SSBM Icon.png

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

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Character Specific: Not really a flaw...)
Line 162: Line 162:
|-
|-


| rowspan=2|{{CharHead|Dr. Mario|SSBM}}
| rowspan=1|{{CharHead|Dr. Mario|SSBM}}
| CPU Dr. Mario often tries to edge-guard with his forward aerial, which unlike Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving him unable to recover, causing an SD.
| CPU Dr. Mario often tries to edge-guard with his forward aerial, which unlike Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving him unable to recover, causing an SD.
|-
| In general Dr. Mario's AI seems to be exactly that of Mario's.
|-
|-



Revision as of 15:51, August 2, 2015

If you guys want an image for the AI article, here you go.
One of the most notorious AI flaws in Melee, where level nine Fox will repeatedly self-destruct on Jungle Japes.

The AI in Super Smash Bros. Melee is notorious for how flawed it is. Computer players, regardless of level, primarily fight by constantly approaching to then spam their neutral attack and dash grabs when close to opponents, while periodically using any projectiles they have when opponents are out of the range of their jab and grab. For example, Kirby CPUs repeatedly use Final Cutter to attack, and Bowsers frequently use Fire Breath even if the foe is out of the move's range. If the player stays very close to them without moving or being knocked away (which may occur at low percents), CPUs will instead only spam their jabs, grabbing only if the player shields.

Though the exact rates of usage vary depending on the character, CPUs will generally avoid using tilts and smashes outside certain situations, and will almost never use aerials to attack unless they were already in the air from trying to reach an opponent's position (such as if they were jumping up to an opponent on a platform above them) or from being hit into the air from a prior attack. In this case, they also tend to use their neutral aerials over other types of aerials. AI will never charge smash attacks, with the sole exception being the Ice Climbers, who will even then only charge a smash attack (and always fully) after performing a down throw.

Specific CPUs also have a tendency to overuse one move with certain characters, such as Ganondorf constantly using Dark Dive when a character is in front of or above him, and Zelda constantly using her down tilt to "lock" opponents. Some characters also have their own "playstyle": a CPU Mr. Game & Watch never uses projectiles and instead approaches mostly with his dash attack, a CPU Yoshi uses Egg Lay as often as his grab, CPU Pikachus and Donkey Kongs frequently use their forward smash on a foe from close range, and CPU Ice Climbers don't grab as often and instead just use their jab as their main attack.

The AI is additionally notorious for how terrible it is at recovering. While the AI won't give up during recoveries like it does in Smash 64, the AI still has significant problems with its recovery skills. The AI always recovers in a basic and predictable pattern, which itself causes it to fail many recoveries that were possible, while making no effort at all to fight off edge-guarders. This results in computer players being extremely easy to edge-guard, which is exacerbated by Melee's edge-guarding friendly physics. CPUs do, however, possess precise meteor cancel abilities, so if they are hit by a meteor smash during recovery phase, they almost always meteor cancel the attack (except if they are meteor smashed during their special recovery move or near the stage ledge, where they will usually not meteor cancel). A CPU Kirby or Jigglypuff, for example, will meteor cancel almost any attack, even Ganondorf's down aerial at 100% damage. Interestingly, they meteor cancel like this even at Level 1. Regardless, they are very easily KO'd by other edge-guarding techniques, such as walls of pain or spikes.

Shielding behavior

The AI in Melee also makes poor use of shields and defensive maneuvers in general. Computer players, even at level nine, will often not use their shields to block attacks, and will often not use rolling dodges, sidesteps or air dodges to dodge attacks. As such, computer players will often take whatever attack is thrown their way, expending no effort to dodge it, and, when combined with their constant approaching, will often lead to them just walking into a player's charged attack, or even a slow and predictable but powerful attack (such as Falcon Punch). There is an exception to this though with a few attacks that the AI was programmed to dodge at all costs, such as Bowser's up smash and Bowser Bomb, where computer players will always roll dodge away or air dodge if the attack is being used in their vicinity. This can be observed by charging Bowser's up smash below a CPU, where it will always air dodge away from the attack, or, if on a platform, will roll back and forth until Bowser unleashes his smash. Other examples also include Yoshi Bomb, Raptor Boost and the last hits of Dancing Blade, which the CPUs avoid the same way.

Despite minimal use of their shields, CPUs are very precise with perfect shielding, so when they do shield an attack, it is usually a perfect shield. On top of this, while the AI will often not shield physical attacks, higher level CPUs will always shield any projectile if they are not in lag; level nine CPUs will usually perfect shield to reflect projectiles. They do this to a fault however, which can be exploited with rapid projectiles like Blaster, as when under projectile fire, CPUs will prioritise shielding against all projectiles over all else, leading to the CPU just standing there and shielding against rapid projectiles until the opponent ceases fire or they break their shield.

Edge-guarding

Like in the previous game, CPUs also have poor edge-guarding abilities, as they will just stand on the ledge and use their usual attacks whenever the recovering foe comes near, and still have a chance of self-destructing in an attempt to attack ledge-hanging players while in the air. While there were better chances of the CPU getting a KO in Smash 64, this is rarer in Melee, since jabs and throws are usually not powerful enough to launch the foe into the blast line, and instead the AI allows the foe to jump and recover again. Some characters, however, will jump offstage and attempt to edge-guard with their meteor smash attacks: these being Mario and Dr. Mario with their forward aerials (even though Dr. Mario's is not a meteor smash), as well as Captain Falcon with his down aerial. While this increases their chances of KOing their opponent, they always jump horizontally and then throw out the attack in the same way, which, combined with the usual lag of the attacks and the poor recovery of CPUs, makes it easy for recovering players to dodge, while often causing the CPU to self-destruct, especially when giant or metal. Additionally, there are some very rare instances when, if very close to the edge, these CPUs may drop offstage without jumping and use the move (or even fast fall in the case of Captain Falcon), receiving a quick SD.

Stages

Certain stages are notorious for being poorly navigated by the AI, such as stages with pits like Jungle Japes, where the AI does not properly recognise these pits and will often fall into them to self-destruct while trying to attack a nearby player. The AI also performs especially poorly on moving stages such as Icicle Mountain, where computer players will move up one platform at a time, which is too slow to escape the lower blast line when the stage speeds up.

Items

The AI is also extremely incompetent with handling items and their effects. CPUs will ignore any and all changes made to their physique and will play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as giant CPUs inadvertently walking off stages, and metal CPUs quickly plummeting to their death as they attempt to attack an offstage player. CPUs also do not recognise items, so they will never pick them up when one appears, only doing so accidentally when trying to attack an opponent next to the item; additionally, they will always walk into set Motion-Sensor Bombs, walking Bob-ombs, and hostile Poké Ball Pokémon, which will often result in an otherwise avoidable SD. When picking up battering items (except for the Hammer), the AI still acts and fights as if not wielding it, which often leads into CPUs jabbing persistently with the item and then dropping or throwing it in an attempt to grab opponents. There is an exception to this when there are healing items, Poké Balls, Cloaking Devices, or Hammers present; CPUs will usually immediately cease all fighting against the player and will instead flee to pick up these items. They will often put themselves in harm's way while trying to do so, just to obtain said item. Additionally, they don't attempt to grab items while in the air, so if the item falls on a platform, for example, the CPU will pick it up only after landing on it, while a human player would air grab it from below, making easy to snatch items away from CPUs.

Specific examples

Specific examples of poor AI include:

General

Category Description Character
Recovery CPUs will never attempt to fight off or evade edge-guarders. All
CPUs will only use their midair jumps and up special move to recover - never any alternate recovery methods such as side special moves, air dodges or wall-grapples (as they don't use grab aerials). Luigi is the exception to this rule. All
CPU Luigi will always use Green Missile and never use Super Jump Punch to recover, even when necessary. He also never charges the former move, so he will most likely fail to recover if the attack is not a misfire, even though the move is used periodically. This leads to him self-destructing easily on stages that emphasise vertical recoveries, like Mushroom Kingdom II or Brinstar Depths. LuigiHeadSSBM.png
CPU Fox, Falco, Marth, Roy, Zelda, and Mewtwo will always aim 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. FoxHeadSSBM.png FalcoHeadSSBM.png MarthHeadSSBM.png RoyHeadSSBM.png ZeldaHeadSSBM.png MewtwoHeadSSBM.png
A CPU Sheik will always aim straightly horizontally or vertically (depending on her position from the edge), never diagonally. SheikHeadSSBM.png
If a CPU Jigglypuff runs out of midair jumps when recovering, it will use Sing, instead of using Pound or an air dodge, guaranteeing a failed recovery if it cannot grab the ledge. JigglypuffHeadSSBM.png
CPU Ness will use PK Thunder only when recovering if he is set to level nine, and will always aim 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. NessHeadSSBM.png
CPU Peach will rarely use the ability to float: she only uses it near the bottom of the stage after falling off with an attack, and unusually will not move around when doing so, simply stalling her eventual fall, and always holding it to the maximum length. This allows players to edgeguard her in a simple and easy way, while she would have survived otherwise. CPU Peach also tends to use Peach Parasol to recover immediately when close enough to the edge, even when she could have used a midair jump to recover more effectively. PeachHeadSSBM.png
If a CPU Pichu uses Agility and ends up above the edge of a platform with the first dash, it will always aim straightly horizontally with the second, even if that causes it to move offstage and self-destruct. A CPU Pikachu will also exhibit this behavior, though it will very rarely SD due to Quick Attack giving a shorter distance. PichuHeadSSBM.png PikachuHeadSSBM.png
When CPUs are caped by Mario or Dr. Mario offstage before they use up special after using their midair jump, they will use aerial attacks even if they miss the ledge while using aerial attacks. Depending on the attack's duration, this will cause them to fail a recovery that was possible and self-destruct. All
Repeated or Held Inputs CPUs never charge attacks that require button holding, including smash attacks (with the exception of the Ice Climbers, who occasionally charge their forward smash), Shield Breaker, Hero's Bow, Skull Bash, Green Missile, Rollout (Rollout in particular suffers from the CPU's behaviour, since it has no effect other than leaving the user vulnerable if it is used without being charged), and the Super Scope, among others. Zelda with Din's Fire (depending on the foe's distance) and Sheik with Needle Storm, as well as Ness with PK Flash against a grounded opponent, are the only exceptions. All
CPU Link and Young Link almost 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. LinkHeadSSBM.png YoungLinkHeadSSBM.png
CPUs never hold indefinitely extendable attacks such as rapid jabs, Fire Breath, Reflector, Inhale or Hand Slap past their minimum length. They also never hold the Fire Flower's flames, and never fire the Super Scope continuously. All
CPU Kirby under the effect of Stone will never end the transformation early. Besides allowing players to easily punish a CPU Kirby with powerful attacks, this will cause him to self destruct on some stages; if he hits a breakable platform above the lower blast line or is on a slope that ends offstage, he will end up sliding down and plummeting offstage.
  • In addition to this, if a player is under a platform and a CPU Kirby uses Stone, the CPU will continuously use Stone until the player moves or successfully attacks Kirby.
KirbyHeadSSBM.png
CPU Mario, Luigi and Dr. Mario never move around nor rise when using their respective down specials. DrMarioHeadSSBM.png MarioHeadSSBM.png LuigiHeadSSBM.png
Grabbing & Throwing CPUs will always throw a grabbed opponent in a random direction, which, combined with their excessive use of throws, results in CPUs throwing the foe into the stage while attempting to edgeguard, or using a certain throw when a different one would have KO'd the foe. Some CPUs also tend to overuse a specific throw, such as Fox overusing his down throw, or Mario and his clones frequently using their back throws. All
Jumping & Falling CPUs will never initiate a fast fall intentionally, only doing so sometimes when attempting to attack with a down aerial while falling down. All
Taunting AI players have poor taunting habits. After the CPU respawns, if the player was previously KO'd by it will occasionally walk to the player and taunt for no apparent reason. All
Upon KOing a character, CPUs will 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. All
Dashing CPUs will never initiate a dash except to perform dash grabs and dash attacks, the latter being less common. In this case they act almost immediately after the initial dash, which makes their attack pattern predictable and easy to avoid. All
Shielding & Dodging Like in Smash 64, CPUs will still shield attacks when invincible, and still attack other opponents during the invincibility period of a revival platform. When returning on one, they also reenter the fight instantly, regardless of what is happening. All
CPUs will never sidestep intentionally; the only time they will sidestep is when they are trying to shield and fall through a soft platform simultaneously. All
While CPUs always attempt to dodge certain attacks (as noted above), their dodges are often poor in these cases. For example, a CPU near an edge attempting to dodge an attack such as Bowser Bomb may still roll towards the edge, which can result in the attack still hitting and KOing the CPU while it would have survived with another dodging technique. All
When air dodging, CPUs also tend to shift themselves in the direction they were already moving, or may not move at all, even if it causes them to unnecessarily fail to avoid the attack they were trying to. All
Other CPUs will continuously attack Kirby while he is under the effect of Stone. All
CPUs never attempt to intentionally execute wall or ceiling techs, the former being accidentally triggered when they are near a wall and attempt to shield too late. They also use ground techs only if they are sent on an upwards trajectory and are not interrupted before reaching the ground. All
Other than Fox and Falco using their Reflectors, CPUs always reflect projectiles with perfect shields only, even though some characters like Mario and Zelda have more effective reflectors. This results in things such as CPUs not being able to properly reflect Poké Balls (as perfect shielding them does not change the Pokémon's owner) or consecutive projectiles, or their shields becoming easily broken by rapid-fire projectiles. DrMarioHeadSSBM.png MarioHeadSSBM.png ZeldaHeadSSBM.png NessHeadSSBM.png
When an opponent is knocked down or hanging on a ledge, CPUs will only use down tilts and down smashes to attack them, even when some like Captain Falcon's down smash don't reach ledge-hanging foes. All
CPUs cannot properly recognise the height differences that occur when standing on slopes, which will lead to things like a CPU flailing above an opponent with its jab when higher up on a slope. All
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. All

Character Specific

Character Description
KirbyHeadSSBM.png Kirby CPU Kirby has unusual behavior with his use of Inhale. When he first uses Inhale, he will constantly use it until he can copy a character.
  • Additionally, Kirby will heavily spam the move he copied. He 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 will mostly use his Stone on foes below them when he is in midair, regardless of what is below them.
  • 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.
PeachHeadSSBM.png Peach As noted before, Peach will almost never float, hovering in place on the occasion that she does.
CPU Peach tends to use Peach Bomber against foes near the attack's maximum range. While not seemingly problematic, she can be easily punished if the attack misses.
If a CPU Peach ends up offstage with Peach Bomber, she will stall by floating as described above, leaving her vulnerable for several seconds.
A CPU Peach may spam Peach Parasol if the player is at a close range.
  • Additionally, when CPU Peach uses Peach Parasol as an attack, she will follow the player even if near a pit, making Peach approach it and then, depending on the stage, not being able to reach a platform or ledge, resulting in a self-destruct.
DrMarioHeadSSBM.png Dr. Mario CPU Dr. Mario often tries to edge-guard with his forward aerial, which unlike Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving him unable to recover, causing an SD.
MarioHeadSSBM.png Mario CPU Mario often tries to edge-guard with his forward aerial. More often than not, this attempt fails, sometimes leaving him unable to recover, causing an SD.
LuigiHeadSSBM.png Luigi As noted before, CPU Luigi incorrectly uses Green Missile to recover.
CPU Luigi tends to use Green Missile against foes near the attack's maximum range, not charging it (as noted above). While not seemingly problematic, he can be easily punished if the attack misses. He may self-destruct on small stages if the attack misfires.
CPU Luigi will never meteor cancel when offstage, even at level nine (due to his way of recovering).
PikachuHeadSSBM.png Pikachu As noted before, Pikachu will always use both dashes of Quick Attack, even when it may cause it to SD.
CPU Pikachu tends to use Skull Bash against foes near the attack's maximum range, not charging it (as noted above). While not seemingly problematic, Pikachu can be easily punished if the attack misses.
CPU Pikachu will spam Thunder.
PichuHeadSSBM.png Pichu As noted before, Pichu will always use both dashes of Agility, even when it may cause it to SD.
CPU Pichu tends to use Skull Bash against foes near the attack's maximum range, not charging it (as noted above). While not seemingly problematic, Pichu can be easily punished if the attack misses.
CPU Pichu will spam Thunder.
MarthHeadSSBM.png Marth CPU Marth will never use Counter.
When CPU Marth uses Dancing Blade, after knocking his foe away with the first hit, he will always execute the three subsequent hits of the attack even if the foe gets out of reach. He also never uses the up and down versions of the attacks. If the foe is very close to him and isn't knocked away with the first hit, he may instead only use that one, even when following-up with the others was possible.
RoyHeadSSBM.png Roy CPU Roy will never use Counter.
When CPU Roy uses Double-Edge Dance, after knocking his foe away with the first hit, he will always execute the three subsequent hits of the attack even if the foe gets out of reach. He also never uses the up and down versions of the attacks. If the foe is very close to him and isn't knocked away with the first hit, he may instead only use that one, even when following-up with the others was possible.
ZeldaHeadSSBM.png Zelda CPU Zelda will never use Nayru's Love, not even for reflecting projectiles.
  • CPU Kirby with Zelda's ability still uses the move, though.
If a player semi-spikes a CPU Zelda close to the edge, she will never use Farore's Wind unless she is low and underneath the stage, or is hit by another player, leading to self destructs.
  • In addition when edgeguarder comes near, she will use aerial attacks or Din's Fire, causing Zelda to fail a recovery that was possible resulting in SD.
MrGame&WatchHeadSSBM.png Mr. Game & Watch CPU Mr. Game & Watch will never use Chef.
CPU Mr. Game & Watch uses Oil Panic at inappropriate moments.
If a player semi-spikes a CPU Mr. Game & Watch close to the edge, he will never use Fire unless he is low and underneath the stage, or is hit by another player, leading to self destructs.
NessHeadSSBM.png Ness As noted before, CPU Ness only uses PK Thunder to recover correctly at level 9.
  • Even then, CPU Ness only angles PK Thunder upwards, never diagonally or sideways.
CPU Ness never uses PSI Magnet; even when projectiles are shot in his vicinity, he will just reflect them by perfect shielding.
If a player semi-spikes a CPU Ness close to the edge, he will recover with his usual pattern. When an edgeguarder comes near, he will use aerial attacks and never use PK Thunder to recover unless he is low and underneath the stage, or is hit by another player, leading to self destructs.
CPU Ness will spam PK Flash.
When using PK Thunder as an attack, CPU Ness will always aim it in a trajectory between diagonal and horizontal, and will not alter this trajectory even if it misses the foe, leaving him highly vulnerable to attacks during the move.
JigglypuffHeadSSBM.png Jigglypuff As noted before, Jigglypuff uses Sing to attempt to recover.
CPU Jigglypuff never uses Rollout or Rest.
  • CPU Kirby with Jigglypuff absorbed will attempt to use Rollout, but will never charge it when using it (as noted prior).
    • CPU Kirby also may use Rollout even if near a ledge, which would cause him to fall down in helpless state and self-destruct. As CPU Kirby mostly spams copied abilities, this can be easily exploited.
LinkHeadSSBM.png Link CPU Link will never attempt to angle his Boomerang.
YoungLinkHeadSSBM.png Young Link CPU Young Link will never attempt to angle his Boomerang.
SheikHeadSSBM.png Sheik As noted before, CPU Sheik will never angle Vanish diagonally.
CPU Sheik may periodically use Chain when approaching, instead of Needle Storm, leaving her easily vulnerable against attacks. She also rarely swings the chain around, and only if the opponent is close to her.
SamusHeadSSBM.png Samus CPU Samus will only use Bomb when above a foe in midair.
CaptainFalconHeadSSBM.png Captain Falcon As they approach the player, CPU Captain Falcon will periodically use Falcon Punch and Raptor Boost 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 makes it easy for opponents to punish him. He will occasionally use Falcon Kick instead, however.
CPU Captain Falcon will always use Raptor Boost after using forward throw (or sometimes down throw) on someone, even if it would cause 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.
CPU Captain Falcon will often try to Falcon Dive after successfully executing an up throw. This is preceded by a single jump. The entire process is a predictable and thus poor attempt at comboing the opponent.
GanondorfHeadSSBM.png Ganondorf As they approach the player, CPU Ganondorf will periodically use 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 makes it easy for opponents to punish him. He will occasionally use Wizard's Foot instead, however.
CPU Ganondorf will also nearly always use Dark Dive when someone is nearby and above him, even if they're near the edge of the stage, which can cause him to use Dark Dive and then fall offstage, self-destructing.
BowserHeadSSBM.png Bowser When approaching, CPU Bowser periodically uses Fire Breath even if the opponent is completely out of the attack's range, making his approach even more predictable and easy to counter.
CPU Bowsers will mostly use Bowser Bomb on foes below them when they are in midair, regardless of what is below them.
CPU Bowsers will never shield projectiles when approaching the player, even at level nine, despite the AI's tendency to shield and even reflect any projectile. [1]
YoshiHeadSSBM.png Yoshi CPU Yoshi will spam Egg Throw if an opponent is above him.
A high level CPU Yoshi mostly uses Egg Roll against a player at a large distance, and chase him/her even if near an edge, so that if the player dodges or just shields against the attack, the CPU may easily fall offstage and self-destruct.
MewtwoHeadSSBM.png Mewtwo A CPU Mewtwo that is 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) will never cancel the attack, and won'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, leading to self destructs.
  • In addition when an edgeguarder comes near, it will use aerial attacks or Shadow Ball. Depending on distance and attack's duration, this will cause Mewtwo to fail a recovery that was possible resulting an SD.

Item Related

Item Description
Any A CPU Zelda that holds a throwing item will usually throw 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.
Hammer Starman 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.
Warpstar When using a Warp Star, CPUs never change the trajectory of the attack, which can result in them self-destructing if the default trajectory happens to propel them offstage.
Hammer If a CPU grabs a Hammer, it will chase opponents until it reaches a wall and continually jump in place even if the obstacle can be jumped over. It will also jump offstage to chase opponents that have jumped off the stage, and self destruct in the process.[2]
  • 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.
Pokéball If they are next to the radius of Venusaur's earthquake or near Wobbuffet, CPUs may shield even though they are not in the Pokémon's damage radius. Unusually, they may 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 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.

Stage Related

Stage Description
Any When the player stands still on certain locations in stages, all opposing CPUs will 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[3]. A notable example of this is the right edge of the middle right platform in Battlefield, which can be exploited in Cruel Melee[4].
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, they will ignore opponents, and will not 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 their normal behavior pattern and they will 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.
Brinstar On Brinstar, CPUs will always go to the hovering metallic platform in the centre when acid rises from the bottom. During this, the CPU will ignore opponents, and will not attack nor defend itself unless an opponent comes near.
Mute City When at a stop on 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.
Jungle Japes On Jungle Japes when the player is Player 1 while a CPU Ness is Player 2, if the player does not move, Ness will try to jump over to the player, but will fall into the river, and self destruct his first stock. Even at Level 9, he will still fail to recover as his PK Thunder would be blocked by the left platform.
  • Also, if the player stands still on the right platform as a CPU Fox comes off the revival platform in this same stage, Fox will repeatedly jump into the river, use Fire Fox below the center platform and fail to recover until he runs out of stocks or time runs out[5]. A CPU Roy will also exhibit this behavior in this situation, aiming his Blazer to the left, missing the ledge and self-destructing[6].
Fourside For an unknown reason, high-leveled CPUs on Fourside and Yoshi's Island tend to air dodge near the pits, which depending on the character can lead them to self-destruct. A notable example is Yoshi, who, if selected as Player 2 (who starts on the rightmost building), will always air dodge at the beginning of the match above the first pit and self-destruct when attempting to reach a player in Player 1's spawn position.
Yoshi's Island (N64) On N64 Yoshi's Island, if the player stands on a cloud close to the horizontal blast line, CPUs will go towards them with their usual recovery patterns, commonly not using other clouds at platforms. When using their up special, they will also aim for the closest cloud even if it's out of range, leading to self-destructs.
Rainbow Cruise During the first part of the boat ride on Rainbow Cruise, if the player jumps out of sight, onto a platform above the boat, CPUs will go towards them with their usual recovery patterns. When using their up special, they will aim for the closest platform above the boat even if it's out of range, leading to self-destructs.
Green Greens On Green Greens, if a player meteor smashes a CPU, it will aim its recovery towards the center of the stage even if the blocks don't allow it to get back on, or it could recover by aiming for the outer ledges instead, resulting in self-destructs.
Mushroom Kingdom II On Mushroom Kingdom II, when battling against a level 9 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[7]. He will continue this indefinitely until interrupted by an item, Pidgit, or Birdo's eggs.

Mushroom Kingdom Mushroom Kingdom II
Yoshi's Island Icicle Mountain
Flat Zone Onett

On walk-off stages such as Flat Zone, if the player is close enough to the blast line without getting KO'd, the AI may ignore the player completely and fight other opponents, even if the player is under Hammer or Super Star effect.

See also

References

External links