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Character
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Attack choices
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When a foe gets very close to them after they roll, land from midair or finish another attack, CPUs will nearly always use a grab, or occasionally a jab is the foe is not shielding, becoming predictable.
- If the player constantly stays a safe distance away from the CPU, it will aggresively dash towards them and use a dash grab or stop the dash in close, making its approach predictable. During this period, the CPU also won't attempt to dodge the player's attacks.
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When launched upwards, CPUs tend to fall down above the player and use a down aerial when in close range, or a stall-then-fall special if they have one, even though this can be easily shielded and punished, when landing safely away from the player would have been a better option.
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Like in Melee and Brawl, CPUs that launch a foe a significant distance upwards will just wait for them on the ground to spam up tilts and up smashes as they come near, rarely using other attacks.
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As mentioned above, CPUs make constant use of their forward smash and grab to attack at close range.
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CPUs persistently try to use certain projectiles or special moves even when only one of them can be out at a time, or when a certain period of time must pass for the special to be used again; they will just use it again with no results, causing them to become vulnerable most of the time. These moves include Clown Cannon, Mechakoopa, Wario Bike, Banana Peel, Robin's four special moves (of which Thunder and Arcfire suffer the most from this behavior), Robo Beam, Gyro, Pikmin Throw and Bonus Fruit.
- When at a long distance from a player, a CPU may even stall in place trying to spam these moves, without trying to approach the player at all for a long while.
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When at a moderate distance from a foe, most CPUs often jump before shooting projectiles, even if these are fired in a straight horizontal trajectory, such as Water Shuriken or Charge Shot, or at an otherwise more vertical angle, such as Shot Put, causing them to miss if the foe just stays on the ground.
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When using a projectile repeatedly, CPUs tend to not move and reposition themselves between uses of it, causing them to constantly miss with projectiles that only cover a specific distance, such as Shot Put and Explosive Flame, leaving themselves open.
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CPUs are extremely incompetent at attacking foes hanging on ledges: when this happens, they most of the time just stay in place and spam their usual special moves, even if they don't reach the foe at all, and attack with a down tilt or smash only if they were previously near the ledge, rarely approaching at all. This easily allows the player to get up freely or stall the CPUs on the ledge by edge hopping and attacking them from above.
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Shielding and Dodging
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If a CPU is not in lag when a nearby player has intangibility from a roll or sidestep, it will also roll, taking the intangibility as a menace; if this is done repeatedly, the CPU will continously roll around, seemingly rolling in lockstep with the player, attacking only if the player is not intangible as the CPU's lag ends, instead of simply punishing them. This easily allows the player to bait the CPU and get followups.
- CPUs also behave similarly when the player has invincibility via respawning or equipment.
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CPUs hold their shield against incoming attacks even if they have remarkable shield breaking potential (such as Hand Slap, also notorious with items like the Hammer and Home-Run Bat) or are strengthened enough by equipment to do so, allowing the player to easily set up followups and KOs on them afterwards.
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As mentioned above, CPUs shielding attacks at a fair distance might hold them for a long time or constantly put them on and off until they are close to breaking, regardless of what the player does.
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When on a platform, CPUs shielding attacks from below will just hold their shields in place if attacked repeatedly, or drop them to then shield the next attack again, not trying to roll or jump away until their shield is close to breaking. This allows them to be easily shield stabbed.
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When a player charges a special move whose charge can be held indefinitely, such as Hero's Bow or Rollout, CPUs without projectiles (or approach special moves they spam) behave rather eccentrically: they will recurrently jump and fall down while moving a slight distance forward, repeating the process and randomly rolling away from the player as they get closer, only attacking if the player is within close range as they jump or land. While they still attempt to dodge these attacks when released, this behavior can be easily exploited by unleashing the attack as they are falling down, invariably hitting them.
- CPUs also behave this way against a Wii Fit Trainer player using Deep Breathing, despite her becoming vulnerable, no matter how long the move is used.
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Recovery
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When recovering while above ground level, CPU Link and Toon Link at high levels will use their Boomerang even if that leaves them vulnerable against nearby edge guarders, or otherwise doesn't reach the foe at all. CPU Mario and Dr. Mario behave the same way with Fireball/Megavitamins, as does CPU Pikachu with Thunder Jolt.
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When using their up specials during recovery while above ground level, CPU Fox and Falco will aim for nearby onstage foes instead of a safe ledge, leaving themselves easily punishable.
- CPU Mii Swordfighter exhibits the same behavior with Skyward Slash Dash, assuming the move is equipped.
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CPU Palutena never uses Super Speed to recover, and won't try to attack after using Jump Glide even when onstage. CPU R.O.B. behaves similarly with Robo Burner, not attacking or dodging after using it until landing or grabbing an edge.
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CPU Pac-Man never uses Power Pellet to recover.
When using Pac-Jump, CPU Pac-Man often doesn't bounce on the trampoline again unless a wall in front forces him to do so, causing him to be KO'd if the first bounce doesn't achieve enough distance for him to recover.
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(pre-1.0.5) CPU Luigi, Sheik and Zero Suit Samus never aid their recoveries with their respective down specials, causing them to fail their recoveries and get KO'd if their other recovery moves do not attain enough distance to get back onto the stage.
(pre-1.0.6) CPU Mii Brawler similarly never uses Feint Jump to recover.
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(pre-1.0.6) When using Abandon Ship, CPU Bowser Jr. never attacks with the hammer, instead air dodging continously when pursued until landing or grabbing an edge.
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(pre-1.0.6) CPUs of characters with multiple midair jumps, as well as Ness, often intentionally hover by the ledge using up all of them before grabbing it, instead of simply getting back to the stage, leaving themselves open to subsequent gimps.
(1.0.5 onward) This behavior is still exhibited by Ness and Lucas in current versions of Smash 4. In his case, they always distance away from the edge to aim at it with PK Thunder 2 (or z-air in the case of Lucas), becoming extremely vulnerable to gimps.
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As mentioned above, CPUs will never avoid or fight off edgeguarders during their recovery, making them much easier to KO than human players.
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At high levels, CPU Wario most of the time aids his recovery with Wario Bike before using Corkscrew. When knocked out of the move's jump, however, he may persistently try to use the move again even if he hasn't got the Bike back, initiating Wario's "searching around" animation and getting KO'd.
- He may also exhibit this behavior if his Bike is onstage due to a prior use of the move.
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In most cases, CPU Diddy Kong aims Rocketbarrel Boost horizontally, even if the stage ledge is above him, causing him to be KO'd when he could have survived otherwise.
- CPU Mii Gunner behaves similarly with Arm Rocket, assuming the move is equipped.
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CPU Charizard never uses Flare Blitz to recover.
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CPU Ness always aims PK Thunder 2 in the same upwards, barely horizontal trajectory when recovering, often causing him to fail to recover if the ledge or platform he is aiming at is at a more horizontal distance (as the CPU commonly won't wait to be below it to use the move either).
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At high levels, CPU Shulk often activates his Jump Art before using Air Slash to recover. However, he does this even if he had already used another Art, having to scroll all the way to the Jump Art before being able to use Air Slash, waiting too long to recover and getting KO'd.
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CPU Mega Man at high levels usually tries to use Crash Bomber after Rush Coil if he doesn't grab an edge instantly with the move, even though it doesn't affect recovery; in some occasions, this can cause him to miss a nearby ledge and get KO'd.
- At low levels, he may even use Crash Bomber only, without using Rush Coil at all, causing him to be KO'd without trying to recover.
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When using Soaring Axe Kick and Stone Scabbard for recovery, CPU Mii Fighters won't wait to be underneath the ledge they're aiming at, at a range the distance given by the move is more desirable for recovering, habitually using the move instantly after their midair jump and self-destructing easily because of the moves' falldown.
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Other
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When hit by Mega Man's up aerial, CPUs often use a midair jump after taking its repeated hits, even if they end up being pushed by the tornado towards the upper blast line, getting KO'd earlier by the move.
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When Shurikens of Light are repeatedly shot against CPUs at a far distance (near to the point where the move gets maximum power), they will just hold their shield in place even if the attack doesn't reach them at all, holding it until it's close to breaking if the player doesn't cease fire, allowing the player to get easy shield stabs and breaks on them afterwards. In this situation, CPUs with reflectors will also rarely use them at all.
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CPUs still ignore when Team Attack is on, carelessly using powerful moves like smash attacks even if there are teammates with high damage near them, thus KOing them. When accidentally grabbing teammates, they will also still pummel and throw them.
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Reminiscent of Brawl
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When launched a high distance, high-leveled CPUs will almost always air dodge after hitstun ends, very ocassionally jumping or using an aerial attack instead, which allows players to easily get followups on them. In this case, they will also never interrupt their air dodges with an action besides another dodge.
- In this situation, CPUs may also air dodge continously until they land, without trying to counterattack pursuing players at all, and will still air dodge when close to the ground as well, becoming vulnerable due to the landing lag.
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When grabbing edges, CPUs frequently choose to jump from them instead of using other options, ignoring players that may punish them.
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During the period a player has respawn invincibility, CPUs will still jump into a nearby platform, and flee to others when the player pursues them, without attempting to dodge their attacks.
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When a player and a CPU with a chargeable projectile are on opposite sides of a stage, the CPU will still constantly charge and fire the projectile in place until the player comes near, allowing them to easily reflect or absorb them.
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CPU Kirby often uses his forward aerial after a midair jump to attack edgeguarders during his recovery, regardless of his level, which, while making him harder to gimp, is a very predictable and stoppable process as the CPU will never attempt to act differently.
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CPU Meta Knight tends to use Dimensional Cape over his other special moves to recover, even when Shuttle Loop and Drill Rush are vastly superior options; he usually only uses the former when a ledge is directly above him, and never uses the latter at all.
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CPUs with a Gooey Bomb or Crash Bomber stuck to them constantly shield and dodge until they wear off or explode, ignoring nearby players in the process.
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