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List of CPU modes: Difference between revisions

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==Gallery==
<gallery>
Brawl Evade Link.gif|A CPU {{SSBB|Link}} evading.
Evade.jpg|The Evade mode in ''SSB'' 64's training mode.
evadeinaction.jpg|thumb|left|A CPU Luigi in Evade mode.
</gallery>

Revision as of 02:02, August 11, 2015

This article is about the different CPU modes used throughout the series. For a more general look at the AI, see Artificial intelligence.

CPU modes are different sets of AI behaviors used in different games throughout the series. Some of these are only accessible through use of the debug menu in Melee.

Name Description Availability Debug name
Attack The CPU behaves normally, throwing out attacks and maneuvers. Versus mode, various single-player modes, Training mode CPTP_NORMAL
Stand (Smash 64, Melee), Stop (Brawl, Smash 4) The CPU will not move, barring some exceptions. It will attempt to recover if hit away from the stage. It will use an edge recovery or floor recovery when necessary, and it will also get off of revival platforms. In Melee CPU Zeldas will use transform periodically. In Brawl, CPUs will participate in the WarioWare, Inc. microgames. Training mode CPTP_STAY
Walk The CPU will walk back and forth across the stage. Other than this, it retains the same properties as "Stand". Training mode, Event 19: Peach's Peril (Melee) CPTP_WALK
Evade (Smash 64, Melee), Run (Brawl, Smash 4) The CPU actively avoid interaction with the player. Other than this, it retains the same properties as "Stand". Training mode CPTP_ESCAPE
Jump The CPU will constantly single jump. Other than this, it retains the same properties as "Stand". Training mode, Event 21: Ice Breaker (Melee) CPTP_JUMP
Human (Melee), Control (Brawl, Smash 4) The CPU is controlled by human players. Training mode (Melee, Brawl, Smash 4 only) CPTP_MANUAL
Nana The default mode for the partner Ice Climber, so that he/she follows the leader, attacks with the leader, etc. With Ice Climbers, Debug menu (Melee only) CPTP_NANA
Defensive The CPU will only use defensive tactics, such as shields and rolls. Debug menu (Melee only) CPTP_DEFENSIVE
Struggle Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because 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. Debug menu (Melee only) CPTP_STRUGGLE
Freak Causes the CPU to stay where they are, but attack when an opponent comes near. Event 6: Kirbys on Parade (Melee), Debug menu (Melee only) CPTP_FREAK
Cooperate Causes the CPU to follow the player and attack them. Debug menu (Melee only) CPTP_COOPERATE
Special Low Link, Special Low Samus Causes the CPU to only use their down special move when set to Link and Samus respectively. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special. Event 3: Bomb-fest (Melee), Debug menu (Melee only) CPTP_SPLWLINK, CPTP_SPLWSAMUS
Only Item Causes the CPU to only use items, as opposed to using any other attacks. Event 37: Legendary Pokémon (Melee), Debug menu (Melee only) CPTP_ONLYITEM
Event Zelda Causes Zelda to transform into Sheik more often. It is presumed to stand for "Event Zelda". Event 9: Hide 'n' Sheik (Melee), Debug menu (Melee only) CPTP_EVZELDA
No Action Causes the CPU to do absolutely nothing. This is not to be confused with "Stand", in which the CPU will still attempt to recover if knocked off. Debug menu (Melee only) CPTP_NOACT
Air Restricts the CPU's jumping height. This does not affect the height gained by the character's up special move, meaning that this mode has far more of an effect on aerial play than it does on the character's recovery. Debug menu (Melee only) CPTP_AIR
Item Causes the CPU to attempt to grab all items that appear. Otherwise, the CPU is normal. Event 7: Pokémon Battle (Melee), Debug menu (Melee only) CPTP_ITEM

Gallery