Dev Diary - Ai is a “frame perfect button masher?”
Hey Kabam,
Thanks for the Dev Diary - it’s good to see some transparency around AI. But one thing still isn’t clear:
You mentioned the current AI is a “frame-perfect button masher,” but something I’ve not heard anyone talk about is what that means from a speed perspective…
In laymen’s terms, it means it reacts every 16.7ms at 60fps. That’s INSANELY fast. Even at the old 30fps, it was still reacting every 33.3ms, which is still far faster than any human can respond. For context, a pro player reacts around 150–200ms. So the AI currently reacts 9-12x faster than a Pro Player?! In what world is that remotely fair or a good player experience?! When you lay just that one element out, no wonder we are all feeling like the Ai is completely cracked beyond belief!
That brings me to the main question:
Is AI 2.0 still going to react frame-perfectly?
Or are you actually introducing input delay, reaction buffers, or human-like limits?
Because no matter how “smart” or “strategic” the new AI is, if it can still react inhumanly fast, it’s always going to feel unfair, not fun. Blocking specials mid-combo, intercepting with frame-perfect accuracy, and holding onto specials doesn’t feel like difficulty, it feels like fighting the engine.
I mean, most successful and competitive games (especially in the fighting genre) implement human-like limitations in their AI to keep things fair. Games like Tekken, Mortal Kombat, Street Fighter, and even God of War (in its boss design) introduce intentional input delay, reaction windows, or AI behavior patterns to simulate real opponents and give players meaningful counterplay. These games know that challenge should come from mechanics and mastery, not inhuman reaction speed. That’s what keeps fights skill-based, satisfying, and rewarding - not oppressive or cheap.
Would really appreciate a clear answer on this.
Thanks.