List of CPU modes: Difference between revisions
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{{disambig2|the different CPU modes used throughout the series|a more general look at the AI|Artificial intelligence}} | {{disambig2|the different CPU modes used throughout the series|a more general look at the AI|Artificial intelligence}} | ||
:''"AIR" redirects here. For the Japanese smasher, see [[Smasher:AIR]].'' | :''"AIR" redirects here. For the Japanese smasher, see [[Smasher:AIR]].'' | ||
{{redirect|Human|the French smasher|Smasher:Human}} | |||
'''CPU modes''' are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in [[Training Mode]], while other actions can only be seen performed in various ''[[Melee]]'' [[event match]]es. A few modes are only accessible through the use of ''Melee''{{'}}s {{SSBM|debug menu}}. | '''CPU modes''' are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in [[Training Mode]], while other actions can only be seen performed in various ''[[Melee]]'' [[event match]]es. A few modes are only accessible through the use of ''Melee''{{'}}s {{SSBM|debug menu}}. | ||
Latest revision as of 10:58, July 2, 2024
CPU modes are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in Training Mode, while other actions can only be seen performed in various Melee event matches. A few modes are only accessible through the use of Melee's debug menu.
Name | Description | Availability* | Melee Debug menu name |
---|---|---|---|
Stand / Stop |
The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions:
|
Training Mode | CPTP_STAY |
Walk | The CPU will walk back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". | Training Mode, Event 16: Kirby's Air-raid (Melee), Event 19: Peach's Peril (Melee) | CPTP_WALK |
Jump | The CPU will constantly single jump in place. In Smash 4, the CPU will also fast fall after every jump. Starting with Brawl, the CPU will always jump when hanging on a ledge. Otherwise, it retains the same properties as "Stand". | Training Mode, Event 21: Ice Breaker (Melee) | CPTP_JUMP |
Evade / Run |
The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". | Training Mode | CPTP_ESCAPE |
Attack / CPU |
The CPU will behave normally, throwing out attacks and maneuvers. From Brawl onwards, the level of the CPU can be chosen at the character select screen. If the player has placed multiple Training CPUs on the stage, they will be considered on the same team and cannot attack each other. In Smash 4, CPUs set to this mode in Training spam projectiles and many approach attacks (such as Falcon Kick) more often than in other game modes, also being more aggressive at low levels. |
Training Mode, Versus Mode, the majority of single-player modes | CPTP_NORMAL |
Neutral Special | The CPU will stand in place and repeatedly use their neutral special in the direction of the player. Other than this, it retains the same properties as "Stand". | Training Mode | N/A |
Side Smash | The CPU will stand in place and repeatedly use their forward smash in the direction of the player, charged for 1 second. It will always use an edge attack or floor attack when hanging on a ledge or after landing from a tumble, respectively. Other than this, it retains the same properties as "Stand". | Training Mode | N/A |
Human/ Control |
The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other. In Ultimate, default controls will always be used for the CPUs, and are unaffected by changes to global control settings. |
Training Mode (Melee onward only, excluding Super Smash Bros. for Nintendo 3DS) | CPTP_MANUAL |
Special Low Link, Special Low Samus | The CPU will constantly and only use their down special move. Characters set to this mode via the debug menu will even use Counter, PSI Magnet, and Rest, which they never use in any other situations. | Event 3: Bomb-fest (Melee). Additionally, a very similar mode is used for various Spirit Battles in Ultimate. | CPTP_SPLWLINK, CPTP_SPLWSAMUS |
Freak | The CPU will stay where they are, but attack when an opponent comes near. | Event 6: Kirbys on Parade (Melee) | CPTP_FREAK |
Item | The CPU will attempt to grab all items that appear. Otherwise, the CPU is normal. | Event 7: Pokémon Battle (Melee) | CPTP_ITEM |
Event Zelda | When set to Zelda, the CPU will Transform into Sheik more often. | Event 9: Hide 'n' Sheik (Melee) | CPTP_EVZELDA |
Only Item | The CPU will only use items, as opposed to using any other attacks. | Event 37: Legendary Pokémon (Melee) | CPTP_ONLYITEM |
Nana | The CPU will follow the leader, attack with the leader, etc. As the name implies, this is the default mode for the partner Ice Climber. | Ice Climbers partner | CPTP_NANA |
Defensive | The CPU will escape and use defensive tactics, such as shields and rolls, and occasionally fend off nearby enemies with grabs and normals. | Melee debug menu only | CPTP_DEFENSIVE |
Struggle | The CPU will attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior, as a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match. | Melee debug menu only | CPTP_STRUGGLE |
Cooperate | In team matches, the CPU will follow teammates and otherwise attack opponents.
If the match is a free-for-all or all teammates have been knocked out, the CPU will act much the same as in "Attack", except that the CPU will now dash when the enemy is out of reach. |
Melee debug menu only | CPTP_COOPERATE |
No Action | The CPU will do absolutely nothing. | Melee debug menu only | CPTP_NOACT |
Air | The CPU will use only short hops instead of full jumps on grounded opponents. It will also use them more often when approaching. On top of that, it will edgeguard more aggressively, now using aerials offstage. | Melee debug menu only | CPTP_AIR |
*All modes are available via the Melee debug menu.
Gallery[edit]
A CPU Link evading.