Fighter AI Realism vs Difficulty
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Re: Fighter AI Realism vs Difficulty
Originally posted by AydinDubstep -
Re: Fighter AI Realism vs Difficulty
Originally posted by AydinDubstepHave you guys noticed the AI using the recently added stationary lung jab and lunge cross much?Comment
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Re: Fighter AI Realism vs Difficulty
Originally posted by AydinDubstepHave you guys noticed the AI using the recently added stationary lung jab and lunge cross much?
Hope the AI can incorporate them and get better defense against them before the last patch.
And pretty please bring back the AIs ability to hit submission reversal off TDs and if possible, let it use stack guard and arm trap subs as well.
Sub reversals made guys like Cerrone crazy fun to fight, just the added risk.
Perhaps make it only happen on Hard or above so newer players aren't getting aced with the more technical grappling moves.Comment
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Re: Fighter AI Realism vs Difficulty
I thought I saw it once but I must've been tripping cause I've never seen it again.
Hope the AI can incorporate them and get better defense against them before the last patch.
And pretty please bring back the AIs ability to hit submission reversal off TDs and if possible, let it use stack guard and arm trap subs as well.
Sub reversals made guys like Cerrone crazy fun to fight, just the added risk.
Perhaps make it only happen on Hard or above so newer players aren't getting aced with the more technical grappling moves.
Thanks for calling it out, it's been fixed in the next patch, along with a slew of other things!Comment
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Re: Fighter AI Realism vs Difficulty
I've had similar experiences and agree wholeheartedly with the above two posts, good feedback guys.
Can't wait to see how the AI is with the new patch.
Most importantly I can't wait to be tapped for shooting a sloppy desperation TD as AI sub reversals should be back.Comment
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Re: Fighter AI Realism vs Difficulty
@Skynet
I went into offline to test the AI, as I hadn't played offline since the summer. I had Zombie vs Yair on Pro. I managed to land like 15 leg kicks off of a basic jab-leg kick combo, he didn't respond at all, no checks, he showed no signs that they are bothering him and that he needs to adjust, just kept eating them. I also threw naked ones, nothing. No pattern recognition. Eventually I beat him by leg kick TKO, having landed maybe 25-30 (don't quote me on that, they were a lot anyway) with him checking 6 or 7 in total. I have always noticed that the AI doesn't deal well with leg kicks, I have a vivid memory of using them as a failproof last resort against a Gustafsson once in career. Has anything been done to fix this? And what's the situation with pattern recognition and leg kicks in general?Comment
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Re: Fighter AI Realism vs Difficulty
@Skynet
I went into offline to test the AI, as I hadn't played offline since the summer. I had Zombie vs Yair on Pro. I managed to land like 15 leg kicks off of a basic jab-leg kick combo, he didn't respond at all, no checks, he showed no signs that they are bothering him and that he needs to adjust, just kept eating them. I also threw naked ones, nothing. No pattern recognition. Eventually I beat him by leg kick TKO, having landed maybe 25-30 (don't quote me on that, they were a lot anyway) with him checking 6 or 7 in total. I have always noticed that the AI doesn't deal well with leg kicks, I have a vivid memory of using them as a failproof last resort against a Gustafsson once in career. Has anything been done to fix this? And what's the situation with pattern recognition and leg kicks in general?
However he usually changes stances with leg damage for me.
It ranges AI to AI, some AIs will check you like a mother, I find Anderson is great at checking.
Though sometimes the AI will also soak up low kicks too and do very little to avoid or counter them like you've described here.
Personally I find myself getting checked enough to keep me in check with my low kick output (I am pun)
But with that said, there are exploitable holes in the AIs game you can use to easily get a low kick TKO if you want one.
Fienting into low kicks and low kicks off the push are both very reliable, as is cage MT clinch spam to the legs.
I'd still love to see a LOT more AIs change stance with heavy leg damage, high switch or no, but that's personal preference a little bit I guess.Comment
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Re: Fighter AI Realism vs Difficulty
So I just tested Yair v Moicano on Pro twice going for leg kick TKOs.
Main thing I noted is he isn't switching stances at all, is this a bug perhaps. He DEFINITELY used to switch occasionally and would switch off leg damage almost all the time. I fight Yairs AI a lot so I consider myself familiar enough with it to say that confidently.
So hopefully that one can get checked out, I'm going to test more AIs I know switch like Pettis, Tony and Max.
Secondly, he was very susceptible to jab low kick combos as he bites on the jab reliably and thus your kick often intercepts a flashy kick from him.
He did check enough kicks (usually naked but sometimes combed) to drop my legs to 40% and 20% respectively and caused 5 check health events on me in the first fight and roughly 50% and 3 in the 2ND when I was more cautious and cheesy
This was partly my fault for throwing naked advancing kicks early, but he also checked a few low kicks I threw off a 1-1-2 and 2-3b as well.
Overall: I think it's a bit more of a hole in Yair and other specific AIs game as opposed to a Issue with all AI persay. Though as I stated earlier there are areas of the AIs low defense I'd love to see changed.
And a few holes it'd be hole to see higher AIs have counters for maybe.Comment
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Re: Fighter AI Realism vs Difficulty
Several AIs that used to occasionally switch stances and regularly switch stances with leg damage have stopped doing so since the patch.
Swanson, Holloway, Pettis and Ferguson are all not switching with leg damage for me.
The only times I'm seeing switches is after grappling from opposite stances when the game automatically puts you in the stance of the fighter who intimated the grappling.
Hopefully this can get fixed and maybe expanded a little, I'd love to see more AI switch more often (or at all, at the moment)Comment
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Re: Fighter AI Realism vs Difficulty
Several AIs that used to occasionally switch stances and regularly switch stances with leg damage have stopped doing so since the patch.
Swanson, Holloway, Pettis and Ferguson are all not switching with leg damage for me.
The only times I'm seeing switches is after grappling from opposite stances when the game automatically puts you in the stance of the fighter who intimated the grappling.
Hopefully this can get fixed and maybe expanded a little, I'd love to see more AI switch more often (or at all, at the moment)Comment
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Re: Fighter AI Realism vs Difficulty
It has come to my attention since the new spear takedown ends in side control, that the AI is pretty bad at NOT getting KOed from rapid elbows. Especially if you do the spear takedown off of a rock, the AI would obviously already be low on head health, then its pretty easy to finish it from side control.Comment
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Re: Fighter AI Realism vs Difficulty
It has come to my attention since the new spear takedown ends in side control, that the AI is pretty bad at NOT getting KOed from rapid elbows. Especially if you do the spear takedown off of a rock, the AI would obviously already be low on head health, then its pretty easy to finish it from side control.Comment
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