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| {{shortcut|[[SW:SBOX]]<br>[[SW:SAND]]}}
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| {{SmashWiki:Sandbox/Template}}
| | |[[LumiRank 2024.1]]||December 18th, 2023 - July 15th, 2024|||||| |
| {{Usefulpages}}
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| <!--DO NOT EDIT ABOVE THIS LINE-->
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| <youtube>wNrdjLXkces</youtube>{{clr}}
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| Giga Bowser playable at some point in development? o: <br> (this video is from TCRF btw)
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| Artificial Intelligence
| | ====LumiRank North America==== |
| | {|class="wikitable" |
| | !Ranking!!Time period!!Rank!!Character(s)!!Notes |
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| | |[[LumiRank 2023/North America Top 200|LumiRank 2023 North America]]||December 19th, 2022 - December 17th, 2023|||||| |
| | |} |
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| ===''[[Super Smash Bros. Melee]]''=== | | ====LumiRank Japan==== |
| | {|class="wikitable" |
| | !Ranking!!Time period!!Rank!!Character(s)!!Notes |
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| | |[[LumiRank 2023/Japan Top 200|LumiRank 2023 Japan]]||December 19th, 2022 - December 17th, 2023|||||| |
| | |} |
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| Specific examples of poor AI include the following:
| | ====LumiRank Europe==== |
| | | {|class="wikitable" |
| ====General==== | | !Ranking!!Time period!!Rank!!Character(s)!!Notes |
| *Computer players have generally poor recovery abilities:
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| **They will never attempt to fight off or evade edge-guarders.
| | |[[LumiRank 2023/Europe Top 100|LumiRank 2023 Europe]]||December 19th, 2022 - December 17th, 2023|||||| |
| **They will only use their midair jumps and [[up special]] move to recover - never any alternate recovery methods such as [[side special]] moves, [[air dodge]]s or [[wall-grapple]]s (as they don't use [[grab aerial]]s). {{SSBM|Luigi}} acts is ; he will instead always use the [[Green Missile]] and never use [[Super Jump Punch]] to recover, even when necessary.
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| **CPU {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Marth}}, {{SSBM|Roy}}, {{SSBM|Zelda}}, and {{SSBM|Mewtwo}}, and {{SSBM|Shiek}} will always aim in the same upward diagonal trajectory when recovering, even if using such a trajectory will result in them failing to make it back to the stage while a more desirable trajectory would allow them to recover successfully.
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| *Computer players have poor concept of continuous attacks:
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| **They never charge attacks that require button holding, including [[smash attack]]s (with the exception of the {{SSBM|Ice Climbers}}, who occasionally charge their [[forward smash]]), [[Shield Breaker]], [[Hero's Bow]], [[Skull Bash]], [[Green Missile]], [[Rollout]], and the [[Super Scope]], among others. Zelda with [[Din's Fire]] (depending on the foe's distance) and Sheik with [[Needle Storm]] are exceptions, though. Also, if a CPU Ness uses PK Flash and the player comes at its side, it will fully charge the attack.
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| **They never use the second hit of {{SSBM|Link}}'s or {{SSBM|Young Link}}'s forward smash; as a result, CPUs cannot KO effectively as either character, as Link's forward smash is relatively weak when the first hit connects, while Young Link's first hit deals low, set knockback to set up the second, more powerful attack.
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| **CPUs never hold infinite attacks such as rapid [[jab]]s, [[Fire Breath]], [[Reflector]], [[Inhale]] or [[Hand Slap]] past their minimum length. They also never hold the [[Fire Flower]]'s flames. They also do not charge or fire the [[Super Scope]] continuously.
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| ====Character-specific (includes stages)====
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| ====={{SSBM|Bowser}}=====
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| *When approaching, a CPU Bowser (and also [[Giga Bowser]]) also periodically uses Fire Breath even if completely out of the opponent's range, making them very predictable and easy to counter.
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| ====={{SSBM|Ganondorf}}=====
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| *As they approach the player, CPU {{SSBM|Captain Falcon}}s and {{SSBM|Ganondorf}}s will periodically use [[Falcon Punch|Falcon]]/[[Warlock Punch]], [[Raptor Boost]]/[[Gerudo Dragon]], and [[up tilt]] in the case of Ganondorf, like how other CPUs use projectiles while approaching. They do this despite the opponent being completely out of their range, and the very long [[lag]] of these attacks making it easy for opponents to punish them. They will occasionally use [[Falcon Kick]]/[[Wizard's Foot]] instead, however.
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| *CPU Ganondorfs will also nearly always use Dark Dive when someone is near above them, even if they're near the edge of the stage, which can cause him to use Dark Dive and then fall offstage, self-destructing. CPU Falcons however do not exhibit their behavior with Falcon Dive.
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| ====={{SSBM|Luigi}}=====
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| *Luigi will instead always use the [[Green Missile]] and never use [[Super Jump Punch]] to recover, even when necessary. They also never charge it, so they mostly fail to recover if the attack is not a "misfire", though they do use the move periodically. Still, this leads to CPU Luigis self-destructing easily on stages that emphasise vertical recoveries, like [[Mushroom Kingdom II]] or [[Brinstar Depths]].
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| *On [[Mushroom Kingdom II]], when battling against a level 9 Luigi set as Player 2, if the player KOs him and then goes to the right part of the stage, Luigi will jump backwards from the revival platform and miss the ledge, and then use Green Missile on the wall and self-destruct. He repeats the process over and over again if the player keeps there at a distance from the ledge, unless he is interrupted by a platform, [[Birdo]]'s eggs, or an item.
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| ====={{SSBM|Jigglypuff}}=====
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| *If a CPU runs out of midair jumps when recovering, it will use [[Sing]], instead of using [[Pound]] or an air dodge, guaranteeing a failed recovery.
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| ====={{SSBM|Ness}}=====
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| *A CPU {{SSBM|Ness}} will use [[PK Thunder]] only when recovering if they are set to level nine, and will always aim it in an upwards, barely horizontal trajectory. A lower level CPU Ness will just fall and get KO'd if their midair jump is not enough to make it back to the stage.
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| ====={{SSBM|Peach}}}=====
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| *CPU {{SSBM|Peach}}es will rarely use the ability to [[float]]; they most often use it near the bottom of the stage, simply stalling their eventual fall. CPU Peaches also tend to use [[Peach Parasol]] to recover immediately when close enough to the edge, even when the superior midair jump is available.
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| ===={{SSBM|Shiek}}=====
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| *A CPU {{SSBM|Sheik}} may periodically use [[Chain]] when approaching, instead of Needle Storm, making it easily vulnerable against attacks. They also rarely swing the chain around, and only if the opponent is close to them.
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