History ArtificialStupidity / FightingGames

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.
24th Nov '16 2:06:20 PM billybobfred
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Added DiffLines:

*** There is a spot on Battlefield where, if the player stands perfectly still, the AI just gives up entirely and refuses to move unless very explicitly provoked. Famously, this [[https://www.youtube.com/watch?v=FsGSvphhVtE allowed a player]] to score a whopping ''ten thousand'' [=KOs=] in Cruel Melee, a mode where earning just 10 [=KOs=] without AI-breaking is a mark of serious skill.
17th Nov '16 1:37:21 PM Midna
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*** 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. They're similarly unable to comprehend bumpers in ''Brawl''.

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*** 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. They're similarly unable to comprehend bumpers in ''Brawl''.''Brawl'' and ''SSB4''.



*** Some characters, like Mr. Game and Watch and Yoshi were particularly dumb, as they'd invariably approach you by performing a dashing attack or grab that would whiff if you just stood still, leaving themselves wide open for an attack. Therefore, it was possible to beat them ''without even moving''.
*** Also, characters with an ascending Up B attack, like Captain Falcon and Mario, would almost always use that move if you jumped directly above them from a distance. This would either leave them wide open for a retaliatory attack, or if they were standing at the edge of the level, potentially send them flying to their doom.

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*** Some characters, like Mr. Game and Watch and Yoshi were Yosh, are particularly dumb, as they'd they'll invariably approach you by performing a dashing attack or grab that would will whiff if you just stood stand still, leaving themselves wide open for an attack. Therefore, it was it's possible to beat them ''without even moving''.
*** Also, characters with an ascending Up B attack, like Captain Falcon and Mario, would will almost always use that move if you jumped jump directly above them from a distance. This would will either leave them wide open for a retaliatory attack, or if they were they're standing at the edge of the level, potentially send them flying to their doom.



*** The AI is completely unable to comprehend Jungle Japes, even on Level 9 difficulty. It will often completely fail to jump onto a platform, try to use it's recovery move but fail and then get swept away, losing a life in the process and then repeats the same mistake on a loop. See [[https://www.youtube.com/watch?v=i-b3tCc3sn0 Fox]] and [[https://www.youtube.com/watch?v=4RpldojemmU Roy]] demonstrating. Even Ness and Marth get in on the act. Brawl fixed this.
*** 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.

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*** The AI is completely unable to comprehend Jungle Japes, even on Level 9 difficulty. It will often completely fail to jump onto a platform, try to use it's its recovery move but fail and then get swept away, losing a life in the process and then repeats repeating the same mistake on a loop. See [[https://www.youtube.com/watch?v=i-b3tCc3sn0 Fox]] and [[https://www.youtube.com/watch?v=4RpldojemmU Roy]] demonstrating. Even Ness and Marth get in on the act. Brawl fixed this.
*** If you play on Hyrule Temple and select any number of Kirbys as your opponent, you could can 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 they'll slide all the way down the slopes and into the pit.



*** 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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*** 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. They only get the hint when they're about one inch away from them and unable to do anything about it.



*** They do realize the spikes are dangerous, when they're about one inch away from them and unable to do anything about it. Same with a few dangerous items, where they constantly approach the item only to roll away from it just before they get hurt.

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*** They do realize the spikes are dangerous, when they're about one inch away from them and unable to do anything about it. Same with a few dangerous items, where they The AI will constantly approach the item dangerous items only to roll away from it them just before they get hurt.



*** Without the 1.0.5 patch for ''3DS'' (which implements the ''[=WiiU=]'' AI), if you face Giant King Dedede in Classic mode on his Kirby's Adventure Game Boy stage, he might decide to roll away from you the instant the match starts, putting himself outside the blast line and resulting in a KO before the announcer is finished saying "Go".
*** Also in 3DS, While in All-star mode set on normal, and while facing Ganondorf on Magicant, it's possible to kill him by getting him to stand on the Dungeon Man that walks across the bottom of the stage. You do this by waiting for Dungeon Man to go underneath the left most platform, jumping on to Dungeon Man, waiting for Ganondorf to follow you onto Dungeon Man, and then you jump off back to the platform. Ganondorf will remain on Dungeon Man as he slowly walks off-screen.

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*** Without the 1.0.5 patch for ''3DS'' (which implements the ''[=WiiU=]'' ''Wii U'' AI), if you face Giant King Dedede in Classic mode on his Kirby's Adventure Dream Land Game Boy stage, he might decide to roll away from you the instant the match starts, putting himself outside the blast line and resulting in a KO before the announcer is finished saying "Go".
*** Also in 3DS, While while in All-star mode All-Star Mode set on normal, normal and while facing Ganondorf on Magicant, it's possible to kill him by getting him to stand on the Dungeon Man that walks across the bottom of the stage. You do this by waiting for Dungeon Man to go underneath the left most platform, jumping on to onto Dungeon Man, waiting for Ganondorf to follow you onto Dungeon Man, you, and then you jump off back to the platform. Ganondorf will remain on Dungeon Man as he slowly walks off-screen.
9th Oct '16 8:28:54 PM KamenRiderKrypton
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* In ''VideoGame/UltimateMarvelvsCapcom3'':

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* In ''VideoGame/UltimateMarvelvsCapcom3'':''VideoGame/UltimateMarvelVsCapcom3'':
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.
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