Editing Flaws in artificial intelligence

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[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, thus unintentionally [[self destruct| self destructing]].]]
[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, and [[self destruct]]s.]]
Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.
While it is notable that the high level [[artificial intelligence]] is precise with its reflexes, such as being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all five games are known for having CPUs that have flawed programming even when set to the highest level setting. This is due to the intelligence of CPUs being limited to the capacity of their programming and are unable to learn and adapt to new situations like a human would. CPUs almost never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.


In games with as complicated interactions as those in the ''Super Smash Bros.'' series, the flaws in AI behavior are found quickly and become very apparent, even when set to the highest level. There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', both of which are notorious for using AI that is seemingly unable to play the game properly and almost never uses basic options like [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', while greatly improving on the foundation of the previous games, have also received attention to their flawed AI system; all five games are known to have computer players exhibit many of the same flaws, such as whiff punishing and spamming [[approach attack]]s (such as [[Spin Dash]]) even if it is unsafe, as well as having poor recoveries and not properly recognizing stage hazards. Particularly noteworthy and amusing AI flaws are often publicized on the Internet, with videos on YouTube frequently being captioned that the "AI is just too good".
There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' have also received attention to their flawed AI system; in all five games, particularly noteworthy and amusing AI flaws have been uploaded to YouTube, often with the caption that the "AI is just too good".


The most common complaint about computer players is that the "if-then" logic of their programming leads to their behavior being predictable, usually having the exact same response to certain actions. These behaviors can be exploited by human players, such as putting them in a position where they fall off the stage due to not using their recovery options in the most optimal way. Since CPUs are unable to learn or adapt the same way a human player would, they never change their playstyle, and players cannot use them to adapt to different battle tactics. CPU fighters also cannot use any techniques they were not programmed with, such as [[dash dancing]], [[chaingrab]]bing, and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing, and [[DACUS]]ing, which are crucial for achieving strong results in competitive play. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.
Flaws in artificial intelligence essentially refers to poor behaviors of computer players (CPUs), such as making very predictable [[approach]] options and spamming moves like [[projectiles]] and [[approach attack]]s (such as [[Spin Dash]]) even if this can prove to be unsafe, as well as having poor recoveries and not properly recognizing stage hazards. ''SSB'' and ''Melee'' notoriously have the most flawed AI in the series: in the latter game, CPUs always approach by walking to the foe, periodically using projectiles, then spamming [[neutral attack]]s and [[grab]]s in close, while almost never [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''Brawl'' would then improve the AI in many ways, such as by making it more prominently shield and dodge attacks, choose better recovery options, and generally understand attacks better without overusing a specific one: these enhancements would then carry over to ''Smash 4''. Despite this, the latter games still have many other significant flaws in their AI.
 
On the other end of the spectrum, although CPUs do not frequently use techniques that are complex or otherwise require specific timing, they can be very precise with the tactics they do use that require such. Since CPUs have what is essentially frame perfect button inputs and reaction times, they can quickly react and punish to a nearly unfair degree. Common complaints include being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult to use such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs.


==''Super Smash Bros.''==
==''Super Smash Bros.''==
{{main|List of flaws in artificial intelligence (SSB)}}
{{main|List of flaws in artificial intelligence (SSB)}}
[[File:MarioSpamFireball.gif|thumb|Example of a level 9 Mario CPU spamming his neutral special.]]
[[File:MarioSpamFireball.gif|thumbnail|right|Example of a level 9 Mario CPU spamming his neutral special]]
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].


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The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.


[[File:YoshiDoesntNoticeTrap.gif|thumb|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
[[File:YoshiDoesntNoticeTrap.gif|thumbnail|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]].
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]].


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==''Super Smash Bros. Melee''==
==''Super Smash Bros. Melee''==
{{main|List of flaws in artificial intelligence (SSBM)}}
{{main|List of flaws in artificial intelligence (SSBM)}}
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] if the player stands still on the rightmost platform of [[Jungle Japes]].]]
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]]


The AI in ''Super Smash Bros. Melee'' is also infamous for how flawed it is. CPUs now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]], and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] which rarely hits (depending on the character, percentage, and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.
The AI in ''Super Smash Bros. Melee'' is also infamous for how flawed it is. CPUs now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] which rarely hits (depending on the character, percentage, and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.


AI players still have a notably lackluster recovery: while they won't give up on recoveries as they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.
AI players still have a notably lackluster recovery: while they won't give up on recoveries as they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.


The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]], and the uppercut of [[Raptor Boost]]. They still do this to a fault, however, as in the former case, CPUs will prioritize reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.
The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault, however, as in the former case, CPUs will prioritize reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.


Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s, and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and 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 attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty traversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up.
Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and 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 attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty traversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up.


==''Super Smash Bros. Brawl''==
==''Super Smash Bros. Brawl''==
{{main|List of flaws in artificial intelligence (SSBB)}}
{{main|List of flaws in artificial intelligence (SSBB)}}
[[File:Brawl-Snake-DownThrow.gif|thumb|Example of a specific AI flaw in ''Brawl'', where CPUs react incorrectly to Snake's [[down throw]].]]
[[File:Brawl-Snake-DownThrow.gif|thumb|right|Example of a specific AI flaw in ''Brawl'', where CPUs react incorrectly to Snake's [[down throw]].]]
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.


The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognizes and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (excluding the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.
The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will as well punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognizes and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (exempting the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.


The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.
The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.
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While CPUs are better at recovering than in previous games, they still underutilize recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), or always recovering in the same direction with a recovery move. A computer player, regardless of level, will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage. They also tend to play strangely in complex custom stages and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognizing items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it.
While CPUs are better at recovering than in previous games, they still underutilize recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), or always recovering in the same direction with a recovery move. A computer player, regardless of level, will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage. They also tend to play strangely in complex custom stages and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognizing items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it.


Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in the CPUs following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 match with team attack on.
Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in the CPUs following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 (player vs. computers).


The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.
The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.
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==''Super Smash Bros. 4''==
==''Super Smash Bros. 4''==
{{main|List of flaws in artificial intelligence (SSB4)}}
{{main|List of flaws in artificial intelligence (SSB4)}}
[[File:SmashUAIShieldbreak.gif|thumb|250px|Example of a level nine CPU in ''Smash for Wii U'' (version 1.0.2) using its shield improperly, causing it to break.]]
[[File:SmashUAIShieldbreak.gif|thumb|right|250px|Example of a level nine CPU in ''Smash for Wii U'' (version 1.0.2) using its shield improperly, causing it to break.]]
===In pre version 1.0.5 of ''Super Smash Bros. for Nintendo 3DS''===
===In early ''Super Smash Bros. for Nintendo 3DS''===
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''.
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''.
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible.
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible.
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The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).
The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).


However, the AI in ''Smash 3DS'' has also gained some other flaws, which are more potent than those in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]], and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.
The AI in ''Smash 3DS'' has also gained some other flaws, however, which are unfortunately more potent than in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]] and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.


CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages.
CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages.


In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. However, the AI was later changed in subsequent [[version]]s of the game and the Wii U version (more information can be seen below).
In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. The AI was later changed in subsequent [[version]]s of the game and the Wii U version, though (more information can be seen below).


===In ''Super Smash Bros. for Wii U'' and patches===
===In ''Super Smash Bros. for Wii U'' and patches===
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CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].
CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].


For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash for Wii U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.
For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.


Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.
Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.
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As with all previous games, the AI has been improved dramatically from the transition to ''[[Super Smash Bros. Ultimate]]''. While many changes were ported from ''Super Smash Bros. for Wii U'', some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.
As with all previous games, the AI has been improved dramatically from the transition to ''[[Super Smash Bros. Ultimate]]''. While many changes were ported from ''Super Smash Bros. for Wii U'', some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.


One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their [[edgeguarding]] abilities due to these improvements: they become very aggressive near ledges, going off them to edgeguard with quick attacks instead of waiting on-stage, making recovering dangerous as a player. While recovering, CPUs are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; due to a CPU's fast reaction times, it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, mostly by reacting once a player comes into proximity; this includes shielding or [[spotdodging]] when a player runs towards them, and waiting out [[counterattack]]s to punish their endlag. They will also perform ledge attacks or rolls to avoid players using neutral infinites at a ledge. Overall, CPU players are much harder to fight offstage and have better defensive abilities, especially in conjunction with their fast response times.
One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their [[edgeguarding]] abilities near ledges due to these improvements: against recovering opponents, they will go off ledges to edgeguard with attacks instead of waiting on-stage. While recovering, they are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, compared to the reaction-based responses of previous CPUs; this includes shielding or [[spotdodging]] early to dodge potential attacks, using ledge attacks or rolls to avoid players using neutral infinites at a ledge, and waiting out [[counterattack]]s to punish their endlag. Due to the extended tech windows of ''Ultimate'', attempting a [[stage spike]] or [[jab reset]] will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. As a result, CPU players are less predictable and harder to fend off in general, especially in conjunction with their fast response times.


CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to [[perfect shield]] mechanic do not affect their ability to perfect shield extremely often, and due to the extended tech windows of ''Ultimate'', attempting a [[stage spike]] or [[jab reset]] will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery). Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as {{SSBU|Luigi}}, {{SSBU|Mega Man}}, and {{SSBU|Kazuya}} with [[Super Jump Punch]], up tilt, and uncrouching attack, respectively) will actively respond to close-range encounters by landing those moves to an inhuman degree.  
CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to [[perfect shield]] mechanic do not affect their ability to perfect shield extremely often. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery). Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as {{SSBU|Luigi}}, {{SSBU|Mega Man}} and {{SSBU|Kazuya}} with [[Super Jump Punch]], up tilt and uncrouching attack, respectively) will actively respond to close-range encounters by using those attacks, allowing them to land difficult moves to an inhuman degree.


For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent [[dash dance]]s (such as {{SSBU|Little Mac}}) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as {{SSBU|Pichu}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}). [[B-reverse]]s and [[reverse aerial rush]]es also become fairly common. At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players.
For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent [[dash dance]]s (such as {{SSBU|Little Mac}}) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as {{SSBU|Pichu}}, {{SSBU|Ryu}} and {{SSBU|Ken}}). [[B-reverse]]s and [[reverse aerial rush]]es also become fairly common. At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players.


The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.  
The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.  


In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Despite the improvements to their abilities, CPUs are still limited to their programming: as a result, they retain many habits that can easily be exploited. For example, several CPUs are not programmed to recover optimally and never use certain recovery moves unless in extremely specific situations: to name a few, Little Mac never use his [[Jolt Haymaker]] despite it no longer causing helplessness, {{SSBU|Bayonetta}} never uses [[After Burner Kick]] nor a second [[Witch Twist]], and {{SSBU|Incineroar}} will only use [[Alolan Whip]] after a [[Cross Chop]]. This makes CPUs notoriously bad at recovering since they will never mix up their options, and likely results in them failing to recover if hit out of their double jump. Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds.
In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Despite the improvements to their abilities, CPUs are still limited to their programming: as a result, they retain many habits that can easily be exploited. For example, several CPUs are not programmed to recover optimally and never use certain recovery moves unless in extremely specific situations: Little Mac never use his [[Jolt Haymaker]] despite it no longer causing helplessness, {{SSBU|Bayonetta}} never uses [[After Burner Kick]] nor a second [[Witch Twist]], and {{SSBU|Incineroar}} will only use [[Alolan Whip]] after a [[Cross Chop]], making them notoriously easy to edgeguard. Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds.


CPUs can be baited to react in certain ways due to their programming. Projectile-using CPUs will prioritize using them at a certain distance, making it very easy to anticipate: for example, a CPU {{SSBU|Cloud}} will launch a [[Blade Beam]] and expend a charged [[Limit Break|Limit Gauge]] even if he is offstage and needs it to recover, while a CPU {{SSBU|Snake}} will always detonate his [[C4]] if a player is standing on it, which can be used to the player's advantage to KO him if he is nearby. This behavior is shared with shielding, as CPUs will put up their shield when a player is approaching from around two character lengths away, which can be exploited with shield-breaking moves. CPUs also have a habit of constantly jumping, using the universal 3-frame jumpsquat to jump out of grounded attacks, and then landing with an aerial repeatedly; this can be predicted and capitalized on by burning the CPU's jumps or perfect shielding their attacks.
CPUs can be baited to react in certain ways due to their programming. Projectile-using CPUs will prioritize using them at a certain distance, making it very easy to anticipate: for example, a CPU {{SSBU|Cloud}} will still launch a [[Blade Beam]] and expend a charged [[Limit Break|Limit Gauge]] even if he is offstage and needs it to recover, while a CPU {{SSBU|Snake}} will always detonate his [[C4]] if a player is standing on it, which can be used to the player's advantage to KO him if he is nearby. This behavior is shared with shielding, as CPUs will put up their shield when a player is approaching from around three character lengths away, which can be exploited with shield-breaking moves. CPUs also have a habit of constantly jumping, using the universal 3-frame jumpsquat to jump out of grounded attacks, and then landing with an aerial repeatedly; this can be predicted and capitalized on by burning the CPU's jumps or perfect shielding their attacks.


As with previous games, higher-leveled CPUs can be baited to use laggy moves or dodges to put them in an instant disadvantage, as they are programmed to react based on distance, player proximity, and an attack being thrown out. Approaching an airborne CPU (especially with an aerial) can make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''. They will attempt get-up attacks when others are near them will always get up after a fixed time, and will never attempt to tech unless the player tries hitting them before they land (thus making them buffer a tech); all these allow for an easy punish. They usually punish shielded hits with a [[shield grab]], which can be exploited against CPU characters with laggy or short grabs, and they will always attempt a shield grab when an opponent attacks their shield with a neutral attack, allowing fighters who have a [[flurry attack]] to simply continue the move and cause the CPU to get hit once they are pushed back enough. CPUs will also actively attempt to grab onto player-generated items such as [[Metal Blade]] or [[Rear Egg]] so long as it is within range, which can be used as a way to frame-trap them into a punish. CPU {{SSBU|Simon}}s and {{SSBU|Richter}}s, who have a [[tether recovery]] tied to their aerials, will only use them if an opponent is near a ledge, as the tether recovery happens as a result of the CPU attempting to hit the player with an aerial; they will not attempt a tether recovery if the player isn't standing in range of their attacks, allowing them to be gimped simply by staying away from the ledge.
As with previous games, higher-leveled CPUs can be baited to use laggy moves or dodges to put them in an instant disadvantage, as they are programmed to react based on distance, player proximity, and an attack being thrown out. Approaching an airborne CPU (especially with an aerial) can make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''. They will attempt get-up attacks when others are near them and will always get up after a fixed time, allowing for an easy punish. They usually punish shielded hits with a [[shield grab]], which can be exploited against CPU characters with laggy or short grabs, and they will always attempt a shield grab when an opponent attacks their shield with a neutral attack, allowing fighters who have a [[flurry attack]] to simply continue the move and cause the CPU to get hit once they are pushed back enough. CPUs will also actively attempt to grab onto player-generated items such as [[Metal Blade]] or [[Rear Egg]] so long as it is within range, which can be used as a way to frame-trap them into a punish. CPU {{SSBU|Simon}}s and {{SSBU|Richter}}s, who have a [[tether recovery]] tied to their aerials, will only use them if an opponent is near a ledge, as the tether recovery happens as a result of the CPU attempting to hit the player with an aerial; they will not attempt a tether recovery if the player isn't standing in range of their attacks, allowing them to be gimped simply by staying away from the ledge.


Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). Additionally, they are very prone to spamming air dodges while near ledges and platforms, most often with [[Battlefield]], due to their new behavior making them more active near ledges.
Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). Additionally, they are very prone to spamming air dodges while near ledges and platforms, most often with [[Battlefield]], due to their new behavior making them more active near ledges.


Like in previous games, CPU players prioritize human players instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into a human versus CPU standoff, as the CPUs will aggressively target the human player. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and act comparatively sluggish. This is most problematic during team battles: in a 2v2 situation with one human player, the CPU team will actively ignore the enemy CPU player and focus entirely on the human, while the CPU teammate will respond very slowly against the enemy CPUs, making it an unfair situation. This behavior can easily be seen by having a Free-For-All on a very large stage with one player and many CPUs; if the player actively avoids combat, the CPUs will constantly move towards the player's location, even while brawling against each other.
Like in previous games, CPU players prioritize human players instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into a human versus CPU standoff, as the CPUs will aggressively target the human player. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and act comparatively sluggish. This is most problematic during team battles: in a 2v2 situation with one human player, the CPU team will actively ignore the enemy CPU player and focus entirely on the human, while the CPU teammate will respond very slowly against the enemy CPUs, making it an unfair situation. This behavior can easily be seen by having a Free-For-All on a very large stage with one player and many CPUs; if the player actively avoids combat, the CPUs will constantly move towards the player location, even while brawling against each other.


Finally, some new problems now exist, which appear to be developer oversights due to some new mechanics. CPU-controlled {{SSBU|Joker}}s use [[Grappling Hook|Wings of Rebellion]] while onstage as they are incorrectly programmed to use their up special to grab aerial opponents using [[Grappling Hook]], even with [[Arsène]] active. CPU {{SSBU|Hero}}s very rarely use their [[Command Selection]] moves, and {{SSBU|Ryu}} and {{SSBU|Ken}} will constantly spam light up/down tilts without following up with a move. In addition, CPUs will also likely respond incorrectly to certain attacks, items, and stage hazards that they were able to respond correctly to in previous games, such as the ''Don't Move!'' and ''Taunt!'' Microgames from the [[WarioWare, Inc.]] stage. They also have issues responding with new items, as they will break [[Fake Smash Ball]]s instead of trying to dodge them entirely. Finally, forcing CPUs into conflicting situations may cause them to react in unusual ways as they will attempt to do two actions at once: for instance, CPUs may perform frame-perfect dash dances on the spot or near the ledge if they are cornered by traps (such as [[TNT]]), or perform the same dash dance until approached after KOing a human player during a 1v1 match.
Finally, some new problems now exist, which appear to be developer oversights due to some new mechanics. CPU-controlled {{SSBU|Joker}}s use [[Grappling Hook|Wings of Rebellion]] while onstage as they are incorrectly programmed to use their up special to grab aerial opponents using [[Grappling Hook]], even with [[Arsène]] active. CPU {{SSBU|Hero}}s very rarely use their [[Command Selection]] moves, and {{SSBU|Ryu}} and {{SSBU|Ken}} will constantly spam light up/down tilts without following up with a move. In addition, CPUs will also likely respond incorrectly to certain attacks, items, and stage hazards that they were able to respond correctly to in previous games, such as the ''Don't Move!'' and ''Taunt!'' Microgames from the [[WarioWare, Inc.]] stage. They also have issues responding with new items, as they will break [[Fake Smash Ball]]s instead of trying to dodge them entirely. Finally, forcing CPUs into conflicting situations may cause them to react in unusual ways as they will attempt to do two actions at once: for instance, CPUs may perform frame-perfect dash dances on the spot or near the ledge if they are cornered by traps (such as [[TNT]]), or perform the same dash dance until approached after KOing a human player during a 1v1 match.

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