It's been forever since I played the game, but wasn't there a very specific quirk to the game, that there were three attack types to the game, and that when an AI fighter respawned, they'd always block two of the types, but not the third?
Yep. It was a system probably implemented to prevent spamming a certain move over and over again, but basically before you spawned you could select a specific attribute... like, I forget specifically, it might've been the speed/power/flight system or something. So you'd pick an attribute and if you spammed a move that used that specific attribute, the CPU would eventually start to block it at random, until it blocked it 100% of the time. But doing that made the CPU less likely to block moves of the alternate type.
So you could spawn, find the one move the CPU doesn't block, spam it until it stops working, let yourself be killed, find the next move the CPU doesn't block, spam it until it stops working, let yourself be killed, so on and so forth. Even if you let yourself die, you'd always come out on top at the end because you were still killing them 2-3 times for every one of your deaths.
And there was a predictable method to it. Once you knew the order for that one character, that's how it went for all opponents, so you could get pretty efficient at knowing exactly what moves were spammable when.