History ArtificialStupidity / FightingGames

2nd May '18 1:24:31 PM 1810072342
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* ''VideoGame/NitroplusBlasterzHeroinesInfiniteDuel'' has a final SNKBoss, Al Azif Ex Mortis, who would be unbeatable if not for artificial stupidity. Many of her particular foibles ending up looking hilarious: for example, she will casually allow herself to be hit over and over again by Ouka's dashing attack. Because she will always use aerial recovery when knocked down, Saya can repeatedly juggle her with her moves that create stalagmites, until she randomly thinks to use an air dash after recovering.

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* ''VideoGame/NitroplusBlasterzHeroinesInfiniteDuel'' has a final SNKBoss, Al Azif Ex Mortis, who would be unbeatable if not for artificial stupidity. Many of her particular foibles ending up looking hilarious: for example, she will casually allow herself to be hit over and over again by Ouka's dashing attack. Because she will always use aerial recovery when knocked down, Saya can repeatedly juggle her with her moves that create stalagmites, until she randomly thinks to use an air dash after recovering.recovering.
* ''VideoGame/BlazBlueCentralFiction'':
** Bang's Overdrive replaces his normal movement with rapid eight-way dashes. The computer defaults to using this for ConfusionFu; they will dash around as much as possible and only really attack if you happen to be near them. Throwing out enough attacks that have decent reach can lead to Bang defeating himself by complete accident.
** If you get behind the computer while they're walking forwards, they sometimes won't register it and will continue walking for several seconds even if they're just rubbing their nose on the wall.
28th Mar '18 9:58:34 PM rwe1138
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* The first two ''VideoGame/MortalKombat'' games were bad for this. The computer especially in the later levels would 100% counter-throw any attempts to throw it, and barring a few special moves it would perfectly duck or block any special attack you can throw. However it was terrible at reading jump kicks and footsweeps, so people in the arcade tended to resort to that. This led to long strings of spectacularly dull matches where the only attacks used were jump kicks and footsweeps. Even the juggle combos after jump kicks weren't used as it was simply easier to throw a jump kick, back flip to safety than to launch a specifically timed jump kick and quickly throw out a special attack after you land

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* The first two ''VideoGame/MortalKombat'' games were bad for this. The computer especially in the later levels would 100% counter-throw any attempts to throw it, and barring a few special moves it would perfectly duck or block any special attack you can throw. However it was terrible at reading jump kicks and footsweeps, so people in the arcade tended to resort to that. This led to long strings of spectacularly dull matches where the only attacks used were jump kicks and footsweeps. Even the juggle combos after jump kicks weren't used as it was simply easier to throw a jump kick, back flip to safety than to launch a specifically timed jump kick and quickly throw out a special attack after you landland.
21st Dec '17 12:17:43 AM Boba_Fett88
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Added DiffLines:

*** Despite the learning functionality of amiibos, Donkey Kong's amiibo is notorious for never retaining anything you try to teach it. The most glaring problem is that he'll spam aerials, fail to land most of them, get punished for it, and continuing to spam and whiff them. This is how every other amiibo learns not to spam ineffective attacks, but not Donkey Kong for some reason.
30th Sep '17 10:43:41 AM nombretomado
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* In the computer fighting game ''BigBangBeat: 1st Impression'', you have an energy meter which depletes as you attack, and disables most of your attacks when it drops low enough. You can recharge this meter using the classic SNK "stand still and hold down a button" method. The computer, which is also limited by this bar, tends to ''tap'' the button, meaning they charge with at best a tenth of the speed you do, and most of the time fail to charge at all. Thus, you can usually win any fight by turtling until the opponent's bar runs out, and then bashing him to pieces as he futilely tries to recharge.

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* In the computer fighting game ''BigBangBeat: ''VideoGame/BigBangBeat: 1st Impression'', you have an energy meter which depletes as you attack, and disables most of your attacks when it drops low enough. You can recharge this meter using the classic SNK "stand still and hold down a button" method. The computer, which is also limited by this bar, tends to ''tap'' the button, meaning they charge with at best a tenth of the speed you do, and most of the time fail to charge at all. Thus, you can usually win any fight by turtling until the opponent's bar runs out, and then bashing him to pieces as he futilely tries to recharge.
10th Aug '17 9:32:29 AM Luigifan
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** Also, [[VideoGame/FinalFantasyV Exdeath]]. His whole fighting style is centered around [[CounterAttack blocking and countering]]. The A.I. doesn't seem to grasp that concept very well and instead of patiently waiting for you to make a mistake, just spams slow and predictable attacks.

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** Also, [[VideoGame/FinalFantasyV Exdeath]]. [[StoneWall His whole fighting style is centered around around]] [[CounterAttack blocking and countering]].countering]], to the point where the developers have gone on record saying that [[GameBreaker he's pretty much invincible]] in the hands of a player [[DifficultButAwesome who knows how to use him properly]]. The A.I. doesn't seem to grasp that concept very well and instead of patiently waiting for you to make a mistake, just spams slow and predictable attacks. (Which is pretty much for the best, considering that, as perviously mentioned, Exdeath is borderline-overpowered in the hands of an expert player -- now imagine him being controlled by [[PerfectPlayAI an entity]] [[ComputersAreFast with literally superhuman reaction times]] and the ability to know exactly what you're doing the instant you commit to doing it.)
3rd Aug '17 2:43:10 PM xelldx
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* Your partner AI in the ''VideoGame/SuperSmashBros'' series has the intelligence of a garden slug on rhino dookey while the enemy AI are vicious tigers.

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* Your partner AI in the ''VideoGame/SuperSmashBros'' series has the intelligence of a garden slug on rhino dookey feces while the enemy AI are vicious tigers.tigers/wolves/bears.
26th Jun '17 9:28:28 AM Gimere
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* In the computer fighting game ''BigBangBeat: 1st Impression'', you have an energy meter which depletes as you attack, and disables most of your attacks when it drops low enough. You can recharge this meter using the classic SNK "stand still and hold down a button" method: However, you have to HOLD the button to charge. The computer, which IS limited by this bar as well, tends to TAP the button, meaning they charge with at best a tenth of the speed you do, and most of the time fail to charge at all. Thus, you can usually win any fight by turtling until the opponent's bar runs out, and then bashing him to pieces as he futilely tries to recharge.
* ''[[WWESmackdown WWE SmackDown! vs. RAW]]'':

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* In the computer fighting game ''BigBangBeat: 1st Impression'', you have an energy meter which depletes as you attack, and disables most of your attacks when it drops low enough. You can recharge this meter using the classic SNK "stand still and hold down a button" method: However, you have to HOLD the button to charge. method. The computer, which IS is also limited by this bar as well, bar, tends to TAP ''tap'' the button, meaning they charge with at best a tenth of the speed you do, and most of the time fail to charge at all. Thus, you can usually win any fight by turtling until the opponent's bar runs out, and then bashing him to pieces as he futilely tries to recharge.
* ''[[WWESmackdown WWE SmackDown! vs. RAW]]'':Wrestling/WWEVideoGames:



* ''[[Videogame/WWERaw WWE Raw 2]]'' on the Xbox combined this with ObviousBeta. In almost every match, the AI would attempt to pin your character the first chance it got. As in, it would do a grapple to get you on the ground then attempt a pin 4 seconds into the match. Whilst this is occasionally TruthInTelevision, what would happen next is not. The player would mash the buttons to break the pin, and then before they could recover, the AI would attempt to pin them again. And again. And again. It was not uncommon to see matches reach the 20 minute time limit and end in a draw simply because the player was stuck in a cycle of infinite pin attempts.

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* ''[[Videogame/WWERaw WWE ** ''WWE Raw 2]]'' 2'' on the Xbox combined this with ObviousBeta. In almost every match, the AI would attempt to pin your character the first chance it got. As in, it would do a grapple to get you on the ground then attempt a pin 4 seconds into the match. Whilst this is occasionally TruthInTelevision, what would happen next is not. The player would mash the buttons to break the pin, and then before they could recover, the AI would attempt to pin them again. And again. And again. It was not uncommon to see matches reach the 20 minute time limit and end in a draw simply because the player was stuck in a cycle of infinite pin attempts.
11th Apr '17 7:00:20 AM GoblinCipher
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*** Some characters, like Mr. Game and Watch and Yosh, are particularly dumb, as they'll invariably approach you by performing a dashing attack or grab that will whiff if you just stand still, leaving themselves wide open for an attack. Therefore, it's possible to beat them ''without even moving''.

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*** Some characters, like Mr. Game and Watch and Yosh, Yoshi, are particularly dumb, as they'll invariably approach you by performing a dashing attack or grab that will whiff if you just stand still, leaving themselves wide open for an attack. Therefore, it's possible to beat them ''without even moving''.
15th Mar '17 9:06:32 PM nombretomado
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* The [[FightingGame Fighting]] GameMaker, ''{{MUGEN}}'', being accessible to amateurs and highly popular, has [=AIs=] that fall everywhere on the scale. On the one hand, you have ones that make the official [[SNKBoss SNK Bosses]] look easy; on the other, somewhere out there, there's a [[VideoGame/MegaManX Zero]] character with an AI so badly written, it will actually ''[[GameBreakingBug crash the game]]''. In counterpart, there are some characters (and AI patches for SEVERAL characters) out there with an AI so well-coded that makes it almost look like you're playing against a pro, averting this trope.

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* The [[FightingGame Fighting]] GameMaker, ''{{MUGEN}}'', ''{{VideoGame/MUGEN}}'', being accessible to amateurs and highly popular, has [=AIs=] that fall everywhere on the scale. On the one hand, you have ones that make the official [[SNKBoss SNK Bosses]] look easy; on the other, somewhere out there, there's a [[VideoGame/MegaManX Zero]] character with an AI so badly written, it will actually ''[[GameBreakingBug crash the game]]''. In counterpart, there are some characters (and AI patches for SEVERAL characters) out there with an AI so well-coded that makes it almost look like you're playing against a pro, averting this trope.
28th Dec '16 11:58:43 AM hyphz
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* ''VideoGame/{{Nidhogg}}'''s computer-controlled fencers in single player hardly acknowledge stage hazards, and will hardly change tactics if you figure out how to counter them.

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* ''VideoGame/{{Nidhogg}}'''s computer-controlled fencers in single player hardly acknowledge stage hazards, and will hardly change tactics if you figure out how to counter them.them.
* ''VideoGame/NitroplusBlasterzHeroinesInfiniteDuel'' has a final SNKBoss, Al Azif Ex Mortis, who would be unbeatable if not for artificial stupidity. Many of her particular foibles ending up looking hilarious: for example, she will casually allow herself to be hit over and over again by Ouka's dashing attack. Because she will always use aerial recovery when knocked down, Saya can repeatedly juggle her with her moves that create stalagmites, until she randomly thinks to use an air dash after recovering.
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