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Editing Flaws in artificial intelligence
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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 | 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 | 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. |