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They have "status". Like getting DI, getting raw DR'd, getting countered or countering, in corner or opponent in corner, anti-air, spacing difference, health differences, round time, meters differences, etc.
Then based on this status, they collect input from players and use them accordingly. For example round starts most collected data is: Raw DR, jump in, or projectile? So it does it.
The spacing is X and both on ground ("neutral")? It does its footsie commands or even a DI.
And so it does errors and even tbagging because it is a data it collected, they do not want "most optimized" routes like CPU Level 8, this is the key difference. It might need to read input as part of the "status" cycle.
My thought is they are actually more fun than CPU and more than welcomed. I actually played against my own SIM that was "recorded" when the patch first came and surprisingly enough it did mistakes that I have already noticed and fixed in my gameplay.
I kind of wished they would have a feature to play against a player's ghost, that would of been cool, but unfortunately not yet.
It's a feature that every fighting game should have by default because not everyone has the patience to experience the ♥♥♥♥♥♥♥♥♥ of online ( yet we still want to have a taste of it).
Look at Tekken and Virtua Fighter. They had ghosts since like 20 years ago. Killer Instinct brought them up like 10 years ago. Samurai Shodown came up with them like 5+ years ago, etc.
It's gonna be disappointing af if Fatal Fury and Virtua Fighter 6 releases without them, btw. Less fun for the likes of me.
I guess even Tekken or other fighting games with this option, don't let you fight player Ghosts.
https://www.snk-corp.co.jp/us/games/fatalfury-cotw/gamemodes/
I am excited for it.
Then they brought it back for 8, You can go download anyone's ghost. but from my experience so far, they're not very consistent.