History Main / PerfectPlayAi

18th Apr '16 5:14:55 AM aye_amber
Is there an issue? Send a Message


* ''VideoGame/{{DOTA}}2:''

to:

* ''VideoGame/{{DOTA}}2:''''VideoGame/Dota2''



* Several of the {{bonus boss}}es in ''VideoGame/OneMustFall'', especially Devan Shell. To make things worse, One Must Fall had block damage off by default (and you needed a cheat code to turn it on).

to:

* Several of the {{bonus boss}}es in ''VideoGame/OneMustFall'', ''VideoGame/OneMustFall,'' especially Devan Shell. To make things worse, One Must Fall had block damage off by default (and you needed a cheat code to turn it on).
18th Apr '16 5:13:49 AM aye_amber
Is there an issue? Send a Message


* ''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".
** Much less prevalent in ''Killer Instinct 2,'' where the game mechanics are much friendlier and give you many opprotunities to counter the AI. The TacticalRockPaperScissors nature of how combo openers work in ''[=KI2=]'' is probably the easiest thing you can use to this effect, and combo breakers are ''much'' easier, so the AI popping off its perfect combos is no longer your death knell. In fact, if you don't have the reflexes to do the breaker correctly on purpose, you still have a fifty-fifty chance of getting it by guessing.

to:

* ''VideoGame/KillerInstinct''. ''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".
Hard."
** Much less prevalent in ''Killer Instinct 2,'' where the game mechanics are much friendlier and give you many opprotunities opportunities to counter the AI. The TacticalRockPaperScissors nature of how combo openers work in ''[=KI2=]'' ''[=KI=]2'' is probably the easiest thing you can use to this effect, and combo breakers are ''much'' easier, so the AI popping off its perfect combos is no longer your death knell. In fact, if you don't have the reflexes to do the breaker correctly on purpose, you still have a fifty-fifty chance of getting it by guessing.



* In DigimonRumbleArena, Reapermon was capable of instantly winning with just one combo: Charging forward with Grim Slasher, a multi-hit special, followed by Bone Duster, another multi-hit special. His super meter will be full after this, allowing him to follow up with Burning Cyclone immediately. His opponent ''will'' be dazed after this, which Reapermon will exploit for another Grim Slasher -> Bone Duster combo. He'd probably use another finisher and keep repeating if the player's health wouldn't already be 0 at this point. His AI could pull this even in easy mode. And to top it all off, Reapermon becomes playable after just one playthrough.
* ''VideoGame/{{Dota 2}}'':

to:

* In DigimonRumbleArena, VideoGame/DigimonRumbleArena, Reapermon was capable of instantly winning with just one combo: Charging forward with Grim Slasher, a multi-hit special, followed by Bone Duster, another multi-hit special. His super meter will be full after this, allowing him to follow up with Burning Cyclone immediately. His opponent ''will'' be dazed after this, which Reapermon will exploit for another Grim Slasher -> Bone Duster combo. He'd probably use another finisher and keep repeating if the player's health wouldn't already be 0 at this point. His AI could pull this even in easy mode. And to top it all off, Reapermon becomes playable after just one playthrough.
* ''VideoGame/{{Dota 2}}'':''VideoGame/{{DOTA}}2:''
13th Jan '16 3:07:14 PM TheNerfGuy
Is there an issue? Send a Message


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. The AI may be able to predict the player's movements after a button press, even before a distinct animation occurs on-screen. 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 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.

to:

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. The AI may be able to predict the player's movements after a button press, even before a distinct animation occurs on-screen. 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 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.
PurposelyOverpowered.
8th Jan '16 5:19:41 PM Kinitawowi
Is there an issue? Send a Message

Added DiffLines:

* The FinalBoss of ZXSpectrum darts sim ''180'' is Jammy Jim. You get first throw, and you'll need it because one blink and he'll 9-dart you. He misses his target about once in every fifty throws. It's quite telling that while you need to take two legs to beat everyone else, you can beat Jim with one.
21st Dec '15 5:08:29 PM Pinokio
Is there an issue? Send a Message

Added DiffLines:

** ''[[VideoGame/StreetFighterEX Street Fighter EX Plus Alpha]]'': This is noticeable fighting Akuma/Shin Akuma on harder difficulties.
16th Dec '15 7:00:47 PM nombretomado
Is there an issue? Send a Message


* Inconsistent with LeagueOfLegends bots, particularly at intermediate level. An observable example is they evade Jinx's "Zap!" taser with perfect timing, even when fired while in stealth or otherwise out of sight. However, they stupidly run right into her "Flame Chomper" traps.

to:

* Inconsistent with LeagueOfLegends ''VideoGame/LeagueOfLegends'' bots, particularly at intermediate level. An observable example is they evade Jinx's "Zap!" taser with perfect timing, even when fired while in stealth or otherwise out of sight. However, they stupidly run right into her "Flame Chomper" traps.
26th Sep '15 2:49:43 PM Berrenta
Is there an issue? Send a Message


* In the browsergame ''Estiah'', the [[ChestMonster Chest Mimic]] is a turn based variation of this. This monster either uses 'Close', which gives it enough defenses to easily shrug off multiple attacks, or a few offensive moves which, despite stripping it of all defense, all give in an extra action (And unlike the player, [[TheComputerIsACheatingBastard the mimic is immune to the four action limit]]). This means that after hitting you a few times, the boss will always leave a wall of defense that is impossible to brute force through. However, [[spoiler:its health is low enough that it's possible to use high penetration attacks to tick it to death, and Damage over Time moves will constantly hit during its undefended attack strings ForMassiveDamage]].

to:

* In the browsergame ''Estiah'', the [[ChestMonster Chest Mimic]] is a turn based variation of this. This monster either uses 'Close', which gives it enough defenses to easily shrug off multiple attacks, or a few offensive moves which, despite stripping it of all defense, all give in an extra action (And unlike the player, [[TheComputerIsACheatingBastard the mimic is immune to the four action limit]]). This means that after hitting you a few times, the boss will always leave a wall of defense that is impossible to brute force through. However, [[spoiler:its health is low enough that it's possible to use high penetration attacks to tick it to death, and Damage over Time moves will constantly hit during its undefended attack strings ForMassiveDamage]].for massive damage]].
20th Sep '15 11:57:06 AM Gerusz
Is there an issue? Send a Message


* Non-game example: in ''Series/StarTrekTNG'' during their rematch Data used this strategy against the Strategema master Kolrami, making a perfect play for a ''draw''. This wore Kolrami out so much that he RageQuit, giving Data the victory.

to:

* Non-game example: in ''Series/StarTrekTNG'' ''Series/StarTrekTheNextGeneration'' during their rematch Data used this strategy against the Strategema master Kolrami, making a perfect play for a ''draw''. This wore Kolrami out so much that he RageQuit, giving Data the victory.
20th Sep '15 11:56:46 AM Gerusz
Is there an issue? Send a Message

Added DiffLines:

* Non-game example: in ''Series/StarTrekTNG'' during their rematch Data used this strategy against the Strategema master Kolrami, making a perfect play for a ''draw''. This wore Kolrami out so much that he RageQuit, giving Data the victory.
9th Sep '15 7:18:32 PM Prfnoff
Is there an issue? Send a Message


* In ''EternalFighterZero'', final boss [[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. [[VisualNovel/{{Kanon}} Ayu]] also has some of this trait on the highest difficulty.

to:

* In ''EternalFighterZero'', ''VideoGame/EternalFighterZero'', final boss [[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. [[VisualNovel/{{Kanon}} Ayu]] also has some of this trait on the highest difficulty.



* In ''VideoGame/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.
* 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.

to:

* In ''VideoGame/MetalGearSolid: Portable Ops'', ''VideoGame/MetalGearSolidPortableOps'', 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.
* In ''ProfessorLaytonAndTheLastSpecter'', ''VideoGame/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.



* In ''Guitar Hero III'', Lou misses no notes for the most part (but read on), and often times throws attacks at you during your own attack phrases. Averted when you do get an attack and throw it at him, as he [[ArtificialStupidity completely falls apart]], even if the affected section could reasonably still be hit by a human player.

to:

* In ''Guitar Hero ''VideoGame/GuitarHero III'', Lou misses no notes for the most part (but read on), and often times throws attacks at you during your own attack phrases. Averted when you do get an attack and throw it at him, as he [[ArtificialStupidity completely falls apart]], even if the affected section could reasonably still be hit by a human player.



* FortuneSummoners has both the allied (there are 3 characters, the player control 1 and the AI the other 2, you can switch which you control at any point) and enemy AI do this with a few exceptions or flaws even on the lowest difficulty setting. Enemies dodge the instant an attack is made (even the lowliest of slimes), it is possible (for a lone character) to repeatedly attack them dozens of time and have them dodge every time perfectly, on perfect execution they will not have time to retaliate but neither will you ever hit them. The only way to actually hit an enemy is to use an attack type it cannot dodge, block and then retaliate (taking small amounts of damage and hoping they use a blockable attack) use the terrain to "confuse" them, attack from a range at which they cannot dodge (usually too close but some enemies can be made to dodge in a way that backfires with certain attacks) or to have multiple characters attack the same enemy at once. The AI can also see perfectly through the graphically fancy spell effects that block view and is not affected by the lag caused by such spells (which can introduce several seconds of delay into player commands). When casting spells X must be held down until a circle forms completely and then released to cast, premature release of the button disrupts the spell, the AI always takes exactly the minimum amount of time to cast a spell (minimizing chance of interruption) and never fails to fully form the spell circle. Furthermore the AI can instantly select any spell it knows unlike a human which has to spend time switching between books and desired spells until they reach the right one. The AI for Arche also never messes up a combo (which requires pressing multiple keys in order, with the right timing, and modified by position and situation).

to:

* FortuneSummoners ''VideoGame/FortuneSummoners'' has both the allied (there are 3 characters, the player control 1 and the AI the other 2, you can switch which you control at any point) and enemy AI do this with a few exceptions or flaws even on the lowest difficulty setting. Enemies dodge the instant an attack is made (even the lowliest of slimes), it is possible (for a lone character) to repeatedly attack them dozens of time and have them dodge every time perfectly, on perfect execution they will not have time to retaliate but neither will you ever hit them. The only way to actually hit an enemy is to use an attack type it cannot dodge, block and then retaliate (taking small amounts of damage and hoping they use a blockable attack) use the terrain to "confuse" them, attack from a range at which they cannot dodge (usually too close but some enemies can be made to dodge in a way that backfires with certain attacks) or to have multiple characters attack the same enemy at once. The AI can also see perfectly through the graphically fancy spell effects that block view and is not affected by the lag caused by such spells (which can introduce several seconds of delay into player commands). When casting spells X must be held down until a circle forms completely and then released to cast, premature release of the button disrupts the spell, the AI always takes exactly the minimum amount of time to cast a spell (minimizing chance of interruption) and never fails to fully form the spell circle. Furthermore the AI can instantly select any spell it knows unlike a human which has to spend time switching between books and desired spells until they reach the right one. The AI for Arche also never messes up a combo (which requires pressing multiple keys in order, with the right timing, and modified by position and situation).
This list shows the last 10 events of 129. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.PerfectPlayAi