Editing Flaws in artificial intelligence

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{{ArticleIcons|allgames=y}}
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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 differently from a human due to the programmed logic being flawed and not accounting for such nuance.
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.


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".
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; 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.
Common complaints include CPU AI, while being precise in execution at high levels, often behave predictably, usually having the exact same response to certain actions. The CPU can be easily [[bait]]ed by exploiting these predictable outcomes, such as whiff punishing and spamming [[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. CPUs additionally are unable to learn or adapt to different situations the same way a human player would, resulting in them never changing their playstyle, and preventing players from adapting 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.


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.
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.
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==''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|thumb|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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==''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''.
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{{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|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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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 uses [[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: 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.


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 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.


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 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.


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.

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