The artificial intelligence used in fighting games has been questionable since the genre first debuted. Hitting up arcade mode, story mode, or similar computer-battle modes has always been a decent-enough way for those tired of training mode CPU dummies to go out into the “world” and try to work on hit-confirming or a number of other tactics, but as we all know by now, doing this is never as good as playing against another player.
This is due in large part to the way that the AI acts. Everything from actually reading your inputs, to employing random tactics, to being able to flawlessly block even the most ambiguous of cross-ups every time (yet still getting snagged by every third errant jab) make it feel, well, artificial. One could even argue that fighting against the AI isn’t even playing the same game as when battling another player.