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A (Hopefully) Concise Synopsis on AI Routines in SvR '11


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#1 xirtamehtsitahw

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Posted 06 November 2013 - 12:40 AM

Whew, long title! LOL

There are quite a few AI routines built into the game's code which would be termed "cheapskate tactics" by even the most patient and level-headed gamer.

Here are some of them:

1. Using strong strikes after initiating a chain grapple animation/reversing your chain grapple.

2. Spamming hard-to-counter, super-fast jabs, often in groups of THREE (not four--that would simply knock you down and make you get up, stunned), severely (if not completely) draining your momentum meter and sometimes even knocking you completely out of the ring, which initiates a rather (excessively) lengthy "selling" animation, during which the AI opponent adds insult to injury (literally) by taunting you from a safe distance.

3. When you acquire a signature move or finisher, the AI will go into a full-on "panic mode", where they start countering EVERYTHING you throw at them, using the longest counter animations they have, until your finisher state is gone, after which they resume their "normal" counter-spamming routine (which isn't much better).

4. Insisting on reversing EVERY. SINGLE. pin or ground-submission attempt, even after their face is busted wide open and they're wearing the "crimson mask" and the "bloody chest wig".

5. If you manage to lock in a submission maneuver, they'll kick out long after the character they're playing as would've normally given up/tapped out.

6. If you use a leverage pin, expect the AI to either kick out at just before 3 about a dozen times...or worse, counter the darn thing into their own leverage pin. If you counter that one, they'll just counter right back. Back and forth, back and forth, I've seen a sequence of FIFTEEN (!) leverage pin transitions, before the AI finally gave up trying to reverse it and just kicked out (cheater).

7. The AI seems to be able to sometimes use groggy grapples on you even if you're not groggy! Also, they'll be able to execute leverage pins on you if you attempt a NORMAL chain grapple (leverage pins are normally available for use during a groggy grapple/ground grapple/running grapple or strike attempt).

For all of this almost insane level of AI cheapness, the AI routines have "holes" in them: an AI opponent cannot counter a strike/grapple/finisher attempt if they're holding an object. Then again, neither can YOU, but you can easily either swing the weapon (forcing them to counter and grab it, thus opening themselves up for a move) or drop it. The AI isn't so smart in "Hardcore 101", it seems...

The second "hole" I discovered (and often love to exploit) is to initialize a chain-grapple command, then Irish whip the opponent (they hardly ever counter a grapple into an Irish whip) or transition into another chain grapple command.

The third "hole" involves standing struggle submissions. The AI NEVER performs them, and has a very hard time countering standing submission attempts.

All of this AI cheapness can be (somewhat) nipped in the bud by nuking every character's Technical attribute and set it to 5 (the lowest the game allows). To be "fair", I set all my CAWs' Technical attributes to 5, as well.

In addition, the game balancing sliders determine the balance between player reversal ability and AI reversal ability. If left at the default setting (10), you can reverse as well as the AI. If "maxed out", the AI becomes a "reversal god", whereas it is much more difficult for you to counter. If nuked (set to 0), YOU'RE the "reversal god", and the AI doesn't reverse all that much (they still do, but they're a bit weak). Those sliders do NOT change the size of the reversal window. That is determined by your Technical rating versus the AI character's Technical rating. The Technical rating determines how easily you can counter moves, and also how resistant you are to your moves being countered.

One last thing: I would recommend disabling (re-locking) Ricky Steamboat and Jimmy Snuka from the selection screen--I've found out that both of them have glitches somewhere in their code (possibly AI routines) where they'll freeze the game if used or you attempt to set up a match against one of them (Snuka freezes in 6-man matches such as Battle Royals). They're both legendary Hall-of-Famers, but I doubt very many people actually use them, and I haven't seen too many CAWs of them either.

#2 Rapunzel

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Posted 06 November 2013 - 09:10 AM

Okay...