Training the strongest Hero amiibo in Super Smash Bros. Ultimate

Thanks to the power of mods, we were able to test out the Hero amiibo one year ago. And thanks to the power of NFC tags, we were able to test out the Hero amiibo again a few months back. Long story short, even though this guide is a few days early, we were able to figure out what makes Hero work. And – luckily – you’ll only be a little bit disappointed. Let’s get started.

Introduction

Hero’s role as an RNG-based character remains the same in our metagame. Each of his smash attacks has a 1 in 8 chance to score a devastating critical hit, and these inflict noticeably increased damage and knockback. Generally, Hero runs hot and cold: he’ll score a ton of critical hits in some games, and then in others, each one will fall flat. The AI tries to be as consistent as possible, though, as it tends to shy away from its Command Selection in favor of other spells instead.

Magic power aside, Hero’s got a fair amount of weaknesses, the most significant of which being his speed. Most of his attacks are fairly slow, either in terms of startup, ending lag, or both, which gives faster characters a moment to intercept. It doesn’t help that Hero’s strongest finishers also happen to be among his slowest moves. His movement speed is also rather slow, leaving him even more vulnerable to quick opponents.

Regardless of his flaws, Hero’s got potential, and that’s what we’re here to talk about today. Training an optimal Hero amiibo is probably going to be a bit different from what you’re thinking, but that’s okay! There’s still a lot of room for experimentation, so feel free to deviate a bit. We’ve got a wiki page on Hero, too, so be sure to give that a read if you’ve got some extra time.

Spirits

In terms of Spirit effects, Super Armor might be your best bet. It pairs well with Hero’s built-in critical hit chance, as it allows him to rely on smash attacks without fear of being launched and KOed early. Armor Knight and Trade-Off Ability ↑ is another fantastic option; his stats will be boosted so greatly that he won’t even need Super Armor!

If you’re looking to enter a tournament that bans certain bonus effects, here are some other options: Magic Attack ↑, Weapon Attack ↑, Hyper Smash Attacks, Side Special ↑, and Move Speed ↑. All of these are promising choices that would greatly benefit Hero’s moveset.

It’s probably safest to give Hero a balanced stat spread, as usual (2100 / 2100), but you could lean more into Attack to get more mileage out of his powerful spells and critical hits. Most Hero amiibo will likely run balanced, so keeping it even is fine too.

Training

As always, you’ll want to mirror match your Hero amiibo until it reaches Level 50. Figure Players don’t learn character matchups or stage matchups, so playing as Hero on an Ω-form stage will get you the best results. If you’re satisifed with its training at around Level 30, feel free to turn its Learning off and raise it to Level 50 via some other method. Here are the moves to use during training:

  • Forward smash: Most Figure Players use their forward smash. In fact, forward smash is one of the best moves across every character, and Hero is certainly no exception. It’s kind of slow, but it’s got great range and launching power. It even has a 1/8 chance of becoming an even stronger critical hit! Attack your FP with this move, and make sure to let it hit you too.
  • Side special: Hero’s AI doesn’t really use any of its other special moves to their maximum potential, so Zapple and Kazap are the best uses of his MP. AI opponents tend to walk right into Kazap, which just so happens to KO ridiculously early.
  • Up tilt: Hero’s most consistent anti-air move. Use it when your FP is directly above you. It can even chain into itself a few times!
  • Neutral aerial: Hero’s most consistent landing option and a great “get-off-me” move. It’s decently fast, too, and covers a wide range.
  • Forward aerial: If you’d like your Hero amiibo to edgeguard, this is the move to focus on. It’ll launch most opponents far away enough that they won’t be able to properly recover afterwards.

While the moves above are the ones to primarily focus on, there are a few others you can mix in, too. Use these moves less than the ones we’ve already described (but still use them!):

  • Up aerial: It’s got short range, but can juggle and combo into itself. Use it every once in a while to rack up damage.
  • Down aerial: Hero’s AI is strangely adept at landing this spike despite its hitbox being rather awkward. Risky, but it could be worth the effort to teach. This one’s up to you.
  • Down special: Hero’s AI is kind of shy with its Command Selection menu. Generally speaking, it will only bring up the menu when its opponent can’t intercept. This means Hero will only use it when the enemy is far away, sleeping, or off-stage. It can also bring up the menu right after hitting an enemy with another attack (or breaking its shield). You can change how often Hero uses its down special, but you can’t change which move it actually selects. The AI calls upon different moves depending on the situation. In other words, Command Selection is hard-coded.
  • Neutral special: Most Figure Players don’t use their charged projectiles very well. Hero is no exception, sadly, as the AI tends to charge its fireball without actually firing it. On the rare occasion that it does fire it, it aims the projectile well.
  • Grab & throws: Not as useful on Hero as they are on other characters, but they’re a great way to punish defensive FPs. It can’t hurt to mix in a few grabs, but be sure to focus more heavily on other moves.

Wrap-Up

Thanks so much for reading! As stated before, there’s plenty of room for experimentation with both Joker and Hero, so feel free to go out on your own and try things out! This guide should serve as a solid starting point, so if you want to take your training to the next level, feel free to join our Discord server! We’ll be happy to answer any questions you have during training.

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


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