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** Dark Link in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', being a ShoutOut to the original, mirrors Link's sword attacks (almost) perfectly, causing nothing more than clashing blades. (Dark Link is also opposite-handed from normal Link, adding to the 'mirror' effect) He backflips to counter Link's charged spin attack, and if the player attempts to make a thrust attack, counters by jumping on Link's sword and striking. For the first half of the battle he doesn't even attack at all, but merely stands back and counters Link's moves. But he actually doesn't counter much else, such as bombs or Deku Nuts.

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** Dark Link in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', being a ShoutOut to the original, mirrors Link's sword attacks (almost) perfectly, causing nothing more than clashing blades. (Dark Link is also opposite-handed from normal Link, adding to the 'mirror' effect) He backflips to counter Link's charged spin attack, and if the player attempts to make a thrust attack, counters by jumping '''''jumping on Link's sword sword''''' and striking. For the first half of the battle he doesn't even attack at all, but merely stands back and counters Link's moves. But he actually doesn't counter much else, such as bombs or Deku Nuts.
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Factually incorrect. All the bosses have is Super Armor while attacking, plus a damage reduction.


** The bosses of ''VideoGame/MortalKombat9'' are particularly notorious for being [[PerfectPlayAI Perfect Play AIs]]. Especially Shao Kahn.
*** Not to mention employing NoSell whenever they feel like it.

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* ''{{WWE}} [=SmackDown=] vs. Raw 2010'' has one of these, curiously enough for a wrestling game - the final fight in Edge's Road to [=WrestleMania=] story against Mr. Kennedy ([[MemeticMutation KENNEDY!]]) sees Kennedy become an absolute perfect countering machine, who can recover from anything you throw at him in no time while being able to leave you lying with almost any grapple he uses.
** This also happens in Randy Orton's RtWM, as part of an UnwinnableBossFight; the lights go out and suddenly the Undertaker is standing ''right behind you''. He is impossible to hurt, perfectly evading and reversing anything you attempt to do to him - and the objective changes from winning the match to escaping backstage.
** In Day of Reckoning series , WWE games for the Gamecube, if the computer decides it's time to tag a partner, knock out the referee or [[NotCheatingUnlessYouGetCaught go for a weapon]] don't expect to get any hits in. [[UnflinchingWalk It will slowly walk]] to its destination as if there is a sunset in the background and counter every move you do [[TheComputerIsACheatingBastard even ones impossible to actually perform]] (e.g. countering a move while in the process of countering a move).



* ''{{WWE}} [=SmackDown=] vs. Raw 2010'' has one of these, curiously enough for a wrestling game - the final fight in Edge's Road to [=WrestleMania=] story against Mr. Kennedy ([[MemeticMutation KENNEDY!]]) sees Kennedy become an absolute perfect countering machine, who can recover from anything you throw at him in no time while being able to leave you lying with almost any grapple he uses.
** This also happens in Randy Orton's RtWM, as part of an UnwinnableBossFight; the lights go out and suddenly the Undertaker is standing ''right behind you''. He is impossible to hurt, perfectly evading and reversing anything you attempt to do to him - and the objective changes from winning the match to escaping backstage.
** In Day of Reckoning series , WWE games for the Gamecube, if the computer decides it's time to tag a partner, knock out the referee or [[NotCheatingUnlessYouGetCaught go for a weapon]] don't expect to get any hits in. [[UnflinchingWalk It will slowly walk]] to its destination as if there is a sunset in the background and counter every move you do [[TheComputerIsACheatingBastard even ones impossible to actually perform]] (e.g. countering a move while in the process of countering a move).
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If the AI takes the blows instead of blocking or avoiding them, it's the ImplacableMan. If the AI doesn't seem to take any damage at all, then it's TheJuggernaut.
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* The FinalBoss of ''[[TheLegendOfZelda Zelda II: The Adventure of Link]]'' is an example that predates even the more infamous figthing (i.e. [=MK=]) examples: Dark Link aggressively advances toward the player and tries to attack whichever position (high or low) the player isn't currently guarding against; and when the player attacks, Dark Link merely counters with his shield in the appropriate position. He is remembered for having one flaw in his AI ("duck and stab") because he sometimes counters a low strike with a jump, which leaves his legs open to attack.
** Dark Link in ''TheLegendOfZelda: Ocarina of Time'', being a ShoutOut to the original, mirrors Link's sword attacks (almost) perfectly, causing nothing more than clashing blades. (Dark Link is also opposite-handed from normal Link, adding to the 'mirror' effect) He backflips to counter Link's charged spin attack, and if the player attempts to make a thrust attack, counters by jumping on Link's sword and striking. For the first half of the battle he doesn't even attack at all, but merely stands back and counters Link's moves. But he actually doesn't counter much else, such as bombs or Deku Nuts.
** The ''SuperSmashBros'' Brawl re-enactment of this battle can echo this as well, especially on harder difficulties.

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* The FinalBoss of ''[[TheLegendOfZelda Zelda II: The Adventure of Link]]'' ''VideoGame/ZeldaIITheAdventureOfLink'' is an example that predates even the more infamous figthing (i.e. [=MK=]) examples: Dark Link aggressively advances toward the player and tries to attack whichever position (high or low) the player isn't currently guarding against; and when the player attacks, Dark Link merely counters with his shield in the appropriate position. He is remembered for having one flaw in his AI ("duck and stab") because he sometimes counters a low strike with a jump, which leaves his legs open to attack.
** Dark Link in ''TheLegendOfZelda: Ocarina of Time'', ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', being a ShoutOut to the original, mirrors Link's sword attacks (almost) perfectly, causing nothing more than clashing blades. (Dark Link is also opposite-handed from normal Link, adding to the 'mirror' effect) He backflips to counter Link's charged spin attack, and if the player attempts to make a thrust attack, counters by jumping on Link's sword and striking. For the first half of the battle he doesn't even attack at all, but merely stands back and counters Link's moves. But he actually doesn't counter much else, such as bombs or Deku Nuts.
** The ''SuperSmashBros'' Brawl ''VideoGame/SuperSmashBros Brawl'' re-enactment of this battle can echo this as well, especially on harder difficulties.



* Speaking of ''SuperSmashBros Brawl'', high level [=CPU=] Peach loves to hover right above your range as she approaches you. If you try to counter she can land prematurely and smash/Peach Bomber you, or she can air dodge, cancel it as she lands and beat you up anyway. [[ThisIsGonnaSuck Never mind when you fight Metal Peach...]]

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* Speaking of ''SuperSmashBros Brawl'', ''Brawl'', high level [=CPU=] Peach loves to hover right above your range as she approaches you. If you try to counter she can land prematurely and smash/Peach Bomber you, or she can air dodge, cancel it as she lands and beat you up anyway. [[ThisIsGonnaSuck Never mind when you fight Metal Peach...]]
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* It's back with a vengeance in ''{{Soul Calibur}} 5''. This troper has noticed that almost every AI character's actions in the Story mode are nearly flawless. Chapter 19's last round has been played about 30 times because Nightmare won't stop being perfect.

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* It's back with a vengeance in ''{{Soul Calibur}} 5''. This troper has noticed that almost every AI character's actions in the Story mode are nearly flawless. Chapter 19's last round has been played about 30 times because Nightmare won't stop being perfect. He blocks nearly every hit unless doing so would inflict Guard Break, his Critical Edge is unblockable but he ignores the player characters, and when his connects, it does about 80% of the health bar, whereas the player's does about 15% of his. He employs stunlocks, juggles, and just generally acts like a good ol' MK Walker.
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*It's back with a vengeance in ''{{Soul Calibur}} 5''. This troper has noticed that almost every AI character's actions in the Story mode are nearly flawless. Chapter 19's last round has been played about 30 times because Nightmare won't stop being perfect.
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** Smoke in Ultimate Mortal Kombat 3 is impossible even on Very Easy. If you send a long range attack or projectile towards him, he will instantly teleport uppercut you INFINITELY. Before there's even an animation, he's already killed you. When you play as smoke, the computer instantly dodges teleporting moves.

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** Smoke in Ultimate Mortal Kombat 3 is impossible even on Very Easy. If you send a long range attack or projectile towards him, he will instantly teleport uppercut you INFINITELY. Before there's even an animation, he's already killed you. When you play as smoke, Smoke, the computer instantly dodges teleporting moves.
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* In ProfessorLaytonAndTheLastSpecter, a few puzzles feature an AI opponent, in cases in which you have to force the opponent to make the last move. The opponent will always make the ideal move under the circumstances, and you must make the right decisions to force it into a situation in which it has no choice but to be defeated.
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** The bosses of MortalKombat9 are particularly notorious for being [[PerfectPlayAI Perfect Play AIs]]. Especially Shao Kahn.

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** The bosses of MortalKombat9 ''VideoGame/MortalKombat9'' are particularly notorious for being [[PerfectPlayAI Perfect Play AIs]]. Especially Shao Kahn.
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** Jade in Ultimate Mortal Kombat 3 deserves a special mention. When you play as her, the projectile protection special has to be activated by Back > Forward > High Kick command. When AI plays as her, if you try a projectile attack on her, most of the time she will activate the special [[TheComputerIsACheatingBastard while running towards you and without stopping at all]] and then rip you a new one before you can block anything.

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** Jade in Ultimate Mortal Kombat 3 deserves a special mention. When you play as her, the projectile protection special has to be activated by Back > Forward > High Kick command. When AI plays as her, if you try a projectile attack on her, most of the time she will activate the special at the exact moment you input the projectile move, [[TheComputerIsACheatingBastard while running towards you and without stopping at all]] all]], and then rip you a new one before you can block anything.
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* MortalKombat is famous for this, this is why the trope used to be called MK Walker.

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* MortalKombat is famous for this, this is why the trope used to be called MK Walker.Walker; an AI opponent on this mode would simply block or dodge any attack thrown by the player with inhumane frame precision and beat the player mercilessly, giving the impression that the AI was ''walking'' over the player.

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This page is not about what players use, it\'s about AI.


** Likewise, some players of ''{{Command and Conquer}}: Tiberian Sun'', use a similar strategy with the NOD Artillery.
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* ArcSystemWorks has done it again. With their help on the console port of ''ArcanaHeart 3'' in score attack mode, Parace L Sia returns, and combines this with SNKBoss into one of the most unholy fusions imaginable, making every unlimited character from BlazBlue seem like nothing in comparison.

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* ArcSystemWorks has done it again. With their help on the console port of ''ArcanaHeart ''VideoGame/ArcanaHeart 3'' in score attack mode, Parace L Sia returns, and combines this with SNKBoss into one of the most unholy fusions imaginable, making every unlimited character from BlazBlue seem like nothing in comparison.
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* ArcSystemWorks has done it again. With their help on the console port of ''ArcanaHeart 3'' in score attack mode, Parace L Sia returns, and combines this with SNKBoss into one of the most unholy fusions imaginable, making every unlimited character from BlazBlue seem like nothing in comparison.
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* In ''MetalGearSolid: Portable Ops'', Null does this on harder difficulty modes. If you roll at him at just the right angle, though, he swipes at you with his sword, giving you a window in which you can pump a tranq dart into him.
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*** ''Extend'' ups the ante with "Unlimited Mars" mode. Everything above, and EVERYONE is in their unlimited mode. The unholy fusion of SNKBoss and PerfectPlayAI.
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A PerfectPlayAI is a type of VideoGame AI most commonly found in [[FightingGame Fighting Games]] that correctly blocks or evades every attack and move the player is capable of performing against it, while slowly approaching the player to attack (often backing the player into a literal corner in the process). They were first popularized by the MortalKombat series, but have become a recurring AI type in other fighting games, which are often so NintendoHard that it seems unfair (even when the computer is not [[TheComputerIsACheatingBastard actually cheating]]), possibly even [[{{Unwinnable}} invincible]].

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A PerfectPlayAI is a type of VideoGame AI most commonly found in [[FightingGame Fighting Games]] that correctly blocks or evades every attack and move the player is capable of performing against it, while slowly approaching the player to attack (often backing the player into a literal corner in the process). They were first popularized by the MortalKombat series, but have become a recurring AI type in other fighting games, which are often so NintendoHard that it seems unfair (even when the computer is not [[TheComputerIsACheatingBastard actually cheating]]), possibly even [[{{Unwinnable}} invincible]].
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* In ''EternalFighterZero'', final boss [[{{AIR}} Kanna]] fits this trope quite well at the higher difficulties. Her AI will block practically every attack you throw at her, and her range, attack speed, and priority will rock you when she gets close. [[{{Kanon}} Ayu]] also has some of this trait on the highest difficulty.

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* In ''EternalFighterZero'', final boss [[{{AIR}} [[VisualNovel/{{AIR}} Kanna]] fits this trope quite well at the higher difficulties. Her AI will block practically every attack you throw at her, and her range, attack speed, and priority will rock you when she gets close. [[{{Kanon}} [[VisualNovel/{{Kanon}} Ayu]] also has some of this trait on the highest difficulty.
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There are few reliable ways to defeat the PerfectPlayAI in a fight. One method is to relentlessly attack the AI with {{Combos}} and special attacks (ranged or otherwise) that utilize ScratchDamage even when blocked; this will slowly wear down the AI and defeat it via DeathOfAThousandCuts. Another method is to simply fight fire with fire: Memorize the AI's attacks over time and learn to perfectly block and/or CounterAttack whatever move the AI chooses to perform, which may create an opening (no matter how small) to strike back. Most Perfect Play AIs have a flaw in their AI routine ''somewhere'', and once the player learns to exploit that to their advantage, the playing field becomes level.

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There are few reliable ways to defeat the PerfectPlayAI in a fight. One method is to relentlessly attack the AI with {{Combos}} and special attacks (ranged or otherwise) that utilize ScratchDamage even when blocked; this will slowly wear down the AI and defeat it via DeathOfAThousandCuts. Another method is to simply fight fire with fire: Memorize the AI's attacks over time and learn to perfectly block and/or CounterAttack whatever move the AI chooses to perform, which may create an opening (no matter how small) to strike back. Most Perfect Play AIs have a flaw in their AI routine ''somewhere'', and once the player learns to [[AIBreaker exploit that to their advantage, advantage]], the playing field becomes level.
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** If the computer does not want to allow you to do a flying attack it will atop you, no matter what.

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** If the computer does not want to allow you to do a flying attack it will atop stop you, no matter what.
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This is an article about AI. Not online play against humans.


** For that matter, playing SoulCalibur IV or Tekken 6 online quickly becomes frustrating because of the amount of people who play like this. They just spam combos over and over again.
*** A controller was thrown. A TV was broken.
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* Never executing jump attacks, [[UnnecessaryCombatRoll rolls]], or any other movement that would obviously preclude it from being defending against the player;

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* Never executing jump attacks, [[UnnecessaryCombatRoll rolls]], or any other movement that would obviously preclude it from being defending against the player;
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He uses a fixed pattern with few openings, not actual AI.


* Heat Genblem of ''MegaManZero 4'' fits this to a tee.
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* [[BonusBoss Valkyrie]] from ''TalesOfEternia''. Not only is she an equal in close quarters to Reid, Farah, Ras, or Cless (the other BonusBoss), she can ''guard-break'' you as well, interrupting any combo you initiate and opening her own routine. With flawless timing of course. Without Rising Phoenix or Sonic Chaos, it's impossible to hurt her. Oh, and she has her own [[LimitBreak hi-ougi]] too, and it is ''mean''.

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* [[BonusBoss Valkyrie]] from ''TalesOfEternia''.''VideoGame/TalesOfEternia''. Not only is she an equal in close quarters to Reid, Farah, Ras, or Cless (the other BonusBoss), she can ''guard-break'' you as well, interrupting any combo you initiate and opening her own routine. With flawless timing of course. Without Rising Phoenix or Sonic Chaos, it's impossible to hurt her. Oh, and she has her own [[LimitBreak hi-ougi]] too, and it is ''mean''.

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* Basically all ''MortalKombat II'' characters at hardest setting.

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* MortalKombat is famous for this, this is why the trope used to be called MK Walker.
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Basically all ''MortalKombat II'' characters at hardest setting.
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Removing sinkhole to Precision F Strike.


* ''[[VideoGame/KillerInstinct Killer]] [[PrecisionFStrike Fucking]] [[VideoGame/KillerInstinct Instinct]]''. If you do any kind of move that has more than 5 frames and doesn't hit the opponent, the AI will rush in, do a special which goes straight through your attack, and then follow up with a flawless 8-hit combo. All at the exact moment you press the button. There's a reason we call NintendoHard "Nintendo hard".

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* ''[[VideoGame/KillerInstinct Killer]] [[PrecisionFStrike Fucking]] [[VideoGame/KillerInstinct Instinct]]''.''VideoGame/KillerInstinct''. If you do any kind of move that has more than 5 frames and doesn't hit the opponent, the AI will rush in, do a special which goes straight through your attack, and then follow up with a flawless 8-hit combo. All at the exact moment you press the button. There's a reason we call NintendoHard "Nintendo hard".
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Changed references of the title to the new one.


** Conversely, if the player posesses a CounterAttack move, the Walker may know how to avoid falling victim to it.

It's important to note that, generally speaking, the PerfectPlayAI is not ''technically cheating'': All of the above moves and tactics are ''perfectly legitimate'', i.e. a sufficiently skilled human player could perform such a strategy themselves to best their opponent. The Walker's main advantage here is that ComputersAreFast, and it can execute these actions with split-second timing and pixel-perfect precision. Whereas a human opponent must visually deduce and predict what their opponent is about to do next, an AI can immediately and directly identify whatever action (movement, attack/defend, etc.) the player is currently performing, even if [[ConfusionFu different moves have similar tells]] that would confuse a human player.

Of course, it's also possible that some Perfect Play AIs are ''also'' [[TheComputerIsACheatingBastard cheating bastards]], but exactly how to distinguish whether or not this is the case is a difficult matter -- in games where DefeatMeansPlayable, a player can compare whether the character in question handles the same in the player's hands as it did in the AI's. For example, if a character has a special attack that requires holding "down" for a full second before executing, a human player is left vulnerable while preparing it (as they cannot move while crouched), but if the AI can execute it immediately with no preparation, then that is a sign of cheating bastardry. However, if the Walker is a unique opponent, it may be impossible to ever determine whether the AI was ''actually'' cheating, or if the boss character was just PurposefullyOverpowered.

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** Conversely, if the player posesses a CounterAttack move, the Walker AI may know how to avoid falling victim to it.

It's important to note that, generally speaking, the PerfectPlayAI is not ''technically cheating'': All of the above moves and tactics are ''perfectly legitimate'', i.e. a sufficiently skilled human player could perform such a strategy themselves to best their opponent. The Walker's AI's main advantage here is that ComputersAreFast, and it can execute these actions with split-second timing and pixel-perfect precision. Whereas a human opponent must visually deduce and predict what their opponent is about to do next, an AI can immediately and directly identify whatever action (movement, attack/defend, etc.) the player is currently performing, even if [[ConfusionFu different moves have similar tells]] that would confuse a human player.

Of course, it's also possible that some Perfect Play AIs are ''also'' [[TheComputerIsACheatingBastard cheating bastards]], but exactly how to distinguish whether or not this is the case is a difficult matter -- in games where DefeatMeansPlayable, a player can compare whether the character in question handles the same in the player's hands as it did in the AI's. For example, if a character has a special attack that requires holding "down" for a full second before executing, a human player is left vulnerable while preparing it (as they cannot move while crouched), but if the AI can execute it immediately with no preparation, then that is a sign of cheating bastardry. However, if the Walker AI is a unique opponent, it may be impossible to ever determine whether the AI was ''actually'' cheating, or if the boss character was just PurposefullyOverpowered.



If the Walker takes the blows instead of blocking or avoiding them, it's the ImplacableMan. If the Walker doesn't seem to take any damage at all, then it's TheJuggernaut.

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If the Walker AI takes the blows instead of blocking or avoiding them, it's the ImplacableMan. If the Walker AI doesn't seem to take any damage at all, then it's TheJuggernaut.

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** ''Street Fighter IV'''s Seth is an SNKBoss with this. It's fairly easy to beat him at first, but once you finish Round 1 he gets up and says "ILetYouWin". Cue this Trope in full force.
* Kasumi Todoh in most versions she is playable in TheKingOfFighters. Her fighting style is based on returning physical attacks with her counter stances. If controlled by a Expert level CPU, she will slowly approach the player while instantly countering moves that make physical contact and doing a reversal uppercut if the player tries to do a normal grab on her. She also has a unblockable move that works like a grab, so if you choose not to attack her when she reaches you, she'll use that. A nice addition is that if you try to stop her from advancing with projectiles she'll just stop, wait a while until you stop throwing fireballs, and taunt you.

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** ''Street Fighter IV'''s Seth is an SNKBoss with this. It's fairly easy to beat him at first, but once you finish Round 1 he gets up and says "ILetYouWin". Cue this Trope trope in full force.
* Kasumi Todoh in most versions she is playable in TheKingOfFighters.''TheKingOfFighters''. Her fighting style is based on returning physical attacks with her counter stances. If controlled by a Expert level CPU, she will slowly approach the player while instantly countering moves that make physical contact and doing a reversal uppercut if the player tries to do a normal grab on her. She also has a unblockable move that works like a grab, so if you choose not to attack her when she reaches you, she'll use that. A nice addition is that if you try to stop her from advancing with projectiles she'll just stop, wait a while until you stop throwing fireballs, and taunt you.



* In SidMeiersPirates, on higher difficulty levels and age, the Marquis de la Montalban becomes this. He will always perform the proper defense for your attack far faster than you can attack, with the net result being that the fight is literally {{Unwinnable}}.

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* In SidMeiersPirates, ''SidMeiersPirates'', on higher difficulty levels and age, the Marquis de la Montalban becomes this. He will always perform the proper defense for your attack far faster than you can attack, with the net result being that the fight is literally {{Unwinnable}}.



** Actually, wasn't he sort of like this in the movies as well?
* Boss battles with Jeanne from {{Bayonetta}} see her acting relatively sedate from far away, usually content to pepper you with gunfire or launch a super-attack or two your way. However, she's always closing distance between Bayonetta and herself or waiting for you to come to her, and once the gap is closed she begins busting out lengthy and hugely damaging combos with very little breathing room between her attacks. On the harder difficulties, she drops this tactic and just starts [[ThatOneBoss tearing you apart from across the room.]]

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** Actually, wasn't he sort of like this in the movies as well?
* Boss battles with Jeanne from {{Bayonetta}} ''{{Bayonetta}}'' see her acting relatively sedate from far away, usually content to pepper you with gunfire or launch a super-attack or two your way. However, she's always closing distance between Bayonetta and herself or waiting for you to come to her, and once the gap is closed she begins busting out lengthy and hugely damaging combos with very little breathing room between her attacks. On the harder difficulties, she drops this tactic and just starts [[ThatOneBoss tearing you apart from across the room.]]



* [[SuperCosplayWarUltra Shin-Z]] is particularly adept at this. Manage to knock him down? He'll block as soon as he gets up to prevent a follow-up attack. Try to attack him from a distance? He'll start spamming high-priority projectiles non-stop to pin you down while he slowly advances towards you. Manage to jump over the projectiles and air dash in his direction? Genocide Cutter to the face. Manage to get right up next to him somehow? Enjoy an unblockable grab attack, that he'll usually chain into a super grab attack. Sometimes it seems like the only way to hit him is when he tries to use his super when he doesn't have enough EX bars for it, stunning him for a brief second (then again, this is a flaw with all the bosses in the game.)

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* [[SuperCosplayWarUltra Shin-Z]] In ''SuperCosplayWarUltra'', Shin-Z is particularly adept at this. Manage to knock him down? He'll block as soon as he gets up to prevent a follow-up attack. Try to attack him from a distance? He'll start spamming high-priority projectiles non-stop to pin you down while he slowly advances towards you. Manage to jump over the projectiles and air dash in his direction? Genocide Cutter to the face. Manage to get right up next to him somehow? Enjoy an unblockable grab attack, that he'll usually chain into a super grab attack. Sometimes it seems like the only way to hit him is when he tries to use his super when he doesn't have enough EX bars for it, stunning him for a brief second (then again, this is a flaw with all the bosses in the game.)
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Trope Namer? What Trope Namer? I don\'t see any. Maybe I drank too much and ... wait, I don\'t even drink! Yeah, this is paradoxical indeed =/


* The FinalBoss of ''[[TheLegendOfZelda Zelda II: The Adventure of Link]]'' is an example that predates even the TropeNamer: Dark Link aggressively advances toward the player and tries to attack whichever position (high or low) the player isn't currently guarding against; and when the player attacks, Dark Link merely counters with his shield in the appropriate position. He is remembered for having one flaw in his AI ("duck and stab") because he sometimes counters a low strike with a jump, which leaves his legs open to attack.

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* The FinalBoss of ''[[TheLegendOfZelda Zelda II: The Adventure of Link]]'' is an example that predates even the TropeNamer: more infamous figthing (i.e. [=MK=]) examples: Dark Link aggressively advances toward the player and tries to attack whichever position (high or low) the player isn't currently guarding against; and when the player attacks, Dark Link merely counters with his shield in the appropriate position. He is remembered for having one flaw in his AI ("duck and stab") because he sometimes counters a low strike with a jump, which leaves his legs open to attack.

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