Training the strongest Mario amiibo in Super Smash Bros. Ultimate

2020 marks the Super Mario series’ 35th anniversary. And given the recent announcement of Super Mario 3D All-Stars, we figured it would be the perfect time to give Mario’s amiibo training guide a fresh coat of paint! Mario was one of the strangest Figure Players in Super Smash Bros. 4; for whatever reason, his AI could “corrupt” other AI opponents and trick them into losing. This isn’t possible in Super Smash Bros. Ultimate, but Mario is more than worth training regardless!

Thanks to Blank for contributing Mario’s training information! Feel free to check out their YouTube channel by following this link.

Introduction

Mario’s strengths remain largely the same as they were in Smash 4. He’s got a fast moveset, solid movement speed, and variety of useful options to confuse and disorient his opponents. Most of all, though, he’s one of the only Figure Players that can consistently perform combos! They aren’t anything spectacular, but he can choose from a wide variety of setups. We’ll talk about that later.

In terms of negatives, Mario’s got a few. Despite being known for jumping, his recovery is still quite weak. As a result, he is vulnerable to being gimped either by projectiles or aerials from opponents. His only real kill options are his smash attacks, and his strongest one – forward smash – needs to be sweetspotted for maximum effect. Lastly, Mario’s AI is kind of spammy. It likes to use its down aerial, but if left unchecked, it may eventually use nothing but its down aerial.

Overall, Mario certainly requires very specific training. With the right priorities, though, he can succeed in most matchups. That being said, Dr. Mario is widely considered the stronger character, as his moves are more powerful and he has a potent down air that can meteor smash enemies at low percentages.

Spirits

If you want to equip your Mario amiibo with a Spirit team, be sure to do so before you start training it. If not, that’s fine — you’ll just have to play a few matches against it afterwards to refresh its training values. They get scrambled when you let a Figure Player inherit a Spirit.

Mario’s a middleweight fighter, so the “big five” bonus effects aren’t as potent on him. Even so, Super Armor, Great Autoheal, and Armor Knight are good choices and should be used if you’re entering a tournament that doesn’t have them banned. If you do decide to use Armor Knight, pair it alongside Trade-Off Ability ↑.

For tournaments that do have those bonuses banned, here are a few additional options. Trade-Off Ability ↑ pairs well with Armor Knight, but it also is potent by itself. It noticeably increases its user’s stats, which goes a long way in helping the FP deal more damage and survive over a longer period of time. Air Attack ↑ works too, as it boosts Mario’s air moves. For stats, just go balanced (2100 / 2100) as usual.

Training

Training an amiibo for the first time can be disappointing. Mostly because new trainers have to lower their expectations to fit the AI’s capabilities. This means you might have to shelve any potential ideas of going off-stage to land the patented “forward aerial”. Unfortunately, optimally-trained Figure Players generally play a lame game. And Mario is no exception. As usual, you’ll want to mirror match your amiibo until it hits Level 50.

Mario’s Fireballs are actually helpful landing tools. Use them in the air to target enemies and occasionally on the ground from a distance. The AI has its Fireball follow-ups hard-coded, so don’t worry about comboing off them. On that note, try to refrain from going off-stage to gimp opponents: instead, stand at the edge and shoot even more Fireballs. Mario’s recovery is kind of rough, so keep yours on-stage to minimize the chance of self-destructing.

Now let’s talk about combos. Never thought I’d be saying that in an amiibo guide. The AI likes using up throw into down air. This is fine, as the combo serves as a solid damage-racker. Take care not to use down airs outside of this combo, as the AI likes going overboard with it. After using a down tilt, down throw, or up throw, the AI can follow up with two up airs and an up special. Down throw can also combo into a forward tilt at low percentages. Be sure to use these combos during training to rack up damage!

When it’s time to KO, Mario has considerably less options. Forward smash is your best bet; be sure to hit with the tip of the fire for maximum power. Up smash is a secondary option that isn’t as strong, but can catch botched landings. Down smash is fine too, but forward smash should take priority.

In terms of moves to specifically steer clear of, there actually aren’t any! A good amount of Mario’s moves include hard-coded behaviors. For example, don’t worry about charging or using F.L.U.D.D.; the AI knows how to do this from the get-go and will start spraying as it deems necessary. Mario can also reflect projectiles using his side special; this is also hard-coded and does not need to be taught.

Wrap-Up

Thank you very much for reading! Mario is certainly tough to train, mostly because his AI sort of has a mind of its own. If yours starts spamming something and you need help getting it to stop – or if you have any other questions – feel free to join our Discord server and ask. Thanks again to Blank for contributing all of Mario’s training information! And if you’d like to take a look at their YouTube channel, you can do so by following this link!

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


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