History Main / AIBreaker

8th Jun '17 3:17:16 AM jormis29
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* ''U.N. Squadron'' / ''Manga/{{Area 88}}''[='=]s stage 3 boss (the forest fortress) and stage 8 boss (the battleship) have turrets that fire at you...but only at preset angles. If you position yourself far away enough from and slightly above the altitude of a turret, you'll be perfectly safe from it while in place to pound it into pieces. The same applies to their counterparts in the SNES port.

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* ''U.N. Squadron'' / ''Manga/{{Area ''VideoGame/{{Area 88}}''[='=]s stage 3 boss (the forest fortress) and stage 8 boss (the battleship) have turrets that fire at you...but only at preset angles. If you position yourself far away enough from and slightly above the altitude of a turret, you'll be perfectly safe from it while in place to pound it into pieces. The same applies to their counterparts in the SNES port.
26th May '17 10:24:06 AM ZombieAladdin
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** ''VideoGame/MarioKart8'' has the 200cc engine class, which is an extremely fast speed compared to the then fastest 150cc class. 200cc has the speed cranked so high that the AI can barely handle it. Depending on the track played, you can see the AI smash into the walls or go flying off the track and into a BottomlessPit.

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** ''VideoGame/MarioKart8'' has the 200cc engine class, which is an extremely fast speed compared to the then fastest 150cc class. 200cc has the speed cranked so high that the AI can barely handle it. Depending on the track played, you can see the AI smash into the walls or go flying off the track and into a BottomlessPit. The clearest case of this is [[BubblyClouds Cloudtop Cruise]], which has a shortcut near the end involving driving off the track and landing on a series of small platforms. The AI is programmed to attempt this shortcut, and almost every single time, it will overshoot the platforms and fall off every lap, making it one of the easiest tracks to place 1st in 200cc (provided you've accustomed yourself to the track).
21st May '17 5:46:01 PM nombretomado
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*** 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.
* In ''WiiSports'''s boxing, the player can literally get their rank off the chart (and if they go at it long enough, off the screen!) by simply weaving back and forth, then countering when the AI throws a punch. A human player can just aim where you are going to be.

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*** 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 hilarious results.
* In ''WiiSports'''s ''VideoGame/WiiSports'''s boxing, the player can literally get their rank off the chart (and if they go at it long enough, off the screen!) by simply weaving back and forth, then countering when the AI throws a punch. A human player can just aim where you are going to be.
9th May '17 7:52:11 AM BSonirachi
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* [[OlderThanTheNES Older Than The NES]] with {{VideoGame/Adventure}} on the Atari 2600. The [[GoddamnBats bat that steals your items]] in some game modes can be lured into castles with an item. Since the bat will never change direction unless it sees another item, it will simply fly into the wall instead of attempting to leave the castle.

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* [[OlderThanTheNES Older Than The NES]] with {{VideoGame/Adventure}} ''{{VideoGame/Adventure}}'' on the Atari 2600. The [[GoddamnBats [[GoddamnedBats bat that steals your items]] in some game modes can be lured into castles with an item. Since the bat will never change direction unless it sees another item, it will simply fly into the wall instead of attempting to leave the castle.



** 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.
** They would also use attacks Super Effective against their foe's type even if said foe had another type to cancel it out. Take, for example, Poisonpowder. Super effective against Grass, but did nothing to Poison types. And did you know that every single Pokemon in the Celadon Gym had Poisonpowder? A brand new, Level 5 Bulbasaur never took damage once because the foes would only use Poisonpowder, which Bulbasaur was immune to. And, thanks to the blatant lack of Poison moves in the first generation, that was the only Poison move any of them knew, since the only other options were Poison Sting and Sludge, which none of them could learn, and Acid, which none of them had.
** In ''Pokemon Stadium 2'', Gym Leader Chuck is programmed to lead with the move [=DynamicPunch=] and then use the best possible move after it hits. If you use a Ghost Pokemon, which are immune to the move, Chuck will continue to use [=DynamicPunch=], giving you 5 free turns to KO each of his Pokemon. This even works in Round 2!
** Similarly, Bruno of the Elite Four in Generation IV will start with Counter, a move that does twice as much damage to its opponent as its user received that turn. If the user took no damage, Counter does nothing. Bruno will continue using Counter even if your Pokemon does nothing but boost itself, allowing you to fully set up and sweep his whole team.
** Prior to Generation IV, computer players (unlike human players) never switch their Pokemon, even if the matchup is extremely unfavorable for them (except for Agatha and a very few other trainers, namely cool trainers, who wastes a lot of moves switching their Pokemon every other turn for no apparent reason. Gen 3 Blue will swap if his Pokemon is put to sleep and slowly dying.). If you use Trick to give them a Choice item and lock them into using a single move, then you can switch to a Pokemon that resists that move and setup to your heart's desire. Amazingly, the computer won't switch even if they're forced to Struggle.
*** Even in Gen V AI trainers still switch out so rarely that for one to do so is an event in itself. They're gained the sense to switch out if a Choice item is forcing them to use an ineffective move, but you can now break them in a different way by having a Durant use Entrainment to pass the Truant ability onto them,or utilizing Skill Swap. This forces them to only act every other turn, which can be abused by any Pokemon with a stat boosting move and Protect to keep them from taking damage on the turns where their opponent can attack. Once again, this tactic could easily be countered by simply switching Pokemon, but they won't, presumably because they're still capable of choosing moves that ''could'' hurt you, if not for Protect. That said,a double battle plus Skill Swap removing Truant from Slaking still equals big trouble.

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** 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 Dragon-type Pokémon who spammed Agility, which instantly gave the Venemoth Venomoth many, many levels in sheer badass.
** They would also use attacks Super Effective against their foe's type even if said foe had another type to cancel it out. Take, for example, Poisonpowder. Super effective against Grass, but did nothing to Poison types. Poison-types. And did you know that every single Pokemon Pokémon in the Celadon Gym had Poisonpowder? A brand new, Level 5 Bulbasaur never took damage once because the foes would only use Poisonpowder, which Bulbasaur was immune to. And, thanks to the blatant lack of Poison moves in the first generation, that was the only Poison move any of them knew, since the only other options were Poison Sting and Sludge, which none of them could learn, and Acid, which none of them had.
** In ''Pokemon ''Pokémon Stadium 2'', Gym Leader Chuck is programmed to lead with the move [=DynamicPunch=] and then use the best possible move after it hits. If you use a Ghost Pokemon, Ghost-type Pokémon, which are immune to the move, Chuck will continue to use [=DynamicPunch=], giving you 5 free turns to KO each of his Pokemon.Pokémon. This even works in Round 2!
** Similarly, Bruno of the Elite Four in Generation IV will start with Counter, a move that does twice as much damage to its opponent as its user received that turn. If the user took no damage, Counter does nothing. Bruno will continue using Counter even if your Pokemon Pokémon does nothing but boost itself, allowing you to fully set up and sweep his whole team.
** Prior to Generation IV, computer players (unlike human players) never switch their Pokemon, Pokémon, even if the matchup is extremely unfavorable for them (except for Agatha and a very few other trainers, namely cool trainers, who wastes a lot of moves switching their Pokemon Pokémon every other turn for no apparent reason. Gen 3 Blue will swap if his Pokemon Pokémon is put to sleep and slowly dying.). If you use Trick to give them a Choice item and lock them into using a single move, then you can switch to a Pokemon Pokémon that resists that move and setup to your heart's desire. Amazingly, the computer won't switch even if they're forced to Struggle.
*** Even in Gen V AI trainers still switch out so rarely that for one to do so is an event in itself. They're gained the sense to switch out if a Choice item is forcing them to use an ineffective move, but you can now break them in a different way by having a Durant use Entrainment to pass the Truant ability onto them,or utilizing Skill Swap. This forces them to only act every other turn, which can be abused by any Pokemon Pokémon with a stat boosting move and Protect to keep them from taking damage on the turns where their opponent can attack. Once again, this tactic could easily be countered by simply switching Pokemon, Pokémon, but they won't, presumably because they're still capable of choosing moves that ''could'' hurt you, if not for Protect. That said,a double battle plus Skill Swap removing Truant from Slaking still equals big trouble.



*** Some AIs like Captain Falcon and Mario are programmed to leap off-stage and make a lazy attempt to hit you with a meteor smash to prevent you from recovering. However, they're not intelligent enough to account for their greatly increased falling speed while affected by a Metal Box and will still attempt to do this, KOing themselves in the process. Encountering one of them as the penultimate foe in Classic mode is basically a free ticket to victory.

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*** Some AIs like Captain Falcon and Mario are programmed to leap off-stage and make a lazy attempt to hit you with a meteor smash to prevent you from recovering. However, they're not intelligent enough to account for their greatly increased falling speed while affected by a Metal Box and will still attempt to do this, KOing [=KOing=] themselves in the process. Encountering one of them as the penultimate foe in Classic mode is basically a free ticket to victory.



* In [[VideoGame/EternalChampions Eternal Champions]], Xavier's spinning staff move is a pseudo-projectile with a large hitbox and excellent range, knocks down on hit, and is one of the few normals in the game that damages even on block. Most of the AI opponents in the game can't even get close enough to hit Xavier when he's spamming the move, and will likely lose to chip damage before they even get a hit in.

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* In [[VideoGame/EternalChampions Eternal Champions]], ''VideoGame/EternalChampions'', Xavier's spinning staff move is a pseudo-projectile with a large hitbox and excellent range, knocks down on hit, and is one of the few normals in the game that damages even on block. Most of the AI opponents in the game can't even get close enough to hit Xavier when he's spamming the move, and will likely lose to chip damage before they even get a hit in.



* During team battles in [[VideoGame/SonicHeroes Sonic Heroes]], flying out of the enemy team's reach makes them spin around in circles without attacking until you land. Since you can fly infinitely as long as you stay in one place, you can safely use Thunder Shoot until the Team Blast meter is full to make the fight much easier. [[Main/ArtificialStupidity That is, as long as the enemy team doesn't kill themselves first.]]

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* During team battles in [[VideoGame/SonicHeroes Sonic Heroes]], ''VideoGame/SonicHeroes'', flying out of the enemy team's reach makes them spin around in circles without attacking until you land. Since you can fly infinitely as long as you stay in one place, you can safely use Thunder Shoot until the Team Blast meter is full to make the fight much easier. [[Main/ArtificialStupidity That is, as long as the enemy team doesn't kill themselves first.]]



* In ''VideoGame/SuperMarioKart'', the computer will always jump over a banana peel on the track if it could reasonably see it coming on higher difficulties. On tracks where you need to hit a jump panel to proceed (which is how this game handled "figure 8" sections), placing a banana right where the computer would drive would cause all of them to miss the jump and be stuck, giving the player a clean victory.
* ''VideoGame/MarioKart8'' has the 200cc engine class, which is an extremely fast speed compared to the then fastest 150cc class. 200cc has the speed cranked so high that the AI can barely handle it. Depending on the track played, you can see the AI smash into the walls or go flying off the track and into a BottomlessPit.

to:

* ** In ''VideoGame/SuperMarioKart'', the computer will always jump over a banana peel on the track if it could reasonably see it coming on higher difficulties. On tracks where you need to hit a jump panel to proceed (which is how this game handled "figure 8" sections), placing a banana right where the computer would drive would cause all of them to miss the jump and be stuck, giving the player a clean victory.
* ** ''VideoGame/MarioKart8'' has the 200cc engine class, which is an extremely fast speed compared to the then fastest 150cc class. 200cc has the speed cranked so high that the AI can barely handle it. Depending on the track played, you can see the AI smash into the walls or go flying off the track and into a BottomlessPit.



* In Fallout 3, you can steal from people who are looking right at you & sitting inches away if you hold an object between yourself & them. You can even do this with tiny objects like books but you have to hold the object in just the right spot.
* In a similar vein to the Chameleon Armor in Oblivion: In one of the DLC packs for Fallout 3, "Operation Anchorage," there is a suit of Chinese Stealth Armor that is obtained for completing the DLC. If this suit is worn alongside certain perks and a high sneak skill, the player becomes immune to detection whenever they are crouched. With an extremely high sneak skill this becomes ridiculous: players can sneak, during the day, in the open, with their Pip Boy light on, and their radio playing, and enemies 2 feet from them will have no idea they are there, even if said enemies are staring at the player. Bumping into enemies will alert them to your presence, but avoiding them is easy in all but the tightest of confined spaces. This exploit, combined with the automatic 1.5X damage multiplier on sneak attacks makes the game incredibly easy, even on the hardest difficulty setting.

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* In Fallout 3, ''Fallout 3'', you can steal from people who are looking right at you & sitting inches away if you hold an object between yourself & them. You can even do this with tiny objects like books but you have to hold the object in just the right spot.
* In a similar vein to the Chameleon Armor in Oblivion: In one of the DLC packs for Fallout 3, ''Fallout 3'', "Operation Anchorage," there is a suit of Chinese Stealth Armor that is obtained for completing the DLC. If this suit is worn alongside certain perks and a high sneak skill, the player becomes immune to detection whenever they are crouched. With an extremely high sneak skill this becomes ridiculous: players can sneak, during the day, in the open, with their Pip Boy light on, and their radio playing, and enemies 2 feet from them will have no idea they are there, even if said enemies are staring at the player. Bumping into enemies will alert them to your presence, but avoiding them is easy in all but the tightest of confined spaces. This exploit, combined with the automatic 1.5X damage multiplier on sneak attacks makes the game incredibly easy, even on the hardest difficulty setting.
23rd Apr '17 10:08:57 AM nombretomado
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* The AI of ''SwordOfTheStars'' doesn't really know how to deal with mines beyond "hope our PD can take it." Protip, AI: It can't.

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* The AI of ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' doesn't really know how to deal with mines beyond "hope our PD can take it." Protip, AI: It can't.
17th Apr '17 1:13:30 PM Morgenthaler
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* The AI in ''GoldenAxe'' doesn't take holes in the floor into account, which means it is easy to [[http://epicgoldenaxe.ytmnd.com/ trick]] any computer opponent from walking or jumping into the game's many BottomlessPits. {{Speed Run}}s rely on this.

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* The AI in ''GoldenAxe'' ''VideoGame/GoldenAxe'' doesn't take holes in the floor into account, which means it is easy to [[http://epicgoldenaxe.ytmnd.com/ trick]] any computer opponent from walking or jumping into the game's many BottomlessPits. {{Speed Run}}s rely on this.
16th Apr '17 7:09:04 PM nombretomado
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* ''StarWarsBattlefront 2'''s AI is programmed to duck and roll if you throw a grenade at them. Good in theory, and works well in most cases. Just not on the Death Star. The map features [[NoOSHACompliance railing-less walkways over bottomless pits]], and I'm pretty sure you can tell [[DrivenToSuicide where]] I'm going with this.

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* ''StarWarsBattlefront ''VideoGame/StarWarsBattlefront 2'''s AI is programmed to duck and roll if you throw a grenade at them. Good in theory, and works well in most cases. Just not on the Death Star. The map features [[NoOSHACompliance railing-less walkways over bottomless pits]], and I'm pretty sure you can tell [[DrivenToSuicide where]] I'm going with this.
9th Apr '17 1:44:36 PM nombretomado
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* The sword fight in SaintsRow2 is difficult as Jyunichi will block most regular slashes and you are expected to parry and counterattack. If you drop the sword though, you can punch him as easily as you would puch any other punk.

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* The sword fight in SaintsRow2 ''VideoGame/SaintsRow2'' is difficult as Jyunichi will block most regular slashes and you are expected to parry and counterattack. If you drop the sword though, you can punch him as easily as you would puch any other punk.
2nd Apr '17 12:55:08 PM nombretomado
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* ''{{Persona 3}}'' has a ''very'' difficult boss called World Balance, so tough that its entry under ThatOneBoss theorizes it has an adaptive AI. However, if you put up a [[AttackReflector Magic Mirror]], World Balance throws a tantrum and starts spamming the [[InfinityPlusOneElement Almighty]] AreaOfEffect spell Megidolaon at you. While this may seem like a bad thing, by this point in the game you should be high enough level that your party can just barely survive the damage from a Megidolaon, which, like other Almighty spells, cannot hit weaknesses or gain {{Critical Hit}}s. So, all you do is set your party to "Full Assault" tactics, counter-spam Mediarahan (Full party heal) with the main character, and wear him down steadily. [[TheGrimReaper The Reaper]] reacts similarly to Magic Mirrors and can be taken down in the same way, though it will take a stronger party.

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* ''{{Persona 3}}'' ''VideoGame/Persona3'' has a ''very'' difficult boss called World Balance, so tough that its entry under ThatOneBoss theorizes it has an adaptive AI. However, if you put up a [[AttackReflector Magic Mirror]], World Balance throws a tantrum and starts spamming the [[InfinityPlusOneElement Almighty]] AreaOfEffect spell Megidolaon at you. While this may seem like a bad thing, by this point in the game you should be high enough level that your party can just barely survive the damage from a Megidolaon, which, like other Almighty spells, cannot hit weaknesses or gain {{Critical Hit}}s. So, all you do is set your party to "Full Assault" tactics, counter-spam Mediarahan (Full party heal) with the main character, and wear him down steadily. [[TheGrimReaper The Reaper]] reacts similarly to Magic Mirrors and can be taken down in the same way, though it will take a stronger party.
9th Mar '17 8:47:07 PM AceTrainerEli
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** ''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.]] Fire Man is also a notoriously difficult boss due to a bug causing him to shoot more projectiles than intended, but can be easily beaten if the player continuously jumps and shoots simultaneously without moving upon enter the boss arena, which forces Fire Man to only shoot one projectile at a time, remain completely stationary.

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** ''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.]] Fire Man is also a notoriously difficult boss due to a bug causing him to shoot more projectiles than intended, but can be easily beaten if the player continuously jumps and shoots simultaneously without moving upon enter the boss arena, which forces Fire Man to only shoot one projectile at a time, and remain completely stationary.
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