Perfect Play AI: Difference between revisions

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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.
** The bosses of ''[[Mortal Kombat 9]]'' are particularly notorious for being '''Perfect Play AIs'''. Especially Shao Kahn.
*** Not to mention employing [[NoWon't SellWork On Me]] whenever they feel like it.
* ANY character from Kagemaru on in ''[[Virtua Fighter]] 2''.
* In ''[[Last Blade]]'', the boss, Kagami, is a '''Perfect Play AI''' in his first form.
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** Much less prevalent in ''Killer Instinct 2,'' where the game mechanics are much friendlier and give you many opprotunities to counter the AI. The [[Tactical Rock-Paper-Scissors]] nature of how combo openers work in ''[[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 Real-time Strategy, something similar to a '''Perfect Play AI''' strategy is done by hiding most of the army around a cluster of long-range artillery units, then cascading them forward so that the army never leaves their protective shadow.
** ''[[StarcraftStarCraft]]'''s Terrans, with their Siege Tanks and generally low mobility, tend to thrive on this.
*** The rather difficult "bunker rush" is based on the same idea.
** In the ''[[Advance Wars]]'' series an inversion of this is done by a tactic called 'mech spam', which involves using artillery shielded by lots of cheap infantry units with bazookas—the enemy gets bogged down trying to chew through the infantry hordes and are cut to pieces by the artillery.
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** With some of his styles, Dante does the same as Vergil from before. The most effective way to beat him is walk to him while shooting, causing Dante [[Shoot the Bullet|to do the same]], then quickly attacking with Devil Buster once in range.
** On [[Harder Than Hard|Dante Must Die]], Berial becomes like this. Going to face him head-on suicidal. The secret to beating him is to do these things: 1. Use your fully charged gun on him as much as possible. 2. Hit him with your sword immediately after he does a lunge attack. Go for the sides and hindquarters. 3. The moment his flames drop, go berserk with devil trigger, especially trigger-enhanced buster (Nero's demon arm).
** The Angelo Credo fight is a good example of this trope as well. Most of the time, he will advance steadily towards you or hurl spears at you. His sword attacks are a bitch to dodge (so quick you don't see them), and unless you nail the timing, attempts to grab him will either [[NoWon't SellWork On Me|fail]], or do very little damage.
** Some [[mook]]s also do this, such as the Angelo enemies. [[Boss in Mook Clothing|Alto Angelo]] will block your hits a lot and often your attempts at grabbing them result in a [[NoWon't SellWork On Me]].
* This can happen in tag-team matches in some games in the ''[[WWE]] Smackdown vs. Raw'' series. If a computer player decides that they want to tag out, then 90% of the time your every attack will be countered, dodged, or ignored until this is done. It usually does not occur in other modes, however.
** If the computer does not want to allow you to do a flying attack it will stop you, no matter what.
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* In ''[[Eternal Fighter Zero]]'', 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.
* Chin fights like this in ''[[The King of Fighters]] '97''. However, it's fairly easy to work around it by jabbing at a distance and blocking his attack.
* As a boss character based on counter moves, ''[[Blaz BlueBlazBlue]]'''s Hakumen rather sensibly fights this way. If you're not careful, he may well counter you into a [[One-Hit Kill|Astral Finish.]] Depending on your character and playstyle, he can make the game's actual [[SNK Boss]] v-13 feel weak and anticlimactic in comparison.
** In Score Attack mode, ''everyone'' turns into Perfect Play [[A Is]]. Instant Blocking all your attacks and escaping your throws before launching you into a 20+ hit combo the instant you do something unsafe. And then you have to fight [[SNK Boss|Unlimited Nu, Unlimited Rachel]] and [[True Final Boss|Unlimited Ragna]] in this mode. And if Unlimited Ragna hits you with the right counter, he will super drain over 2/3 your life and heal over half his already 3 times over health bar.
*** ''Extend'' ups the ante with "Unlimited Mars" mode. Everything above, and EVERYONE is in their unlimited mode. The unholy fusion of [[SNK Boss]] and '''Perfect Play AI'''.
* [[Arc System Works]] has done it again. With their help on the console port of ''[[Arcana Heart]] 3'' in score attack mode, Parace L Sia returns, and combines this with [[SNK Boss]] into one of the most unholy fusions imaginable, making every unlimited character from [[Blaz BlueBlazBlue]] seem like nothing in comparison.
* The Sega Genesis ''[[Teenage Mutant Ninja Turtles Tournament Fighters]]'' had Karai as the last boss. If you tried to stand back, she would [[Beam Spam|spam projectiles]] you couldn't jump over. If you tried to get close, she would knock you down, then throw you repeatedly with absolutely no window of opportunity to move or escape between throws. This was at difficulty setting ''1''. It went up to ''8''.
** She was much worse in the SNES edition. Air superiority in the form of a leaping multi-hit attack, similar to E. Honda's Hundred-Hand Slap, and she had the best jump in the whole game. She could easily clear most of the screen in one leap. And she "walked" rather fast. Trust me, she was bad, bad news.