Not to turn this into a debate, but to people like me who grew up playing SFII and such games at home against the CPU mostly, battling the CPU and well as watching them battle is something that is as much part of the series' DNA as multiplayer is. I probably am in the minority nowadays, and I agree that watching other people play is more valuable for improving yourself, but only the CPU / AI controlled versions of characters will ever feel "official" to me from a single player perspective if that makes sense, which is why I wish to see them fight or battle them once in a while.
I had a big debate before in one of these fight threads over the usefulness of CPU fighting in fighters. I think many people underestimate the value of proper CPU play, or the ease of making it worth putting into a game.
KoF XII had HORRIBLE AI. It was one of the dumbest things around. It literally wouldn't move or block at times, and would ocassionally throw out a combo-string, but that was mostly it. It would spam attacks at higher difficulties, but there was no rhyme or reason.
KoF XIII's was a lot better, if I remember right. They'd actually find ways to land some of the combo trial stuff mid battle, and would use ALL the games tools (like HD cancel combos).
Compare this to KI S2's AI with the shadow system. They are based off making clones of players as usable AI, so that the game makes the characters react with the choices, decisions, and consistency of a particular human. Even before that, the KI AI seemed pretty smart, as they were constantly pulling off very "player" like frame traps and combos (rather than just button reading), and there was even a learnable habit (They'd always counterbreak on the 2nd heavy double, I believe) that you could learn after playing them.
And really, how different is good AI, compared to a flowchart player online? One of the most frustrating things to play against (for me) is someone who adapts NOTHING from the fight you're in. They don't fear a punish after you've shown them a tactics is bad twice. They don't learn to block low as you loop sweeps on wakeup. You can't make them fear jabbing out of EVERYTHING, so you can't make them fear button presses to land a throw. It's like playing against a dumb computer, that sticks to it's guns, and has no human traits.
I think it was CVS2 or Soul Calibur, but back in the day, while playing SP to unlock characters, we actually noticed some AI adapting to our playstyles. 1 player would sweep a lot, and eventually, the CPU would null the strat, and block and counter accordingly. Then we'd switch off, and the other guy would use more jumps or better footsies, and the CPU would wake up expecting the same sweeps, but get punished for it.
And then you had VF... 4 or 4 Evo, I think, with it's arcade quest mode, with players in the mode based off the real JP arcade players. I remember having quite a few "rivals" from that mode, and could identify patterns and random quirks (like players running off the stage after a win, or obvious patterns like starting a round with the same combo) that really made it feel as if that AI was a person. It was fun, and I even gleamed some tactics and observations that still stuck with me into the later VF releases with online.
I think I can actually fault them for not adding a slider to the Versus mode that lets me choose CPU instead of Player 1/2, or for not even including a simple Arcade mode or attract mode as throwbacks to the series roots. Both would have been harmless additions that wouldn't have to come at the expense of anything else. (Online) multiplayer might be the future of the genre, but for me, offline single player modes are what made me fall in love with this genre back in the day. I just hate to see those go when they take so little effort to retain for older loners like me who still buy these games.
"HEY, I BEAT LEVEL 8 AKUMA! I'M THE BEST!" heh, those old days. I remember sitting with my little 13 inch CRT on SFII SNES, trying to beat max difficulty Bison with Dhalsim for HOURS. Such innocent times, lol.
One things I love from Old SFII is how Ken would ALWAYS do weak, medium, fierce DP in order, when he reached weak health, and the danger music kicked in. most recognizable thing to punish, and it was a nice, basic satisfaction to be able to call him on it, and act accordingly. That also still sticks with me as a tactic that fits his perceived personality, of being a cocky showboat.
It's always a shame to me that the gameplay of an offline fighter isn't expected to mean anything. Wouldn't it be nice for the AI to "act" like the character is suppose to, gameplay and personality wise, to help sell new fighters to new players?