AI Breaker: Difference between revisions

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Often the ''only'' way to beat a [[Perfect Play AI]] or [[SNK Boss]], or any computer player that is overly [[Computers Are Fast|skilled]] or [[The Computer Is a Cheating Bastard|cheap]]. Easily leads to [[Gameplay Derailment]].
 
{{examples|Examples}}
 
* ''[[Soul Calibur]] 3'''s anti AI move are moves the AI rarely blocks or dodges, allowing the player to be the one to [[Perfect Play AI|Mortal Kombat walk]] over the AI for once. Two of the easier to perform are Xianghua's Great Wall and Iron Sword/Strife's A+ B. Because [[The AI Is a Cheating Bastard]] itself, this is completely fair.
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*** Another ''[[Age of Mythology (Video Game)|Age of Mythology]]'' wall example: the A.I. can be herded into ambushes consisting of your entire army. Repeatedly. See, if you build a wall all the way around your base, the A.I. will choose what it believes to be the weakest point and attack. However, it is also programmed to seek out gaps in the wall. Therefore, the best way to secure your base is to make a wall that goes ''almost'' all the way around it, and then simply park your army in the gap. As long as they can get there, the enemy will always beeline for that one spot.
* In the second ''Gothic'' game, it is possible to reach the besieged fortress at a level too low to fight the hordes of orcs camped around it. These can and will eviscerate the nameless hero in a handful of hits. However, there is an [[Invisible Wall]] at the start of the log leading up into the fortress which blocks enemies ''only'', presumably to prevent the NPCs from being attacked. Neither the orcs nor other monsters realize the existence of this fence and it is possible to cluster the entire population of the map at the foot of the log for some easy [[Level Grinding]] while [[The Hero]] remains just out of sword's reach.
* In the first-generation ''[[Pokémon (Franchise)|Pokémon]]'' games, the computer would always primarily use an attack [[Elemental Rock -Paper -Scissors|Super effective against you.]] So what happens when an enemy has the move Agility available and you have a Poison-type out? Well, Psychic beats Poison, and technically Agility is a Psychic attack, so the computer would spam Agility! Agility isn't an offensive attack, so spamming it against a Poison-type Pokemon and not doing anything else will lead to inevitable failure. BRILLIANT! Oh, and the best part: The computer has infinite PP, so they will never stop using Agility! [[Hoist By His Own Petard|The computer's cheating habits actually backfired against it.]]
** 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, which none of them could learn, or 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!
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* ''[[Persona 3]]'' has a ''very'' difficult boss called World Balance, so tough that its entry under [[That One Boss]] theorizes it has an adaptive AI. However, if you put up a [[Attack Reflector|Magic Mirror]], World Balance throws a tantrum and starts spamming Megidoloans 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 Megidoloan. 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.
* In ''[[Knights of the Old Republic (Video Game)|Knights of the Old Republic]] II'', the last section of Telos has an optional battle against the Handmaiden sisters. First you fight one, then two, and then all five. Whoever falls or is forced off the mat first wins. All five will attack you at once and beat you to death instantly. While it is theoretically possible to win fairly, it requires a very specific build. Instead, the easiest way to win is to charge a melee shield, end combat, and place your character right in front of each Handmaiden individually. By doing this, the game has to move the NPC backwards to the minimum attack distance. Repeat until all five are forced off the mat. You win without throwing a punch.
* There's a [[Bonus Boss]] in ''[[Chrono Cross (Video Game)|Chrono Cross]]'' who is, if you fight him normally, ''incredibly'' hard. He has a bunch of extremely powerful Black-element attacks, and any time you try to use a spell or skill against him, he immediately counters with an opposite-element reaction. The problem? Countering ''uses his turn''. He becomes pathetically easy once you realize that all you have to do is have one person equip the armor that absorbs Black and spam White spells, and the other two spam Red: he'll keep blasting the first one with a devastating Black-element attack which now ''heals'' them, and hitting the other two with a debuff that reduces their evasion rate but doesn't actually cause any damage. This is particularly handy because it lets you get Serge's [[Infinity Minus One-1 Sword]] [[Disc One Nuke|way before you're supposed to]].
* Using Spider-Man's slide kick attack at just the right distance makes fighting [[That One Boss|Puma]] in the Game Boy Advance version of ''Spider-Man 2'' a breeze, since he just stands in place as you hit him over and over again.
* Up until NHL 2001, the goalie AI was so slow at poke checking, skating in front of the goalie would cause it to attempt a poke check with the player free to shoot on an empty net.
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** In one of the early Elf quests of the Epic Story line, in ''[[The Lord of the Rings Online (Video Game)|The Lord of the Rings Online]]'', you're charged with rescuing an elf, where you have to carefully navigate through a fortress city, avoiding patrols (which will spawn more mobs) until you reach the ship the elf is held captive on. However, this part can be easily breezed past by simply making a bee-line to the ship, jumping the side rail, and standing behind it. All the mobs that aggroed and spawned will be stuck on the railing, failing to path to the part with no railing, and instead, trying to rush directly at you. At this point, you can just pick each of them off at your leisure with any ranged skill you have - before advancing the quest by talking to the elf.
* The [[Final Boss]] of ''The Twisted Tales of Spike [[Mc Fang]]'' can be manipulated into getting stuck at the side of the throne on the top of the arena while the player stands on the other side of the throne throwing boomerang hats and easily dodging his very powerful attacks.
* Melee combat in ''[[Rondo of Swords]]'' is based around the [[Foe -Tossing Charge]], so enemy melee units typically don't move until you're close enough that they can charge you. However, they can't end their turn in an occupied square, and they can't double back on their own path. If you put a unit just close enough that they should be able to charge it, then put three more units in the three adjacent squares they'd charge past your nearest unit to reach, they'll get confused and move to the one open square adjacent to your nearest unit--which not only prevents them from damaging that unit, but allows your four nearby units to gang up on them on the following turn. (Note that this does not apply if the enemy unit has a significantly shorter movement range than your nearest unit--they'll try to flee instead.)
* ''[[Minecraft]]'', for a long time, had enemy AI be very simplistic. If a monster was chasing you, all you had to do was stand in front of a pool of lava and watch the mobs walk straight into it. The AI was coded to walk in a straight path to the player when they spotted them, regardless if there was a lava pit or a cliff in the way. The update to 1.2 enhances the AI to have better path finding so if the player is being chased by a zombie for example, the zombie will attempt to look for alternative paths to the player as long as it doesn't hurt itself. Skeletons were also made smarter by rushing at the player and flanking them should the player hide by a corner of a wall. Enemy mobs can also see through glass and will try to get to the player if they see them through the glass, whereas in the past, glass acted like solid blocks for mobs, thus they couldn't see through it.
** Endermen also have an exploit in their AI that can be abused if used right. Endermen take damage from water and if an Endermen is hostile towards you, exposing it to water will cause it to be neutral and stop attacking you.