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

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{{incomplete|May need some more information on other potential AI flaws both in general and character specific}}
{{incomplete|May need some more information on other potential AI flaws both in general and character specific}}
===Universal Flaws===
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Ultimate]]'', present up to the most recent version (8.1.0) unless otherwise stated.
 
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a CPU 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 behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.
4. Make sure to add the latest version in which the flaw occurs: if your game isn't updated to the current latest version (8.1.0), you might want to check if the flaw was fixed in posterior versions, and add your version in which it occurred accordingly. Otherwise, always list the version as 8.1.0.-->
 
===Universal flaws===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Category !! Description
! Category !! Description !! Character !! Latest version
|-
|-
| rowspan=2 align=center|Recovery
| rowspan=2 align=center|Recovery
|-
|-
| 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 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.
|All
|rowspan=22|8.1.0
|-
|-
| rowspan=7 align=center|Attack Patterns
| rowspan=7 align=center|Attack Patterns
|-
|-
| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
|All
|-
|-
| 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.
|All
|-
|-
| 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 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.
|All
|-
|-
| CPUs will always target human players in matches where other CPUs are present.
| CPUs will always target human players in matches where other CPUs are present.
|All
|-
|-
| 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 when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.
|All
|-
|-
| CPUs fail to recognize invincibility and super armor, aggressively challenging attacks rather than playing defensively.
| CPUs fail to recognize invincibility and super armor, aggressively challenging attacks rather than playing defensively.
|All
|-
|-
| rowspan=10 align=center|Defensive Patterns
| rowspan=10 align=center|Defensive Patterns
|-
|-
| 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 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.
|All
|-
|-
| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
|All
|-
|-
| 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 fail to recognize command grabs such as Alolan Whip and Flame Choke, being easily grabbed when they could've challenged or avoided the attack.
|All
|-
|-
| 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 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.
|All
|-
|-
| 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 recognize the nature of multihit moves, only shielding the first hit of the attack and getting hit by the consecutive hit(s).
|All
|-
|-
| CPUs fail to dodge lingering attacks such as PK Thunder, allowing themselves to be easily hit all the way into KO percent.
| CPUs fail to dodge lingering attacks such as PK Thunder, allowing themselves to be easily hit all the way into KO percent.
|All
|-
|-
| CPUs fail to properly DI attacks such as Flying Slam, dying much sooner than normal due to DI'ing inwards instead of outwards.
| CPUs fail to properly DI attacks such as Flying Slam, dying much sooner than normal due to DI'ing inwards instead of outwards.
|All
|-
|-
| CPUs with reflectors will always perform their reflecting move whenever a thrown projectile is present in their general direction. This is especially evident when they are recovering.
| CPUs with reflectors will always perform their reflecting move whenever a thrown projectile is present in their general direction. This is especially evident when they are recovering.
|All
|-
|-
| CPUs will unnecessarily use their up special while onstage in an attempt to evade the opponent, leaving most of the CPU-controlled characters punishable.  
| CPUs will unnecessarily use their up special while onstage in an attempt to evade the opponent, leaving most of the CPU-controlled characters punishable.  
|All
|-
|-
| rowspan=4 align=center|Movement
| rowspan=4 align=center|Movement
|-
|-
| CPUs always approach or land towards their opponent, leaving themselves easily hit repeatedly by lingering hitboxes or even charged smash attacks.
| CPUs always approach or land towards their opponent, leaving themselves easily hit repeatedly by lingering hitboxes or even charged smash attacks.
|All
|-
|-
| Whenever an item is present, CPUs will always walk towards it.
| Whenever an item is present, CPUs will always walk towards it.
|All
|-
|-
| CPUs tend to chase their opponent above them from the ground until their opponent comes within their range, often performing an up smash.
| CPUs tend to chase their opponent above them from the ground until their opponent comes within their range, often performing an up smash.
|All
|}  
|}  


===Character Specific Flaws===
===Character-specific flaws===
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Character !! Description
! Character !! Description !! Latest version
|-
|-
| {{Head|Peach|g=SSBU|s=20px}}{{Head|Daisy|g=SSBU|s=20px}}
| {{Head|Peach|g=SSBU|s=20px}}{{Head|Daisy|g=SSBU|s=20px}}
|CPU Peach and Daisy never float at ground level, meaning that they never take advantage of additional heavy pressure options available to them. They also tend to not mix up their Vegetable throwing when edgeguarding, often preferring to simply throw the vegetable forward.  
|CPU Peach and Daisy never float at ground level, meaning that they never take advantage of additional heavy pressure options available to them. They also tend to not mix up their Vegetable throwing when edgeguarding, often preferring to simply throw the vegetable forward.
|rowspan=26|8.1.0
|-
|-
| {{Head|Sheik|g=SSBU|s=20px}}
| {{Head|Sheik|g=SSBU|s=20px}}
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{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Item !! Description
! Item !! Description !! Latest version
|-
|-
|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them.
|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them.
|8.1.0
|}
|}