]] [[File:PokeBallIconSSBM.png|32px|link=Poké Ball]] [[File:CloakingDeviceIconSSBM.png|32px|link=Cloaking Device]] || CPUs never pick up items intentionally, regardless of their level, with the only exceptions being: healing items, Hammers, Poké Balls, and Cloaking Devices.
*When these appear on stage, CPUs immediately cease any fighting and slowly go towards the item, without trying to avoid any players or hazards in their way.
*When these appear on stage, CPUs immediately cease any fighting and slowly go towards the item, without trying to avoid any players or hazards in their way.
|}
|}
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! Stage !! Description
! Stage !! Description
|-
|-
| Any || When the player stands still on certain locations in stages, all opposing CPUs cease all movement and action if the player is not in attack range, until the player moves or one of the aforementioned desired items appears<ref>http://youtu.be/X5vjGlJv4BI</ref>. A notable example of this is the right edge of the middle right platform in {{SSBM|Battlefield}}, which can be exploited in [[Cruel Melee]]<ref>http://youtu.be/qFYGCSPKQuk</ref>.
| All stages with high platforms || When a player is standing on a platform that usually cannot be reached with a single jump, CPUs below it will jump only once and use their [[down aerial]], being nowhere near hitting the player - they will repeat the process until the player moves out of the platform, allowing them to counterattack the CPUs or simply stall them out<ref>http://youtu.be/watch?v=p8VOFNKLv-w</ref>. This is most notable with Bowser on Battlefield, where if a player stands on the highest point of the stage, Bowser will go into an infinite loop unless he is interrupted.
|-
|-
| Any || When a player is standing on a platform that usually cannot be reached with a single jump, CPUs below it will jump only once and use their [[down aerial]], being nowhere near hitting the player - they will repeat the process until the player moves out of the the platform, allowing them to counterattack the CPUs or simply stall them out<ref>http://youtu.be/watch?v=p8VOFNKLv-w</ref>. This is most notable with Bowser on Battlefield, where if a player stands on the highest point of the stage, Bowser will go into an infinite loop unless he is interrupted.
| [[File:PCastleMelee.jpg|128px|link=Princess Peach's Castle]] || On Princess Peach's Castle, CPUs will always run to the opposite side of the castle when [[Banzai Bill]] appears. During this period, they ignore opponents and don't attack nor defend themselves unless an opponent comes near. This allows the player to attack without fear of retaliation, even with normally slow or punishable attacks such as fully charged smashes. When the opponent does come near, it disrupts the CPUs' normal behavior pattern and they sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
|-
| [[File:PCastleMelee.jpg|128px|link=Princess Peach's Castle]] || On Princess Peach's Castle, CPUs will always run to the opposite side of the castle when [[Banzai Bill]] appears. During this period, they ignore opponents, and don't attack nor defend themselves unless an opponent comes near. This allows the player to attack without fear of retaliation, even with normally slow or punishable attacks such as fully charged smashes. When the opponent does come near, it disrupts the CPUs' normal behavior pattern and they sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
*Also, if Banzai Bill spawns in the middle of the castle, CPUs may run straight into it in an attempt to reach the other side.
*Also, if Banzai Bill spawns in the middle of the castle, CPUs may run straight into it in an attempt to reach the other side.
|-
|-
| [[File:SSB4_Brinstar.JPG|128px|link=Brinstar]] || On Brinstar, CPUs always go to the hovering metallic platform in the centre when acid rises from the bottom. During this period, the CPU ignores opponents, and doesn't attack or defend itself unless an opponent comes near.
| [[File:SSB4_Brinstar.JPG|128px|link=Brinstar]] || On Brinstar, CPUs always go to the hovering metallic platform in the center when acid rises from the bottom. During this period, the CPU ignores opponents and doesn't attack or defend itself unless an opponent comes near.
|-
|-
| [[File:MuteCity.jpg|128px|link=Mute City (SSBM)]] || When at a stop on {{SSBM|Mute City}} and the stage is about to move again, CPUs will not jump back on the main moving platform unless a player or item provokes them to go on it, leading to them sustaining avoidable damage when the stage moves.
| [[File:MuteCity.jpg|128px|link=Mute City (SSBM)]] || When at a stop on {{SSBM|Mute City}} and the stage is about to move again, CPUs will not jump back on the main moving platform unless a player or item provokes them to go on it, leading to them sustaining avoidable damage when the stage moves.
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| [[File:Greengreens.jpg|128px|Green Greens|link=Green Greens]] || On Green Greens, CPUs that fall through the pits will go below the central platform and aim their recovery towards it instead of towards the pits, getting KO'd in the process, allowing them to be very easily [[gimp]]ed.
| [[File:Greengreens.jpg|128px|Green Greens|link=Green Greens]] || On Green Greens, CPUs that fall through the pits will go below the central platform and aim their recovery towards it instead of towards the pits, getting KO'd in the process, allowing them to be very easily [[gimp]]ed.
|-
|-
| [[File:Mushroom Kingdom II Melee.png|128px|Mushroom Kingdom II|link=Mushroom Kingdom II]] || On Mushroom Kingdom II, when battling against a CPU Luigi set as Player 2, if the player KOs him and then goes to the right part of the stage, Luigi will jump backwards from the revival platform and miss the ledge, and then use Green Missile on the wall and self-destruct<ref>http://youtu.be/k3oJLGJ3Qsk</ref>. He will continue this indefinitely until interrupted by an item, [[Pidgit]], or [[Birdo]]'s eggs.
| [[File:Mushroom Kingdom II Melee.png|128px|Mushroom Kingdom II|link=Mushroom Kingdom II]] || On Mushroom Kingdom II, when battling against a CPU Luigi set as Player 2, if the player KOs him and then goes to the right part of the stage, Luigi will jump backward from the revival platform and miss the ledge, and then use Green Missile on the wall and self-destruct<ref>http://youtu.be/k3oJLGJ3Qsk</ref>. He will continue this indefinitely until interrupted by an item, [[Pidgit]], or [[Birdo]]'s eggs.
|-
|
[[File:SSB4_Corneria.JPG|60px|link=Corneria]]
[[File:Mushroom Kingdom I Melee.png|60px|Mushroom Kingdom|link=Mushroom Kingdom (SSBM)]]<br />
[[File:Venom.jpg|60px|link=Venom]]
[[File:Battlefieldssbm.jpg|60px|link=Battlefield (SSBM)]]
| When the player stands still on certain locations in stages, all opposing CPUs cease all movement and action if the player is not in attack range until the player moves or one of the aforementioned desired items appears<ref>http://youtu.be/X5vjGlJv4BI</ref>. A notable example of this is the right edge of the middle right platform in {{SSBM|Battlefield}}, which can be exploited in [[Cruel Melee]]<ref>http://youtu.be/qFYGCSPKQuk</ref>.
|-
|-
|  
|  
[[File:Mushroom Kingdom I Melee.png|128px|Mushroom Kingdom|link=Mushroom Kingdom (SSBM)]]
|When one of the aforementioned desired items spawn on the scale platforms, all CPUs cease movement until an opponent comes near or if the item is collected or disappears.
|-
|
[[File:Mushroom Kingdom I Melee.png|60px|Mushroom Kingdom|link=Mushroom Kingdom (SSBM)]]
[[File:Mushroom Kingdom I Melee.png|60px|Mushroom Kingdom|link=Mushroom Kingdom (SSBM)]]
[[File:Mushroom Kingdom II Melee.png|60px|Mushroom Kingdom II|link=Mushroom Kingdom II]] <br />
[[File:Mushroom Kingdom II Melee.png|60px|Mushroom Kingdom II|link=Mushroom Kingdom II]] <br />
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*[[AI flaws (SSBB)]]
*[[AI flaws (SSBB)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSB4)]]
*[[AI flaws (SSBU)]]


==References==
==References==
30,299

edits