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==Difficulty levels==
==Difficulty levels==
Artificial intelligence levels range from 1 to 9, with 1 being the weakest and 9 being the strongest. The default CPU level in Versus matches is 3 for ''SSB'', ''Brawl'', and ''Smash 4'', and 1 for ''Melee''. In general, the level of an AI opponent determines how likely they are to follow through with a decision, as well as how fast they react, which results in the illusion of more skill - both a level 1 and a level 9 AI will decide to do something such as input an attack, but the level 1 will almost never do so, waiting for a long time before eventually doing it, while the level 9 almost always will instantly. Likewise, lower level CPUs are unlikely to [[shield]] or [[dodge]] an attack, using [[roll]]s simply to reposition themselves in some instances, and almost never using their [[shield]] at all, or at random times in ''Brawl''. On the other hand, higher level ones almost always defend from attack, generally having good reflexes or dodging any attack when not in lag - in all games, level 9 CPUs are able to perfectly land attacks against opponents when at the appropiate range from them, and in ''Brawl'' and ''Smash 4'', they can defend against almost any attack with one-frame reactions, resulting in disproportionate [[perfect shield]]ing and [[dodging]] capabilities. Also due to this change in reflexes, low level CPUs are prone to simply standing next to their opponent and using a weak attack such as a [[neutral attack]] or [[tilt]], while high level CPUs use [[aerial attack]]s, [[smash attack]]s and [[grab]]s more prominently.
Artificial intelligence levels range from 1 to 9, with 1 being the weakest and 9 being the strongest. The default CPU level in Versus matches is 3 for ''SSB'', ''Brawl'', and ''Smash 4'', and 1 for ''Melee''. In general, the level of an AI opponent determines how likely they are to follow through with a decision, as well as how fast they react, which results in the illusion of more skill - both a level 1 and a level 9 AI will decide to do something such as input an attack, but the level 1 will almost never do so, waiting for a long time before eventually doing it, while the level 9 almost always will instantly. Likewise, lower level CPUs are unlikely to [[shield]] or [[dodge]] an attack, using [[roll]]s simply to reposition themselves in some instances, and almost never using their [[shield]] at all, or at random times in ''Brawl''. On the other hand, higher level ones almost always defend from attack, generally having good reflexes or dodging any attack when not in lag - in all games, level 9 CPUs are able to perfectly land attacks against opponents when at the appropriate range from them, and in ''Brawl'' and ''Smash 4'', they can defend against almost any attack with one-frame reactions, resulting in disproportionate [[perfect shield]]ing and [[dodging]] capabilities. Also due to this change in reflexes, low level CPUs are prone to simply standing next to their opponent and using a weak attack such as a [[neutral attack]] or [[tilt]], while high level CPUs use [[aerial attack]]s, [[smash attack]]s and [[grab]]s more prominently.


The AI's [[recovery]] also improves as their level is increased: CPUs at low levels tend to recover in a simple and predictable pattern with their [[up special]]s, or may not use them at all in ''SSB'', while high level ones in ''Brawl'' and ''Smash 4'' are capable of properly combining or alternating between different recovery techniques. For example, CPU {{SSB4|Luigi}} in ''Smash 4'' only uses his [[Super Jump Punch]] to recover at low levels (specifically Level 1 to 5), while at high levels (6-9) he also makes use of his [[Green Missile]] and [[Luigi Cyclone]].
The AI's [[recovery]] also improves as their level is increased: CPUs at low levels tend to recover in a simple and predictable pattern with their [[up special]]s, or may not use them at all in ''SSB'', while high level ones in ''Brawl'' and ''Smash 4'' are capable of properly combining or alternating between different recovery techniques. For example, CPU {{SSB4|Luigi}} in ''Smash 4'' only uses his [[Super Jump Punch]] to recover at low levels (specifically Level 1 to 5), while at high levels (6-9) he also makes use of his [[Green Missile]] and [[Luigi Cyclone]].


In [[Training mode]], besides attacking, CPUs also have many other "[[List of CPU modes|modalities]]" that can be chosen, these being: Stand, Evade, Walk and Jump. When these are chosen, CPUs will act that way, allowing players to battle in different ways against them, and practice different types of techniques. In ''SSB'' and ''Melee'', these are set to a pre-determinated level (levels 3 and 1 respectively), while in ''Brawl'' and ''Smash 4'', they can be chosen from 1 to 9 from the character selection screen as usual, which also improves their reflexes. For example, level 1 CPUs on Stand will just take on whatever attack is thrown on their way, and recover in a simple and [[gimp]]able pattern, while level 9 ones will almost always air dodge after [[tumbling]] (in ''Brawl'') and will choose better recovery options. When set to Attack, CPUs will fight the player as on usual battles, but since the level cannot be selected in ''SSB'' and ''Melee'', it is somewhat unfavorable to fight CPUs on Training mode. Players instead tend to train against them on normal Versus modes. CPUs set to Attack mode in ''Smash 4''{{'}}s Training mode are also much likelier to [[spam]] projectiles and other special moves than in other modes, using them even at close range from opponents.
In [[Training mode]], besides attacking, CPUs also have many other "[[List of CPU modes|modalities]]" that can be chosen, these being: Stand, Evade, Walk and Jump. When these are chosen, CPUs will act that way, allowing players to battle in different ways against them, and practice different types of techniques. In ''SSB'' and ''Melee'', these are set to a pre-determinate level (levels 3 and 1 respectively), while in ''Brawl'' and ''Smash 4'', they can be chosen from 1 to 9 from the character selection screen as usual, which also improves their reflexes. For example, level 1 CPUs on Stand will just take on whatever attack is thrown on their way, and recover in a simple and [[gimp]]able pattern, while level 9 ones will almost always air dodge after [[tumbling]] (in ''Brawl'') and will choose better recovery options. When set to Attack, CPUs will fight the player as on usual battles, but since the level cannot be selected in ''SSB'' and ''Melee'', it is somewhat unfavorable to fight CPUs on Training mode. Players instead tend to train against them on normal Versus modes. CPUs set to Attack mode in ''Smash 4''{{'}}s Training mode are also much likelier to [[spam]] projectiles and other special moves than in other modes, using them even at close range from opponents.


Certain single-player stages and [[event]]s in ''Melee'' give CPUs a level of 0, such as [[Event 19: Peach's Peril]] and [[Event 21: Ice Breaker]], in which case they don't attack at all, but still follow whatever movement behaviour they would normally have. Some also give them other specific behaviors, such as [[Event 3: Bomb-fest]] in ''Melee'' causing CPU {{SSBM|Link}} and {{SSBM|Samus}} to use their [[down special]] moves more often, and [[Event 31: The Ultimate Bodyguard]] in ''Brawl'' causing CPU {{SSBB|Zelda}} to [[crouch]] and do nothing until the stage changes a second time. In ''Melee'', these specific behaviors can be accessed via the {{SSBM|Debug Menu}}.
Certain single-player stages and [[event]]s in ''Melee'' give CPUs a level of 0, such as [[Event 19: Peach's Peril]] and [[Event 21: Ice Breaker]], in which case they don't attack at all, but still follow whatever movement behaviour they would normally have. Some also give them other specific behaviors, such as [[Event 3: Bomb-fest]] in ''Melee'' causing CPU {{SSBM|Link}} and {{SSBM|Samus}} to use their [[down special]] moves more often, and [[Event 31: The Ultimate Bodyguard]] in ''Brawl'' causing CPU {{SSBB|Zelda}} to [[crouch]] and do nothing until the stage changes a second time. In ''Melee'', these specific behaviors can be accessed via the {{SSBM|Debug Menu}}.