List of CPU modes: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Extraneous wording, imo.) |
No edit summary Tag: Mobile edit |
||
(16 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|allgames=y}} | {{ArticleIcons|allgames=y}} | ||
{{disambig2|the different CPU modes used throughout the series|a more general look at the AI|Artificial intelligence}} | {{disambig2|the different CPU modes used throughout the series|a more general look at the AI|Artificial intelligence}} | ||
:''"AIR" redirects here. For the Japanese smasher, see [[Smasher:AIR]].'' | |||
{{redirect|Human|the French smasher|Smasher:Human}} | |||
'''CPU modes''' are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in [[Training Mode]], while other actions can only be seen performed in various ''[[Melee]]'' [[event match]]es. A few modes are only accessible through the use of ''Melee''{{'}}s {{SSBM|debug menu}}. | '''CPU modes''' are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in [[Training Mode]], while other actions can only be seen performed in various ''[[Melee]]'' [[event match]]es. A few modes are only accessible through the use of ''Melee''{{'}}s {{SSBM|debug menu}}. | ||
Line 7: | Line 10: | ||
!width=10%|Name | !width=10%|Name | ||
!width=60%|Description | !width=60%|Description | ||
!width=15%|Availability | !width=15%|Availability* | ||
!width=15%|''Melee'' Debug menu name | !width=15%|''Melee'' Debug menu name | ||
|- | |- | ||
| {{Anchor|Stand}} {{Anchor|Stop}} {{Anchor|STAY}} Stand {{GameIcon|SSB}}{{GameIcon|SSBM}}/<br>Stop {{GameIcon|SSBB}}{{GameIcon|SSB4}} | | {{Anchor|Stand}} {{Anchor|Stop}} {{Anchor|STAY}} Stand {{GameIcon|SSB}}{{GameIcon|SSBM}}/<br>Stop {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
| The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions: | | The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions: | ||
*It will still attempt to [[recover]] if hit away from the stage, use a standard [[floor recovery]] after being knocked down (in ''SSB'', the CPU will always wait until the maximum length, then use a [[floor attack]]), use a ledge jump [[edge recovery]] when hanging onto a [[ledge]], and jump off of [[revival platform]]s. | *It will still attempt to [[recover]] if hit away from the stage, use a standard [[floor recovery]] after being knocked down (in ''SSB'', the CPU will always wait until the maximum length, then use a [[floor attack]]), use a ledge jump [[edge recovery]] when hanging onto a [[ledge]], and jump off of [[revival platform]]s. When recovering, they will still make an attempt to avoid attacks, i.e. delaying a double jump or jumping extra early. In some cases, they may even attack while recovering, such as with [[R.O.B.]]'s [[neutral aerial]]. | ||
*When put to [[sleep]] in ''SSB'', it will attack nearby foes right after the sleep ends. | *When put to [[sleep]] in ''SSB'', it will attack nearby foes right after the sleep ends. | ||
*When put in an egg in ''SSB'', it will use an aerial after breaking out, even if no one is nearby. | *When put in an [[Egg Lay|egg]] in ''SSB'', it will use an aerial after breaking out, even if no one is nearby. | ||
*In ''Melee'', a CPU {{SSBM|Zelda}} or {{SSBM|Sheik}} will use [[Transform]] periodically if not attacked, allowing players to practice against either alter-ego form. | *In ''Melee'', a CPU {{SSBM|Zelda}} or {{SSBM|Sheik}} will use [[Transform]] periodically if not attacked, allowing players to practice against either alter-ego form. | ||
*In ''Brawl'', a CPU will still air dodge after being launched in [[tumbling]] state when set to high levels, and will participate in the [[WarioWare, Inc.]] microgames. | *In ''Brawl'', a CPU will still air dodge after being launched in [[tumbling]] state when set to high levels, and will participate in the [[WarioWare, Inc.]] microgames. They may also occasionally react to [[Flinch|non-flinching attacks]]. | ||
| Training Mode | | Training Mode | ||
| '''CPTP_STAY''' | | '''CPTP_STAY''' | ||
Line 24: | Line 27: | ||
| {{Anchor|Walk}} {{Anchor|WALK}} Walk | | {{Anchor|Walk}} {{Anchor|WALK}} Walk | ||
| The CPU will [[walking|walk]] back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". | | The CPU will [[walking|walk]] back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". | ||
| Training Mode, [[Event | | Training Mode, [[Event 16: Kirby's Air-raid]] (''Melee''), [[Event 19: Peach's Peril]] (''Melee'') | ||
| '''CPTP_WALK''' | | '''CPTP_WALK''' | ||
|- | |- | ||
| {{Anchor|Jump}} {{Anchor|JUMP}} Jump | | {{Anchor|Jump}} {{Anchor|JUMP}} Jump | ||
| The CPU will constantly single [[jump]] in place. In ''Smash 4'', the CPU will also [[fast fall]] after every jump. | | The CPU will constantly single [[jump]] in place. In ''Smash 4'', the CPU will also [[fast fall]] after every jump. Starting with ''Brawl'', the CPU will always jump when hanging on a ledge. Otherwise, it retains the same properties as "Stand". | ||
| Training Mode, [[Event 21: Ice Breaker]] (''Melee'') | | Training Mode, [[Event 21: Ice Breaker]] (''Melee'') | ||
| '''CPTP_JUMP''' | | '''CPTP_JUMP''' | ||
|- | |- | ||
| {{Anchor|Evade}} {{Anchor|Run}} {{Anchor|ESCAPE}} Evade {{GameIcon|SSB}}{{GameIcon|SSBM}}/<br>Run {{GameIcon|SSBB}}{{GameIcon|SSB4}} | | {{Anchor|Evade}} {{Anchor|Run}} {{Anchor|ESCAPE}} Evade {{GameIcon|SSB}}{{GameIcon|SSBM}}/<br>Run {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} | ||
| The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". | | The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". | ||
| Training Mode | | Training Mode | ||
| '''CPTP_ESCAPE''' | | '''CPTP_ESCAPE''' | ||
|- | |- | ||
| {{Anchor|Attack}} {{Anchor|NORMAL}} Attack | | {{Anchor|Attack}} {{Anchor|NORMAL}} Attack {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} /<br>CPU {{GameIcon|SSBU}} | ||
| The CPU will behave normally, throwing out attacks and maneuvers. | | The CPU will behave normally, throwing out attacks and maneuvers. From ''Brawl'' onwards, the level of the CPU can be chosen at the [[character select screen]]. If the player has placed multiple Training CPUs on the stage, they will be considered on the same team and cannot attack each other.<br/>In ''Smash 4'', CPUs set to this mode in Training spam [[projectile]]s and many [[approach attack]]s (such as [[Falcon Kick]]) more often than in other game modes, also being more aggressive at low levels. | ||
| Training Mode, [[Versus Mode]], the majority of single-player modes | | Training Mode, [[Versus Mode]], the majority of single-player modes | ||
| '''CPTP_NORMAL''' | | '''CPTP_NORMAL''' | ||
|- | |- | ||
| {{Anchor|Human}} {{Anchor|Control}} {{Anchor|MANUAL}} Human{{GameIcon|SSBM}}/<br>Control {{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}} | | {{Anchor|Neutral Special}} Neutral Special {{GameIcon|SSBU}} | ||
| The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other. | | The CPU will stand in place and repeatedly use their [[neutral special]] in the direction of the player. Other than this, it retains the same properties as "Stand". | ||
| Training Mode (''Melee'' onward only, excluding {{for3ds}}) | | Training Mode | ||
| N/A | |||
|- | |||
| {{Anchor|Side Smash}} Side Smash {{GameIcon|SSBU}} | |||
| The CPU will stand in place and repeatedly use their [[forward smash]] in the direction of the player, charged for 1 second. It will always use an [[edge attack]] or [[floor attack]] when hanging on a ledge or after landing from a tumble, respectively. Other than this, it retains the same properties as "Stand". | |||
| Training Mode | |||
| N/A | |||
|- | |||
| {{Anchor|Human}} {{Anchor|Control}} {{Anchor|MANUAL}} Human{{GameIcon|SSBM}}/<br>Control {{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}} | |||
| The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other.<br/>In ''Ultimate'', default [[controls]] will always be used for the CPUs, and are unaffected by changes to global control settings. | |||
| Training Mode (''Melee'' onward only, excluding {{for3ds}}) | |||
| '''CPTP_MANUAL''' | | '''CPTP_MANUAL''' | ||
Line 54: | Line 69: | ||
| {{Anchor|Special Low Link}} {{Anchor|Special Low Samus}} {{Anchor|SPLWLINK}} {{Anchor|SPLWSAMUS}} Special Low Link, Special Low Samus | | {{Anchor|Special Low Link}} {{Anchor|Special Low Samus}} {{Anchor|SPLWLINK}} {{Anchor|SPLWSAMUS}} Special Low Link, Special Low Samus | ||
| The CPU will constantly and only use their [[down special move]]. Characters set to this mode via the debug menu will even use [[Counter]], [[PSI Magnet]], and [[Rest]], which they [[List of flaws in artificial intelligence (SSBM)|never use]] in any other situations. | | The CPU will constantly and only use their [[down special move]]. Characters set to this mode via the debug menu will even use [[Counter]], [[PSI Magnet]], and [[Rest]], which they [[List of flaws in artificial intelligence (SSBM)|never use]] in any other situations. | ||
| [[Event 3: Bomb-fest]] (''Melee''), '' | | [[Event 3: Bomb-fest]] (''Melee''). Additionally, a very similar mode is used for various [[Spirit]] Battles in ''Ultimate''. | ||
| '''CPTP_SPLWLINK''', '''CPTP_SPLWSAMUS''' | | '''CPTP_SPLWLINK''', '''CPTP_SPLWSAMUS''' | ||
Line 60: | Line 75: | ||
| {{Anchor|Freak}} {{Anchor|FREAK}} Freak | | {{Anchor|Freak}} {{Anchor|FREAK}} Freak | ||
| The CPU will stay where they are, but attack when an opponent comes near. | | The CPU will stay where they are, but attack when an opponent comes near. | ||
| [[Event 6: Kirbys on Parade]] (''Melee'') | | [[Event 6: Kirbys on Parade]] (''Melee'') | ||
| '''CPTP_FREAK''' | | '''CPTP_FREAK''' | ||
Line 66: | Line 81: | ||
| {{Anchor|Item}} {{Anchor|ITEM}} Item | | {{Anchor|Item}} {{Anchor|ITEM}} Item | ||
| The CPU will attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. | | The CPU will attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. | ||
| [[Event 7: Pokémon Battle]] (''Melee'') | | [[Event 7: Pokémon Battle]] (''Melee'') | ||
| '''CPTP_ITEM''' | | '''CPTP_ITEM''' | ||
Line 72: | Line 87: | ||
| {{Anchor|Event Zelda}} {{Anchor|EVZELDA}} Event Zelda | | {{Anchor|Event Zelda}} {{Anchor|EVZELDA}} Event Zelda | ||
| When set to {{SSBM|Zelda}}, the CPU will [[Transform]] into {{SSBM|Sheik}} more often. | | When set to {{SSBM|Zelda}}, the CPU will [[Transform]] into {{SSBM|Sheik}} more often. | ||
| [[Event 9: Hide 'n' Sheik]] (''Melee'') | | [[Event 9: Hide 'n' Sheik]] (''Melee'') | ||
| '''CPTP_EVZELDA''' | | '''CPTP_EVZELDA''' | ||
Line 78: | Line 93: | ||
| {{Anchor|Only Item}} {{Anchor|ONLYITEM}} Only Item | | {{Anchor|Only Item}} {{Anchor|ONLYITEM}} Only Item | ||
| The CPU will only use [[item]]s, as opposed to using any other [[attack]]s. | | The CPU will only use [[item]]s, as opposed to using any other [[attack]]s. | ||
| [[Event 37: Legendary Pokémon]] (''Melee'') | | [[Event 37: Legendary Pokémon]] (''Melee'') | ||
| '''CPTP_ONLYITEM''' | | '''CPTP_ONLYITEM''' | ||
|- | |- | ||
| {{Anchor|Nana}} {{Anchor|NANA}}Nana | | {{Anchor|Nana}} {{Anchor|NANA}} Nana | ||
| The CPU will follow the leader, attack with the leader, etc. As the name implies, this is the default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]]. | | The CPU will follow the leader, attack with the leader, etc. As the name implies, this is the default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]]. | ||
| Ice Climbers partner | | Ice Climbers partner | ||
| '''CPTP_NANA''' | | '''CPTP_NANA''' | ||
|- | |- | ||
| {{Anchor|Defensive}} {{Anchor|DEFENSIVE}} Defensive | | {{Anchor|Defensive}} {{Anchor|DEFENSIVE}} Defensive | ||
| The CPU will | | The CPU will escape and use defensive tactics, such as [[shield]]s and [[roll]]s, and occasionally fend off nearby enemies with grabs and normals. | ||
| ''Melee'' debug menu only | | ''Melee'' debug menu only | ||
| '''CPTP_DEFENSIVE''' | | '''CPTP_DEFENSIVE''' | ||
Line 101: | Line 116: | ||
|- | |- | ||
| {{Anchor|Cooperate}} {{Anchor|COOPERATE}} Cooperate | | {{Anchor|Cooperate}} {{Anchor|COOPERATE}} Cooperate | ||
| | | In team matches, the CPU will follow teammates and otherwise attack opponents. | ||
If the match is a free-for-all or all teammates have been knocked out, the CPU will act much the same as in "Attack", except that the CPU will now dash when the enemy is out of reach. | |||
| ''Melee'' debug menu only | | ''Melee'' debug menu only | ||
| '''CPTP_COOPERATE''' | | '''CPTP_COOPERATE''' | ||
Line 108: | Line 124: | ||
| {{Anchor|No Action}} {{Anchor|NOACT}} No Action | | {{Anchor|No Action}} {{Anchor|NOACT}} No Action | ||
| The CPU will do absolutely nothing. | | The CPU will do absolutely nothing. | ||
| ''Melee'' debug menu only | |||
| '''CPTP_NOACT''' | | '''CPTP_NOACT''' | ||
|- | |- | ||
| {{Anchor|Air}} {{Anchor|AIR}} Air | | {{Anchor|Air}} {{Anchor|AIR}} Air | ||
| The CPU will use only [[short hop]]s instead of full jumps. It will also use them more often when approaching | | The CPU will use only [[short hop]]s instead of full jumps on grounded opponents. It will also use them more often when approaching. On top of that, it will edgeguard more aggressively, now using aerials offstage. | ||
| ''Melee'' debug menu only | | ''Melee'' debug menu only | ||
| '''CPTP_AIR''' | | '''CPTP_AIR''' | ||
|} | |} | ||
<small>*All modes are available via the ''Melee'' debug menu.</small> | |||
==Gallery== | ==Gallery== |
Latest revision as of 10:58, July 2, 2024
CPU modes are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in Training Mode, while other actions can only be seen performed in various Melee event matches. A few modes are only accessible through the use of Melee's debug menu.
Name | Description | Availability* | Melee Debug menu name |
---|---|---|---|
Stand / Stop |
The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions:
|
Training Mode | CPTP_STAY |
Walk | The CPU will walk back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". | Training Mode, Event 16: Kirby's Air-raid (Melee), Event 19: Peach's Peril (Melee) | CPTP_WALK |
Jump | The CPU will constantly single jump in place. In Smash 4, the CPU will also fast fall after every jump. Starting with Brawl, the CPU will always jump when hanging on a ledge. Otherwise, it retains the same properties as "Stand". | Training Mode, Event 21: Ice Breaker (Melee) | CPTP_JUMP |
Evade / Run |
The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". | Training Mode | CPTP_ESCAPE |
Attack / CPU |
The CPU will behave normally, throwing out attacks and maneuvers. From Brawl onwards, the level of the CPU can be chosen at the character select screen. If the player has placed multiple Training CPUs on the stage, they will be considered on the same team and cannot attack each other. In Smash 4, CPUs set to this mode in Training spam projectiles and many approach attacks (such as Falcon Kick) more often than in other game modes, also being more aggressive at low levels. |
Training Mode, Versus Mode, the majority of single-player modes | CPTP_NORMAL |
Neutral Special | The CPU will stand in place and repeatedly use their neutral special in the direction of the player. Other than this, it retains the same properties as "Stand". | Training Mode | N/A |
Side Smash | The CPU will stand in place and repeatedly use their forward smash in the direction of the player, charged for 1 second. It will always use an edge attack or floor attack when hanging on a ledge or after landing from a tumble, respectively. Other than this, it retains the same properties as "Stand". | Training Mode | N/A |
Human/ Control |
The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other. In Ultimate, default controls will always be used for the CPUs, and are unaffected by changes to global control settings. |
Training Mode (Melee onward only, excluding Super Smash Bros. for Nintendo 3DS) | CPTP_MANUAL |
Special Low Link, Special Low Samus | The CPU will constantly and only use their down special move. Characters set to this mode via the debug menu will even use Counter, PSI Magnet, and Rest, which they never use in any other situations. | Event 3: Bomb-fest (Melee). Additionally, a very similar mode is used for various Spirit Battles in Ultimate. | CPTP_SPLWLINK, CPTP_SPLWSAMUS |
Freak | The CPU will stay where they are, but attack when an opponent comes near. | Event 6: Kirbys on Parade (Melee) | CPTP_FREAK |
Item | The CPU will attempt to grab all items that appear. Otherwise, the CPU is normal. | Event 7: Pokémon Battle (Melee) | CPTP_ITEM |
Event Zelda | When set to Zelda, the CPU will Transform into Sheik more often. | Event 9: Hide 'n' Sheik (Melee) | CPTP_EVZELDA |
Only Item | The CPU will only use items, as opposed to using any other attacks. | Event 37: Legendary Pokémon (Melee) | CPTP_ONLYITEM |
Nana | The CPU will follow the leader, attack with the leader, etc. As the name implies, this is the default mode for the partner Ice Climber. | Ice Climbers partner | CPTP_NANA |
Defensive | The CPU will escape and use defensive tactics, such as shields and rolls, and occasionally fend off nearby enemies with grabs and normals. | Melee debug menu only | CPTP_DEFENSIVE |
Struggle | The CPU will attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior, as a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match. | Melee debug menu only | CPTP_STRUGGLE |
Cooperate | In team matches, the CPU will follow teammates and otherwise attack opponents.
If the match is a free-for-all or all teammates have been knocked out, the CPU will act much the same as in "Attack", except that the CPU will now dash when the enemy is out of reach. |
Melee debug menu only | CPTP_COOPERATE |
No Action | The CPU will do absolutely nothing. | Melee debug menu only | CPTP_NOACT |
Air | The CPU will use only short hops instead of full jumps on grounded opponents. It will also use them more often when approaching. On top of that, it will edgeguard more aggressively, now using aerials offstage. | Melee debug menu only | CPTP_AIR |
*All modes are available via the Melee debug menu.
Gallery[edit]
A CPU Link evading.