1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History ArtificialStupidity / FightingGames

3rd May '16 4:39:23 PM TheOneWhoTropes
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* In ''[[VisualNovel/UminekoNoNakuKoroNi Ougon Musoukyoku]]'', the easy mode AI puts up about as much of a fight as the training dummy for some reason.

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* In ''[[VisualNovel/UminekoNoNakuKoroNi ''[[VisualNovel/UminekoWhenTheyCry Ougon Musoukyoku]]'', the easy mode AI puts up about as much of a fight as the training dummy for some reason.
16th Feb '16 11:24:43 PM DarkSoldier
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*** [[https://www.youtube.com/watch?v=Is6taKZo010 This video]] shows just how "competent" the Level 9 CPU AI is when the player does [[SheatheYourSword absolutely nothing]].
6th Jan '16 8:50:49 PM nombretomado
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* ''SoulSeries'':

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* ''SoulSeries'':''VideoGame/SoulSeries'':
5th Nov '15 4:03:51 PM nombretomado
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* In the old ''[[RanmaOneHalf Ranma1/2]]'' fighting game ''Super Hard Battle'', final boss Herb invariably responds to projectiles by jumping over them and towards the opponent. Therefore, defeating him is as simple as using a projectile, hitting him with an anti-air attack (knocking him back to almost the exact spot where he started), and repeating.

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* In the old ''[[RanmaOneHalf Ranma1/2]]'' ''Manga/RanmaOneHalf'' fighting game ''Super Hard Battle'', final boss Herb invariably responds to projectiles by jumping over them and towards the opponent. Therefore, defeating him is as simple as using a projectile, hitting him with an anti-air attack (knocking him back to almost the exact spot where he started), and repeating.
6th Oct '15 6:05:48 PM MyFinalEdits
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* Despite being an SNKBoss on the last floor of the Tower of Souls, Algol in ''[[SoulSeries Soul Calibur IV]]'' has an exploitable AI: he tends to perform a low slash followed by a leaping low slash when he knocks your character down. If you happen to be lying on the edge of the arena, odds are he'll leap to his doom.

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* ''SoulSeries'':
**
Despite being an SNKBoss on the last floor of the Tower of Souls, Algol in ''[[SoulSeries Soul ''Soul Calibur IV]]'' IV'' has an exploitable AI: he tends to perform a low slash followed by a leaping low slash when he knocks your character down. If you happen to be lying on the edge of the arena, odds are he'll leap to his doom.
6th Oct '15 2:51:56 PM Miracle@StOlaf
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** ''Soul Edge'' laid the framework with its titular final boss, who had a habit of spamming a charged-up bum rush attack that cleared most of the arena. Since the move is well-telegraphed, it's quite easy to either sidestep or jump over Soul Edge when he does this and send him clear out of the ring.
10th Sep '15 11:24:35 AM MyFinalEdits
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* Several recent ''[[WWESmackdown WWE SmackDown! vs. RAW]]'' games exhibit problems during specialty matches, most notably the Elimination Chamber -- rather than fight normally, computer-controlled opponents will instead spend much of the match climbing up and down the chain rigging and corner chambers. Sometimes, rather than climb down, opponents will instead hurl their bodies off the chambers with diving attacks that almost always miss, inflicting upon them damage more grievous than the player-controlled character can effectively dole out. However, they do make up for this somewhat by constantly breaking pin attempts -- despite the fact that the Elimination Chamber is an elimination-style match and the computer, at least in theory, benefits from the elimination of other competitors just as much as the player does. Meanwhile, AI characters in the Royal Rumble mode have been known to eliminate themselves from the match by jumping onto an opponent outside the ring.

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* Several recent ''[[WWESmackdown WWE SmackDown! vs. RAW]]'' RAW]]'':
** Several
games exhibit problems during specialty matches, most notably the Elimination Chamber -- rather than fight normally, computer-controlled opponents will instead spend much of the match climbing up and down the chain rigging and corner chambers. Sometimes, rather than climb down, opponents will instead hurl their bodies off the chambers with diving attacks that almost always miss, inflicting upon them damage more grievous than the player-controlled character can effectively dole out. However, they do make up for this somewhat by constantly breaking pin attempts -- despite the fact that the Elimination Chamber is an elimination-style match and the computer, at least in theory, benefits from the elimination of other competitors just as much as the player does. Meanwhile, AI characters in the Royal Rumble mode have been known to eliminate themselves from the match by jumping onto an opponent outside the ring.



* [[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 ''[[Videogame/WWERaw 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.



* 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}}'', 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]]''.
**
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.



* The [=AI=] in ''[[VideoGame/JumpSuperStars Jump! Ultimate Stars]]'' for the DS is the worst fighting [=AI=] short of MUGEN. The AI is so bad that most players recommend that people DO NOT BUY THE GAME if they don't have access to Wi-Fi. The AI will kill itself more often than you can kill it! The AI in JUS will jump to their death repeatedly in just about any stage with a pit in it, even after they've just respawned!
** Let's not forget status effects. Auto-Run and Burn will cause the AI to do nothing but run straight ahead (even into a pit or wall) and Confusion makes them do the same thing but in reverse. Blind, Guard Seal and Movement Seal (which only seals your directional movement and jumping, not attacking or blocking) will cause the AI to do nothing but stand still, not even blocking.

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* The [=AI=] in ''[[VideoGame/JumpSuperStars Jump! Ultimate Stars]]'' for the DS is the worst fighting [=AI=] short of MUGEN. Stars]]'':
**
The AI is so bad that most players recommend that people DO NOT BUY THE GAME if they don't have access to Wi-Fi. The AI will kill itself more often than you can kill it! The AI in JUS will jump to their death repeatedly in just about any stage with a pit in it, even after they've just respawned!
** Let's not forget status Status effects. Auto-Run and Burn will cause the AI to do nothing but run straight ahead (even into a pit or wall) and Confusion makes them do the same thing but in reverse. Blind, Guard Seal and Movement Seal (which only seals your directional movement and jumping, not attacking or blocking) will cause the AI to do nothing but stand still, not even blocking.



* Your partner AI in the ''VideoGame/SuperSmashBros'' has the intelligence of a garden slug on rhino dookey while the enemy AI are vicious tigers. [[TheComputerIsACheatingBastard Unfair, ain't it]]?
** In ''Melee'', there was something called the "flipper dance": when fighting a single computer opponent, pick a stage with a decent-sized flat base and no movement-affecting gimmicks, such as Final Destination, take a flipper and just throw it straight so that it lands at walking height between you and the opponent and just stand still a few feet behind it. The enemy will slowly walk towards you, then, right before hitting the flipper, will dodge roll backwards, then start walking towards you again, rinse and repeat until the flipper expires. It never gets old to watch the computer completely forget it can jump.
*** They're similarly unable to comprehend bumpers in ''Brawl''.
** In the same game, some characters like Captain Falcon and Ganondorf will randomly throw out their strongest, but slowest attacks ''while you're nowhere near them'', presumably hoping you'll just stumble into them. A player using Roy can have a field day with them thanks to his Counter special.

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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. [[TheComputerIsACheatingBastard Unfair, ain't it]]?
tigers.
** In ''Melee'', there was ''Melee'':
*** There is
something called the "flipper dance": when fighting a single computer opponent, pick a stage with a decent-sized flat base and no movement-affecting gimmicks, such as Final Destination, take a flipper and just throw it straight so that it lands at walking height between you and the opponent and just stand still a few feet behind it. The enemy will slowly walk towards you, then, right before hitting the flipper, will dodge roll backwards, then start walking towards you again, rinse and repeat until the flipper expires. It never gets old to watch the computer completely forget it can jump.
***
jump. They're similarly unable to comprehend bumpers in ''Brawl''.
** In the same game, some *** Some characters like Captain Falcon and Ganondorf will randomly throw out their strongest, but slowest attacks ''while you're nowhere near them'', presumably hoping you'll just stumble into them. A player using Roy can have a field day with them thanks to his Counter special.



** In Brawl, the AI can navigate custom stages fairly well...unless it has [[SpikesOfDoom spikes]]. [=CPUs=] don't quite seem to get the idea that spikes are bad, and it's not uncommon to see a CPU work his damage up hundreds higher than normal just bouncing on spikes.

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*** Luigi's infamous glitch where he uses his side special (which propels him horizontally as a missile) whenever he falls off the stage and usually fails. If he had used his up special (a big vertical jump) he would have survived, but the programming doesn't let him do so. The problem is that Luigi has two recovery moves, but the [=AI=] can only be taught one per character. This was fixed in ''Brawl''.
*** If you select Ness as your opponent, and select Jungle Japes, if you don't move at all Ness will perform a double jump straight into the river, regardless of what the AI level is (however, if you set the level to a higher one, he'll attempt to use PK Thunder, which ends up hitting the platform you are standing on). This was fixed in ''Brawl'' where he does the exact same thing, but manages to grab onto the edge of the platform and climb up. There's [[https://www.youtube.com/watch?v=i-b3tCc3sn0 an infamous video]] on YouTube of a level-9 CPU-controlled Fox continuously hurling himself into the river in Jungle Japes over and over again in the exact same way while the player ([[MemeticMutation playing Luigi, of course]]) never moves from their starting point. That video stops at 50, because there's a small chance of Fox breaking out of the cycle. [[https://www.youtube.com/watch?v=4RpldojemmU Roy, on the other hand]], has no such saving grace.
*** If you play on Hyrule Temple and select any number of Kirbys as your opponent, you could effortlessly trick them into turning to rocks directly above the hole that goes down to the lower levels of the stage, in which case they would slide all the way down the slopes and into the pit.
*** Even a ''level 9 CPU Marth'' can act extremely stupid. Select him as an opponent and play on the Jungle Japes stage. Knock him off the stage once, and while he's respawing, quickly get onto the platform at the far right of the stage. Your opponent should jump toward you each time he respawns, only to perform his up+B special away from you, killing himself.
*** Some [[AttackOfTheFiftyFootWhatever giant characters]] you go up against in one-player mode (specifically Yoshi) may start the match off by leaping off the edge of their platform into a BottomlessPit, ending the fight in less than 5 seconds. It happens in Brawl too, but less often and usually a little later into the fight. Metal characters also suffer sometimes; they drop faster but the AI doesn't always acknowledge that. Donkey Kong is particularly bad with this in Adventure Mode. Giant DK is likely to stumble and fall into the water or trap himself under the stage when using his up special in Jungle Japes; if you simply stand still, he usually won't make it across. Similarly, Kongo Jungle has two tiny Donkey Kongs who will often jump down towards you from the upper platforms of the stage at the same time, and you can eliminate them simultaneously in seconds with a well-timed up smash.
** In Brawl, the ''Brawl'':
*** The
AI can navigate custom stages fairly well...unless it has [[SpikesOfDoom spikes]]. [=CPUs=] don't quite seem to get the idea that spikes are bad, and it's not uncommon to see a CPU work his damage up hundreds higher than normal just bouncing on spikes.



** Throughout the series, no matter how high you set the computer's skill level at, they always make the mistake of walking onto motion sensor bombs no matter how visible they are.
*** Made funnier in Brawl by the fact that they'll briefly hesitate before doing so, as if contemplating whether it's a good idea or not.
** Let's not forget Luigi's infamous glitch in Melee, where he would use his side special (which propels him horizontally as a missile) whenever he fell off the stage and usually fail. If he had used his up special (a big vertical jump) he would have survived, but the programming doesn't let him do so. The problem was that Luigi had two recovery moves, but the [=AI=] could only be taught one per character. This was fixed in Brawl.
** In Melee, if you select Ness as your opponent, and select Jungle Japes, if you don't move at all Ness will perform a double jump straight into the river, regardless of what the AI level is (however, if you set the level to a higher one, he'll attempt to use PK Thunder, which ends up hitting the platform you are standing on). This was fixed in Brawl where he does the exact same thing, but manages to grab onto the edge of the platform and climb up.
*** There's [[https://www.youtube.com/watch?v=i-b3tCc3sn0 an infamous video]] on YouTube of a level-9 CPU-controlled Fox continuously hurling himself into the river in Jungle Japes over and over again in the exact same way while the player ([[MemeticMutation playing Luigi, of course]]) never moves from their starting point. That video stops at 50, because there's a small chance of Fox breaking out of the cycle. [[https://www.youtube.com/watch?v=4RpldojemmU Roy, on the other hand]], has no such saving grace.
*** As of Smash 4, [[http://youtu.be/jTPc0XruPzs?t=4m39s Jungle Japes still gives the CPU problems.]]
** In Melee, if you play on Hyrule Temple and select any number of Kirbys as your opponent, you could effortlessly trick them into turning to rocks directly above the hole that goes down to the lower levels of the stage, in which case they would slide all the way down the slopes and into the pit.
** Even a ''level 9 CPU Marth'' can act extremely stupid in Melee. Select him as an opponent and play on the Jungle Japes stage. Knock him off the stage once, and while he's respawing, quickly get onto the platform at the far right of the stage. Your opponent should jump toward you each time he respawns, only to perform his up+B special away from you, killing himself.
** In Brawl, the AI will always perform an air dodge immediately after being struck in air, or being hit into the air, oblivious to the fact that there's a brief window of vulnerability as one ends. It's quite easy to juggle them to death by simply timing your attacks.
** In Melee, some [[AttackOfTheFiftyFootWhatever giant characters]] you go up against in one-player mode (specifically Yoshi) may start the match off by leaping off the edge of their platform into a BottomlessPit, ending the fight in less than 5 seconds. It happens in Brawl too, but less often and usually a little later into the fight. Metal characters also suffer sometimes; they drop faster but the AI doesn't always acknowledge that.
*** Donkey Kong is particularly bad with this in Melee's Adventure Mode. Giant DK is likely to stumble and fall into the water or trap himself under the stage when using his up special in Jungle Japes; if you simply stand still, he usually won't make it across. Similarly, Kongo Jungle has two tiny Donkey Kongs who will often jump down towards you from the upper platforms of the stage at the same time, and you can eliminate them simultaneously in seconds with a well-timed up smash.

to:

** Throughout the series, no matter how high you set the computer's skill level at, they always make the mistake of walking onto motion sensor bombs no matter how visible they are.
*** Made funnier in Brawl by the fact that they'll briefly hesitate before doing so, as if contemplating whether it's a good idea or not.
** Let's not forget Luigi's infamous glitch in Melee, where he would use his side special (which propels him horizontally as a missile) whenever he fell off the stage and usually fail. If he had used his up special (a big vertical jump) he would have survived, but the programming doesn't let him do so.
The problem was that Luigi had two recovery moves, but the [=AI=] could only be taught one per character. This was fixed in Brawl.
** In Melee, if you select Ness as your opponent, and select Jungle Japes, if you don't move at all Ness will perform a double jump straight into the river, regardless of what the AI level is (however, if you set the level to a higher one, he'll attempt to use PK Thunder, which ends up hitting the platform you are standing on). This was fixed in Brawl where he does the exact same thing, but manages to grab onto the edge of the platform and climb up.
*** There's [[https://www.youtube.com/watch?v=i-b3tCc3sn0 an infamous video]] on YouTube of a level-9 CPU-controlled Fox continuously hurling himself into the river in Jungle Japes over and over again in the exact same way while the player ([[MemeticMutation playing Luigi, of course]]) never moves from their starting point. That video stops at 50, because there's a small chance of Fox breaking out of the cycle. [[https://www.youtube.com/watch?v=4RpldojemmU Roy, on the other hand]], has no such saving grace.
*** As of Smash 4, [[http://youtu.be/jTPc0XruPzs?t=4m39s Jungle Japes still gives the CPU problems.]]
** In Melee, if you play on Hyrule Temple and select any number of Kirbys as your opponent, you could effortlessly trick them into turning to rocks directly above the hole that goes down to the lower levels of the stage, in which case they would slide all the way down the slopes and into the pit.
** Even a ''level 9 CPU Marth'' can act extremely stupid in Melee. Select him as an opponent and play on the Jungle Japes stage. Knock him off the stage once, and while he's respawing, quickly get onto the platform at the far right of the stage. Your opponent should jump toward you each time he respawns, only to perform his up+B special away from you, killing himself.
** In Brawl, the
AI will always perform an air dodge immediately after being struck in air, or being hit into the air, oblivious to the fact that there's there being a brief window of vulnerability as one ends. It's quite easy to juggle them to death by simply timing your attacks.
** In Melee, some [[AttackOfTheFiftyFootWhatever giant characters]] Throughout the series, no matter how high you go up against in one-player mode (specifically Yoshi) may start set the match off by leaping off the edge of their platform into a BottomlessPit, ending the fight in less than 5 seconds. It happens in Brawl too, but less often and usually a little later into the fight. Metal characters also suffer sometimes; computer's skill level at, they drop faster but the AI doesn't always acknowledge that.
make the mistake of walking onto motion sensor bombs no matter how visible they are. Made funnier in ''Brawl'' as they'll briefly hesitate before doing so, as if contemplating whether it's a good idea or not.
** In ''Smash 4'':
*** Donkey Kong is particularly bad with this in Melee's Adventure Mode. Giant DK is likely to stumble and fall into the water or trap himself under the stage when using his up special in [[http://youtu.be/jTPc0XruPzs?t=4m39s Jungle Japes; if you simply stand still, he usually won't make it across. Similarly, Kongo Jungle has two tiny Donkey Kongs who will often jump down towards you from Japes still gives the upper platforms of the stage at the same time, and you can eliminate them simultaneously in seconds with a well-timed up smash.CPU problems.]]



* In one ''StreetFighter'' game, the AI character of Balrog would react to many moves by trying to jump over them and punch you. E. Honda's hundred hand slap would cause him to keep jumping into it until he was dead.
** It gets funnier: In every iteration of SFII prior to Super SFII, Balrog/M. Bison would routinely perform his array of dash punches and hardly [[IdiotBall anything else]]. This would lead to him being easily countered by a sweep attack or projectile attack. Similarly, Zangief could be defeated by simply backing into a corner and repeatedly jump kicking him in the head.

to:

* ''Franchise/StreetFighter'':
**
In one ''StreetFighter'' game, the AI character of Balrog would react to many moves by trying to jump over them and punch you. E. Honda's hundred hand slap would cause him to keep jumping into it until he was dead.
** It gets funnier:
dead. In every iteration of SFII prior to Super SFII, Balrog/M. Bison would routinely perform his array of dash punches and hardly [[IdiotBall anything else]]. This would lead to him being easily countered by a sweep attack or projectile attack. Similarly, Zangief could be defeated by simply backing into a corner and repeatedly jump kicking him in the head.



* In ''VideoGame/UltimateMarvelvsCapcom3'', when repeatedly using Doctor Doom's Hidden Missiles special, CPU controlled opponents will only block, even if they are standing within striking distance of a totally defenseless Doctor Doom. The CPU opponent proceeds to take chip damage until KO-ed. This occurs on even the hardest difficulty setting.

to:

* In ''VideoGame/UltimateMarvelvsCapcom3'', when ''VideoGame/UltimateMarvelvsCapcom3'':
** When
repeatedly using Doctor Doom's Hidden Missiles special, CPU controlled opponents will only block, even if they are standing within striking distance of a totally defenseless Doctor Doom. The CPU opponent proceeds to take chip damage until KO-ed. This occurs on even the hardest difficulty setting.



* The computer opponents in ''WindyXWindam'' almost never block anything, even at the highest difficulty setting. In most cases, this allows characters with launcher attacks to lift the opponent into the air and juggle them until they die.
** Unless they're lying on the ground, they won't think to block or dodge multiple-hit ranged attacks (especially [[LimitBreak super moves]], which activate after a two-second delay).
* In the higher difficulty levels of ''VideoGame/DragonBallZBudokai 3'', AI opponents are much more likely to try and use ultimate moves on you, which are difficult to connect against a moving target and a huge drain of ki. If you go purely evasive once they activate hyper mode, you can usually wait for them to run out of ki, then utterly thrash on them while they recover. If you get good at this, the harder levels can be ''easier'' than the normal ones.
** Likewise, the strongest AI is programmed to attempt to out-teleport counter the player no matter what. Such a teleport consumes one energy bar, so a savvy player can get an energy advantage, then lure the AI into a teleport chain for the sole purpose of depleting their energy. Considering strong hits cause transformations to revert while under a minimum of energy bars, this was a ''huge'' issue.

to:

* The computer opponents in ''WindyXWindam'' almost never block anything, even at the highest difficulty setting. In most cases, this allows characters with launcher attacks to lift the opponent into the air and juggle them until they die.
**
die. Unless they're lying on the ground, they won't think to block or dodge multiple-hit ranged attacks (especially [[LimitBreak super moves]], which activate after a two-second delay).
* In the higher difficulty levels of ''VideoGame/DragonBallZBudokai 3'', AI opponents are much more likely to try and use ultimate moves on you, which are difficult to connect against a moving target and a huge drain of ki. If you go purely evasive once they activate hyper mode, you can usually wait for them to run out of ki, then utterly thrash on them while they recover. If you get good at this, the harder levels can be ''easier'' than the normal ones.
** Likewise,
ones. Also, the strongest AI is programmed to attempt to out-teleport counter the player no matter what. Such a teleport consumes one energy bar, so a savvy player can get an energy advantage, then lure the AI into a teleport chain for the sole purpose of depleting their energy. Considering strong hits cause transformations to revert while under a minimum of energy bars, this was a ''huge'' issue.



* ''VideoGame/DissidiaFinalFantasy'' has A.I. that is good in some things and hopeless in others. On one hand, the best A.I. can [[PerfectPlayAI dodge your attacks perfectly]]; on the other, pathfinding tends to get [[http://www.youtube.com/watch?v=mSd2q48jK4k screwed up]].
** It's especially apparent with [[VideoGame/FinalFantasyXII Gabranth]], who can't really do much outside of [[SuperMode EX-Mode]]. Instead of charging EX-Gauge like a madman when you're not close enough to punish it, he just [[WhatAnIdiot jogs back and forth]].

to:

* ''VideoGame/DissidiaFinalFantasy'' ''VideoGame/DissidiaFinalFantasy'':
** The game
has A.I. that is good in some things and hopeless in others. On one hand, the best A.I. can [[PerfectPlayAI dodge your attacks perfectly]]; on the other, pathfinding tends to get [[http://www.youtube.com/watch?v=mSd2q48jK4k screwed up]].
**
up]]. It's especially apparent with [[VideoGame/FinalFantasyXII Gabranth]], who can't really do much outside of [[SuperMode EX-Mode]]. Instead of charging EX-Gauge like a madman when you're not close enough to punish it, he just [[WhatAnIdiot jogs back and forth]].



* VideoGame/{{DefJamSeries}}'s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a [[SarcasmMode surprisingly]] NonLethalKO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.
* DragonballXenoverse plays this straight and averts it. Enemy AI, for the most part, is perfectly serviceable...unfortunately the same can't be said for your computer-controlled teammates. Good luck getting them to do anything other than stand around, fly in circles, or waltz into ultimate attacks. This can be particularly infuriating in story-mode missions that require you to keep them alive.

to:

* VideoGame/{{DefJamSeries}}'s ''VideoGame/{{DefJamSeries}}'''s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a [[SarcasmMode surprisingly]] NonLethalKO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.
* DragonballXenoverse ''VideoGame/DragonballXenoverse'' plays this straight and averts it. Enemy AI, for the most part, is perfectly serviceable...unfortunately the same can't be said for your computer-controlled teammates. Good luck getting them to do anything other than stand around, fly in circles, or waltz into ultimate attacks. This can be particularly infuriating in story-mode missions that require you to keep them alive.
17th May '15 10:59:03 PM MJC
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* VideoGame/{{DefJamSeries}}'s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a [[SarcasmMode surprisingly]] NonLethalKO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.

to:

* VideoGame/{{DefJamSeries}}'s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a [[SarcasmMode surprisingly]] NonLethalKO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.Hard.
* DragonballXenoverse plays this straight and averts it. Enemy AI, for the most part, is perfectly serviceable...unfortunately the same can't be said for your computer-controlled teammates. Good luck getting them to do anything other than stand around, fly in circles, or waltz into ultimate attacks. This can be particularly infuriating in story-mode missions that require you to keep them alive.
16th May '15 5:21:45 PM ShinyTsukkomi
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* The [=AI=] in ''[[JumpSuperStars Jump! Ultimate Stars]]'' for the DS is the worst fighting [=AI=] short of MUGEN. The AI is so bad that most players recommend that people DO NOT BUY THE GAME if they don't have access to Wi-Fi. The AI will kill itself more often than you can kill it! The AI in JUS will jump to their death repeatedly in just about any stage with a pit in it, even after they've just respawned!

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* The [=AI=] in ''[[JumpSuperStars ''[[VideoGame/JumpSuperStars Jump! Ultimate Stars]]'' for the DS is the worst fighting [=AI=] short of MUGEN. The AI is so bad that most players recommend that people DO NOT BUY THE GAME if they don't have access to Wi-Fi. The AI will kill itself more often than you can kill it! The AI in JUS will jump to their death repeatedly in just about any stage with a pit in it, even after they've just respawned!
19th Apr '15 10:12:06 AM Fulgore2005
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* VideoGame/{{DefJamSeries}}'s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a TooDumbToLive KO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.

to:

* VideoGame/{{DefJamSeries}}'s Def Jam: Fight For NY has this in the Free For Alls that take place in 125 Street Station. Providing you stay out of the action, the computer players will likely take the fight to the train tracks. It is likely they will continue to fight on the tracks even though there is an audio cue of the metro train coming. Sometimes, one player will be smart and get to higher ground. However, it is possible for them to stay on the track, leading to them getting run over leading to a TooDumbToLive KO.[[SarcasmMode surprisingly]] NonLethalKO. In a 4-player battle, it's even possible for all three computer-controlled players to be run over by the train, instantly making you the winner. As such, it is possible to beat the AI in a Subway Free For All without even attacking once, even on Hard.
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