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==''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 | [[File:Brawl-Snake-DownThrow.gif|thumb|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. | ||
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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 | [[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 early ''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''. |