CPU mode: Difference between revisions

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#REDIRECT [[List of CPU modes]]
A '''CPU mode''' is an action that a [[AI|computer player]] can be set to perform in [[Training mode]]. Types of actions include standing still, [[walk]]ing, [[dash]]ing, [[jump]]ing, [[attack]]ing, and allowing another player to control the CPU.
==List of modes==
*'''Stop''': Causes a CPU to normally stand in place without inputting any action to defend themselves from attacks. The CPU will still jump and attempt to [[recover]] offstage, perform a [[floor recovery]] after entering a fallen position, make an input to get off a [[revival platform]], and perform a ledge jump when on a [[ledge]]. With the stop mode, players can also freely practice and test out with the stages, the moves of the player's character, and [[item]]s without the CPU bothering them. It is the default mode when Training mode is started.
*'''Walk''': Causes a CPU to walk from one end of the stage to the other. The CPU will still perform similar inputs to those listed above. In [[Debug]] mode, it is known as WALK. ''[[Super Smash Bros. Melee]]''{{'}}s [[Event 19: Peach's Peril]] has {{SSBM|Peach}} set to the walk command.
*'''Jump''': Causes a CPU to [[jump]] repeatedly in place. This allows the testing of attacks, the [[knockback]] and [[falling speed]] of the jumping character. In the [[Debug Mode]], it is known as JUMP.
*'''Evade''' ('''Run''' in ''[[Super Smash Bros. Brawl]]''): Causes a CPU to run away from the human and will rarely attack unless using a recovery. in ''Melee''{{'}}s debug mode, it is known as ESCAPE.
*'''Attack''': Causes a CPU to attack the player. This allows players to practice fighting against others such as CPUs. Because that they are on one team, they cannot attack each other.
*'''Human''' (''Melee'' and ''Brawl'', where it is known as '''Control'''): Allows other players to control CPUs using separate controllers. The numbers of players active can fill in for the CPU (three players maximum).
 
[[Category:Options]]

Latest revision as of 07:48, January 4, 2016

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