History ArtificialStupidity / FightingGames

27th Jul '16 12:17:59 PM Malady
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* The first two Mortal Kombat 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 Mortal Kombat ''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
22nd Jul '16 4:44:30 AM Morgenthaler
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* 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).

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* The computer opponents in ''WindyXWindam'' ''VideoGame/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).
3rd Jul '16 1:48:30 PM FlakyPorcupine
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* ''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.

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* ''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.alive.
* ''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.
31st May '16 12:39:04 PM mario0987
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*** 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.

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*** If you select Ness as your opponent, and select The AI is completely unable to comprehend Jungle Japes, if you don't move at all Ness even on Level 9 difficulty. It will perform a double often completely fail to jump straight into the river, regardless of what the AI level is (however, if you set the level to onto a higher one, he'll attempt platform, try to use PK Thunder, which ends up hitting it's recovery move but fail and then get swept away, losing a life in the platform you are standing on). This was fixed in ''Brawl'' where he does process and then repeats the exact same thing, but manages to grab onto the edge of the platform and climb up. There's mistake on a loop. See [[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 Fox]] 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, Roy]] demonstrating. Even Ness and Marth get in on the other hand]], has no such saving grace.act. Brawl fixed this.



*** 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.
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.
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