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

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- General
- Universal Flaws


• CPUs fail to recognize when opponents are completely vulnerable from suffering high ending or landing lag such as whiffing Rest, landing with a stall-and-fall, or even when helpless. Instead of capitalizing on such openings, they act cautious and often roll away from or behind the opponent.  
• CPUs fail to recognize when opponents are completely vulnerable from suffering high ending or landing lag such as whiffing Rest, landing with a stall-and-fall, or even when helpless. Instead of capitalizing on such openings, they act cautious and often roll away from or behind the opponent.  

Revision as of 03:33, July 1, 2020

- Universal Flaws

• CPUs fail to recognize when opponents are completely vulnerable from suffering high ending or landing lag such as whiffing Rest, landing with a stall-and-fall, or even when helpless. Instead of capitalizing on such openings, they act cautious and often roll away from or behind the opponent.

• CPUs always approach or land towards their opponent, leaving them easily hit repeatedly by lingering hitboxes or even charged smash attacks.

• CPUs fail to recognize slow and powerful attacks such as Ganondorf's and Bowser's forward smashes, running or jumping into them when they could've been easily reacted to and avoided.

• CPUs fail to recognize command grabs such as Alolan Whip and Flame Choke, being easily grabbed when they could've challenged or avoided the attack.

• CPUs will never recover high and directly onto the stage, always aiming for the ledge even if the opponent is covering it, allowing the opponent to easily gimp or repeatedly edgeguard them. Additionally, CPUs with damaging recoveries will always attempt to hit the opponent if they're at the ledge, making it very easy to repeatedly bait and punish their recovery.

• CPUs will never use their directional air dodge to gain additional distance even if they were launched far away, being unable to make it back to the stage when they otherwise could have.

• CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.

• CPUs fail to recognize the nature of multihit moves, only shielding the first hit of the attack and getting hit by the consecutive hit(s).

• CPUs fail to properly DI attacks such as Flying Slam, dying much sooner than normal due to DI'ing inwards instead of outwards.

• CPUs will always immediately attempt to edgeguard an opponent the moment they are offstage, even if they were fighting another opponent or if it proves risky and even fatal.

• CPUs will always target human players in matches where other CPUs are present.

• CPUs fail to recognize when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.

• CPUs fail to recognize invincibility and super armor, aggressively challenging attacks rather than playing defensively.