Artificial intelligence: Difference between revisions

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→‎Specific examples: low levels don't do this
m (→‎Specific examples: Changed a term to be more general.)
m (→‎Specific examples: low levels don't do this)
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**If a CPU {{SSBB|Mr. Game & Watch}} uses [[Fire]] and fails to recover, he will repeatedly use [[Judge]] until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and self-destruct.
**If a CPU {{SSBB|Mr. Game & Watch}} uses [[Fire]] and fails to recover, he will repeatedly use [[Judge]] until the bottom blast line is crossed. While not necessarily problematic, there are instances where if a CPU Mr. Game & Watch reaches the apex of Fire and ends up short of the stage but in distance of reaching the ledge, the CPU will decide to use Judge too soon, causing him to miss the ledge and self-destruct.
*If a CPU KOs a player, while the player has invincibility frames after respawning, the CPU will run away from the player and jump onto a platform if there is one nearby, without trying to dodge the player's attacks.
*If a CPU KOs a player, while the player has invincibility frames after respawning, the CPU will run away from the player and jump onto a platform if there is one nearby, without trying to dodge the player's attacks.
*CPUs will almost always air dodge as soon as possible when launched a moderate distance, which can be easily exploited to get easy followups.
*High-level CPUs will almost always air dodge as soon as possible when launched a moderate distance, which can be easily exploited to get easy followups.
*When players grab the [[ledge]], CPUs will stand still a safe distance from the ledge for some seconds before pursuing the ledge hanging player.
*When players grab the [[ledge]], CPUs will stand still a safe distance from the ledge for some seconds before pursuing the ledge hanging player.
*If a CPU, regardless of level, is hit near the upper [[blast line]] while above an elevated platform, they'll fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.<ref>http://www.youtube.com/watch?v=D9nursdpKIw</ref>
*If a CPU, regardless of level, is hit near the upper [[blast line]] while above an elevated platform, they'll fall straight down until reaching the ground after knockback is finished, while making no attempt to dodge or counterattack a pursuing player.<ref>http://www.youtube.com/watch?v=D9nursdpKIw</ref>
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