I play alot of super street fighter 4 i wouldn't claim i'm that good at it but i can pull of various combos and the like.
The AI in ssf4 works solely off counters as far as i can tell, the difficulty just increases the rate at which they counter and don't take your shit on the chin.
The real difference between playing against a player and an AI is the fact you really can get away with some very cheap shit. Playing against a person if they are playing very defensively keeping back not attacking you can 'Taunt' them make them angry so they get reckless and come flying at you leaving themselves wide open.
You could sit spamming taunt and dicking around the screen with Dan Hibiki 'Wahoo jumps' and the AI won't give a shit, it will play exactly the same. You do this to player and after the 6th time you dodged a shoryuken by gliding over it yelling 'WAHOOOOO' i can assure you they will be mad as shit and will come at you like bear that you just kicked in the nuts.
Another example is against an AI if your both crouching looking at each other, you dash forward for a cheeky quick throw the AI will nearly ALWAYS counter it. A player how ever may not expect this as it's a very nutsy thing to do and if you do it at an unexpected moment you will catch them off gaurd. You will never catch the AI off guard if you hit the AI it's because it let you or doesn't have an avaible counter.
The AI in ssf4 works solely off counters as far as i can tell, the difficulty just increases the rate at which they counter and don't take your shit on the chin.
The real difference between playing against a player and an AI is the fact you really can get away with some very cheap shit. Playing against a person if they are playing very defensively keeping back not attacking you can 'Taunt' them make them angry so they get reckless and come flying at you leaving themselves wide open.
You could sit spamming taunt and dicking around the screen with Dan Hibiki 'Wahoo jumps' and the AI won't give a shit, it will play exactly the same. You do this to player and after the 6th time you dodged a shoryuken by gliding over it yelling 'WAHOOOOO' i can assure you they will be mad as shit and will come at you like bear that you just kicked in the nuts.
Another example is against an AI if your both crouching looking at each other, you dash forward for a cheeky quick throw the AI will nearly ALWAYS counter it. A player how ever may not expect this as it's a very nutsy thing to do and if you do it at an unexpected moment you will catch them off gaurd. You will never catch the AI off guard if you hit the AI it's because it let you or doesn't have an avaible counter.
This the AI works off input and has no time for 'the guessing' gameNaeras said:AIs in fighting games are horribly hard to make properly, because the result is always one of the following;
1. The AI has one or more inherent flaws that can be easily abused, thus all you need is to abuse that precise weakness
2. The AI uses every move perfectly and is unbeatable. The exception is if there's a parry option, in which case you can usually figure out the pattern of the AI and beat it every time by parrying all its attacks, turning it into scenario 1.
3. The AI reads your inputs. This is done way too often, and it's annoying as fuck, as the AI is unbeatable.
You need that human factor to add guessing games and reads to the equation.