History Main / AIBreaker

2nd Dec '16 7:35:35 PM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

** The AI in ''VideoGame/PokemonSunAndMoon'' is unaware that Minior, with its rock casing intact, is immune to non-volatile status conditions.[[note]]Sleep, Paralysis, Freeze, Burn, Poison[[/note]] As a result, even high-level computer players will try to use non-damaging status moves like Thunder Wave, Hypnosis, or Toxic over and over on Minior without having any effect. Even computer players at the Battle Tree will do this, which is supposed to be the AI at its smartest, though it will switch after two turns of nothing. Outside of the Battle Tree though, the AI will never stop trying the move for as long as it's available.
22nd Nov '16 11:44:11 PM AnonFangeekGirl
Is there an issue? Send a Message


* In the novel ''[[Literature/TheAvatarChronicles Epic]]'' by Conor Kostick, about a world-spanning government based on an MMORPG, this is a plot point, when the main character figures out that an extremely lethal dragon can be defeated by multiple people attacking it one at a time. The dragon goes after whoever deals the most damage. If the damage is roughly equal, the dragon attacks whoever attacked most recently. By getting a group of people together to shoot the dragon one at a time with arrows, they manage to kill the dragon, an almost unheard-of feat.

to:

* In the novel ''[[Literature/TheAvatarChronicles Epic]]'' by Conor Kostick, about a world-spanning government based on an MMORPG, this is a plot point, when the main character figures out that an extremely lethal dragon can be defeated by multiple people attacking a group of comparatively low-level characters by exploiting its attack patterns- it will always attack the one at a time. The dragon goes after whoever deals who dealt the most damage. If damage, or, if the damage is roughly equal, the dragon attacks whoever attacked the most recently. By getting The main character gets a group of people characters together to shoot with an insane amount of arrows, and two party members take turns firing at the dragon from opposite directions, so the dragon can't make it to the first attacker before the second attacker triggers it to move in the other direction (with backup archers in case either one at a time with arrows, they manage to kill misses), repeating until the dragon, an almost unheard-of feat.dragon suffers DeathOfAThousandCuts (and when both the main and backup archers fail, the main character's DrawAggro move becomes ''very'' useful).
6th Nov '16 11:29:03 AM SJMistery
Is there an issue? Send a Message

Added DiffLines:

*** Also, they are programmed to airdodge every time you input an attack, even if you are a mile away, and (in the case of charged attacks like Smash attacks) they never take into account if you released the attack or not, but instead they will act as if you had tried to hit them with a quick move. With proper timing, this will result in the CPU airdodging then coming straight into the attack, over and over. Similarly, if you charge a Side or Down Smash, they will also try to roll into you the moment you start charging, with predictably hillarious results.
25th Oct '16 2:56:37 AM Viira
Is there an issue? Send a Message


** In the first-generation ''Franchise/{{Pokemon}}'' games, the computer would always primarily use an attack [[ElementalRockPaperScissors Super effective against you.]] So what happens when an enemy has the move Agility available and you have a Poison-type out? Well, Agility is a Psychic-type attack (even though it has no offensive use and just raises the user's Speed), so the computer would spam Agility! BRILLIANT! Oh, and the best part: The computer has infinite PP, so they will never stop using Agility! This happened most famously in ''LetsPlay/TwitchPlaysPokemonRed'', where the poisonous Venomoth of the player(s) beat Lance's dragon pokémon who spammed Agility, which instantly gave the Venemoth many, many levels in sheer BadAss.

to:

** In the first-generation ''Franchise/{{Pokemon}}'' games, the computer would always primarily use an attack [[ElementalRockPaperScissors Super effective against you.]] So what happens when an enemy has the move Agility available and you have a Poison-type out? Well, Agility is a Psychic-type attack (even though it has no offensive use and just raises the user's Speed), so the computer would spam Agility! BRILLIANT! Oh, and the best part: The computer has infinite PP, so they will never stop using Agility! This happened most famously in ''LetsPlay/TwitchPlaysPokemonRed'', where the poisonous Venomoth of the player(s) beat Lance's dragon pokémon who spammed Agility, which instantly gave the Venemoth many, many levels in sheer BadAss.badass.
11th Oct '16 11:09:54 AM dotchan
Is there an issue? Send a Message


** Blade Man from ''VideoGame/MegaMan10'' is a really annoying ThatOneBoss for those new to the game. He jumps all over the walls and ceiling, giving you little opportunity to attack him, and his signature move is a spread of three painful [[ThrowingYourSwordAlwaysWorks thrown swords]] ''aimed at the player''. However, if you get familiar with his movement, and know where to stand and move such that his swords will ALWAYS miss, he becomes the most predictable boss of the eight.

to:

** Blade ''VideoGame/MegaMan1'': Elec Man can kill you in three hits with a hard to dodge attack, but timed correctly, [[http://www.youtube.com/watch?v=4FMCwvh60tM you can prevent him from ''VideoGame/MegaMan10'' is a really annoying ThatOneBoss for those new to the game. He jumps all over the walls and ceiling, giving you little opportunity to ever attacking.]]
** Three ''VideoGame/MegaMan2'' bosses are ''purely reactive''. Metal Man will not
attack him, unless Mega Man does (or the player waits a while) and his signature move is a spread of three painful [[ThrowingYourSwordAlwaysWorks thrown swords]] ''aimed at the player''. However, if you get familiar with his movement, and know where to stand and move such that his swords Crash Man will ALWAYS miss, he becomes only jump and attack if Mega Man jumps or shoots. Heat Man however, takes the most predictable boss of cake. It's possible to force him to do his charging attack if the eight.player times shots correctly, and all the player has to do is jump over him.



** [[VideoGame/MegaMan1 Elec Man]] can kill you in three hits with a hard to dodge attack, but timed correctly, [[http://www.youtube.com/watch?v=4FMCwvh60tM you can prevent him from ever attacking.]]
** Rather hilariously, the final boss of ''VideoGame/{{Mega Man X7}}'' can be defeated with Zero by taking about two steps forward, then two or three steps (depending on camera angle) to the right and then holding down the button that executes Zero's reflective guard move. The boss either misses or hits ''himself'' with every attack. The actual position is a little tricky to get into, unfortunately, but once there, you're set.
** Boomer Kuwanger in the first ''VideoGame/MegaManX1'' game after half of his health is depleted will continue to teleport around. If the player stands in the middle and shoots left and right, there's a good chance Boomer Kuwanger can't attack back.
** Three ''VideoGame/MegaMan2'' bosses are ''purely reactive''. Metal Man will not attack unless Mega Man does (or the player waits a while) and Crash Man will only jump and attack if Mega Man jumps or shoots. Heat Man however, takes the cake. It's possible to force him to do his charging attack if the player times shots correctly, and all the player has to do is jump over him.
** Guts Man is [[http://www.youtube.com/watch?v=0o1RosfnTIk particularly good at this]] in ''VideoGame/MegaManPoweredUp''.



** In the first ''VideoGame/MegaManZero'' game, Harpuia will always react to getting hit with a fully charged Ice shot by shooting three easily avoidable wave attacks. By the time he's finished firing all three attacks you'll be fully charged again and can fire another shot, and he'll just respond the exact same way. You can trap him in that pattern until he dies. He gets slightly smarter in the sequel, but not by much. You can still use basically the same strategy.

to:

** In Blade Man from ''VideoGame/MegaMan10'' is a really annoying ThatOneBoss for those new to the first ''VideoGame/MegaManZero'' game, Harpuia will always react game. He jumps all over the walls and ceiling, giving you little opportunity to getting hit with attack him, and his signature move is a fully charged Ice shot by shooting spread of three painful [[ThrowingYourSwordAlwaysWorks thrown swords]] ''aimed at the player''. However, if you get familiar with his movement, and know where to stand and move such that his swords will ALWAYS miss, he becomes the most predictable boss of the eight.
** Guts Man is [[http://www.youtube.com/watch?v=0o1RosfnTIk particularly good at this]] in ''VideoGame/MegaManPoweredUp''.
** Lots of bosses in ''VideoGame/MegaManX1'' can have their behavior broken by their weaknesses[[note]]Chill Penguin goes up in flames, Spark Mandrill is literally frozen in place, and Sting Chameleon will bounce back and forth between two corners of the ceiling
easily avoidable wave attacks. By reached by X's boomerangs[[/note]], but Boomer Kuwanger can also be stuck in a loop by an extremely risky dance of death--he'll try to teleport in to bull rush X and slam him into the time he's finished firing all three attacks you'll be fully charged again and can fire another shot, and he'll just respond the exact same way. You can trap him in ceiling, but if you dart out of range while he attempts this, you get a bunch of free shots on him. This is such an effective strategy that pattern until he dies. He gets slightly smarter in the sequel, but not by much. You can still use basically the same strategy.most high-level speedrunners choose to tackle his stage second and buster duel him to death.



** Rather hilariously, the final boss of ''VideoGame/{{Mega Man X7}}'' can be defeated with Zero by taking about two steps forward, then two or three steps (depending on camera angle) to the right and then holding down the button that executes Zero's reflective guard move. The boss either misses or hits ''himself'' with every attack. The actual position is a little tricky to get into, unfortunately, but once there, you're set.
** The speedrunner [=HideOfBeast=], who plays the X games under severe constraints[[note]]X only, no armour or upgrades, no special weapons, ''no getting hit'', sometimes even no dashing![[/note]], has had to break several bosses' AI to beat them. ''VideoGame/MegaManX2'' boss [[http://www.youtube.com/watch?v=lYMBrXC1eCY Bubble Crab]] is easily the one he's embarrassed the most.
** In the first ''VideoGame/MegaManZero'' game, Harpuia will always react to getting hit with a fully charged Ice shot by shooting three easily avoidable wave attacks. By the time he's finished firing all three attacks you'll be fully charged again and can fire another shot, and he'll just respond the exact same way. You can trap him in that pattern until he dies. He gets slightly smarter in the sequel, but not by much. You can still use basically the same strategy.



** The speedrunner [=HideOfBeast=], who plays the X games under severe constraints[[note]]X only, no armour or upgrades, no special weapons, ''no getting hit'', sometimes even no dashing![[/note]], has had to break several bosses' AI to beat them. [[http://www.youtube.com/watch?v=lYMBrXC1eCY Bubble Crab]] is easily the one he's embarrassed the most.
11th Oct '16 11:03:07 AM dotchan
Is there an issue? Send a Message


** In ''VideoGame/MegaMan4'', Toad Man's A.I. is all kinds of broken. First off, he will only use Rain Flush if he's a certain distance away from you; get right up in his face, and he'll try to jump on you. This leaves him open to a Mega Buster to the back, causing him to jump again. Lather, rinse, repeat. Even better, those of you with good timing can stand just far enough away and pelt him with Buster shots in a certain rhythm; time it correctly, and he will stop and restart his Rain Flush animation every time he takes damage, rendering himself ''completely immobile''.

to:

** In ''VideoGame/MegaMan4'', Toad Man's A.I. is all kinds of broken. First off, he will only use Rain Flush if he's a certain distance away from you; get right up in his face, and he'll try to jump on you. This leaves him open to a Mega Buster to the back, causing him to jump again. Lather, rinse, repeat. Even better, those of you with good timing can stand just far enough away and pelt him with Buster shots in a certain rhythm; time it correctly, and he will stop and restart his Rain Flush animation every time he takes damage, rendering himself ''completely immobile''. (Bright Man has a similar issue, only using Bright Stopper when his health is at certain exact HP levels, which means he won't use them if you Mega Buster him to death or spam pellets at the right thresholds.)
22nd Sep '16 11:15:17 PM ShadictheHedgehog
Is there an issue? Send a Message


** Also added by ''Duodecim'' was "EX Revenge" which triggered instead of EX Mode if you tried to activate it while being hit. Why this is relevant is Gabranth. Gabranth's only real HP Attacks (which end EX Revenge) are while he's in EX Mode, otherwise he can only charge the Ex Gauge. So forcing an AI Gabranth into Ex Revenge will cause it to rapid-fire EX Charge (which is best used as a constant "attack") when it would be more effective for it to use Brave Attacks to try and Break you.

to:

** Also added by ''Duodecim'' was "EX Revenge" which triggered instead of EX Mode if you tried to activate it while being hit. Why this is relevant is Gabranth. Gabranth's only real HP Attacks (which end EX Revenge) are while he's in EX Mode, otherwise he can only charge the Ex Gauge.use EX Charge. So forcing an AI Gabranth into Ex Revenge will cause it to rapid-fire EX Charge (which is best used as a constant "attack") when it would be more effective for it to use Brave Attacks to try and Break you.
22nd Sep '16 11:13:00 PM ShadictheHedgehog
Is there an issue? Send a Message

Added DiffLines:

** Also added by ''Duodecim'' was "EX Revenge" which triggered instead of EX Mode if you tried to activate it while being hit. Why this is relevant is Gabranth. Gabranth's only real HP Attacks (which end EX Revenge) are while he's in EX Mode, otherwise he can only charge the Ex Gauge. So forcing an AI Gabranth into Ex Revenge will cause it to rapid-fire EX Charge (which is best used as a constant "attack") when it would be more effective for it to use Brave Attacks to try and Break you.


Added DiffLines:

*** He can also be destroyed by Golbez constantly spamming "Night Glow," due to the attack starting with a shield that deflects Feral Chaos' attacks, followed by a damaging move that smacks him straight into the ceiling.
1st Aug '16 7:11:42 PM Gingerkitteh
Is there an issue? Send a Message


** In the very first mission of ''VideoGame/CommandAndConquerRedAlert3: Uprising'' you need to get a large group of infantry past several of the expansion's GameBreaker units. The enemy fields artillery units that can transform into AwesomePersonnelCarrier with a [[GatlingGood anti-infantry Gatling gun]]. In your force, you have units that can disable vehicles, but a single enemy unit can kill most of them with its close-range APC weapon. Try to just run a crowd past the enemy, and they'll massacre them with artillery fire. Winning the mission honestly is almost impossible. Alternatively, you can order a single soldier to run in a circle just withing artillery range. The enemy tank will keep firing and [[HeroTrackingFailure missing him]] and will not start to transform into an APC until you fire at it. [[CurbStompBattle With your entire infantry force positioned point-blank around it.]]

to:

** In the very first mission of ''VideoGame/CommandAndConquerRedAlert3: Uprising'' you need to get a large group of infantry past several of the expansion's GameBreaker units. The enemy fields artillery units that can transform into AwesomePersonnelCarrier with a [[GatlingGood anti-infantry Gatling gun]]. In your force, you have units that can disable vehicles, but a single enemy unit can kill most of them with its close-range APC weapon. Try to just run a crowd past the enemy, and they'll massacre them with artillery fire. Winning the mission honestly is almost impossible. Alternatively, you can order a single soldier to run in a circle just withing within artillery range. The enemy tank will keep firing and [[HeroTrackingFailure missing him]] and will not start to transform into an APC until you fire at it. [[CurbStompBattle With your entire infantry force positioned point-blank around it.]]
1st Aug '16 7:09:16 PM Gingerkitteh
Is there an issue? Send a Message


** Similarly, with Engineers the AI always tried to take over your Tiberium silos. Even if it has to walk past your Construction Yard or other valueable buildings, not to mention other units eager to shoot them, to get there. When you don't have silos, it may send Engineers into defense structures, which can't be taken over. (You as the player cannot give such an order; when the computer does it, the engineers just disappear into the building which remains unaffected.)

to:

** Similarly, with Engineers the AI always tried to take over your Tiberium silos. Even if it has to walk past your Construction Yard or other valueable valuable buildings, not to mention other units eager to shoot them, to get there. When you don't have silos, it may send Engineers into defense structures, which can't be taken over. (You as the player cannot give such an order; when the computer does it, the engineers just disappear into the building which remains unaffected.)
This list shows the last 10 events of 566. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.AIBreaker