What are the AI behavior mechanism of the enemy in Sekiro?

AssasinK

Member
The AI behavior mechanism of the enemy in Sekiro is not very smart, there are many rules that can be followed, which provides convenience for the player to defeat the enemy quickly and without injury. Here is an analysis of Sekiro AI behavior mechanism. I hope it can be helpful to all players.

What are the AI behavior mechanism of the enemy in Sekiro?

Vigilance and hatred state in Sekiro
1. Freedom

In this state, the enemy’s actions are completely preset actions. Some minions and elite monsters will patrol according to a fixed route, some will stand in a fixed position to watch and be in a daze, and even more will sit lazily on the ground drinking and chatting, etc. But some will fight people from different camps. Understand the free action mode of each enemy, you can better plan the sneak ninja route, and even trigger some content that can be tapped.

2. Faction
Different enemies belong to different camps. There are rivalries and alliances between different camps, and the alliance relationship may change. The wolf's camp belongs to the son of god, but as we all know, only the wolf is left in this camp. No effect if people in the same camp attacked each other. People in the alliance camp attacked each other partially effective. I haven't fully understood the specific camp division and alliance relationship here. You can explore by yourself. Under the influence of puppet technique, the enemy loses its own camp and becomes an alliance with the wolf, and will accidentally injure the wolf when attacking. Under the influence of the whistle, the small animal loses its alignment and reason and launches an indiscriminate attack.

3. Vigilance
The alert range of all AIs includes three areas, as shown:

只狼.png

The yellow area represents the hearing area. Small sounds in this range can also directly cause the enemy to alert. A yellow triangle appears and causes the enemy to turn around. However, when the sound is muted, it does not cause the enemy to alert (including learning skills to silence, squatting behind the enemy, or Direct moon hidden sugar); the green part is the enemy's afterglow area, which will gradually accumulate the alert value. When the alert triangle is not completely yellow, the enemy's free action will not be affected. After the accumulation is complete, the enemy will turn. The red area adopts a gradient color, representing the vision area. The closer you are to the enemy in this area, the faster the alert value will accumulate. When the alert value is completely accumulated to yellow, the enemy will start to notice the wolf. At this time, the gunners who attack remotely often do not need to approach the player to start accumulating red alert value, after the accumulation is full, start fighting, but the melee enemy often needs to get closer to fight. In addition, large noises can alert nearby enemies, such as performing endurance killing, damaging objects, throwing firecrackers, whistling, smashing pottery, etc. The enemy will go to the source to check the situation. The alert range of different enemies is also different, the role of Moon Yintang is to reduce the afterglow and vision range and eliminate the hearing range. As long as there is no war, the enemy is in a state that can be endured, unless it is the Water Saint Sword Master set by the plot.

4. Hatred

That is to say, the target of the battle. The wolf appears in the enemy's vision, or initiates a battle, or is triggered by the plot and terrain, etc., can enter the battle and cause hatred. Each AI can only have hatred for one target, that is, in a one-to-many battle, each move only locks on one target, without considering the positional moves of multiple enemies. When there are multiple enemy enemies near the enemy, the enemy who has just caused damage is generally targeted. Hostile camps can generate hatred, and the mechanism is also to arouse alertness first, and then enter the battle after seeing the enemy. But there are also neutral NPCs such as Cave Mountain, Zhenzuo, etc. As long as the wolf does not provoke them, it will not have hatred against the wolf, and can even fight with the wolf.

The enemy's own state in Sekiro
1. The response based on the type of defense
(1) Confrontation

The enemy will have a confrontational state. At this time, the enemy is not in any moves or actions, the enemy's torso will naturally recover, and when the wolf is attacked by the frontal attack, the block type enemy can parry, bounce, or even hide and see through. When the confrontation time is too long, the enemy will take the initiative to attack and use moves freely. The best strategy for an enemy in a confrontational state is to strike in time to make the enemy defend or make moves.

2 points need special explanation:
1'. When facing the enemy intentionally, the enemy will not defend. This is the case when Carmen skips classes in the castle tower.

2'. Since the stab cannot be blocked, press and hold the attack button to the enemy in the confrontation state. In the stab, the enemy often bounces directly instead of parrying, but the giant ninja stab will not be bounced.

Sekiro 2.jpg

(2) Parry
Blocking enemies will parry when they receive a frontal attack, and there are fixed counter-attack moves after parry. This method can be used to simplify the enemy's change of moves or create repetitions. Different enemies have different times of parry. Generally, it can be considered that the last stroke of a combo will cause a bounce. The previous parry was all. Ping A often bounces off after two parry and the third one. For prosthetic ninjas with chase and cut, they bounce and chase and cut. However, different enemies have different blocking strategies, which require players to explore by themselves. There is another way to seduce and parry, which is to change the move before you finish it. The most common one is the short rust pill and two combos, or the rust pill and the floating boat. Stable cycle.

(3) Bounce
There is a fixed counterattack after the bounce, and the bounce will also cause a period of rigidity to the wolf. Therefore, the enemy can be induced to counterattack after the bounce by continuous attack to simplify the change. This is also the most basic mode of fighting. Whether the enemy's bounce position is on the left or the right will also affect its moves. Some moves are triggered only after a specific side bounces, so there is a spear stab to induce the left hand side to bounce.

(4) Injured
Blocking enemies will quickly adjust to the parry state after being injured by HP. If they continue to suffer damage such as blood knife damage or sharp sword energy in the parry state, they will choose to move or retreat. For example, if you use the blood knife technique on the lone shadow crowd next to the lone shadow crowd, you can't use the trick of temptation and parry on the lone shadow crowd. For the overlord enemy, there are no previous types of defense. The overlord enemy can always move freely, so don't be greedy for the sword when facing the overlord enemy. Domineering enemies use their own toughness as defense. After reducing the toughness of the domineering enemy to zero, the enemy will interrupt any current actions and go directly to a short period of rigidity. For the overlord enemy with a knife, the torso can be collapsed by bounce, such as the third stage of the monk breaking the monk and the headless lion ape, but the lion ape and the ghost of resentment must be actively attacked to make the torso collapse.

Sekiro 4.jpg

2. Location

After the enemy leaves the preset jurisdiction area, the priority will be returned to the area, and the attack will only resume when the protagonist wolf is close; when the enemy is significantly away from the preset area, it will no longer actively attack, but still retain the parry and rebound after counterattack; continue; Stay away, the enemy will completely lose the ability to act and even counterattack and block the ability. This is a very universal way of skipping classes in the face of elite monsters. What I have tried and feasible include: Ninja Hunter (will retreat after getting on the bridge, and will not move at all after crossing the bridge for a while), Anaconda Rezo (abandon counterattack after reaching the opposite bank of the water), Water Sword Master (pass After the bridge, he gave up the active attack and the counterattack after parry), and the orphans were spearheaded (three years ago, the first Taro soldiers seduce in the direction of Zhulinpo, Zhengchang will give up the active attack and parry and counterattack, three years later Start to retreat from the grass, and there is a door between the bridge where the general and the orphans are fighting. The door is a Yaksha candy, and after this door is over, he will give up resistance)

3. Self-counting
The enemy will count part of its own actions, and when the counting conditions are met, certain moves are triggered (non-white hat orphans will parry out of the fairy peaks, and the ghosts will appear in turn in the lower stage of the third stage, etc.). This mechanism can be used to predict Judge the enemy's move. This mechanism is widespread, and everyone can explore it by themselves.
 

AssasinK

Member
4. Stage
New moves may be triggered in this stage or in a new stage:

(1) Entering into battle or changing phases
a) Fixed moves: The Juggernaut Xie Ichiro will start with a fixed undead cut; the orphans of the White Snake Shrine will use Yasha to kill sugar at the beginning of the second stage; the wraith will start to rotate in a fixed circle in the third stage; The body can not be hit; the second stage of the breaker monk will always summon the phantom, unless he is directly killed; the third stage of the breaker and the phantom breaker use the big windmill at the beginning; the second stage of the castle tower is fixed with arson and secret transmission... …

b) Priority move: At the beginning of the second stage of the Wraith Ghost, the distance to the wolf will be detected. When the distance is closer, the lower section is far away from the longitudinal fire, and the longer distance is directly longitudinal fire. However, there is a very small probability that this move will not be performed. Therefore, the vertical fire is a priority move; the Juggernaut has priority to thunder in the third stage, but not necessarily thunder...

What are the AI behavior mechanism of the enemy in Sekiro?

c) New moves: after most BOSS enters a new stage, they will add response moves, or combo moves, and discard some of the previous moves, such as the retreat in the second stage of Juggernaut, and the addition of Ba Zhi Lei in the third stage as a new Retreat moves (for this reason, many players will find that when attacking the sword master more vigorously, the sword master is more likely to thunder), the dragon flash is also a new move for the third stage; the jump and split of Jiichiro must be followed by a stab in the first stage. The stage is the spur or the lower segment, while in Baliu, it is the spur, the lower segment, and the fifth stroke of the floating pontoon. Choose one of the three...

(2) HP and torso
a) When the HP is less than a certain percentage, some enemies will use the stagnation moves to facilitate the players to carry out anti-air combat, such as the seven-faced warrior, the double-blade Jinlai, etc...

b) When the torso is greater than 50%, orphans, tenshukaku warriors, samurai generals, giant ninja owl, etc., the torso will be activated to breathe, and the torso will be restored after a short period of stiffness. It is recommended to interrupt in time; When the torso is greater than 50%, four consecutive shots in the air are activated, which implies that everyone likes the coin collection and pays attention to the four consecutive shots.
 

AssasinK

Member
State of wolf in Sekiro
1. Use of props

Many enemies will detect the use of gourds and other props by the wolf, and take countermeasures, such as Juichiro will stab, the monk and the sword saint will jump and chop, etc... The Phantom Breaker also responds to the song, and uses it for the third time. The post-breaking monk will quickly use the post-jump cut instead of the windmill.

2. React according to the wolf's defense type
The wolf's defense also includes four types of "confrontation", "parry", "bounce" and "injury", plus a "empty". There are three types of "empty", which are not hit at all, hit invincible frame, and seen through. Long-term confrontation has caused the enemy to move freely. I won’t repeat it here; Genichiro or Isshin Ashina’s first-stage three-strand level A, the second time is bounced or hit empty, but the third time is not available; the resentful ghost only causes torso injuries. There may be three consecutive knocks; Baliu Ichiro's long-range stab will take over the throwing technique when he bounces or hits; the monk's stab has a back move after he bounces; the left and right sides of Xie Ichiro will inevitably trigger flying after the bounce. When crossing the pontoon, the floating pontoon needs to be parried or bounced off at the last moment to induce a stab, etc.... The red pearl makes the wolf gain the overlord body, so the "injured" defense type exists just like the overlord enemy.

3. Torso collapse
Part of the enemy's moves will be interrupted when the wolf’s torso is broken (the wolf’s torso is harder when it collapses, and this feature is generally not used; part of the monk’s combo moves will stop or reduce a few if the torso is broken; Xiaichiro Slow cutting plus kicking and archery. If the torso is broken during slow cutting, there is no back move etc...)

4. Location of the wolf
(1) Close front
The most common swordsmanship is to simplify the enemy's changes by keeping the front close and attracting bounces. However, because the enemy often uses combos in this situation, it is considered to be the most orthodox. (Some people like it. Although other styles of play are collectively referred to as skipping classes, I personally don't agree with it. It is indeed skipping classes for the ghosts to jump off the building, but it does not seem to be too harsh for Ninja Stream or Undead Streaming).

(2) Middle distance front
Some enemies have countermeasures against the middle distance. For example, the ghost car will use middle distance moves after retreating or jumping back, which has no effect on the distance or under the crotch. However, I am not particularly clear about whether the middle distance is clearly defined. You can explore it yourself.

(3) Long-distance front
Some enemies have long-distance moves, such as adoptive shuriken and chasing, shuriken two consecutive jumping and splitting, various AOEs of grieving ghosts, juggernaut shooting, etc... Most enemies still tend to chase directly, and In the process of chasing, the wolf runs at an accelerated speed and cannot recover its torso, but if the enemy does not exist, it is already fast, so it can recover its torso...

(4) Back
Most enemies will turn around when they detect the wolf at the back and cannot block them, so they can deliberately run to the back to reduce the enemy's HP; Tenshukaku Ashina Yishin will restore the confrontation while turning around instead of directly parrying. Be careful Anti-cut and throwing skills after hiding from the side; the giant ninja owl will turn around and retreat at the same time, which is more alert.

(5) Resurrection
After the resurrection, the enemy chooses to stand up instead of attacking immediately. It should be just the old thief giving the player a time to drink medicine. However, drinking the medicine will trigger the enemy’s AI detection. Some enemies who can cause damage before the end of the medicine (mainly the castle tower Reina Isshin) are not recommended to drink the medicine after rejuvenation. In other cases, the blood can be filled with medicine. Fight again.
 

AssasinK

Member
Control AI
a) Firecrackers, ashes, etc. will cause blindness. The enemy will interrupt most of the actions, and will have a short period of rigidity (it can press the swordsman’s gun, or interrupt some overlord moves, of course, generally used to bully the monk). When sneaking, blinding can also invalidate the enemy's vision warning zone, which can be used for continuous assassinations.

b) Targeted control: firecrackers cause greater rigidity to animals, Yu Gami (including snake eyes) and poisoning rigidity, flame rigidity of general enemies, rigidity caused by crying ghosts to wraiths and ghosts, overbearing enemies After being cut tough, people with red eyes become hard when they are exposed to fire, the spear is hard when they are unarmed, and the Taro soldiers are hard when the machine axe breaks the shield. Most of these control methods can interrupt the enemy's actions (including the domineering body movements), and it is these methods of controlling AI that better reflect the value of the prosthetic hand.
 
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