Training the strongest Mega Man amiibo in Super Smash Bros. Ultimate

Mega Man is another character who’s had an interesting history as a Figure Player. In other words, he was arguably the worst FP in Super Smash Bros. 4. His AI just couldn’t do anything properly. It would use projectiles at close range, couldn’t camp, and couldn’t easily KO. Mega Man still struggles with a lot of the same issues in Super Smash Bros. Ultimate, but the good news is he’s no longer the worst in the game. Bayonetta (or Sheik or Pichu, depending on who you ask) says hello.

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

Introduction

Mega Man’s got a really interesting kit, actually! His AI doesn’t use a lot of its moves correctly, but the ones it does use properly are pretty strong. Its melee moves – particularly its up smash, down smash, and up tilt – deal a lot of damage and can help rack up percentage in a pinch. Not to mention the fact that Mega Man himself is quite durable; between a relatively heavy weight and strong vertical recovery, he has little trouble returning to the stage when knocked downward.

As mentioned earlier, though, Mega Man is still held back by a lot of the same flaws as he was in the previous game. The AI still can’t camp, and often uses its projectiles right next to the opponent. That’s not very effective, and it often leaves him vulnerable to incoming attacks. Though Mega Man’s vertical recovery is solid, he may not be able to make it if he’s launched too far away, as his up special grants little horizontal distance. He does have an air dodge to make up for it (as does the rest of the cast), but sometimes it still isn’t enough.

Mega Man’s tournament representation has been spotty over the years. He doesn’t have too many dedicated trainers, and thus not many tournament results to speak of. As difficult as it may be to reach it (and it is), Mega Man still has potential, so those of you who really like the character are encouraged to explore that potential (and maybe even enter some of our tournaments)!

Spirits

It’s time to talk Spirits. Which, if you’ve read many of our guides before, means the same tired old rant on making sure your Figure Player is Level 1 when it inherits its Spirit team. We definitely don’t need to talk about how Spirits shuffle around an amiibo’s training data, so without further ado, let’s move right along to the bonuses.

Now, these bonuses are usually banned, but Super Armor, Great Autoheal, and Armor Knight all work great on Mega Man. Super Armor and Great Autoheal take up all three slots, while Armor Knight only takes up two. Its movement penalty can be corrected by running Trade-Off Ability ↑ in the third empty slot, though!

In terms of other options, you could use Physical Attack ↑, Fist Attack ↑, and Trade-Off Ability ↑ (like we just mentioned, but now without Armor Knight). Our training strategy for Mega Man doesn’t focus on projectiles, so don’t worry about increasing their power via Spirits. For stats, you know the drill: a balanced 2100 / 2100 is the way to go, but don’t worry if your stats are a little different.

Training

It’s time to break out the Exion-patented mirror match™! Please note that we didn’t actually trademark that. Do keep in mind that Figure Players don’t save matchup data, so your Mega Man amiibo won’t actually be able to tell what character you play as. To keep things simple, play as Mega Man yourself. You won’t need too much Mega Man knowledge to train a strong Mega Man amiibo, so no worries there.

We talked about this for a brief moment earlier, but we’re going to be steering clear of Mega Man’s projectiles. The AI uses them far too close to opponents and has a lot of trouble camping. Not to mention their damage output isn’t worth the risk. So, in terms of grounded moves, the attack you should be using most is up tilt. It comes out fast, deals good damage, and KOs rather early. The AI is particularly adept at landing up tilt’s strong hit, so be sure to use it often. Use dash attacks every once in a while, too, but be sure to focus more heavily on up tilts.

When your FP is launched into the air (either after being thrown or after jumping), attack it with a bunch of up airs. It’s one of the only projectiles Mega Man’s AI will actually use correctly, and it does a great job at keeping its victims in midair. An up smash can then be used to catch its landing. It has good kill power, though it’s not very effective against grounded enemies. Using back airs on-stage is OK every once in a while, too, but make sure you prioritize up airs more heavily. Feel free to go off-stage, too! Don’t go too far out, though, because Mega Man can’t get much horizontal distance outside of his air dodge. Try gimping enemies with repeated forward airs.

There’s lots of moves to avoid here, unfortunately. First up, no pellets. Or lemons. Or whatever you call them. This means you shouldn’t be using neutral attacks, forward tilts, or neutral aerials. Their damage output is pathetic, and these moves are especially useless against AI opponents (who will often just parry them anyway). Mega Man’s special moves – bar up special for recovery – should also be avoided, as well as his forward smash. The AI uses all of these moves up close, and doesn’t seem to have any concept of properly spacing its projectiles. It’s kind of sad.

Wrap-Up

Mega Man’s training routine is definitely a bit disappointing. We’d really like it if the AI could properly use its projectiles, but we have to work with what we can get. We hope this guide helps you start out strong, though! If you have any questions during training, be sure to join our Discord server. We’ll be very happy to answer anything you might be wondering about. Big thanks to fammydamammy for helping out with this one! You can check out their Twitter account here for all of your Wario propaganda needs.

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


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