Human players in competitive Super Smash Bros. matches often make use of several different movement techniques to keep their gameplay fresh and unpredictable; these include dashing, jumping, crawling, dash-dancing, fox-trotting, and pivoting, among other strategies. However, optimally-trained Figure Players in both Super Smash Bros. 4 and Super Smash Bros. Ultimate move much differently than a human player would, and this behavior quirk is actually beneficial in a tournament setting.
In Super Smash Bros. 4, Figure Players are wholly incapable of utilizing advanced movement techniques. Generally speaking, FPs in this game cannot dash-dance, fox-trot, or pivot on purpose; in addition, they cannot consistently go off-stage to edgeguard opponents. More often than not, the AI opts to simply walk up to its enemy and then decide which attack (or defensive maneuver) to use. In a match between two amiibo, the FPs will often walk up to each other and then stand still as if staring at each other. This behavior cannot be adjusted through training and is considered hard-coded.
In Super Smash Bros. Ultimate, Figure Players are capable of utilizing movement options they couldn’t use in the previous title, including the aforementioned dash-dance, fox-trot, and pivot. Despite this, optimally-trained competitive FPs are taught to walk at all times. FPs that walk instead of run – especially when close to their opponent – “think” more clearly and thus have easier access to defensive options like blocking or dodging. Furthermore, FPs that run a lot often dash right into an opponent’s attack, so teaching them to walk also helps them avoid taking unnecessary damage. Almost every fighter in the game benefits from walking over running, and the information present in our training guides reflects this. There is an AI flaw present in this game regarding movement in which FPs will completely freeze and stand still. For more information on this issue, please refer to the page on freezing instead.
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