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Flaws in artificial intelligence: Difference between revisions

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(New Page: 250px|thumb|A glaring example of the very flawed ''Melee'' AI While it is notable that high level CPUs are precise with their reflexes, such as being able...)
 
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[[File:Suicidal Bowser.gif|250px|thumb|A glaring example of the very flawed ''Melee'' AI]]
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[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, thus unintentionally [[self destruct| self destructing]].]]
Despite great advancements in technology improving the accuracy of [[artificial intelligence]], the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.


While it is notable that high level CPUs are precise with their reflexes, such as being able to perfect shield almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant they can act, and land or control attacks that human players would find difficult such as Yoshi's [[Egg Throw]] and Pikachu's [[Volt Tackle]], all three games are known for having AI that can be extremely flawed in most scenarios, even when set to level nine. CPUs also never use techniques that are complex or otherwise require specific timing, such as [[edgehogging]], [[chaingrab]]ing and [[edge hop]]ping, nor use other such advanced techniques, such as [[L-cancel]]ing, [[wave dash]]ing and [[DACUS]]ing, which are crucial for achieving strong results in competitive play. There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though ''[[Super Smash Bros. Brawl]]'' has also received attention to its flawed AI system; in all three games, particularly noteworthy and amusing AI flaws have been uploaded to YouTube, often while saying that the AI in the games is "just too good".
In games with as complicated interactions as those in the ''Super Smash Bros.'' series, the flaws in AI behavior are found quickly and become very apparent, even when set to the highest level. There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', both of which are notorious for using AI that is seemingly unable to play the game properly and almost never uses basic options like [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', while greatly improving on the foundation of the previous games, have also received attention to their flawed AI system; all five games are known to have computer players exhibit many of the same flaws, such as whiff punishing and spamming [[approach attack]]s (such as [[Spin Dash]]) even if it is unsafe, as well as having poor recoveries and not properly recognizing stage hazards. Particularly noteworthy and amusing AI flaws are often publicized on the Internet, with videos on YouTube frequently being captioned that the "AI is just too good".


The AI in ''[[Project M]]'' has been reprogrammed to mitigate some flaws of CPUs, such as having them edge-guarding much more aggressively, and using advanced techniques such as wave dashing and L-canceling. However, they still exhibit most of the significant flaws they had before, as well as exhibit new flaws that ''Brawl'' AI did not suffer from (such as frequently air dodging offstage, and improperly using recoveries the AI could use before, such as {{SSBB|Pikachu}}'s [[Quick Attack]]).
The most common complaint about computer players is that the "if-then" logic of their programming leads to their behavior being predictable, usually having the exact same response to certain actions. These behaviors can be exploited by human players, such as putting them in a position where they fall off the stage due to not using their recovery options in the most optimal way. Since CPUs are unable to learn or adapt the same way a human player would, they never change their playstyle, and players cannot use them to adapt to different battle tactics. CPU fighters also cannot use any techniques they were not programmed with, such as [[dash dancing]], [[chaingrab]]bing, and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing, and [[DACUS]]ing, which are crucial for achieving strong results in competitive play. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.


===''[[Super Smash Bros.]]''===
On the other end of the spectrum, although CPUs do not frequently use techniques that are complex or otherwise require specific timing, they can be very precise with the tactics they do use that require such. Since CPUs have what is essentially frame perfect button inputs and reaction times, they can quickly react and punish to a nearly unfair degree. Common complaints include being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult to use such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs.
As one might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main form of attacking is to constantly use a [[special attack]], especially if it is a projectile, along with [[smash attack]]s. For example, {{SSB|Mario}} constantly shoots Fireballs, and {{SSB|Jigglypuff}} persistently uses Pound. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]]. When a player is at a considerable distance and airborne, CPUs attack mainly by using an [[aerial attack]] depending on their distance from the enemy, which makes their attacks very predictable. That is, they often use their [[up aerial]]s after knocking opponents upwards, and commonly use their [[forward aerial]]s when approaching them from the air. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position; these include {{SSB|Fox}} heavily spamming his up aerial against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. When a player stands on a platform above them, CPUs with [[up special]]s which propel them upwards may also attack with them, even if their attack trajectory would cause them to self-destruct. However, CPUs still have good aiming abilities, such as being able to precisely hit with aerial attacks, as well as with attacks that may seem difficult for human players to use effectively, such as {{SSB|Yoshi}}'s [[Egg Throw]].


Though these attack techniques are not considered as flawed as in ''Melee'', CPUs in ''Smash 64'' still have poor recovery abilities. For example, if a CPU uses their up special to recover after jumping, but the player interrupts the attack, the CPU will not attempt to use it again. This makes CPUs reliably easy to KO with [[meteor smash]] attacks. They also underutilise the recoveries of certain characters, and, at low levels, they may not use their up special to recover at all. In addition to this, they always recover in an extremely predictable way, always using their [[air speed]] to move towards the stage before using their up special, while never attempting to fight-off edgeguarders with aerials. Additionally, CPUs have poor defensive abilities: for example, when being attacked by a consecutively hitting [[jab]] (such as {{SSB|Kirby}}'s), they just hold their shield while standing in place until it eventually breaks, without attempting to escape the attack by [[roll]]ing, even if the shieldstun is not high enough to lock them into the attack. They do use rolls outside that situation; however, after using the technique once, they heavily spam it, which makes easy for players to punish them with attacks like [[down smash]]es (especially Mario's and {{SSB|Pikachu}}'s). Outside of this, however, grounded CPUs may still defend properly against attacks that may be difficult for humans to defend against, such as item-based attacks or quick ground attacks, as well as being able to [[tech]] successfully on some stages when launched upwards. Also, {{SSB|Fox}} and {{SSB|Ness}} successfully attempt to use [[Reflector]]/[[PSI Magnet]] against oncoming projectiles; in Ness's case, when playing at [[Saffron City]], he will successfully absorb Charmander's Flamethrower if he's not interrupted, something that may be difficult for humans to do. Despite this, CPUs still cannot recognise these techniques when used by players. For example, they may still throw items against a Fox player with an active Reflector, as well as still shooting [[Absorption|absorbable]] projectiles against a Ness with an active PSI Magnet. Also, a CPU Ness may still attempt to use this move against a non-absorbable projectile, such as a [[Boomerang]]. CPUs additionally have almost non-existent [[edge guarding]] abilities: when knocking a foe offstage, they will just stand on the ledge and throw off their usual attacks whenever the foe comes near. Additionally, if a foe grabs a ledge when a CPU jumps in an attempt to attack, they will mostly decide to [[fast fall]] and attack with a down aerial, which, depending on the character, often causes self-destructs.
==''Super Smash Bros.''==
{{main|List of flaws in artificial intelligence (SSB)}}
[[File:MarioSpamFireball.gif|thumb|Example of a level 9 Mario CPU spamming his neutral special.]]
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, alongside [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]].


CPUs in ''Smash 64'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs cease fighting and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''Smash 64''. The only exceptions are wandering [[Bob-omb]]s, and Starmen on some occasions. They also fail to recognize certain items when they are active; they may still walk into their own Bumpers or Motion-Sensor Bombs, resulting in self-destructs. On some stages, they may also walk into traps, such as the tornadoes on [[Hyrule Castle]]. Additionally, when using a [[Fire Flower]] or [[Ray Gun]], they attack only by shooting with them, and throwing the item after it runs out of ammunition, making their attack pattern predictable. The only exception is when they are battling against Fox or Ness: Level 5 and above CPUs only throw the item against them, never shooting, since they can reflect/absorb the projectiles. In Fox's case, however, his Reflector can still reflect the thrown item. Also, when using a [[Star Rod]], CPUs still shoot stars against these characters. When a foe uses a [[Hammer]] or [[Starman]], CPUs will stay away from the character and, in the Hammer's case, shoot projectiles depending on the situation. Also, when a CPU uses a Hammer and a foe is far away, the CPU will jump towards him, even if the other platform is elevated and there is a pit between them, resulting in the CPU self-destructing.
While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will almost never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''.


Additionally, CPUs tend to play strangely on some stages. While their behaviour seems to be normal on simple stages like [[Congo Jungle]] and [[Dream Land]], they may exhibit certain flaws in others. For example, CPUs on the [[Yoshi's Island]] stage won't recognise items dropped on the clouds, and they have difficulty recognising walls on stages like [[Peach's Castle]] and Saffron City, not jumping over them unless an enemy provokes them to. On [[Planet Zebes]], they are also very easily KO'd by the acid, and on [[Mushroom Kingdom]], they may go offstage and SD attempting to dodge opponents.
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognize [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.


It is a common misconception among Smashers who have not played ''Smash 64'' that the AI in this game is better at KOing than in the later Smash games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]. This, exacerbated by ''Smash 64''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games. This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviours in complex situations, poor defensive play that involves spamming [[roll]]s and not attempting to dodge attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws leave them highly vulnerable against any experienced players, or even casual ones if they are able to exploit their flaws effectively.
[[File:YoshiDoesntNoticeTrap.gif|thumb|A Yoshi CPU walks into its own Motion-Sensor Bomb.]]
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]].


Because of these numerous flaws, and despite CPUs using certain attacks more effectively than in ''Melee'', the AI in ''Smash 64'' is considered to be the worst of the three current Smash Bros. games.
It is a common misconception among Smashers who have not played ''SSB'' that the AI in this game is better at KOing than in the later ''Smash'' games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]; compared to other ''Smash'' games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of [[directional influence]]. This, exacerbated by ''SSB''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games.


====Specific examples====
This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviors in complex situations, poor defensive play that involves spamming rolls and not attempting to get away from attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws, therefore, make even level nine CPUs easily beatable by any experienced players as well as intermediate gamers and even casual ones if they are able to exploit their flaws effectively.
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.
4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes; general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->


Other examples of flawed AI in ''Super Smash Bros.'' include:
Because of these numerous flaws, the AI in ''SSB'' is often considered, along with that of ''Melee'', to be the worst in the entire ''Smash'' series.
*Other than not using their up special again after being attacked during their recovery, CPUs also poorly utilize certain character's recoveries:
**When a CPU {{SSB|Captain Falcon}} grabs someone with his [[Falcon Dive]] during recovery, he will not attempt to use the move again.
**CPUs always aim their recoveries towards the center of the stage; so, if [[meteor smash]]ed on stages such as [[Dream Land]] and [[Peach's Castle]], no matter the strength of the attack, they will go underneath the stage and fail to recover. Similarly, in [[Sector Z]], they may aim recovery towards the Great Fox's cannons, which cannot be stepped on.
**A CPU Ness will always aim his [[PK Thunder]] as a recovery in an horizontal, barely upwards angle, even if the ledge is above him.
**A CPU Kirby and {{SSB|Jigglypuff}} will immediately use up all their jumps after getting knocked off the stage.
***CPU Jigglypuffs additionally never use [[Pound]] to recover, only using the move to attack foes on the edge after reaching it.
*High-level CPUs usually [[taunt]] when they hit an opponent with a high [[knockback]] attack, even if it doesn't KO them. This means they can taunt even if there are traps or other players nearby, and even if the attack is a [[meteor smash]] that leaves the foe at a short distance from the CPU. This makes it easy to punish characters with long taunts, such as Mario.
**Additionally, if a CPU in midair sends a foe far away, and then quickly grabs a ledge, it will taunt as soon as it gets up.
*When getting close to their opponent in a single battle, high-level CPUs always use a move like a down smash, being easily predictable. If the player is not hit by it, they may use that same move continuously while moving a very short distance forward each time.
*High-level CPUs tend to make persistent use of a special move depending on the character, especially if it is a projectile attack, resulting in them underusing other attacks:
**CPU {{SSB|Mario}} and {{SSB|Luigi}} persistently shoot [[Fireball]]s against players at a distance from them. CPU {{SSB|Ness}} exhibits the same behaviour with [[PK Fire]], as does {{SSB|Pikachu}} with [[Thunder Jolt]]. This makes it easy for an experienced Ness player to have a large advantage over these CPUs by absorbing the attacks with PSI Magnet.
***Also, though CPU Kirbys use their own special attacks moderately, they may still spam any of these copied attacks.
**CPU {{SSB|Donkey Kong}}s almost always charge up a [[Giant Punch]] and cancel it when the player comes near, almost never approaching or using another attack instead. CPU {{SSB|Samus}} behaves similarly with [[Charge Shot]], constantly canceling it and only shooting if a player comes in front of her.
***Additionally, Donkey Kong mostly uses [[Spinning Kong]] to repel enemies at his sides instead of other attacks, and also chases the player after the attack is executed, even if this results in the CPU falling off an edge and self-destructing. This is more noticeable with [[Giant Donkey Kong]]: he tends to use Spinning Kong when the player's teammates approach him. CPU {{SSB|Link}}s behave similarly with [[Spin Attack]], though they rarely self-destruct when doing so.
**CPU Jigglypuffs tend to make constant use of Pound to attack players, especially in midair.
**A CPU Link will almost always use [[Boomerang]] as his first attack, as well as mostly using it when the foe is at a considerable distance. They may also use the move even if the boomerang was already thrown.
**CPU Foxes tend to aim [[Fire Fox]] against players as one of their main attacks. As a result, if a human player runs to the edge of a stage such as [[Dream Land]], Fox will follow him/her and aim his [[Fire Fox]] off of the stage - resulting in a self-destruct.<ref>{{cite web| url = http://www.youtube.com/watch?v=OGPMxhH5Zss | title = Super Smash Bros 64 - Tricking Fox's AI | accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/JetlagJad JetlagJad]| date = 2007-05-23| format = video| work = | publisher = YouTube| quote = }}</ref>
***Similarly, if a character is far away from him, a high-level Fox CPU may repeatedly use [[Blaster]], even if the enemy is shielding or protecting. This allows players to trick the CPU easily by absorbing the shots with Ness.
**CPU {{SSB|Yoshi}} and Captain Falcon may also use [[Yoshi Bomb]] and [[Falcon Kick]] constantly against a player below them when airborne, but not as often as the other mentioned CPUs. This can still be significant, however, as they use these moves even when platforms are below them.
***Additionally, CPU Captain Falcon will almost always jump before using Falcon Kick, which can sometimes cause the attack to miss and become easily punished due to its lag. If the player stays above him during the jumping phase, he will use [[Falcon Dive]] instead, falling helpless and becoming easily vulnerable.
*When returning on a revival platform, CPUs always reenter the fight instantly regardless of what is happening on the stage.
*When [[invincible]], such as by the effect of a Star of when dropping out of a revival platform, CPUs will still shield and dodge attacks thrown against them. Additionally, when a player comes out of a [[revival platform]] they may still attack them during their invincibility period.
*On the [[Kirby Team]] in the [[1P Game]] mode, when the Kirbys are knocked off the stage, they tend to [[fast fall]] as soon as they run out of midair jumps, without even using [[Final Cutter]] to recover. This makes easy for players to KO them, even at Very Hard [[difficulty]].
*CPU Marios and Luigis never rise when using [[Mario Tornado]] and [[Luigi Cyclone]], respectively.
*A CPU Kirby using [[Inhale]] will only spit out the opponent if it is another Kirby, meaning they won't attempt to steal copy abilites from them.
*A CPU Kirby using [[Stone]] will never end the transformation early. As a result, when the attack is used on a slope, such as that of the leftmost part of Hyrule Castle or at the far right side of Sector Z, CPU Kirby will hold the move in place, falling down and self-destructing.
*A CPU player who picks up a throwing item when another player is below their platform will repeatedly throw the item to the ground until it disappears - even if the item is a Bob-omb, which often leads to the CPU [[self-destruct]]ing.
*Other than regular items, CPUs will also attempt to go for {{b|Bomb|Link}}s left by a Link player. Not only they will cease fighting for this, but they may pick up the bomb even if it's about to explode.
*When a [[Bumper]] is set, a CPU Fox or Ness may hold their Reflector/PSI Magnet near it until it vanishes, they get hit, or another item appears. During this period they will ignore other players, becoming extremely vulnerable.
*When standing on moving platforms, CPUs usually won't be conscious about the danger and will stay there like on a normal terrain, which mostly results on them not jumping off and going offstage with the plaftorm, guaranteeing a self-destruct. This can happen, for example, when a CPU comes to attack a foe on the balancing plaftorms at {{SSB|Mushroom Kingdom}}, or when landing on an Arwing during recovery at [[Sector Z]].
**Additionally, if a [[Crate]] or [[Barrel]] falls on one of the balancing platforms at Mushroom Kingdom, CPUs will still attempt to pick it up, falling down with it and SDing.
*As mentioned above, CPUs have difficulty recognising walls. If there is a player on the right side of the [[Saffron City]] stage, CPUs will walk into the doors of the Pokémon trap. Similarly, on Peach's Castle, if a human player stands on the bottom [[platform]], a CPU on one of the moving platforms will run into the wall repeatedly.
*In Mushroom Kingdom, CPUs will never attempt to intentionally use the POW Block nor the Warp Pipes.
*On Saffron City, if a level nine Pikachu is set to Player 2, and the player stands on the left edge of the rightmost building after Pikachu is KO'd, it will jump off the revival platform to the right and then approach with [[Quick Attack]], crossing-up the building and self-destructing. Pikachu will continue this indefinitely as long as it is not interrupted by something.
*In [[Dream Land]], if a player stands below a CPU Donkey Kong on a platform, it will continuously use [[Hand Slap]] until the player gets out of there, leaving it easily open for aerial attacks. <ref>http://www.youtube.com/watch?v=rk_EhpxKu8Q</ref>
**In a similar scenario, standing on a Dream Land platform above a CPU {{SSB|Yoshi}} will cause it to use [[Egg Throw]], which (when shielded) will be inevitably followed by an infinite stream of [[double jump cancel]]ed up aerials that are nowhere near hitting the player.


===''[[Super Smash Bros. Melee]]''===
==''Super Smash Bros. Melee''==
[[File:Fox's Insanity.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]]
{{main|List of flaws in artificial intelligence (SSBM)}}
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] if the player stands still on the rightmost platform of [[Jungle Japes]].]]


The AI in ''Super Smash Bros. Melee'' is notorious for how flawed it is. Computer players, regardless of level, primarily fight by constantly [[approach]]ing to then [[spam]] their [[neutral attack]] and [[dash grab]]s when close to opponents, while periodically using any projectiles they have when opponents are out of the [[range]] of their jab and grab. For example, {{SSBM|Kirby}} CPUs repeatedly use [[Final Cutter]] to attack, and {{SSBM|Bowser}}s frequently use [[Fire Breath]] even if the foe is out of the move's range. If the player stays very close to them without moving or being knocked away (which may occur at low percents), CPUs will instead only spam their jabs, grabbing only if the player shields. Though the exact rates of usage vary depending on the character, the AI will generally avoid using their tilts and [[smash]]es outside certain situations, and will almost never use [[aerial]]s to attack unless they were already in the air from trying to reach an opponent's position (such as if they were jumping up to an opponent on a [[platform]] above them) or from being hit into the air from a prior attack. In this case, they also tend to use their [[neutral aerial]]s over other types of aerials. Specific CPUs also have a tendency to overuse one move with certain characters, such as {{SSBM|Ganondorf}} constantly using [[Dark Dive]] when a character is in front of or above him, and {{SSBM|Zelda}} constantly using her [[down tilt]] to "lock" opponents. Some characters also have their own "playstyle": a CPU {{SSBM|Mr. Game & Watch}} never uses projectiles and instead approaches mostly with his [[dash attack]], a CPU {{SSBM|Yoshi}} uses [[Egg Lay]] as often as his grab, CPU {{SSBM|Pikachu}}s and {{SSBM|Donkey Kong}}s frequently use their [[forward smash]] on a foe from close range, and CPU {{SSBM|Ice Climbers}} don't grab as often and instead just use their jab as their main attack. The AI is additionally notorious for how terrible it is at [[recover]]ing. While the AI won't give up during recoveries like it does in ''Smash 64'', the AI still has significant problems with its recovery skills. The AI always recovers in a basic and predictable pattern, which itself causes them to fail many recoveries that were possible, while making no effort at all to fight off [[edge-guard]]ers. This results in computer players being extremely easy to edge-guard, which is exacerbated by ''Melee'''s edge-guarding friendly [[:Category:Game physics|physics]]. CPUs do, however, possess precise [[meteor cancel]] abilities, so if they are hit by a meteor smash during recovery phase, they almost always meteor cancel the attack (except if they are meteor smashed during their special recovery move or near the stage ledge, where they will usually not meteor cancel). A CPU Kirby or Jigglypuff, for example, will meteor cancel almost any attack, even Ganondorf's [[down aerial]] at 100% damage. Interestingly, they meteor cancel like this even at Level 1. Regardless, they are very easily KO'd by other edge-guarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.
The AI in ''Super Smash Bros. Melee'' is also infamous for how flawed it is. CPUs now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]], and {{SSBM|Mr. Game & Watch}}'s dash attack. Some characters are programmed to have bad follow-ups: {{SSBM|Captain Falcon}} for example will always use a down-throw followed by a [[Raptor Boost]] which rarely hits (depending on the character, percentage, and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''.


The AI in ''Melee'' also make poor use of their [[shield]]s and defensive maneuvers in general. Computer players, even at level nine, will often not use their shields to block attacks, and will often not use [[rolling dodge]]s, [[sidestep]]s or [[air dodge]]s to dodge attacks. As such, computer players will often take whatever attack is thrown their way, expending no effort to dodge it, and, when combined with their constant approaching, will often lead to them just walking into a player's [[charge]]d attack, or even a slow and predictable but powerful attack (such as Falcon Punch). There is an exception to this though with a few attacks that the AI was programmed to dodge at all costs, such as {{SSBM|Bowser}}'s [[up smash]] and [[Bowser Bomb]], where computer players will always [[roll dodge]] away or [[air dodge]] if the attack is being used in their vicinity. This can be observed by charging Bowser's up smash below a CPU, where it will always air dodge away from the attack, or, if on a platform, will roll back and forth until Bowser unleashes his smash. Other examples also include [[Yoshi Bomb]], [[Raptor Boost]] and the last hits of [[Dancing Blade]], which the CPUs avoid the same way. Additionally, despite minimal use of their shields, CPUs are very precise with [[perfect shield]]ing, so when they do shield an attack, it is usually a perfect shield. On top of this, while the AI will often not shield physical attacks, higher level CPUs will always shield any projectile if they are not in [[lag]]; level nine CPUs will usually perfect shield to reflect projectiles. They do this to a fault however, which can be exploited with rapid projectiles like [[Blaster]], as when under projectile fire, CPUs will prioritise shielding against all projectiles over all else, leading to the CPU just standing there and shielding against rapid projectiles until the opponent ceases fire or they [[shield break|break their shield]]. Like in the previous game, CPUs also have poor edge-guarding abilities, as they will just stand on the ledge and use their usual attacks whenever the recovering foe comes near, and still have a chance of self-destructing in an attempt to attack ledge-hanging players while in the air. While there were better chances of the CPU getting a KO in ''Smash 64'', this is rarer in ''Melee'', since jabs and throws are usually not powerful enough to launch the foe into the blast line, and instead they allow the foe to jump and recover again. Some characters, however, will jump offstage and attempt to edge-guard with their [[meteor smash]] attacks: these being {{SSBM|Mario}} and {{SSBM|Dr. Mario}} with their forward aerials (even though Dr. Mario's is not a meteor smash), as well as {{SSBM|Captain Falcon}} with his down aerial. While this increases their chances of KOing their opponent, they always jump horizontally and then throw out the attack in the same way, which, combined with the usual lag of the attacks and the poor recovery of CPUs, makes it easy for recovering players to dodge, while often causing the CPU to self-destruct, especially when they are giant or metal. Additionally, there are some rare instances when, if very close to the edge, these CPUs may drop offstage without jumping and use the move (or even fast fall in the case of Captain Falcon), receiving a quick SD.
AI players still have a notably lackluster recovery: while they won't give up on recoveries as they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s.


Certain stages are notorious for being poorly navigated by the AI, such as stages with pits like [[Jungle Japes]], where the AI does not properly recognise these pits and will often fall into them to [[self-destruct]] while trying to attack a player near them. The AI also plays especially poorly on moving stages such as [[Icicle Mountain]], where computer players will move up one platform at a time, which is too slow to escape the lower blast line when the stage speeds up.
The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]], and the uppercut of [[Raptor Boost]]. They still do this to a fault, however, as in the former case, CPUs will prioritize reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.


The AI is also extremely incompetent with handling [[item]]s and their effects. The AI will ignore any changes made to their physique and will play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as [[giant]] CPUs inadvertently walking off stages, and [[metal]] CPUs plummeting to their death as they attempt to attack an offstage player. CPUs also do not recognise items, so they will never pick them up when one appears, only doing so accidentally when trying to attack an opponent next to the item; additionally, they will always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon. When picking up battering items (except for the Hammer), the AI still acts and fights as if not wielding it, which often leads into CPUs jabbing persistently with the item and then dropping or throwing it in an attempt to grab opponents. There is an exception to this when there are healing items, [[Poké Ball]]s, [[Cloaking Device]]s, or [[Hammer]]s present; CPUs will usually immediately cease all fighting against the player and will instead flee to pick up these items. They will often put themselves in harm's way while trying to do so, just to obtain said item. Additionally, they don't attempt to grab items while in the air, so if the item falls on a platform, for example, the CPU will pick it up only after landing on it, while a human player would [[air grab]] it from below, making easy to snatch items away from CPUs.
Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s, and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as [[giant]] CPUs inadvertently walking off stages, and [[metal]] CPUs quickly plummeting to their death as they attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty traversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up.


====Specific examples====
==''Super Smash Bros. Brawl''==
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
{{main|List of flaws in artificial intelligence (SSBB)}}
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
[[File:Brawl-Snake-DownThrow.gif|thumb|Example of a specific AI flaw in ''Brawl'', where CPUs react incorrectly to Snake's [[down throw]].]]
2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. 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 {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.
4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes; general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->


Specific examples of poor AI include:
The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognizes and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (excluding the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.
*Computer players have generally poor recovery abilities:
**They will never attempt to fight off or evade edge-guarders.
**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 as an exception; he will instead always use the [[Green Missile]] and never use [[Super Jump Punch]] to recover, even when necessary. He also never charges the former move, so he will most likely fail to recover if the attack is not a misfire, even though the move is used periodically. This leads to CPU Luigis self-destructing easily on stages that emphasise vertical recoveries, like [[Mushroom Kingdom II]] or [[Brinstar Depths]].
**CPU {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Marth}}, {{SSBM|Roy}}, {{SSBM|Zelda}}, and {{SSBM|Mewtwo}} 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. A CPU {{SSBM|Sheik}} will instead always aim straightly horizontally or vertically (depending on her position from the edge), never diagonally.
**If a CPU {{SSBM|Jigglypuff}} runs out of midair jumps when recovering, it will use [[Sing]], instead of using [[Pound]] or an air dodge, guaranteeing a failed recovery if it cannot grab the ledge.
**CPU {{SSBM|Ness}}es 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 the midair jump is not enough to make it back to the stage.
**CPU {{SSBM|Peach}}es will rarely use the ability to [[float]]: they only use it near the bottom of the stage after falling off with an attack, and unusually not move around when doing so, simply stalling their eventual fall, and always holding it to the maximum length. This allows players to edgeguard them in a simple and easy way, while they would have survived otherwise. CPU Peaches also tend to use [[Peach Parasol]] to recover immediately when close enough to the edge, even when they could have used a midair jump to recover more effectively.
**Whenever a CPU {{SSBM|Pichu}} uses [[Agility]] and ends up above the edge of a [[platform]] with the first dash, it will always aim straightly horizontally with the second, even if that causes it to move offstage and self-destruct. A CPU {{SSBM|Pikachu}} will also exhibit this behavior, though it will very rarely SD due to [[Quick Attack]] giving a shorter distance.
*Computer players do not correctly use attacks that require repeated or held inputs:
**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]] (Rollout in particular suffers from the CPU's behaviour, since it has no effect other than leaving the user vulnerable if it is used without being charged), and the [[Super Scope]], among others. Zelda with [[Din's Fire]] (depending on the foe's distance) and Sheik with [[Needle Storm]], as well as Ness with [[PK Flash]] against a grounded opponent, are the only exceptions.
**They never use the second hit of {{SSBM|Link}}'s or {{SSBM|Young Link}}'s forward smash; as a result, CPUs have more difficulty KOing with both characters, 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.
**CPUs never hold indefinitely extendable 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, and never fire the [[Super Scope]] continuously.
***When approaching, CPU Bowsers and [[Giga Bowser]]s also periodically use Fire Breath even if the opponent is completely out of the attack's range, making their approach even more predictable and easy to counter.
***Similarly, a CPU {{SSBM|Sheik}} may periodically use [[Chain]] when approaching, instead of Needle Storm, leaving her easily vulnerable against attacks. She also rarely swings the chain around, and only if the opponent is close to her.
**A CPU Kirby under the effect of [[Stone]] will never end the transformation early. Besides allowing players to easily punish a CPU Kirby with powerful attacks, this will cause him to self destruct on some stages; if he hits a breakable platform above the lower blast line or is on a slope that ends offstage, he will end up sliding down and plummeting offstage.
**CPU Marios, Luigis and Dr. Marios never move around nor rise when using their respective [[down special]]s.
*CPUs will always throw a grabbed opponent in a random direction, which, combined with their excessive use of throws, results in CPUs throwing the foe into the stage while attempting to edgeguard, or using a certain throw when a different one would have KO'd the foe. Some CPUs also tend to overuse a specific throw, such as Fox overusing his [[down throw]], or Mario and his clones frequently using their [[back throw]]s.
*CPUs will never initiate a [[fast fall]] intentionally, only doing so sometimes when attempting to attack with a [[down aerial]] while falling down.
*AI players have poor taunting habits. After the CPU respawns, if the player was previously KO'd by it will occasionally walk to the player and taunt for no apparent reason.
**Upon KOing a character, CPUs will usually taunt, regardless of what is occurring around them. Additionally, when KOing an enemy horizontally from the middle of a main platform, they will walk to the edge nearest to where the KO occurred before taunting. When Star KOing an opponent, they won't taunt until the animation is finished, leaving them unnecessarily vulnerable during long taunts.
*CPUs will never initiate a [[dash]] except to perform [[dash grab]]s and [[dash attack]]s, the latter being less common. In this case they act almost immediately after the initial dash, which makes their attack pattern predictable and easy to avoid.
*Like in ''Smash 64'', CPUs will still shield attacks when invincible, and still attack other opponents during the invincibility period of a revival platform. When returning on one, they also reenter the fight instantly, regardless of what is happening.
*CPUs will never [[sidestep]] intentionally; the only time they will sidestep is when they are trying to shield and fall through a [[soft platform]] simultaneously.
*While CPUs always attempt to dodge certain attacks (as noted above), their dodges are often poor in these cases. For example, a CPU near an edge attempting to dodge an attack such as Bowser Bomb may still roll towards the edge, which can result in the attack still hitting and KOing the CPU while it would have survived with another dodging technique.
**When [[air dodging]], CPUs also tend to shift themselves in the direction they were already moving, or may not move at all, even if it causes them to unnecessarily fail to avoid the attack they were trying to.
*CPUs never attempt to intentionally execute wall or ceiling [[tech]]s, the former being accidentally triggered when they are near a wall and attempt to shield too late. They also use ground techs only if they are sent on an upwards trajectory and are not interrupted before reaching the ground.
*Other than Fox and Falco using their Reflectors, CPUs always reflect projectiles with perfect shields only, even though some characters like Mario and Zelda have more effective [[Reflection|reflectors]]. This results in things such as CPUs not being able to properly reflect Poké Balls (as perfect shielding them does not change the Pokémon's owner) or consecutive projectiles, or their shields becoming easily broken by rapid-fire projectiles.
*When an opponent is knocked down or hanging on a [[ledge]], CPUs will only use [[down tilt]]s and [[down smash]]es to attack them, even when some like Captain Falcon's down smash don't reach ledge-hanging foes.
*CPUs cannot properly recognise the height differences that occur when standing on slopes, which will lead to things like a CPU flailing above an opponent with its jab when higher up on a slope.
*CPUs do not recognise pits as if they were an offstage area, leading to the CPU just walking and falling into them as the CPU attempts to carelessly attack an opponent near the pit, which often results in the CPU self-destructing.
*CPU Kirbys have unusual behavior with their use of [[Inhale]]. When they first use Inhale, they will constantly use it until they can copy a character. Additionally, they will heavily [[spam]] the move they copied. They also never move around with swallowed foes, and spit out an opponent only if it is another Kirby. In this case, they also always spit out the Kirby, even if it has a copied ability that can be stolen.
*CPU Peaches, Luigis, Pikachus and Pichus tend to use their [[side special]]s against foes near the attack's maximum range, not charging them for the latter three (as noted above). While not seemingly problematic, they can be easily punished if the attack misses, and in Luigi's case, he may self-destruct on small stages if the attack misfires.
**As an additional flaw, if a CPU Peach ends up offstage with [[Peach Bomber]], she will stall by floating as described above, leaving her vulnerable for several seconds.
*CPU {{SSBM|Marth}}s and {{SSBM|Roy}}s will never use [[Counter]].
*A CPU {{SSBM|Zelda}} will never use [[Nayru's Love]], not even for reflecting projectiles. A CPU Kirby with Zelda's ability still uses the move, though.
*A CPU {{SSBM|Mr. Game & Watch}} never uses [[Chef]], and uses [[Oil Panic]] at inappropriate moments.
*A CPU {{SSBM|Ness}} never uses [[PSI Magnet]]; even when projectiles are shot in his vicinity, he will just reflect them by perfect shielding.
*A CPU Jigglypuff never uses [[Rollout]] or [[Rest]]. Strangely, a Kirby with Jigglypuff absorbed will attempt to use Rollout, but will never charge it when using it (as noted prior).
**Additionally, a CPU Kirby with Jigglypuff absorbed may use Rollout even if near a ledge, which would cause him to fall down in [[helpless]] state and self-destruct. As CPU Kirbys mostly spam copied abilities, this can be easily exploited.
*CPU Links and Young Links will never attempt to angle their [[Boomerang]]s.
*When CPU Marths and Roys use [[Dancing Blade]] and [[Double-Edge Dance]], respectively, after knocking their foe away with the first hit, they will always execute the three subsequent hits of the attack even if the foe gets out of reach. They also never use the up and down versions of the attacks. If the foe is very close to them and isn't knocked away with the first hit, they may instead only use that one, even when following-up with the others was possible.
*A CPU {{SSBM|Samus}} will only use [[Bomb (Samus)|Bomb]] when above a foe in midair.
*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 makes it easy for opponents to punish them. They will occasionally use [[Falcon Kick]]/[[Wizard's Foot]] instead, however.
**CPU Captain Falcons will additionally always use Raptor Boost after using [[forward throw]] (or sometimes [[down throw]]) on someone, even if it would cause them to go offstage and self-destruct. They may also use Raptor Boost if the player is near the ledge offstage, attempting to hit them, but usually falling off the stage. CPU Ganondorfs however do not exhibit this behavior with Gerudo Dragon.
**CPU Ganondorfs will also nearly always use Dark Dive when someone is nearby and above them, even if they're near the edge of the stage, which can cause them to use Dark Dive and then fall offstage, self-destructing. CPU Falcons generally do not exhibit this behavior with Falcon Dive, but they will often try to Falcon Dive after successfully executing an up throw. This is preceded by a single jump. The entire process is a predictable and thus poor attempt at comboing the opponent.
*CPU Kirbys and Bowsers will mostly use their down specials (Stone and Bowser Bomb respectively) on foes below them when they are in midair, regardless of what is below them. Similarly, some grounded CPUs will spam a special attack if a player is above them: a CPU Ness will spam [[PK Flash]], a CPU Pikachu or Pichu will spam {{b|Thunder|Pokémon}}, and a CPU Peach mostly uses [[Peach Parasol]] if the player is at a close range. CPU Yoshis may also use Egg Throw in a similar way.
**Additionally, when CPU Peach uses [[Peach Parasol]] as an attack, she will follow the player even if near a pit, making Peach approach it and then, depending on the stage, not being able to reach a platform or ledge, resulting in a self-destruct.
**When a CPU Kirby without an ability is swallowed by another Kirby player, he will almost always use Stone after being released from Inhale, due to him being left above the player, allowing the human Kirby to rack up damage by repeatedly swallowing the CPU.
*A high level CPU {{SSBM|Yoshi}} mostly uses [[Egg Roll]] against a player at a large distance, and chase him/her even if near an edge, so that if the player dodges or just shields against the attack, the CPU may easily fall offstage and self-destruct.
*When using [[PK Thunder]] as an attack, a CPU Ness will always aim it in a trajectory between diagonal and horizontal, and will not alter this trajectory even if it misses the foe, leaving him highly vulnerable to attacks during the move.
*A CPU Mewtwo that is charging [[Shadow Ball]] in midair (by either falling off an edge when attacking a foe out of range, or sometimes when using the move very close to one) will never [[Charge cancel|cancel]] the attack, and won't shoot the ball if there are no enemies directly in front of it, simply falling down and self-destructing.
*Whenever a player semi-spikes a CPU Mr. Game & Watch, Zelda, or Mewtwo close to the edge, these three characters will never use their up specials unless they are low and underneath the stage, or are hit by another player, leading to self destructs.
*When CPUs are caped by Mario or Dr. Mario offstage before they use up special after using their midair jump, they will use aerial attacks even if they miss the ledge while using aerial attacks. Depending on the attack's duration, this will cause them to fail a recovery that was possible and self-destruct.
*Despite the AI's tendency to shield and even reflect any projectile as noted earlier, CPU Bowsers will never shield projectiles when approaching the player, even at level nine. <ref>http://www.youtube.com/watch?v=gW7lnHpTzhU</ref>
*A CPU Zelda that holds a throwing item will usually throw it down when close to an opponent, in an attempt to use a down tilt. Not only does this often render the item ineffectual, but she will easily self-destruct if the item is an explosive.
*Picking up either a Hammer or a Starman will cause all the CPUs to run to the opposite side of the stage and stand there until the effect wears off; they will not use any defensive maneuvers whatsoever.
**On [[Poké Floats]], while standing there until the effect wears off, a CPU will only attack if an opponent comes near very close to the camera boundaries or between a blast line and the camera's view. This can result in SD, if the CPU stays on certain float too long while attacking an opponent.
*When using a [[Warp Star]], CPUs never change the trajectory of the attack, which can result in them self-destructing if the default trajectory happens to propel them offstage.
*If a CPU grabs a Hammer, it will chase opponents until they reach a wall and continually jump in place even if the obstacle can be jumped over. It will also jump offstage to chase opponents that have jumped off the stage, and self destruct in the process.<ref>http://youtu.be/FQ7bCnFYpEs</ref>
**Additionally, even if the Hammer's head falls off, CPUs still attempt to chase opponents, putting themselves in harm while doing so. They also never pick up the head intentionally, as with other items.
*If they are next to the radius of [[Venusaur]]'s earthquake or near [[Wobbuffet]], CPUs may shield even though they are not in the Pokémon's damage radius. Unusually, they may also hold their shields in place, which can result in a self-inflicted shield break (Jigglypuff will SD because of its unique [[shield jump]]). This is noticeable with the Wire Frames on the [[Event 37: Legendary Pokémon|Legendary Pokémon]] event.
**Additionally, if a CPU is knocked in the air near Venusaur or goes above it to approach a player, it often immediately air dodges, even if the Venusaur can just be jumped over.
*When the player stands still on certain locations in stages, all opposing CPUs will cease all movement and action if the player is not in attack range, until the player moves or one of the aforementioned desired items appears<ref>http://youtu.be/X5vjGlJv4BI</ref>. A notable example of this is the right edge of the middle right platform in {{SSBM|Battlefield}}, which can be exploited in [[Cruel Melee]]<ref>http://youtu.be/qFYGCSPKQuk</ref>.
*On [[Princess Peach's Castle]], CPUs will always run to the opposite side of the castle when [[Banzai Bill]] appears. During this, they will ignore opponents, and will not attack nor defend themselves unless an opponent comes near. This allows the player to attack without fear of retaliation, even with normally slow or punishable attacks such as fully charged smashes. When the opponent does come near, it disrupts their normal behavior pattern and they will sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
**Also, if Banzai Bill spawns in the middle of the castle, CPUs may run straight into it in an attempt to reach the other side.
*On [[Brinstar]], CPUs will always go to the hovering metallic platform in the centre when acid rises from the bottom. During this, the CPU will ignore opponents, and will not attack nor defend itself unless an opponent comes near.
*When at a stop on [[Mute City]] and the stage is about to move again, CPUs will not jump back on the main moving platform unless a player or item provokes them to go on it, leading to them sustaining avoidable damage when the stage moves.
*On walk-off stages such as [[Flat Zone]], if the player is close enough to the blast line without getting KO'd, the AI may ignore the player completely and fight other opponents.
*On Jungle Japes when the player is Player 1 while a CPU Ness is Player 2, if the player does not move, Ness will try to jump over to the player, but will fall into the river, and self destruct his first stock. Even at Level 9, he will still fail to recover as his PK Thunder would be blocked by the left platform.
**Also, if the player stands still on the right platform as a CPU Fox comes off the [[revival platform]] in this same stage, Fox will repeatedly jump into the river, use [[Fire Fox]] below the center platform and fail to recover until he runs out of stocks or time runs out<ref>http://youtu.be/i-b3tCc3sn0</ref>. A CPU Roy will also exhibit this behavior in this situation, aiming his [[Blazer]] to the left, missing the ledge and self-destructing<ref>http://youtu.be/4RpldojemmU</ref>.
*For an unknown reason, high-leveled CPUs on [[Fourside]] and Yoshi's Island tend to air dodge near the pits, which depending on the character can lead them to self-destruct. A notable example is Yoshi, who, if selected as Player 2 (who starts on the rightmost building), will always air dodge at the beginning of the match above the first pit and self-destruct when attempting to reach a player in Player 1's spawn position.
*On N64 [[Yoshi's Island]], if the player stands on a cloud close to the horizontal blast line, CPUs will go towards them with their usual recovery patterns, commonly not using other clouds at platforms. When using their up special, they will also aim for the closest cloud even if it's out of range, leading to self-destructs.
*During the first part of the boat ride on [[Rainbow Cruise]], if the player jumps out of sight, onto a platform above the boat, CPUs will go towards them with their usual recovery patterns. When using their up special, they will aim for the closest platform above the boat even if it's out of range, leading to self-destructs.
*On [[Green Greens]], whenever a player meteor smashes a CPU, it will aim its recovery towards the center of the stage even if the blocks don't allow it to get back on, or it could recover by aiming for the outer ledges instead, resulting in self-destructs.
*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<ref>http://youtu.be/k3oJLGJ3Qsk</ref>. He will continue this indefinitely until interrupted by an item, [[Pidgit]], or [[Birdo]]'s eggs.


===''[[Super Smash Bros. Brawl]]''===
The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.
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 will 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 all items 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. 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 far 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). Even then, CPUs will always walk toward an offstage item, instead of utilising faster movement options.


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.
The flaws in ''Brawl''{{'}}s AI are considerably lesser and less recurrent than in ''Melee'', but can still be potent. CPUs still tend to be easier to KO and [[edgeguard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. While they do [[air dodge]] when sent flying, this minimal [[Momentum canceling|knockback cushioning]] is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on [[Mario Bros.]]), and are prone to self-destructing in scrolling stages such as [[Rainbow Cruise]] and [[Big Blue]].


Also, for each CPU level, the game gives a word to describe the CPU's skill level:
While CPUs are better at recovering than in previous games, they still underutilize recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), or always recovering in the same direction with a recovery move. A computer player, regardless of level, will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage. They also tend to play strangely in complex custom stages and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognizing items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it.
#Puny-1
#Wimpy-2
#Weak-3 (the default level)
#Normal-4
#Hardy-5
#Strong-6
#Burly-7
#Mighty-8
#Nasty-9


The flaws in ''Brawl'''s artificial intelligence are considerably lesser and less recurrent than in ''Melee'', but they can still be potent. Computer players still tend to be easier to KO and [[edge-guard]] than the average human player, even when set to level 9, due to not utilising survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. CPUs do, however, [[air dodge]] when sent flying, which provides minimal cushioning for knockback although usually not enough to save them. Computer players sometimes have difficulty avoiding certain stage hazards (most notably on [[Halberd]]), and are prone to self destructing in scrolling stages, such as the [[Past and Melee Stages|Melee Stages]] [[Rainbow Cruise]] and [[Big Blue]]. They have generally poor edge-guarding abilities (though unlike the previous two games, self destructing while attempting to edge-guard is very rare), and will usually stand on the ledge and spam projectiles when the player is recovering; they will usually attack offstage intentionally only with characters that have multiple jumps, such as {{SSBB|Meta Knight}}. And while they are better at recovering than in the previous game, computer players still under-utilise recoveries, such as by not making use of alternate recovery options with some characters, or always recovering in the same direction with a recovery move. A computer player (regardless of level) will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage.
Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in the CPUs following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 match with team attack on.


Computer players additionally tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75 m]]. And, despite recognising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own [[Electrode]]s or, when the player is at a large distance, accidentally shooting projectiles into a [[Blast Box]] and being KO'd by it. They still seem to ignore when [[Team Attack]] is on, continuing their assaults even when allies are in harms way as though Team Attack was off, which can cause them to hurt or even KO their own allies.
The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.


Aside from being flawed as stated above, in [[Free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep.
==''Super Smash Bros. 4''==
{{main|List of flaws in artificial intelligence (SSB4)}}
[[File:SmashUAIShieldbreak.gif|thumb|250px|Example of a level nine CPU in ''Smash for Wii U'' (version 1.0.2) using its shield improperly, causing it to break.]]
===In pre version 1.0.5 of ''Super Smash Bros. for Nintendo 3DS''===
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''.
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible.


====Specific examples====
The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).
Specific examples of poor AI include:
<!-- READ THE FOLLOWING GUIDELINES BEFORE ADDING ANY EXAMPLES:
1. Avoid adding very specific, situational instances that rarely, if ever, show up, where a computer player may not perform optimally. If you have to specify what level the CPU is, the character, the stage, what the CPU is attempting, and even the exact location on the stage, do not add it. Also do not add examples that require nonstandard gameplay, and do not add examples that you have to write a small guide to replicate.
2. Suboptimal play by the CPU in general does not constitute an AI flaw. For something to be considered an AI flaw, it has to be a repeated behavior by the AI that directly hinders a CPU's performance regardless of outside circumstances.
3. Per the previous guideline, a potential example must be a behavior by the CPU that it will nearly always repeat when the circumstances leading to the example occurs.
4. Examples are ordered, so when putting down an example, make sure it fits the order. The order goes: general flaws > character specific flaws > item related flaws > stage related flaws > character + specific stage flaw.-->
<!--General Flaws-->
*CPUs still underutilise the recoveries of several characters:
**A CPU {{SSBB|Ness}} or {{SSBB|Lucas}} will always hit themselves with [[PK Thunder]] 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. This is especially noticeable on {{SSBB|Final Destination}}, as Ness will often not make it back to the stage when using PK Thunder to recover (when recovery is possible), while a Lucas will often launch himself underneath the stage's lips.
***A CPU Lucas will also never use his [[grab aerial]] for recovery.
**A CPU {{SSBB|Ike}} will not use [[Aether]] unless he is directly underneath a ledge. This can cause him to self destruct without trying to recover, or waiting too late to use Aether and failing a recovery that was possible. CPU Snakes exhibits similar behavior using [[Cypher]], often choosing to use it too late and self-destruct.
**A CPU {{SSBB|Yoshi}} will never use Egg Throw for recovery.
**A CPU Luigi will never use [[Luigi Cyclone]] for recovery, and never rise with the move in any other situation.
**A CPU {{SSBB|Meta Knight}} will never use [[Mach Tornado]] nor [[Drill Rush]] for recovery, and will often use [[Dimensional Cape]] to recover instead of Meta Knight's other superior recovery options.
**A CPU {{SSBB|R.O.B.}} will not input any actions after using [[Robo Burner]] until he reaches the ground, grabs a ledge, or is hit by an attack.
**If an opponent jumps offstage in front of a {{SSBB|Fox}} or {{SSBB|Falco}} using their up specials during the charge up phase of their move, they may angle the attack against the foe instead, even if it results in missing the ledge and self-destructing.
**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.
*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.
*If a CPU, regardless of level, is hit near the upper [[blast line]] while above an elevated platform, they will 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>
*When hit by an electric hitbox, a CPU may randomly DI up or down, more often DIing down, which can result in instances of an attack with an electric hitbox KOing them when the computer player would have survived otherwise.
*While CPUs in ''Melee'' could [[meteor cancel]] to a moderate degree, CPUs will never meteor cancel in ''Brawl'', sustaining the meteor smash's full knockback before attempting recovery. This results in meteor smashes KOing computer players at much lower percentages than they KO human players.
*If a player gets too close to a CPU while still under the invincibility granted by respawning, the CPU will constantly roll towards the nearest edge, even when jumping or sidestepping is a better option. This is very predictable and often [[punish]]able.
*If the player and a CPU with a [[charge]]able projectile are on opposite sides of a stage, the CPU will often start charging and firing the attack, regardless of whether the player can [[absorb]] or [[reflect]] it.
<!--Character-specific flaws-->
*CPU {{SSBB|Bowser}} and {{SSBB|Charizard}} will never hold [[Fire Breath]] and [[Flamethrower]] respectively beyond their initial length. Additionally, they will normally attempt to [[B-reverse]] these moves after a jump, leaving themselves vulnerable to any attacks.
*When {{SSBB|Snake}} uses his [[down throw]] near an edge on a CPU, the CPU will always roll toward the nearest edge the instant they can make a move. This allows him to infinite them or get an easy KO with an [[up tilt]].<ref>http://www.youtube.com/watch?v=Lywfn1gCgJs</ref> When done in a soft platform without grabbable edges, they will instead always use a floor recovery attack.
*If a CPU Snake plants a [[C4]] sticky on an opponent, he will always move a small distance away and use Cypher, then detonate the C4 after. This makes them extremely vulnerable, predictable, and [[punish]]able. If attacked out of the Cypher, they will simply run away a short distance and then detonate the C4.
*When {{SSBB|Ganondorf}} uses [[Flame Choke]] on a CPU, they will never act the soonest they can.
*A low level Fox, Falco or Wolf will mostly self-destruct when using Landmaster, especially if the target is hanging on a ledge. A high level CPU will stay in place and repeatedly perform barrel rolls against opponents grabbing the ledge. Also, regardless of the level, they won't attempt to [[Star KO]] enemies above them by rising, only doing it accidentally when rising on small stages like [[Flat Zone 2]].
*If a CPU {{SSBB|Kirby}} is trying to get back to the stage while above ground level, he will nearly always repeatedly double jump and use [[forward aerial]]s until he gets back to the stage.
*While this is very unlikely, a CPU {{SSBB|Jigglypuff}} who has used all of its jumps and is directly below an edge, will keep spamming [[Pound]] and moving backwards until it reaches the lower blast line.
<!--Item flaws-->
*When a CPU Luigi uses [[Negative Zone]], he will almost always spam [[Fireball]], even when set to level nine.
**Similarly, a CPU Pit using [[Palutena's Army]] will spam [[Palutena's Arrow]].
*CPU {{SSBB|Sonic}}s, {{SSBB|Yoshi}}s, or {{SSBB|Diddy Kong}}s using [[Super Sonic]], [[Super Dragon]], or [[Rocketbarrel Barrage]], respectively, have the tendency to behave rather eccentrically:
**They will mostly avoid pursuing players who are hanging onto ledges or in hard to reach areas.
**They may get stuck against a wall while chasing human players, and stay there until the effect ends unless the player(s) they are pursuing jumps or moves to another area. (Occasionally, they will manage to get off of the wall on their own and continue chase).
**They may stand still if the player is not within easy reach. Whenever they do this, they will only move if the player does.
*When trying to approach an offscreen item, a CPU will slowly walk against it instead of just picking it up.
*CPUs with a [[Gooey Bomb]] or [[C4]] stuck on them will repeatedly shield and dodge until it falls off or explodes.
*Despite their better recognition of items, CPUs still experiment several flaws when using the [[Hammer]], as in ''Melee''. They still tend to accidentally fall offstage when trying to attack a foe near a ledge and, when on an elevated platform, jump continuously in place even if the obstacle can be jumped over. This is however less common with the [[Golden Hammer]]. CPUs also still chase foes when using a Headless Hammer or Golden Squeaky Hammer.<ref>http://youtu.be/E_oOYwlz8iM</ref>
*CPUs exhibit several problems when using a [[Cracker Launcher]]. They will usually not turn around while holding the item, and they will not drop the item if it still has ammo. Additionally, if their targeted player is not directly in front of them, they will usually fire the weapon off at a slow, constant rate without changing their trajectory, and step back between each shot.
*CPUs holding a [[Team Healer]] will always throw it towards their enemies and never towards their own teammates.
*CPUs will never intentionally pick up Bob-ombs.
*CPUs will throw [[Deku Nut]]s at opponents regardless of distance, even if the opponent is close enough they will get stunned themselves. The same applies to [[Smart Bomb]]s, where they will often throw them too close and get caught in the explosion.
*When a player is crouching behind an [[Unira]], a CPU will always try to walk into it before attacking, resulting in them taking damage. They often do this repeatedly until the Unira disappears.
*When CPUs pick up an capsule they almost always throw it up into the air.
*CPUs will still attack next to an explosive item and can make it explode.
<!--Stage flaws-->
*On Sample S: Hole a level 9 CPU Fox or Wolf will self-destruct if Player 1 does not move.
*On Sample L: Maze an CPU will usually self-destruct on the lower right area.
*In the underground version of [[Mushroomy Kingdom]], CPUs will repeatedly attack the blocks, usually ignoring the player even if items aren't on.
*On [[Delfino Plaza]], when the main platform reappears and starts to rise, CPUs will usually stay on the old stage, which leads to them being lowered towards the lower [[blast line]] to their deaths.
*CPUs have a difficult time getting out of the underground part of [[Temple]] when opposing players are on the upper part. This is especially noticeable with CPU {{SSBB|Wolf}}<ref>http://youtu.be/a3Uus1Ql2xg</ref>.
*CPUs will never swim on [[Pirate Ship]] or [[Delfino Plaza]].
*CPU Ice Climbers and Ike will often [[buffer]] their [[down aerial]]s near a ledge, which often leads to them [[self-destruct]]ing.
*If a CPU {{SSBB|Jigglypuff}} fails to grab a ledge during their recovery, they have a tendency to repeatedly spam [[Pound]] until they pass the blast-lines.
<!--Char + stage flaws-->


====Rumors====
However, the AI in ''Smash 3DS'' has also gained some other flaws, which are more potent than those in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]], and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.
Many rumors have circulated about the AI of ''Brawl''. One rumor claims that level 9 CPUs read button commands the player inputs, thereby allowing them to perfect shield and air dodge more often. This sparked general dislike among the community, many of whom labelled the idea as "cheating". There has been no evidence however that the AI reads the player's inputs, and "evidence" presented for it has just shown that the AI has 1 frame reactions.


Another rumor claims that there is a system in ''Brawl'' that enables AI players to "learn" from human players.<ref name="CECPUexpBlog">{{cite web| url = http://allisbrawl.com/blogpost.aspx?id=8848| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://allisbrawl.com/blog.aspx?id=10347 ChurroEmiliano]| date = 2008-12-31| format = blogpost| work = | publisher = [http://allisbrawl.com/ AllIsBrawl.com]| quote = When developing Super Smash Bros. Brawl, Sakurai integrated an experience system in which CPUs (mostly level 9/nasty) would actually learn from other players and try to mimic such strategies.  This experience system is subject to all characters. / The way you and others play on your save data, the way they will intend to play, keeping several of their own ways of playing as well. You can tell a huge difference, by comparing...a new fresh save data of Brawl, to a very much used save data.}}</ref><ref name="CECPUexpVideo">{{cite web
CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages.
| url = http://www.youtube.com/watch?v=g4HvhIPOz4I| title = The Wonders of Brawl's CPU Experience System| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-29| format = video| work = | publisher = YouTube| quote = Churro (Snake) vs. Lvl 9 Link}}</ref><ref name="CEFalconPunch">{{cite web
| url = http://www.youtube.com/watch?v=YMcEUsMd9Cw| title = Falcon Punch Much? 0_0| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/ChurroEmiliano ChurroEmiliano]| date = 2008-12-31| format = video | work = | publisher = YouTube| quote = After having several Falcon Punch free-for-alls, the CPU wanted to fit in.
}}</ref> [[All is Brawl]] blogger Churro Emiliano documented much of this widely for the first time in a blog post made at the end of 2008. Aside from some advanced techniques (such as [[dash dancing]] and [[DACUS]]ing) and play-styles, the AI have also been reported to "learn" to [[taunt]] a KO by crouch-spamming,<ref name="jerkette">{{cite web| url = http://www.youtube.com/watch?v=diJX703iC0A| title = ...jerkette| accessmonthday = Jan 2| accessyear = 2011| author = [http://www.youtube.com/user/Hoidsa Hoidsa]| date = 2009-05-13| format = video| work = | publisher = YouTube| quote = }}</ref> and to overuse Falcon Punches after humans play several Falcon Punch free-for-alls.<ref name="CEFalconPunch" /> This rumour is demonstrably false for several reasons:
*The AI code has been disassembled and examined during hacking (such as when KingClubber made changes to the AI for Project M) and no evidence of any learning mechanisms have been found.
**Disassembling a Brawl save file also reveals that no AI traits are retained in the save.
*Despite the existence of videos showing the AI having supposedly learned various techniques or strategies, the AI will never under any circumstances learn to perform many actions (all actions documented in the "specific examples" section above exist in the AI regardless of the save file being played).
*There are save files in existence which have logged several hundred hours of versus matches against CPUs, but they do not have any clear, objectively measurable differences in their AI to other save files.
**This applies to both differences between fresh save files that will not have had the opportunity for its AI to learn and to save files with AI which, if the rumour was true, have learned from different players and therefore developed a different playstyle.
*If the rumour was true then replays would desynchronise when the AI learned from the player and changed its behaviour after the replay was saved. Replay data does not contain the inputs of the AI; it contains the player inputs, information such as the stage and characters used, and the random seed of the original match. When the replay is played back, the AI determines its actions from scratch in exactly the same way as it did in the original match (the same actions are produced because all variables that would affect the AI's decisions are identical). The replay data has been disassembled to reveal that it does not contain any information about what the AI had learned at the time the match was saved. A learning AI would make different decisions in the replay than it did during the original match, causing the replay to desync, as it would be using its current behaviour (with the adjustments it had made after the original match) and not the behaviour it used in the original match.
*No documented objective tests (for example, only using one move in several matches on a fresh save file and seeing if the AI uses that move significantly more than on a save file which has been used normally) have been performed which have concluded that the learning mechanism exists.


==={{for3ds}}===
In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. However, the AI was later changed in subsequent [[version]]s of the game and the Wii U version (more information can be seen below).
The AI in the most recent installment of the series appears to be generally more proficient than that of ''Melee'', retaining most of its improvements over that game that were present in ''Brawl'', including waiting to use a Final Smash until they are in close proximity to a human opponent, ({{SSB4|Little Mac}} is also shown to do this when his Power Meter is maxed out), and remaining on their [[Revival platform]] until a character using a powerful item or [[Final Smash]] finishes the attack. It also seems to be more aware of opposing items; it will tend to stay away from areas where a [[Snorlax]] or [[Hocotate Bomb]] is about to come down, for example, and will avoid walking directly into [[Motion-Sensor Bomb]]s or other Pokémon. Currently, it is not fully known how it compares to ''Brawl''s AI however.


====Specific examples====
===In ''Super Smash Bros. for Wii U'' and patches===
*Whenever another character (human or CPU) reenters the battle after a KO, CPU {{SSB4|Mii Brawler}}s have a tendency to move to one end of the stage (unless the stage has no pits on the sides), and jump backwards off of the ledge, only to grab the edge and climb back up (especially on Omega stages).
In {{forwiiu}}, the AI has had most of its flaws from ''Smash 3DS'' addressed and fixed: CPUs will no longer overuse their forward smashes, attempt to use worn-out projectiles (such as {{SSB4|Robin}}'s {{b|Thunder|Robin}} with the Tome worn out), hold their shields for a long time or air dodge almost all the time when launched. Another prominent change is that CPUs now finally attempt to avoid edgeguarders during their recovery, air dodging any oncoming attacks while carrying on their recovery afterward; they will also always [[footstool]] foes coming near when they have the opportunity, a behavior exhibited even by {{SSB4|Mii Fighter}}s in Multi-Man modes, including [[Cruel Smash]].
*Like in ''Brawl'', CPUs with a [[Gooey Bomb]] or [[Crash Bomber]] stuck onto them will repeatedly shield and dodge until it explodes.
*CPU {{SSB4|Mii Fighter}}s have a habit of using their jabs near the edge of a stage, in an attempt to edgeguard recovering human players while they're hanging onto a ledge. In the process, they will usually let the jab reach its automatic finisher even if it completely misses (assuming that the player does not climb back onto the stage during the duration of the attack).
*While the CPUs in ''Smash 4'' appear to understand items better than those in both ''Melee'' and ''Brawl'', they still exhibit flaws when approaching or using certain ones...
**CPUs will rarely use the [[Ore Club]] correctly; when holding it, they will often stand in place and use its forward tilt repeatedly as if expecting this to produce a projectile, even though a side-smash must be used to do this.
**CPUs will rarely target characters who are holding/using [[Special Flag]]s.
**Like in ''Brawl'', CPUs will actively seek out any powerful items that are on the stage. However, this proves to be a fatal issue on [[Corneria]]; in this scenario, a CPU may try to grab an item that falls onto the Great Fox's laser blaster, but will often not be able to make it back onto the ship's deck, forcing them to stay put, (though they will repeatedly jump in place or even jump off the gun entirely only to get back onto it) until they are inevitably blasted off screen.
*CPU {{SSB4|Little Mac}}s will not change their tendency to use their neutral special even if their [[Power Meter]] is full, resulting in them wasting their KO Uppercut when the player is not in range.


CPUs are more proficient using short-hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally, take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]].
For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash for Wii U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.
Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.
CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems, especially in [[8-Player Smash]] battles. Aside from this, CPUs still behave rather eccentrically in complex or [[custom stage]]s, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries.
Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}} and {{SSB4|Little Mac}}), failing a recovery that was possible and getting KO'd.
However, with ''Super Smash Bros. 4''{{'}}s ability to be updated, some acknowledged AI flaws have been fixed: in current versions, for example, CPUs are less prone to self-destructing when dodging edgeguarders, and use pummels and KO throws more often when grabbing foes at high percentages. Particularly, [[List of updates (SSB4-3DS)|patch 1.0.5]] of ''Smash 3DS'' updated the AI implementing all of its upgrades in ''Smash Wii U''. Due to the overall great improvements made to it over previous games, the current AI in ''Smash 4'' is considered to be one of the best of all the ''Super Smash Bros.'' series.
==''Super Smash Bros. Ultimate''==
{{main|List of flaws in artificial intelligence (SSBU)}}
As with all previous games, the AI has been improved dramatically from the transition to ''[[Super Smash Bros. Ultimate]]''. While many changes were ported from ''Super Smash Bros. for Wii U'', some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.
One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their [[edgeguarding]] abilities due to these improvements: they become very aggressive near ledges, going off them to edgeguard with quick attacks instead of waiting on-stage, making recovering dangerous as a player. While recovering, CPUs are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; due to a CPU's fast reaction times, it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, mostly by reacting once a player comes into proximity; this includes shielding or [[spotdodging]] when a player runs towards them, and waiting out [[counterattack]]s to punish their endlag. They will also perform ledge attacks or rolls to avoid players using neutral infinites at a ledge. Overall, CPU players are much harder to fight offstage and have better defensive abilities, especially in conjunction with their fast response times.
CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to [[perfect shield]] mechanic do not affect their ability to perfect shield extremely often, and due to the extended tech windows of ''Ultimate'', attempting a [[stage spike]] or [[jab reset]] will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, {{SSBU|Snake}} using his [[C4]] to extend his recovery). Characters with new abilities, such as {{SSBU|Link}} with his [[Remote Bomb Rune]], now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as {{SSBU|Luigi}}, {{SSBU|Mega Man}}, and {{SSBU|Kazuya}} with [[Super Jump Punch]], up tilt, and uncrouching attack, respectively) will actively respond to close-range encounters by landing those moves to an inhuman degree.
For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent [[dash dance]]s (such as {{SSBU|Little Mac}}) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as {{SSBU|Pichu}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}). [[B-reverse]]s and [[reverse aerial rush]]es also become fairly common. At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players.
The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official [[List_of_updates_(SSBU)#1.2.0|1.2.0 patch]] reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.
In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Despite the improvements to their abilities, CPUs are still limited to their programming: as a result, they retain many habits that can easily be exploited. For example, several CPUs are not programmed to recover optimally and never use certain recovery moves unless in extremely specific situations: to name a few, Little Mac never use his [[Jolt Haymaker]] despite it no longer causing helplessness, {{SSBU|Bayonetta}} never uses [[After Burner Kick]] nor a second [[Witch Twist]], and {{SSBU|Incineroar}} will only use [[Alolan Whip]] after a [[Cross Chop]]. This makes CPUs notoriously bad at recovering since they will never mix up their options, and likely results in them failing to recover if hit out of their double jump. Those with specific KO throws will still depend on their [[back throw]] to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still [[pummel]] extremely slowly despite the increase to [[pummel]] speeds.
CPUs can be baited to react in certain ways due to their programming. Projectile-using CPUs will prioritize using them at a certain distance, making it very easy to anticipate: for example, a CPU {{SSBU|Cloud}} will launch a [[Blade Beam]] and expend a charged [[Limit Break|Limit Gauge]] even if he is offstage and needs it to recover, while a CPU {{SSBU|Snake}} will always detonate his [[C4]] if a player is standing on it, which can be used to the player's advantage to KO him if he is nearby. This behavior is shared with shielding, as CPUs will put up their shield when a player is approaching from around two character lengths away, which can be exploited with shield-breaking moves. CPUs also have a habit of constantly jumping, using the universal 3-frame jumpsquat to jump out of grounded attacks, and then landing with an aerial repeatedly; this can be predicted and capitalized on by burning the CPU's jumps or perfect shielding their attacks.
As with previous games, higher-leveled CPUs can be baited to use laggy moves or dodges to put them in an instant disadvantage, as they are programmed to react based on distance, player proximity, and an attack being thrown out. Approaching an airborne CPU (especially with an aerial) can make them waste their [[air dodge]], which can no longer be spammed in ''Ultimate''. They will attempt get-up attacks when others are near them will always get up after a fixed time, and will never attempt to tech unless the player tries hitting them before they land (thus making them buffer a tech); all these allow for an easy punish. They usually punish shielded hits with a [[shield grab]], which can be exploited against CPU characters with laggy or short grabs, and they will always attempt a shield grab when an opponent attacks their shield with a neutral attack, allowing fighters who have a [[flurry attack]] to simply continue the move and cause the CPU to get hit once they are pushed back enough. CPUs will also actively attempt to grab onto player-generated items such as [[Metal Blade]] or [[Rear Egg]] so long as it is within range, which can be used as a way to frame-trap them into a punish. CPU {{SSBU|Simon}}s and {{SSBU|Richter}}s, who have a [[tether recovery]] tied to their aerials, will only use them if an opponent is near a ledge, as the tether recovery happens as a result of the CPU attempting to hit the player with an aerial; they will not attempt a tether recovery if the player isn't standing in range of their attacks, allowing them to be gimped simply by staying away from the ledge.
Despite their new edgeguarding strengths, CPU players now act ''inclined'' to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). Additionally, they are very prone to spamming air dodges while near ledges and platforms, most often with [[Battlefield]], due to their new behavior making them more active near ledges.
Like in previous games, CPU players prioritize human players instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into a human versus CPU standoff, as the CPUs will aggressively target the human player. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and act comparatively sluggish. This is most problematic during team battles: in a 2v2 situation with one human player, the CPU team will actively ignore the enemy CPU player and focus entirely on the human, while the CPU teammate will respond very slowly against the enemy CPUs, making it an unfair situation. This behavior can easily be seen by having a Free-For-All on a very large stage with one player and many CPUs; if the player actively avoids combat, the CPUs will constantly move towards the player's location, even while brawling against each other.
Finally, some new problems now exist, which appear to be developer oversights due to some new mechanics. CPU-controlled {{SSBU|Joker}}s use [[Grappling Hook|Wings of Rebellion]] while onstage as they are incorrectly programmed to use their up special to grab aerial opponents using [[Grappling Hook]], even with [[Arsène]] active. CPU {{SSBU|Hero}}s very rarely use their [[Command Selection]] moves, and {{SSBU|Ryu}} and {{SSBU|Ken}} will constantly spam light up/down tilts without following up with a move. In addition, CPUs will also likely respond incorrectly to certain attacks, items, and stage hazards that they were able to respond correctly to in previous games, such as the ''Don't Move!'' and ''Taunt!'' Microgames from the [[WarioWare, Inc.]] stage. They also have issues responding with new items, as they will break [[Fake Smash Ball]]s instead of trying to dodge them entirely. Finally, forcing CPUs into conflicting situations may cause them to react in unusual ways as they will attempt to do two actions at once: for instance, CPUs may perform frame-perfect dash dances on the spot or near the ledge if they are cornered by traps (such as [[TNT]]), or perform the same dash dance until approached after KOing a human player during a 1v1 match.
Yet another change from ''SSB4'' to ''Ultimate'' is that CPUs almost never taunt outside of extremely rare occasions, meaning that they usually never do it in a typical game.
It should be noted that [[Spirit#Spirit Battles|Spirit Battles]] utilize numerous, specialized CPU settings, which can cause CPUs' effectiveness in the mode to vary wildly.
Regardless, due to the drastic improvements made to CPUs, the current AI in ''Smash Ultimate'' is considered to be the best of all the ''Super Smash Bros.'' games, due to their numerous changes making them much smarter than before.
==External links==
*[http://www.youtube.com/playlist?list=PLIHpRvXPklmin_CBFUfiMDgb2DJwyTaXm A playlist of videos showing the many flaws and exploits of the AI in ''Melee'' onward.]
==References==
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[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Glitches]]

Latest revision as of 16:17, December 7, 2023

An example of the flawed Melee AI. The computer-controlled Bowser wants to attack Luigi with his Fire Breath but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting the solid ground to still be present, thus unintentionally self destructing.

Despite great advancements in technology improving the accuracy of artificial intelligence, the concept has yet to match, and may never match, human intelligence and behavior. While AI is designed to make independent decisions based on specific stimulants, they all invariably rely on some form of "if-then" script. While this can be effective with simple and straightforward interactions, adding more complicated prerequisites and contexts will inevitably lead to awkward interactions where the AI would behave different from a human due to the programmed logic being flawed and not accounting for such nuance.

In games with as complicated interactions as those in the Super Smash Bros. series, the flaws in AI behavior are found quickly and become very apparent, even when set to the highest level. There are many complaints surrounding the poor artificial intelligence of computer players in Super Smash Bros. and Super Smash Bros. Melee, both of which are notorious for using AI that is seemingly unable to play the game properly and almost never uses basic options like shielding or dodging attacks, and as well having poor recoveries involving use of only their up special (except for Luigi, who only uses Green Missile for recovery regardless of circumstances). Super Smash Bros. Brawl and Super Smash Bros. 4, while greatly improving on the foundation of the previous games, have also received attention to their flawed AI system; all five games are known to have computer players exhibit many of the same flaws, such as whiff punishing and spamming approach attacks (such as Spin Dash) even if it is unsafe, as well as having poor recoveries and not properly recognizing stage hazards. Particularly noteworthy and amusing AI flaws are often publicized on the Internet, with videos on YouTube frequently being captioned that the "AI is just too good".

The most common complaint about computer players is that the "if-then" logic of their programming leads to their behavior being predictable, usually having the exact same response to certain actions. These behaviors can be exploited by human players, such as putting them in a position where they fall off the stage due to not using their recovery options in the most optimal way. Since CPUs are unable to learn or adapt the same way a human player would, they never change their playstyle, and players cannot use them to adapt to different battle tactics. CPU fighters also cannot use any techniques they were not programmed with, such as dash dancing, chaingrabbing, and edge hopping, nor use other such advanced techniques like L-canceling, wave dashing, and DACUSing, which are crucial for achieving strong results in competitive play. In all Smash games, CPUs also ignore when team attack is turned on in Team Battles, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings.

On the other end of the spectrum, although CPUs do not frequently use techniques that are complex or otherwise require specific timing, they can be very precise with the tactics they do use that require such. Since CPUs have what is essentially frame perfect button inputs and reaction times, they can quickly react and punish to a nearly unfair degree. Common complaints include being able to perfect shield almost any attack, reflect projectiles with little hesitation, counterattack out of knockback the instant it can act, and land or control attacks that human players would find difficult to use such as Pikachu's Volt Tackle and Ryu's special moves with his Street Fighter inputs.

Super Smash Bros.[edit]

Example of a level 9 Mario CPU spamming his neutral special.

As many players might expect from the first Super Smash Bros. game, the AI is considered poor even with CPUs set to level nine. When fighting, their main method of attack is to constantly use their neutral specials (with only a few exceptions), especially projectiles such as Mario's Fireballs, alongside smash attacks. Other than using tilts occasionally, they tend to not use other attacks, using neutral attacks and grabs rarely, though high-leveled CPUs do combine these two for a jab grab.

While CPUs in SSB chase foes in midair with aerial attacks more often than in subsequent games, they will almost never use them to attack foes standing on the ground, rarely short hopping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as Fox heavily spamming his up aerial against airborne enemies to juggle them, and Samus repeatedly using her down aerial. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high hitstun in SSB.

The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against edge guarders. Their defensive abilities are flawed in a similar way: they often hold their shield against consecutive-hitting moves such as Kirby's jab even if they can escape them, breaking their shields instead, and overuse rolls to dodge attacks even after the player stops attacking, allowing easy punishes with attacks like down smashes. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in Melee, as well as being able to tech successfully in some occasions. CPUs additionally don't properly recognize reflecting and absorbing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take stocks out of them if a strong projectile is absorbed/reflected.

A Yoshi CPU walks into its own Motion-Sensor Bomb.

CPUs in SSB are also well known for their tendency to use items excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in SSB. They also fail to recognize certain items when they are active, often walking into their own Bumpers or Motion-Sensor Bombs, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on Hyrule Castle.

It is a common misconception among Smashers who have not played SSB that the AI in this game is better at KOing than in the later Smash games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as Donkey Kong and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as jab grab; compared to other Smash games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of directional influence. This, exacerbated by SSB's powerful aerials and the incapability of air dodging, along with the much more powerful throws in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games.

This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviors in complex situations, poor defensive play that involves spamming rolls and not attempting to get away from attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws, therefore, make even level nine CPUs easily beatable by any experienced players as well as intermediate gamers and even casual ones if they are able to exploit their flaws effectively.

Because of these numerous flaws, the AI in SSB is often considered, along with that of Melee, to be the worst in the entire Smash series.

Super Smash Bros. Melee[edit]

One of the most notorious AI flaws in Melee, where level nine Fox will repeatedly self-destruct if the player stands still on the rightmost platform of Jungle Japes.

The AI in Super Smash Bros. Melee is also infamous for how flawed it is. CPUs now have an even poorer approach, always walking towards the player while periodically using projectiles, then spamming their dash grab and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in SSB, CPUs never dash at all other than for using dash grabs and dash attacks, and perform them instantly during the first frames of the initial dash, thus barely moving forward at all. They additionally never charge smash attacks (the Ice Climbers' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as Ganondorf's Dark Dive, Zelda's down tilt, Yoshi's Egg Lay, and Mr. Game & Watch's dash attack. Some characters are programmed to have bad follow-ups: Captain Falcon for example will always use a down-throw followed by a Raptor Boost which rarely hits (depending on the character, percentage, and DI) and result in a self-destruct when done near the ledge. The overuse of jabs and grabs causes CPUs in Melee to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in SSB.

AI players still have a notably lackluster recovery: while they won't give up on recoveries as they did in SSB, they still recover in a basic and predictable pattern with only their up special (or only side special with Luigi), never using alternate methods like side specials or wall-grapples, which causes them to fail many recoveries that were possible while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by Melee's edgeguarding friendly physics. While they do possess precise meteor cancel abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as walls of pain or spikes.

The AI in Melee also makes poor use of shields and defensive maneuvers in general, even worse than in SSB: it will almost never shield or dodge attacks even at level 9 (never sidestepping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's charged attack, or even a slow and punishable but powerful attack like a Falcon Punch. The AI will only sidestep if it is on a soft platform and wants to both fall through the platform and shield an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with powershielding, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: Bowser Bomb, Bowser's up smash, Yoshi Bomb, Dancing Blade, and the uppercut of Raptor Boost. They still do this to a fault, however, as in the former case, CPUs will prioritize reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or air dodges, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway.

Being ironically the opposite of the AI in SSB, the AI in Melee never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, Cloaking Devices, Hammers, and Poké Balls, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as giant CPUs inadvertently walking off stages, and metal CPUs quickly plummeting to their death as they attack an offstage player. They additionally always walk into set Motion-Sensor Bombs, walking Bob-ombs, and hostile Poké Ball Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in Jungle Japes, and having difficulty traversing platforms like the clouds in Yoshi's Island 64 or going up in Icicle Mountain to escape the lower blast line when the stage speeds up.

Super Smash Bros. Brawl[edit]

Example of a specific AI flaw in Brawl, where CPUs react incorrectly to Snake's down throw.

Given how lackluster the AI was considered in both Super Smash Bros. and Super Smash Bros. Melee even at level nine, the AI was almost completely overhauled in Super Smash Bros. Brawl, becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. 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, Marth using other variations of Dancing Blade, and Peach mostly auto floating to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks.

The AI is notably more efficient with its recoveries, using any side specials or tether recoveries their character has to aid them, and will punish opponents more often, always shield grabbing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognizes and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (excluding the Smash Ball) unless the foe goes for it. When a dangerous item or attack such as a Hammer or Final Smash is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it.

The significant improvements on Brawl's AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with rumors being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false.

The flaws in Brawl's AI are considerably lesser and less recurrent than in Melee, but can still be potent. CPUs still tend to be easier to KO and edgeguard than the average human player, even when set to level 9, due to not utilizing survival techniques such as DI and usually not fighting back when being edge-guarded. While they do air dodge when sent flying, this minimal knockback cushioning is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on Mario Bros.), and are prone to self-destructing in scrolling stages such as Rainbow Cruise and Big Blue.

While CPUs are better at recovering than in previous games, they still underutilize recoveries, such as by not making use of alternate recovery options with some characters (such as Lucas), or always recovering in the same direction with a recovery move. A computer player, regardless of level, will also always aim for solid platforms that can be sweetspotted when recovering, even when there are "soft" platforms off the stage. They also tend to play strangely in complex custom stages and in overly large and complex stages like New Pork City and 75m, where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognizing items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a Blast Box and being KO'd by it.

Aside from being flawed as stated above, in free-for-alls, CPUs will all target the human player even if they aren't teamed. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in the CPUs following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 match with team attack on.

The AI now has a bigger taunting window, not limited to the exact moment they KO someone. Teammates may also taunt with them.

Super Smash Bros. 4[edit]

Example of a level nine CPU in Smash for Wii U (version 1.0.2) using its shield improperly, causing it to break.

In pre version 1.0.5 of Super Smash Bros. for Nintendo 3DS[edit]

In the first versions of Super Smash Bros. for Nintendo 3DS, the AI remains mostly the same from Brawl, retaining most of the improvements made to it from Melee. One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with counterattack special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in Smash 3DS is also slightly better at edgeguarding, as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that meteor smash), while very rarely self-destructing like they did in previous games. CPUs in free-for-alls no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in SSB and Melee, though they still preferably target players with high damage percentages to earn KOs as soon as possible.

The AI also retains most of its improved behaviors with items from Brawl, and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a Snorlax or Hocotate Bomb) is about to come down, and avoiding walking directly into set Motion-Sensor Bombs, Pitfalls or hostile Pokémon, a flaw that they commonly exhibited in Brawl. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at themselves or too close to enemies).

However, the AI in Smash 3DS has also gained some other flaws, which are more potent than those in Brawl. When at long distances from foes, CPUs spam projectiles nearly as much as in Melee, even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as Mega Man's Mega Buster attacks and the Villager's forward air. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as Falcon Kick, Rollout, and Wario Bike, and CPUs with counterattack moves also abuse them to the point they end up spamming them as well.

CPUs also have poorer defensive abilities than in Brawl, as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily KO'd, under-utilize some characters' recoveries, and still exhibits most of their flaws from Brawl on certain stages.

In general, despite some of the improvements made to it, the AI in early Smash 3DS plays generally poorer than in Brawl, being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. However, the AI was later changed in subsequent versions of the game and the Wii U version (more information can be seen below).

In Super Smash Bros. for Wii U and patches[edit]

In Super Smash Bros. for Wii U, the AI has had most of its flaws from Smash 3DS addressed and fixed: CPUs will no longer overuse their forward smashes, attempt to use worn-out projectiles (such as Robin's Thunder with the Tome worn out), hold their shields for a long time or air dodge almost all the time when launched. Another prominent change is that CPUs now finally attempt to avoid edgeguarders during their recovery, air dodging any oncoming attacks while carrying on their recovery afterward; they will also always footstool foes coming near when they have the opportunity, a behavior exhibited even by Mii Fighters in Multi-Man modes, including Cruel Smash.

CPUs are more proficient using short-hopped aerial attacks, and will now always use out of shield up smashes when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU Fox following up his second jab with a grab, as well as Captain Falcon with Falcon Dive), and finally, take the advantage to unleash a fully charged smash attack on a foe stunned from a broken shield. They also notoriously combo their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their down throw with a specific aerial or special move, examples being Luigi into his forward air or Luigi Cyclone, or Meta Knight into Shuttle Loop.

For the first time in the Super Smash Bros. series, CPUs in Smash for Wii U partaking in Team Battles will automatically and immediately use any remaining stocks that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success.

Despite all these improvements being made to the AI, though, it still possesses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like Wario and Captain Falcon still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with Bowser, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks.

CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems, especially in 8-Player Smash battles. Aside from this, CPUs still behave rather eccentrically in complex or custom stages, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries.

Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as Donkey Kong and Little Mac), failing a recovery that was possible and getting KO'd.

However, with Super Smash Bros. 4's ability to be updated, some acknowledged AI flaws have been fixed: in current versions, for example, CPUs are less prone to self-destructing when dodging edgeguarders, and use pummels and KO throws more often when grabbing foes at high percentages. Particularly, patch 1.0.5 of Smash 3DS updated the AI implementing all of its upgrades in Smash Wii U. Due to the overall great improvements made to it over previous games, the current AI in Smash 4 is considered to be one of the best of all the Super Smash Bros. series.

Super Smash Bros. Ultimate[edit]

As with all previous games, the AI has been improved dramatically from the transition to Super Smash Bros. Ultimate. While many changes were ported from Super Smash Bros. for Wii U, some new changes have addressed their previous issues alongside the addition of new improvements, though flaws in their programming are still apparent and easily exploitable once learned.

One of the most drastic improvements involve their efficiency: CPUs now perform far better even at lower difficulty levels, with added aggression and reaction times even at as low as level 2. They are especially notorious for their edgeguarding abilities due to these improvements: they become very aggressive near ledges, going off them to edgeguard with quick attacks instead of waiting on-stage, making recovering dangerous as a player. While recovering, CPUs are programmed to attack back while in the air, throwing out aerials against opponents standing near ledges, and reducing their own vulnerability to edgeguarding. This makes attacking recovering CPUs extremely risky, as it can mean getting hit by a stray aerial, or even being reverse-edgeguarded; due to a CPU's fast reaction times, it is common to go offstage to edgeguard a vulnerable CPU, only to get meteor smashed or back aired to the player's death. In contrast to the previous games, CPUs will even act in anticipation of attacks at higher levels, mostly by reacting once a player comes into proximity; this includes shielding or spotdodging when a player runs towards them, and waiting out counterattacks to punish their endlag. They will also perform ledge attacks or rolls to avoid players using neutral infinites at a ledge. Overall, CPU players are much harder to fight offstage and have better defensive abilities, especially in conjunction with their fast response times.

CPUs have also been programmed to take advantage of the new game mechanics: for example, the changes to perfect shield mechanic do not affect their ability to perfect shield extremely often, and due to the extended tech windows of Ultimate, attempting a stage spike or jab reset will usually result in the CPU successfully teching, as they only do so when they were already using a dodge to avoid an attack that happened to be within teching distance. CPUs playing fighters with character-specific advantages will now actively take advantage of them (for example, Snake using his C4 to extend his recovery). Characters with new abilities, such as Link with his Remote Bomb Rune, now have new attack patterns associated with them as well. Infamously, CPUs with strong attacks that have a difficult-to-hit sweetspot (such as Luigi, Mega Man, and Kazuya with Super Jump Punch, up tilt, and uncrouching attack, respectively) will actively respond to close-range encounters by landing those moves to an inhuman degree.

For the first time in the series, CPUs will perform advanced techniques at higher difficulty levels. CPUs using fighters with excellent dash dances (such as Little Mac) will begin performing them as an approach option, while those with powerful aerial combo abilities will begin throwing out short-hop aerials at high speeds to pressure shields and initiate combos (such as Pichu, Ryu, and Ken). B-reverses and reverse aerial rushes also become fairly common. At Level 9, these habits will become extremely frequent and often becomes the main tactic they do against human players.

The effectiveness of CPU players was enough to gain slight notoriety within the community and Nintendo themselves, with the official 1.2.0 patch reducing the difficulty of CPUs in "Challenger Approaching" matches to make unlocking new fighters easier.

In spite of all the improvements made to the AI, CPU-controlled players are still flawed in many ways. Despite the improvements to their abilities, CPUs are still limited to their programming: as a result, they retain many habits that can easily be exploited. For example, several CPUs are not programmed to recover optimally and never use certain recovery moves unless in extremely specific situations: to name a few, Little Mac never use his Jolt Haymaker despite it no longer causing helplessness, Bayonetta never uses After Burner Kick nor a second Witch Twist, and Incineroar will only use Alolan Whip after a Cross Chop. This makes CPUs notoriously bad at recovering since they will never mix up their options, and likely results in them failing to recover if hit out of their double jump. Those with specific KO throws will still depend on their back throw to KO at high percentages, regardless of positioning or effectiveness of the throw compared to others, and CPUs will still pummel extremely slowly despite the increase to pummel speeds.

CPUs can be baited to react in certain ways due to their programming. Projectile-using CPUs will prioritize using them at a certain distance, making it very easy to anticipate: for example, a CPU Cloud will launch a Blade Beam and expend a charged Limit Gauge even if he is offstage and needs it to recover, while a CPU Snake will always detonate his C4 if a player is standing on it, which can be used to the player's advantage to KO him if he is nearby. This behavior is shared with shielding, as CPUs will put up their shield when a player is approaching from around two character lengths away, which can be exploited with shield-breaking moves. CPUs also have a habit of constantly jumping, using the universal 3-frame jumpsquat to jump out of grounded attacks, and then landing with an aerial repeatedly; this can be predicted and capitalized on by burning the CPU's jumps or perfect shielding their attacks.

As with previous games, higher-leveled CPUs can be baited to use laggy moves or dodges to put them in an instant disadvantage, as they are programmed to react based on distance, player proximity, and an attack being thrown out. Approaching an airborne CPU (especially with an aerial) can make them waste their air dodge, which can no longer be spammed in Ultimate. They will attempt get-up attacks when others are near them will always get up after a fixed time, and will never attempt to tech unless the player tries hitting them before they land (thus making them buffer a tech); all these allow for an easy punish. They usually punish shielded hits with a shield grab, which can be exploited against CPU characters with laggy or short grabs, and they will always attempt a shield grab when an opponent attacks their shield with a neutral attack, allowing fighters who have a flurry attack to simply continue the move and cause the CPU to get hit once they are pushed back enough. CPUs will also actively attempt to grab onto player-generated items such as Metal Blade or Rear Egg so long as it is within range, which can be used as a way to frame-trap them into a punish. CPU Simons and Richters, who have a tether recovery tied to their aerials, will only use them if an opponent is near a ledge, as the tether recovery happens as a result of the CPU attempting to hit the player with an aerial; they will not attempt a tether recovery if the player isn't standing in range of their attacks, allowing them to be gimped simply by staying away from the ledge.

Despite their new edgeguarding strengths, CPU players now act inclined to do so: if only high-level CPUs are in play, all of them will eventually flock towards an edge to edgeguard one CPU, which causes a long loop of fighters attempting to edgeguard each other. This occurs even if the CPU has no reason to edgeguard in the first place; for example, if they have a very exploitable or weak recovery, or while fighting another nearby CPU (in fact, both CPUs would slowly move towards the edge to edgeguard an offstage opponent). Additionally, they are very prone to spamming air dodges while near ledges and platforms, most often with Battlefield, due to their new behavior making them more active near ledges.

Like in previous games, CPU players prioritize human players instead of other CPU players, even if they are closer; this commonly turns single-player Free-For-Alls into a human versus CPU standoff, as the CPUs will aggressively target the human player. Conversely, CPUs will not have the same quick reaction times if pit against other CPUs, with the exception of while edgeguarding, and act comparatively sluggish. This is most problematic during team battles: in a 2v2 situation with one human player, the CPU team will actively ignore the enemy CPU player and focus entirely on the human, while the CPU teammate will respond very slowly against the enemy CPUs, making it an unfair situation. This behavior can easily be seen by having a Free-For-All on a very large stage with one player and many CPUs; if the player actively avoids combat, the CPUs will constantly move towards the player's location, even while brawling against each other.

Finally, some new problems now exist, which appear to be developer oversights due to some new mechanics. CPU-controlled Jokers use Wings of Rebellion while onstage as they are incorrectly programmed to use their up special to grab aerial opponents using Grappling Hook, even with Arsène active. CPU Heros very rarely use their Command Selection moves, and Ryu and Ken will constantly spam light up/down tilts without following up with a move. In addition, CPUs will also likely respond incorrectly to certain attacks, items, and stage hazards that they were able to respond correctly to in previous games, such as the Don't Move! and Taunt! Microgames from the WarioWare, Inc. stage. They also have issues responding with new items, as they will break Fake Smash Balls instead of trying to dodge them entirely. Finally, forcing CPUs into conflicting situations may cause them to react in unusual ways as they will attempt to do two actions at once: for instance, CPUs may perform frame-perfect dash dances on the spot or near the ledge if they are cornered by traps (such as TNT), or perform the same dash dance until approached after KOing a human player during a 1v1 match.

Yet another change from SSB4 to Ultimate is that CPUs almost never taunt outside of extremely rare occasions, meaning that they usually never do it in a typical game.

It should be noted that Spirit Battles utilize numerous, specialized CPU settings, which can cause CPUs' effectiveness in the mode to vary wildly.

Regardless, due to the drastic improvements made to CPUs, the current AI in Smash Ultimate is considered to be the best of all the Super Smash Bros. games, due to their numerous changes making them much smarter than before.

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