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Much like in previous games, higher-leveled CPU players will always attempt to target human players first instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into frame-perfect combo sessions with the human player being the sole target, even if CPUs are standing right next to each other. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and will spread out their targets. | Much like in previous games, higher-leveled CPU players will always attempt to target human players first instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into frame-perfect combo sessions with the human player being the sole target, even if CPUs are standing right next to each other. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and will spread out their targets. | ||
Finally, some new problems now exist, including CPU-controlled {{SSBU|Chrom}}s walking offstage for seemingly no reason only to be unable to recover and plummet to their death with [[Soaring Slash]], CPU-controlled {{SSBU|Joker}}s using [[Grappling Hook|Wings of Rebellion]] while onstage, CPUs breaking [[Fake Smash Ball]]s instead of trying to dodge them entirely or CPUs freezing on the spot after KOing a human player during a 1v1 match, performing frame-perfect dash dances until approached. | Finally, some new problems now exist, including CPU-controlled {{SSBU|Chrom}}s walking offstage for seemingly no reason only to be unable to recover and plummet to their death with [[Soaring Slash]], CPU-controlled {{SSBU|Joker}}s using [[Grappling Hook|Wings of Rebellion]] while onstage, CPUs breaking [[Fake Smash Ball]]s instead of trying to dodge them entirely or CPUs freezing on the spot after KOing a human player during a 1v1 match, performing frame-perfect dash dances until approached. 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. | ||
It should be noted that [[Spirit#Spirit Battles|Spirit Battles]] utilize numerous, specialized CPU settings, which can cause CPUs' effectiveness in the mode to vary wildly. | It should be noted that [[Spirit#Spirit Battles|Spirit Battles]] utilize numerous, specialized CPU settings, which can cause CPUs' effectiveness in the mode to vary wildly. |
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