^There's a number of Melee CPU modes on the wiki not listed here: ITEM (CPU Mode), EVZELDA, SPLWLINK, ONLYITEM, FREAK, NOACT, SPLWSAMUS, STRUGGLE, NONE, AIR, COOPERATIVE and DEFENSIVE

CPU Modes are different sets of AI behaviors used by computer players in different games throughout the series. Several are intended for use in Training Mode, while other actions can only be seen performed in various Melee event matches. A few modes are only accessible through the use of Melee's debug menu.

Name Description


Debug Name (Melee)


(Super Smash Bros., 


Stop (Brawl, 3DS/WiiU)

The CPU will not move and will not make any inputs to defend itself or upon getting hit, barring some exceptions:
  • It will still attempt to recover if hit away from the stage, use a standard floor recovery after being knocked down (in Super Smash Bros., the CPU will always wait until the maximum length, then use a floor attack), use a ledge jump edge recovery when hanging onto a ledge, and jump off of revival platforms.
  • When put to sleep in Super Smash Bros., it will attack nearby foes right after the sleep ends.
  • When put in an egg in Super Smash Bros., it will use an air attack after breaking out, even if no one is nearby.
  • In Super Smash Bros.Melee CPU Zeldas will use transform periodically.
  • In Super Smash Bros. Brawl, CPUs will participate in the WarioWare, Inc.microgames.
Training Mode CPTP_STAY
Walk The CPU will walk back and forth across the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions. Other than this, it retains the same properties as "Stand". Training Mode,

Event 19: Peach's Peril (Melee)

Jump The CPU will constantly single jump in place. In Super Smash Bros. for Nintendo 3DS/Wii U, the CPU will also fast fall after every jump. Other than this, it retains the same properties as "Stand" Training Mode,

Event 21: Ice Breaker (Melee)


(Super Smash Bros., Melee)


(Brawl, 3DS/WiiU)

The CPU will actively run away from and avoid interaction with the player. Other than this, it retains the same properties as "Stand". Training Mode CPTP_ESCAPE
Attack The CPU will behave normally, throwing out attacks and maneuvers. The level of the CPU is chosen at the character select screen, and can only be adjusted afterwards in Brawl. If the player has placed multiple Training CPUs on the stage, they will be considered on the same team and will not attack each other.

In Super Smash Bros. for Nintendo 3DS/Wii U, CPUs set to this mode in Training spam projectiles and many approach attacks (such as Falcon Kick) more often than in other game modes, also being more aggressive at low levels

Training Mode, Versus Mode, the majority of single-player modes CPTP_NORMAL



(Brawl, 3DS/WiiU)

The CPU will be controlled by human players using extra controllers. If multiple Training CPUs are placed on the stage, they will all need separate controllers. As with Attack mode, CPUs cannot hit each other. Training Mode (Melee onward excluding Super Smash Bros. for Nintendo 3DS 'CPTP_MANUAL'
Special Low Link, Special Low Samus The CPU will constantly and only use their down special move. Characters set to this mode via the debug menu will even use Counter, PSI Magnet, and Rest, which they never use in any other situations. Event 3: Bomb-fest (Melee) 'CPTP_SPLWLINK'CPTP_SPLWSAMUS
Freak The CPU will stay where they are, but attack when an opponent comes near. Event 6: Kirby's on Parade (Melee) CPTP_FREAK
Item The CPU will attempt to grab all items that appear. Otherwise, the CPU is normal. Event 7: Pokémon Battle (Melee) CPTP_ITEM
Event Zelda When set to Zelda, the CPU will Transform into Sheik more often. Event 9: Hide 'n' Sheik (Melee) CPTP_EVZELDA
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