Training the strongest Wario amiibo in Super Smash Bros. Ultimate

In Super Smash Bros. 4, heavyweight characters generally translated to powerful Figure Players. In Super Smash Bros. Ultimate… heavyweight characters generally translate to powerful Figure Players. Some things never change! It makes sense, then, that Wario’s positions in both metagames are rather similar. He’s a “pseudo-heavyweight” of sorts that breaks many rules of the archetype. He’s quick, has a decent recovery, and is – of course – powerful. If you’re looking to train a strong amiibo, Wario might be the perfect choice for you.

Thanks to Fammydamammy for contributing Wario’s training information! Feel free to check out their Twitter account by following this link.

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Introduction

Wario stands as a solid mid-tier in Super Smash Bros. Ultimate’s amiibo metagame. He’s a heavyweight fighter with a high damage output, strong finishers, and a great recovery. From an objective point of view, Wario has all the tools a character needs to succeed. He can even use his neutral special, Chomp, to recover damage. This makes him one of the only fighters capable of healing without the use of Spirit effects.

Unfortunately, Wario is lacking in a few key areas. On the whole, his moveset is short on range, meaning Wario generally loses trades with sword-wielding characters like Shulk or Marth. The AI tends to spam its neutral aerial, too; this is problematic given its wide range of stronger options. It can’t combo as well as humans can, either, which limits his damage-racking ability. Its usage of Wario Bike is rather poor as well; it can barely use it as an attack and occasionally has trouble using it as a recovery move.

Even so, Wario has enjoyed respectable tournament results and even stronger tournament representation. Training Wario is an interesting endeavor in many ways. He’s got a unique kit and strengths and weaknesses that balance each other out in a way that leaves him with much potential. We’ve got a wiki page on Wario, too, in case you’re interesting in reading that.

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Spirits

There are two types of amiibo trainers: Spirits trainers and vanilla trainers. Most online tournaments are vanilla-only (which means your Figure Player cannot have any stats or bonuses, nor a Spirit type other than neutral). The recently popularized Raid Boss-type amiibo generally use Spirits, but can’t be entered in competitive tournaments. Vanilla amiibo are more easily defeated by human players, but can participate in competitions. The choice is yours, but if you do decide to go with Spirits, here are some options.

Of course, you’ve got the “big five”, which is what we call the Spirit effects that have been banned from tournaments. These consist of Super Armor, Slow Super Armor, Autoheal, Great Autoheal, and Armor Knight. Every single one of these works well with Wario. If you’re using Armor Knight, pair it alongside Trade-Off Ability ↑ for best effect.

In case you’re entering a Spirits tourney that does have those effects banned, here are a few additional bonuses you can try out: Fist Attack ↑, Physical Attack ↑, Toss & Meteor, Hyper Smash Attacks, and Move Speed ↑. Or you could use Trade-Off Ability ↑ without Armor Knight and still achieve good results. For stats, a balanced one works just fine (2100), but you could lean into the attack stat to take advantage of Wario’s high weight (2300 / 1900).

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Training

We’ll start by mirror matching your Wario amiibo all the way to Level 50. This might take a while – two hours or longer, to be precise – so don’t rush it. Feel free to take a break and come back later when you’re refreshed. And if you notice any bad habits starting to appear in your FP, don’t worry about fixing them until after Level 50.

This means you’ll need to fight your FP while playing as Wario. Let’s say you’re in a neutral situation where the FP is not in kill range. There’s a few moves you’ll want to focus on in this case. First up is forward tilt, a quick and relatively long-ranged slap that deals solid damage. It can even kill past 100%, but works as a fine damage-racker too. Up tilt lacks horizontal range, but should be used when the FP is directly above you. It can then combo into another up tilt (at low percentages) or an up aerial. Wario’s AI appears to be hard-coded to finish this combo with an up special. This deals a lot of damage and gets enemies to kill percentage very quickly.

Wario’s neutral special, Chomp, is certainly lacking in range, but it brings a variety of helpful benefits. It deals great damage – especially in conjunction with the aforementioned forward tilt – and can even restore Wario’s health. Grabs and throws are excellent choices too; his up throw can link into up air chains for extra damage, while his forward and back throws can force the enemy off-stage to set up a gimp.

When your FP has taken a lot of damage, you’ll need to swoop in for the kill. Up smash does a great job of it, and can catch landings. If used when the enemy is at low percentages, it can combo into an up air. Forward smash is Wario’s strongest finisher (besides Wario Waft, but we’ll get to that), but it does suffer from a noticeable bout of ending lag. Up smash should certainly be your priority here, but forward smash can be sprinkled in every so often too. Speaking of finishers, Wario can afford to chase enemies off-stage and go for gimps. His back, down, and forward aerials are all solid options.

Wario Waft. The AI is very finicky with this move. It appears to be hard-coded to only use its waft at full charge, which isn’t often. When a Figure Player misses an attack, it becomes less likely to use it again. As a result, if your Wario amiibo misses a fully charged Wario Waft, it’s going to use it less often in the future. If the FP misses, you’re probably better off restarting the match. Let yourself get hit by Wario Waft, if possible; this will teach the FP its attack is working. And make sure your Wario Wafts connect as well. Finally, only use the move at full charge. Teaching a Wario amiibo to fart at the right time is hard, but it’s absolutely possible.

Now let’s talk about moves you shouldn’t use during training. Wario’s neutral air is a solid move in competitive play that can combo into itself… but not here. Not in the amiibo metagame. The AI can’t pull off complicated combos like humans can, which makes neutral air rather outclassed in terms of range and power. The FP has a tendency to spam it, which doesn’t help. Stay away from Wario Bike, too; in fact, you should only ever use it as a recovery move. Wario’s AI seems utterly incapable of driving its bike responsibly. If it uses Wario Bike to recover and lands on-stage, it will slowly drift to the other side and then jump off, leaving itself horribly vulnerable in the process.

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Wrap-Up

Before I shamelessly advertise our Discord server – as is standard procedure for these posts – I’d like to extend my thanks to fammydamammy for contributing literally everything you just got done reading. He’s unarguably the record holder for the strongest Wario amiibo, and also holds the record for most Wario amiibo trained (at over 200 of them — good grief!). If you’re as fascinated with the Wario amiibo as he is, I’d recommend giving him a follower on Twitter. Now then: if you’ve got any questions that weren’t answered here, feel free to join our Discord server and ask. Thanks so much for reading, and good luck with your training!

If you would like to read more amiibo training guides, please follow this link.


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