6,225
edits
Line 172: | Line 172: | ||
===''[[Super Smash Bros. Brawl]]''=== | ===''[[Super Smash Bros. Brawl]]''=== | ||
In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries (most prominently {{SSBB|Luigi}}). If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. They also recognize and use other items (like the Super Scope) as well, unlike in ''Melee''. Additionally, 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 Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], and Donkey Kong throwing foes upwards and/or downwards with his cargo throw instead of just forward. CPUs can now properly use [[aerial attack]]s against grounded foes rather than just attacking from land, and often punish attacking opponents with [[shield grab]]s. Another significant change in AI is that computer players have a preference to targeting human players before other computer players. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn. Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a high distance. Plus, when a Hammer, Starman or [[Final Smash]] is being used by a foe, CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball). | In ''Super Smash Bros. Brawl'', the AI is generally more proficient with character recoveries (most prominently {{SSBB|Luigi}}). If a human player gets an [[item]] like a [[Starman (item)|Starman]], rather than just trying to avoid that character, they'll also use the opportunity to attack any stragglers. When a [[Smash Ball]] appears, computer players will aggressively attack it at opportune times, while repelling anyone who tries to get it as well. They also recognize and use other items (like the Super Scope) as well, unlike in ''Melee''. Additionally, 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 Kirby spitting out characters more often, Link using his [[grab aerial]] and the second hit of his [[forward smash]], and Donkey Kong throwing foes upwards and/or downwards with his cargo throw instead of just forward. CPUs can now properly use [[aerial attack]]s against grounded foes rather than just attacking from land, and often punish attacking opponents with [[shield grab]]s. Another significant change in AI is that computer players have a preference to targeting human players before other computer players. Their taunting habits are less flawed than in ''Melee'', as they don't use them if there are other enemies or obstacles, and they won't taunt if the player just escapes from them after they respawn. Additionally, CPUs in ''Brawl'' are much better at defending, as they sidestep and roll more often, and, with the change of air dodges, also use this technique properly, as well as being almost impossible for a human player to break a CPU's shield, and high-level CPUs almost always [[tech]]ing on any solid surface when launched a high distance. Plus, when a Hammer, [[Superspicy Curry]], Starman, dangerous [[Poké Ball|Poké Ball Pokémon]] or [[Assist Trophy]], or [[Final Smash]] is being used by a foe, high-level CPUs will stay on their revival platforms if they were KO'd, instead of just reentering the fight instantly like in the previous games. Another notable change is that, when a high-valued [[item]] appears, instead of just ceasing fighting to go for it, CPUs now try to repel any other character trying to get it, and if it appears too far from them, they will just ignore it and battle as usual (except for the Smash Ball). | ||
A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. Other CPU modalities can also be improved by raising the AI level. | A new feature in [[Training Mode]] allows the computer's level to be selected. The AI is improved greatly, as opponents set to Attack mode will actively fight the player, rather than walking towards them and rarely throwing an attack like in previous installments. Other CPU modalities can also be improved by raising the AI level. |