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BETTER AI - A Mod for Super Smash Bros. Ultimate.

Smash 64 Roster Wave

This is the Better AI mod! This mods goal is to make the AI in the game more realistic and challenging in battle, from better move aim to simply not being allowed to use projectiles up close. 

The first wave released is the smash 64 roster, I plan to create every roster of every game and release them wave by wave as I finish them all, so hopefully you all enjoy this wave! Dark samus was included within this wave, since she's essentially the same as samus :)
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  • elsen1337 avatar
    elsen1337 Joined 1mo ago
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    1mo
    Nice Mod!

    Im a player who has not many people to play with in his environment and does not play online because of reasons :-) so I really appreciate this.

    Hope you continue with  this :-) 

    Will wright a more detailed review when I tested it a little longer.

    Hope DI and SDI will be inserted, because I think CPUS do not really use it.

    I already think it is a huge improvement.

    Fox CPU is a lot better than the original which was utter trash imo. It is still not perfect, but a lot better.

    Ness uses PK thunder kindof nicely to edgeguard, although yoyo is often a much better option :-)

    CPUs might use air dodge a little too frequently.

    This is my impression for the first few hours of playing.

    Thank you very much <3
    Bananite
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  • JMSUltimate avatar
    JMSUltimate Joined 2y ago
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    4mo
    Is this still being worked on?
    • Interesting x 1
    • Agree x 1
    Bananite
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  • Fuwakami avatar
    Fuwakami Joined 6mo ago
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    6mo 6mo
    There are some things that need to be improved here for sure, but it's a great start! I recommend you get into discords for individual characters to figure out what combos work on what floatiness with what weights at what percents. Also, charge shot needs to be used up close to force unreactable options that samus can exploit. You can write code to have the CPU remember if projectiles were jumped over, shielded, or blocked, then have the CPU decide the most likely escape option the player will use from there. Just have it store the outcomes as variables.

    Mixing up other escape options is important too; the vanilla CPU's biggest flaw is that it literally just spams dodge all the time and it's so easy to just punish them for air dodging or teching badly. Most of the time in disadvantage, you want to throw out a fast hitbox (luigi nair, yoshi nair, fox nair, link nair) to get the enemy off of you. There are situations where it's better to DI up and away or jump out, and there are situations where jump is a bad escape option because it'll be eaten by an almost-true combo (CPT falcon up air). Additionally, DI out can be read and exploited by the person in advantage state, so mixing up how you di is important. This is why a lot of players won't pummel out of grab; to prevent the player in disadvantage from being able to DI favorably because the reaction time just isn't quick enough in humans.

    Link has some bomb drop combos that need to be included for sure but I don't know much about him.

    I main fox so I'll give examples of options that seem to be missing with him and you can take that as an outline for how to approach other characters in the future. In this video, virtually all fox's best approach options, combos, movements, and kill confirms are missing. You can jump out of shield and a dash to shine instantly (frame 2 and all, but you get the idea), soft nair and dair lead to jablock chase into up smash, or just up smash depending on percent, you can instantly grab ledge to trump and back air by pushing your control stick diagonally up towards the stage as you fall off and rolling it down and around all the way to the top outer diagonal position. Spamming Bair at ledge at different heights can force a roll, which is punished by an up smash to kill, Dair combos into itself with good shorthop timing and drift on big bodies, 0% up tilt is minus on HIT but after 0% it combos into jab, into itself, and for more damage at the right %, it very reliably strings into down tilt, RAR back air fast fall, dash up smash for an easy 50 - 60%. Up air fast fall combos are the most damaging and consistent aerial combo. Mixing up with up air and neutral air when catching landings is one of the best ways to force bad escape options that lead into free up smashes. Changing from a camping to fishing for kills seems to be missing from the AI, which could lead to the CPU struggling to kill after death-combo % has been passed (and if the enemy keeps shielding options, you may be able to have the CPU just mix with grabs even at potential kill percentages, so long as no kill CONFIRMS are available, since turtling up would be a likely option at those percents). Fox can slide after shooting his laser to close stage control off from a long-range enemy. Down throw leads into forward air mix ups (not combos) or guaranteed full hop double laser. Running off the stage and firefoxing into ledge while holding down defeats some slow recoveries like Isabelle and villager's balloons. Fair fastfall is a spike and either kills or leads into jump shine off stage to kill more characters. A less known kill confirm is fast fall fair 1 into dash up smash or dash up air - especially lethal with platforms; much earlier than nair up smash and almost as late as autocancel dair up smash. Far fox illusion also kill confirms into double jump up air. Late dash attack and down tilt combo into almost anything. Initiating a strong nair or bair as low and far as possible inflict maximum shield stun and allow for more follow ups afterwards, should they be blocked. They also allow for mid % combos to be started at very low %. Fast fall Fair forces a tech situation that fox can both jablock and follow up on-tech after a whiffed jablock attempt. shorthop soft nair can be used to jablock for more percent too. Down smash is a great tech option select, 2 frames, and is his fastest smash with a super low angle, so it's great for setting up early kills offstage, depending on his opponent.

    In a lot of situations, fox gets turtle'd against by shield heavy characters, so he has to mix in his poor grab. The best way to do this is to force unreactable situations. Good example: forward tilt at certain %s won't true combo into dash attack or grab and fast options can punish fox for trying to follow it up if the % is too high while still not being high enough to force a tech situation. So, fox has to mix up shield dashing, dash grabbing, and dash attacking. You could code the CPU to take note of escape options chosen in these situations and have the CPU be more likely to choose the most common escape option here too. Conversely, if the CPU is in disadvantage and there isn't an optimal escape option for a character specific combo, have them mix up good escape options instead. CPUs also never air dodge away from the blast zone, which can narrowly save you in some situations.

    Fox parry is super strong on him because he will always be able to get his 3 frame up tilt off with the +3 frame advantage of parry too, so foxes look for parries a lot.

    weak up tilt leads into IDJ back air and kills from mid stage at the right %. This is a training mode combo if you have frame-perfect execution.

    There's more, but the point is that there is a LOT to account for based on the situation on a character-to-character basis. I think having the CPU store variables based on habits or try to explicitly force a certain escape option only to exploit that option later is the biggest universal requirement, and from there, adding character specific options with intense research in those characters could be very valuable. Just look at the vanilla Kazuya CPU: it's clearly the strongest because it has character-specific strings that lead into kills, but that doesn't mean it's any less dumb in disadvantage nor any more difficult to beat if you know how to fight a CPU (or just know how to play in general of course). Even still, it has a reputation as being the strongest CPU simply with that one differentiating factor. You might say "oh but kazuya is strong and has braindead armor" while forgetting that he's slow as hell, has a reactable projectile, bad frame data, and is relatively easy to edgeguard half the time. He's able to kill you in two interactions, but he can't approach to save his life, so he can only go so far. Even still, if he mixed his DI reads up or started exploiting your habits as a player, then he'd be infinitely stronger.

    I hope this was helpful! I really like what you're going with so far and only wish to see you succeed in making this mod as good as possible. ' v ' Please reach out to character mains and experts to learn the best ways to code character specific things and take your time buddy. You can do it!
    • Helpful x 1
    Bananite
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  • Chillava avatar
    Chillava Joined 6y ago
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    7mo 7mo
    I'm very curious how you've done this and what specifically is able to be done. I guess I shouldn't have got my hopes up to see them suddenly acting like believable real players, but they still look pretty silly.
    Like it should not take two minutes in a match with FOX AND LINK for a stock to be taken lol
    Bananite
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  • Does this make the CPU fight more than run?
    Calssic
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  • DECPTICON_the_games avatar
    DECPTICON_the_games Joined 2y ago
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    9mo
    Hmu on Discord pleaaase. I've attempted to change up these files but i didn't know what I was doing, probably u can tell me how to better read these files.

    DECEPTICON#6265
    Bananite
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  • Buliderboi avatar
    Buliderboi Joined 3y ago
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    10mo
    can you make the ai stop spamming air doge
    Bananite
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  • Jayrock avatar
    Jayrock Joined 1y ago
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    10mo
    Do the AI use DI or if they don't can you add that?
    • Win x 1
    Bananite
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    CutterM3XFM Joined 4y ago
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    11mo
    Like outside of those few mixup related and character specific stuff. I'm glad the progress of the mod is going well. I can't wait :)
    Bananite
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    CutterM3XFM Joined 4y ago
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    11mo
    Hopefully you can get the cpus to maybe do more advanced things from what they've seen from online and offline footage, maximizing ness projectile use and djc combos such as exfire aka variations of djc pk fire and his magnet. djczair and all the djc item toss characters such as kazuya, ness,lucas, mewtwo and sora
    Bananite
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