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

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(MrMHM seems to be a Memoryman3 sockpuppet.)
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| {{Head|Roy|g=SSBU|s=20px}}
| {{Head|Roy|g=SSBU|s=20px}}
| Fails to combo off of neutral beyond very low percents, using random tilts or smash attacks without getting close to the opponent. Fails to punish shield breaks with Flare Blade, instead using a randomly chosen smash attack and often allowing the opponent to survive what would have been a guaranteed KO. Uses up throw more often than down throw for combos, never uses up throw to kill and instead uses back throw when the opponent is at KO percent. Will always use an uncharged Flare Blade rather than the appropriate edgeguarding/KO move when the opponent is near the ledge, often failing to hit recovering/landing opponents and often getting punished afterwards. Fails to string consecutive neutral/forward aerials even when the opponent is at low percent. Struggles to perform short hop neutral aerials, more often than not uses rising full hop neutral aerials and becoming very vulnerable afterwards. Fails to buffer side special, often allowing the opponent to escape or get hit by the last swing's of Roy's sourspot; will also often use the last upward swing rather than forward swing even if the opponent is at KO percent, allowing them to survive what would've been a KO. Uses Blazer and down aerial at inappropriate times onstage, becoming very prone to punishment. Fails to use Counter to punish even the most predictable of recoveries and the slowest of charged smash attacks, often getting hit or KO'd by them. Fails to hit opponents with up tilt and up smash when they are above him (such as when they are on a platform), instead using forward tilt or forward smash repeatedly despite repeatedly whiffing and becoming very vulnerable to punishment. Fails to edgeguard opponents with forward aerial, back aerial, and down aerial even if the opponent is fully vulnerable; when Roy does attack offstage, they often whiffs a neutral aerial or saves the opponent with it or an up aerial. Fails to recognize his own grab range, often whiffing dash grab due to grabbing before getting close enough to the opponent.
| Fails to combo off of neutral attack beyond very low percents, using random tilts or smash attacks without getting close to the opponent. Fails to punish shield breaks with Flare Blade, instead using a randomly chosen smash attack and often allowing the opponent to survive what would have been a guaranteed KO. Uses up throw more often than down throw for combos, never uses up throw to kill and instead uses back throw when the opponent is at KO percent. Will always use an uncharged Flare Blade rather than the appropriate edgeguarding/KO move when the opponent is near the ledge, often failing to hit recovering/landing opponents and often getting punished afterwards. Fails to string consecutive neutral/forward aerials even when the opponent is at low percent. Struggles to perform short hop neutral aerials, more often than not uses rising full hop neutral aerials and becoming very vulnerable afterwards. Fails to buffer side special, often allowing the opponent to escape or get hit by the last swing's of Roy's sourspot; will also often use the last upward swing rather than forward swing even if the opponent is at KO percent, allowing them to survive what would've been a KO. Uses Blazer and down aerial at inappropriate times onstage, becoming very prone to punishment. Fails to use Counter to punish even the most predictable of recoveries and the slowest of charged smash attacks, often getting hit or KO'd by them. Fails to hit opponents with up tilt and up smash when they are above him (such as when they are on a platform), instead using forward tilt or forward smash repeatedly despite repeatedly whiffing and becoming very vulnerable to punishment. Fails to edgeguard opponents with forward aerial, back aerial, and down aerial even if the opponent is fully vulnerable; when Roy does attack offstage, they often whiffs a neutral aerial or saves the opponent with it or an up aerial. Fails to recognize his own grab range, often whiffing dash grab due to grabbing before getting close enough to the opponent.
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| {{Head|MetaKnight|g=SSBU|s=20px}}
| {{Head|MetaKnight|g=SSBU|s=20px}}
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