List of flaws in artificial intelligence (SSBM)
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The following is a list of flaws in the artificial intelligence of Super Smash Bros. Melee.
General[edit]
Category | Description | Character |
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Recovery | CPUs never attempt to fight off or evade edge guarders. | All |
CPUs only use their midair jumps and up special move to recover (or side special with Luigi) - never any alternate recovery methods such as side special moves, air dodges, or wall-grapples (as they never use grab aerials on the whole). They also never use wall jumps to aid their recovery in stages where these are possible. | All | |
CPU Luigi always uses Green Missile and never uses Super Jump Punch to recover, even when necessary. He also never charges the former move, most of the time failing to recover if the attack is not a misfire, even though he uses the move consecutive times. This leads to him self-destructing easily on stages that emphasize vertical recoveries, like Mushroom Kingdom II or Brinstar Depths.
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The CPUs shown at the right always aim in the same upward diagonal trajectory when recovering with their up special, even if using such a trajectory results in them failing to make it back while a more desirable trajectory would have allowed them to recover successfully. CPU Fox and Falco, however, may aim their up special straight at a foe on occasion if they are close enough. | ||
CPU Sheik always aims horizontally or vertically (depending on her position from the edge) with Vanish, never diagonally. | ||
A CPU Jigglypuff uses Sing instead of Pound or an air dodge after running out of midair jumps when recovering, guaranteeing a failed recovery if it cannot grab the ledge. Additionally, it always does so at exactly a certain distance away from the lower blast line each time. This is because CPUs, with the exception of Luigi, will never use their side special as a recovery move. Furthermore, despite Sing not granting any recovery aid, CPUs consider all up specials as recovery moves. | ||
CPU Ness uses PK Thunder 2 to recover only if he is set to level nine, and always aims it in an upward, barely horizontal trajectory. A lower level CPU Ness will fall and get KO'd if the midair jump is not enough to make it back to the stage. | ||
CPU Peach rarely uses her ability to float: she only uses it near the bottom of the stage after falling off with an attack, and unusually doesn't move around when doing so, simply stalling her eventual fall, and always holding it to the maximum length. This allows players to edgeguard her in a simple and easy way, while she would have survived otherwise.
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CPU Pikachu and Pichu always use both dashes of Quick Attack/Agility even if it's aiming the move towards a platform, nudging itself away from it with the second dash and self-destructing, though CPU Pikachu is less likely to SD. | ||
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 that causes them to miss the ledge. Depending on the attack's duration, this will often cause them to fail a recovery that was possible. | All | |
Repeated or Held Inputs | CPUs never charge attacks that require button holding, including smash attacks (with the exception of the Ice Climbers' forward smash), Shield Breaker, Hero's Bow, Skull Bash, Green Missile, Rollout (which in particular suffers from the CPU's behavior, since it has no effect other than leaving the user vulnerable if used without being charged), and the Super Scope, among others, the only exceptions being Zelda with Din's Fire, Sheik with Needle Storm and Ness with PK Flash. | All |
CPU Peach will sometimes get stuck at the bottom of certain plateaus on various stages, most notably the one on Hyrule Temple's far left side. She attempts to jump over the plateau but will immediately activate her unique second jump, whose properties keep her from getting over. As a result, she will repeatedly use her double jump in the corner until an opponent approaches her, an attractive item appears, or she is struck by an attack. | ||
CPU Link and Young Link never use the second hit of their forward smash; as a result, they have more difficulty KOing, 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 jabs, 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. | All | |
CPU Kirby under the effect of Stone never ends the transformation early. Besides allowing players to easily punish a CPU Kirby with powerful attacks, this causes 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.
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CPU Mario, Luigi, and Dr. Mario never move around nor rise when using their respective down specials. | ||
Attack Patterns | CPUs tend to heavily spam their neutral attacks and dash grabs against foes at close range, often forgoing other attacks like tilts, smashes or non-projectile specials. They also never approach foes on the ground with aerial attacks unless they were previously in midair. The difficulty of higher-leveled CPUs stems from not their more advanced fighting tactics, but the degree in which they can interrupt approaching foes with frame-perfect neutral attacks or grabs.
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CPUs tend to periodically use projectiles when walking towards the player from afar, even if they can be reflected or absorbed. They do so even when crossing pits on some stages, causing them to be left open to edge guards or self-destruct. | All | |
CPUs 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 when 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 to combo it into a shine (which can be easily avoided by teching), or Mario and his clones frequently using their back throws. | All | |
When an opponent is knocked down or hanging on a ledge, CPUs only use down tilts and down smashes to attack them, usually spamming the one they use first instead of switching between the two, even when some attacks like Captain Falcon's down smash can't hit foes on ledges. | All | |
CPUs cannot properly recognize the height differences that occur when standing on slopes, leading to things like a CPU flailing above an opponent with its jab when higher up on a slope. | All | |
Movement | CPUs never dash to move, acting almost immediately out of their initial dash to perform dash grabs and dash attacks, causing their approaches to be extremely slow and predictable. | All |
CPUs never initiate a fast fall intentionally, only doing so occasionally when trying to attack with a down aerial while falling down. | All | |
Taunting | AI players have poor taunting habits. After the CPU respawns, if the player was previously KO'd by it, the CPU will occasionally walk to the player and taunt for no apparent reason. | All |
Upon KOing a character, CPUs usually taunt, regardless of what is occurring around them. Additionally, when KOing an enemy horizontally from the middle of the 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. | All | |
Shielding & Dodging | While high-leveled CPUs always powershield projectiles when not in lag, they almost never shield or dodge other oncoming attacks, even at level nine; they never sidestep on the whole to dodge, only doing so when trying to shield and fall through a soft platform simultaneously.
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Like in Smash 64, CPUs still shield attacks when invincible, and still attack other opponents when they have respawn invincibility. When respawning themselves, they also reenter the fight instantly regardless of what is happening on the stage. | All | |
While CPUs always attempt to dodge certain attacks such as Yoshi Bomb, their dodges are often poor in these cases. For example, a CPU near an edge attempting to dodge such an attack may still roll towards the edge, resulting in the attack still hitting and KOing the CPU while it would have survived by dodging differently. | All | |
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. | All | |
Other | CPUs have almost nonexistent edgeguarding abilities: they normally just stand on the edge of the stage and throw off a typical jab or grab when the foe comes near, which often has poor KO power and instead allows the foe to recover again. Only CPU Mario, Dr. Mario, and Captain Falcon jump offstage instead to edgeguard foes. | Almost All |
CPUs never tech on walls or ceilings unless launched very close to them, causing them to be easily KO'd by stage spikes when they could have survived otherwise. | All | |
CPUs do not recognize 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. | All | |
Other than Fox and Falco using their Reflectors, CPUs always reflect projectiles with powershields only, even when some characters like Mario and Zelda have more effective reflectors, or when these can be absorbed for Ness and Mr. Game & Watch. In this case, they will prioritize shielding projectiles over anything else, often causing them to break their shields when shielding many rapid-fire projectiles such as Fox's Blaster shots.
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Despite their overuse of grabs, CPUs will continuously attack a Kirby player under the effect of Stone instead of simply grabbing him, allowing an easy escape. | All |
Character Specific[edit]
Character | Description |
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CPU Mario and Dr. Mario often try to edgeguard with their forward aerials, even when Dr. Mario's is not a meteor smash. More often than not, this attempt fails, sometimes leaving them unable to recover, causing SDs. Mario is more prone to SDs than Dr. Mario | |
The CPU characters shown on the left often use their up specials when the player is above them; not only this makes their attack choices predictable, but they use these moves even near an edge against an offstage player, leaping off it and self-destructing. | |
CPU Luigi tends to use Green Missile against foes near the attack's maximum range without charging it, making him easy to punish. This can also cause him to self-destruct on small stages if the attack misfires. | |
As noted before, CPU Peach almost never floats, hovering in place on the occasion that she does. | |
CPU Peach tends to use Peach Bomber against foes near the attack's maximum range, leaving her vulnerable if the attack misses.
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When approaching, CPU Bowser periodically uses Fire Breath even if there is no opponent on screen, making his approach significantly predictable and easy to counter. | |
CPU Bowser often uses Bowser Bomb on foes below him when in midair, regardless of what is below him. | |
CPU Bowser never shields projectiles when approaching the player, even at level nine, despite the AI's tendency to shield and even reflect any projectile. [1] | |
All of these flaws also apply to Giga Bowser. | |
CPU Yoshi tends to use Egg Lay as much as his grab. | |
CPU Yoshi spams Egg Throw against foes above him. | |
CPU Yoshi tends to approach with Egg Roll from large distances, chasing the player even if near an edge, often causing Yoshi to fall offstage and self-destruct. | |
CPU Link and Young Link never attempt to angle their Boomerangs. | |
CPU Zelda heavily spams her down tilt against foes at close range to "lock" them. | |
CPU Zelda uses Nayru's Love extremely rarely, not even using it for reflecting projectiles. | |
After a player semi-spikes a CPU Zelda close to the edge, she won't use Farore's Wind unless she is low and underneath the stage, or is hit by another player, causing her to be KO'd without trying to recover.
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CPU Sheik may use Chain instead of Needle Storm when approaching, leaving her easily vulnerable against attacks. She also rarely swings the chain around, and only if the foe is close to her. | |
CPU Ganondorf spams Dark Dive when an opponent is in front or above him. | |
As he approaches the player, CPU Ganondorf periodically uses Warlock Punch, Gerudo Dragon, and up tilt like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of his range, and the very long lag of these attacks making it easy for opponents to punish him. | |
CPU Samus repeatedly uses Bombs when above a foe in midair. | |
CPU Kirby tends to use his dash attack to approach. | |
CPU Kirby has an unusual behavior with Inhale: when he first uses it, he will repeatedly use it until he swallows a character. After that, he heavily spams the move he copied, including moves such as Marth's Shield Breaker that aren't commonly spammed by the AI.
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CPU Kirby often uses his Stone on foes below him when in midair, regardless of what is below him.
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CPU Pikachu and Pichu never use their jabs rapidly, always waiting for a jab's full duration to end before using another one. | |
CPU Pikachu and Pichu tend to use Skull Bash against foes near the attack's maximum range, without charging it, leaving them easily punishable. | |
CPU Pikachu and Pichu spam Thunder against foes above them. | |
CPU Pichu uses its electric attacks (especially Thunder Jolt) at the exact same rate as Pikachu, regardless of the recoil damage. | |
CPU Jigglypuff never uses Rollout or Rest.
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A CPU Mewtwo 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) never cancels the attack, and doesn't shoot the ball if there are no enemies directly in front of it, simply falling down and self-destructing. | |
If a player semi-spikes a CPU Mewtwo close to the edge, it will never use Teleport unless it is low and underneath the stage, or is hit by another player, causing Mewtwo to fail its recovery.
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CPU Ness never uses PSI Magnet; even when projectiles are shot in his vicinity, he just reflects them by powershielding. | |
If a player semi-spikes a CPU Ness close to the edge, and then edge guards him, he will use aerial attacks and never use PK Thunder 2 to recover unless he is low and underneath the stage, or is hit by another player, causing him to fail his recovery. | |
CPU Ness spams PK Flash against foes above him. Often times he times the explosion badly and the attack misses, leaving him open to punishes. | |
When using PK Thunder as an attack, CPU Ness won't send the beam back if it misses the foe, leaving him highly vulnerable to attacks during the move. | |
As he approaches the player, CPU Captain Falcon periodically uses Falcon Punch and Raptor Boost like how other CPUs use projectiles while approaching. He does this despite the opponent being completely out of range, and the very long lag of these attacks making it easy for opponents to punish him.
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CPU Captain Falcon always uses Raptor Boost after using forward throw or down throw on someone, even if it causes him to go offstage and self-destruct.
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CPU Captain Falcon often tries to attack foes with Falcon Dive after successfully executing an up throw, which is preceded by a single jump. The entire process is predictable and thus a poor attempt at comboing the opponent. | |
CPU Captain Falcon often tries to edgeguard offstage with his down aerial. More often than not, this attempt fails, leaving Falcon open to edge guards himself. | |
CPU Marth and Roy never use Counter. | |
When CPU Marth and Roy use Dancing Blade and Double-Edge Dance (respectively), after knocking their foe away with the first hit, they 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.
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CPU Mr. Game & Watch tends to spam his dash attack to approach. | |
CPU Mr. Game & Watch never uses Chef. | |
CPU Mr. Game & Watch uses Oil Panic at inappropriate moments, not for absorbing projectiles at all. | |
If a player semi-spikes a CPU Mr. Game & Watch close to the edge, he will never use Fire unless he is low and underneath the stage, or is hit by another player, causing him to fail to recover. |
Item Related[edit]
Item | Description |
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Any | CPUs never grab items while in midair, allowing the player to easily take items on platforms or falling down away from them. |
Any | A CPU Zelda that holds a throwing item usually throws 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 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.
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CPUs never change the trajectory of the Warp Star's dive, resulting in them self-destructing if the default trajectory happens to propel them offstage. | |
When a CPU grabs a Hammer, it chases opponents until it reaches a wall and continually jumps in place even if the obstacle can be jumped over. It also jumps offstage to chase opponents that have jumped off the stage, self-destructing in the process.[2]
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If they are next to the radius of Venusaur's earthquake or near Wobbuffet, CPUs may shield even if they are not in the Pokémon's damage radius. Unusually, they also hold their shields in place, which can result in a self-inflicted shield break. This is noticeable with the Wire Frames on the Legendary Pokémon event.
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CPUs never pick up items intentionally, regardless of their level, with the only exceptions being: healing items, Hammers, Poké Balls, and Cloaking Devices.
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Stage Related[edit]
Stage | Description |
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All stages with high platforms | When a player is standing on a platform that usually cannot be reached with a single jump, CPUs below it will jump only once and use their down aerial, being nowhere near hitting the player - they will repeat the process until the player moves out of the platform, allowing them to counterattack the CPUs or simply stall them out[3]. This is most notable with Bowser on Battlefield, where if a player stands on the highest point of the stage, Bowser will go into an infinite loop unless he is interrupted. |
On Princess Peach's Castle, CPUs will always run to the opposite side of the castle when Banzai Bill appears. During this period, they ignore opponents and don't 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 the CPUs' normal behavior pattern and they sometimes stay on the side of the castle where the Banzai Bill is and get KO'd by its explosion.
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On Brinstar, CPUs always go to the hovering metallic platform in the center when acid rises from the bottom. During this period, the CPU ignores opponents and doesn't attack or 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. | |
CPUs tend to self-destruct when transversing the pits on Jungle Japes, most of the time due to attacking a player near them or recovering badly; CPU Ness is the most prominent example, who, when crossing from one side of the stage to the other, will always use both of his jumps and try to recover with PK Thunder 2 when on the second pit (or simply fall into it if not at level 9), causing the beam to be blocked and self-destructing.
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For an unknown reason, high-level CPUs on Fourside tend to air dodge near the pits, which depending on their character can lead them to self-destruct. A notable example is Yoshi, who will always air dodge as he crosses the first pit when spawning from the right side of the stage, inevitably self-destructing. | |
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.
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On Green Greens, CPUs that fall through the pits will go below the central platform and aim their recovery towards it instead of towards the pits, getting KO'd in the process, allowing them to be very easily gimped. | |
On Mushroom Kingdom II, when battling against a CPU Luigi set as Player 2, if the player KOs him and then goes to the right part of the stage, Luigi will jump backward from the revival platform and miss the ledge, and then use Green Missile on the wall and self-destruct[6]. He will continue this indefinitely until interrupted by an item, Pidgit, or Birdo's eggs. | |
When the player stands still on certain locations in stages, all opposing CPUs 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[7]. A notable example of this is the right edge of the middle right platform in Battlefield, which can be exploited in Cruel Melee[8]. | |
When one of the aforementioned desired items spawn on the scale platforms, all CPUs cease movement until an opponent comes near or if the item is collected or disappears. | |
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. |