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Feedback/Suggestions needed for improving AI in Skullgirls

your big band's ai actually does combos? I just keep getting h knucks and giant step with the occasion honk honk, and this is on ridiculous and nightmare
 
It would be fun if the AI just mirrored every move you did. Even if it isn't the same character.

Please, do it!
 
Genera AI problem I just noticed, both retail and beta :

One can basically infinite any character as soon as one gets a hit on them.
All he has to do is c.lk c.mp s.hp run stop and repeat with bella, failing on purpose the c.lk link by only a few frames.
If done correctly, the opposing char will get hit while standing, no counter hit, no low indicator, seemingly not guarding or pushing any button at all. Can work ad aeternam.
Also work with c.lp, so it's not a problem with lows.

Possibly works with any char, with any combo dropped by just a few frames! Even works on Filia aka "great wall".

Edit : forgot to precise. Was done on nightmare difficulty.

@render
 
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The AI is pretty great right now from what i've seen, but it almost feels like it's a little TOO good at throw techs. Like, I can't get a single normal throw on a bot that wasn't counterhit. And this is on Sleepwalk difficulty.

I know it's good for teaching people to do things that aren't just throwing, but there ARE times where it's good to just run up and use a normal throw.
 
The new AI is kinda annoying in some parts:

Many more capcom reactive AI patterns now. Eliza jumps all robo fortunes lasers on reaction (hello capcom AI)
Beowulf attacks like a noob, never blocks and presses buttons 100% of the time after recovering from attacks. Can easily be infinitely frame trapped.

Eliza and robo fort are kinda the same in that regard.

Still near impossible to throw the computer on anything other than a counterhit. Makes throwing the computer not worth it and that means less/no practice doing throw combos in awkward situations which is a bad thing.

Bella "breaks" throws by doing diamond drop or USS.
Bella reactively kara cancels certain normals in ground situations into USS when she knows that her normal will be counterhit.

Computer will always ground throw you if you call an assist in the computers throw range if the computer would have been forced to block.


Solos pop up waaay to much in arcade mode nowadays. Out of 7 fights I tend to get solos 3-4 times at least during arcade mode.



All in all my biggest gripes are the computer being more inhumanly reactive than it used to be, much more.

And certain characters never blocking at all nearly ever.


Also, when she has you cornered, filia likes to cr.lpx2,cr.lk and if you block the cr.lpx2, but get hit by the cr.lk, filia will always confirm it. Human players don't do this... Why should the computer...


The computer doesn't punish obviously punishable moves like blocked dps and supers with anything significant, most of the time.


The computer is more likely to do big combos to kill a character than it is if the character won't die.
 
Perhaps the "always techs throw reset" issue could be fixed if, instead of reacting to resets, the AI preemptively decides what it'll do after leaving hitstun/blockstun.

So, after I start a combo the AI chooses to block low, jump back/neutral jump, tech a grab, or do a reversal, and it attempts that action as soon as it's able.
 
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I don't know if this has been fixed since Beo or if it has been mentioned here but when Val AI does her lvl2 counter most of the time she just waits for it to unfreeze you. She uses the counter, waits for you to unfreeze then attacks.

I haven't tested this recently because she doesn't use it very frequently but it definitely used to happen pre-Beo
 
How hard is it to program the AI in this game engine?(no sarcasm intended).
In MUGEN, I've seen lots of EFZ/Meltan/GG characters that are programmed to do BnBs, are moderate-highly aggressive, guard actively and make use of most of their game mechanics.
If all else fails, there's programming them with optimized combos, setting aggressiveness to 11 and giving them MK3 tier clairvoyance(Oh, Evil Ken, you card.).