Super Smash Bros. Ultimate – Mario amiibo Guide (Competitive)

Mario has always been kind of a strange Figure Player. More specifically, Mario’s AI has been wonky since Super Smash Bros. 4. It’s known for being incredibly spammy, though the moves it spams tend to differ between games. In Super Smash Bros. Ultimate, Mario’s AI is notorious for spamming its down air, and this issue is often severe enough to deter trainers from raising this character altogether. Dr. Mario is considered the better fighter, so if you’re looking for tournament results you might as well switch over right now! If you want to learn more about Mario’s strengths and weaknesses, though, you can do so over at his wiki page. Otherwise, let’s continue!

Please note that this particular training guide targets the amiibo-versus-amiibo format. If you’d like to learn how to train a Raid Boss Mario amiibo (amiibo-versus-human), feel free to check out our corresponding guide instead.


If you’ve found a tournament that allows Spirits, we’ve got some character-specific setups here that you can use on Mario! If you need more information on how Spirits work in this game, be sure to read our full-fledged Spirits guide before you continue.

Super Armor, Great Autoheal, and Armor Knight all work on Mario; if you decide to use Armor Knight, pair it with Trade-Off Ability ↑. Tournaments that follow our ban list usually keep these Spirit effects banned, though. Other options include Physical Attack ↑, Hyper Smash Attacks, and Foot Attack ↑ (which boosts the power of forward tilt, down tilt, and down smash). The FP’s stats should be balanced, and its Spirit type should be Neutral.


In terms of movement, Mario benefits from walking over running. Figure Players trained to dash a lot may run right into opposing attacks, so it’s better to train them to walk instead. As a side note, Mario’s walk animation is surprisingly intimidating in this game, so training your amiibo to walk might give it a bit of personality when it fights. As usual, you’ll want to mirror match your FP until it reaches Level 50. Here are all the moves you should use during training:

  • Forward smash: One of Mario’s best moves, and certainly one worth using. Forward smash can rack up damage and kill at later percentages. When attacking with forward smash, try to hit with the tip of the fire for maximum damage and knockback.
  • Up smash: A super-strong aerial punish that can be used several times in a row to great effect! Use it when your FP is about to land or when it’s directly behind you (since up smash’s hitbox starts behind Mario).
  • Grab & throws: Mario has a useful grab game! His down throw can combo into a forward tilt or an up air into up special string, while his back throw serves as a solid kill move at high percentages. Be sure to use both! When it comes to down throw combos, you don’t need to worry about being able to do them. As long as your FP knows to use down throw, it’ll be able to use the combos by itself.
  • Down tilt: A quick leg swipe. The AI can also use this move to combo into an up air into up special string!
  • Forward tilt: A fast kick that deals decent damage. Use it at close range or out of a down throw.
  • Fireball: They’re actually helpful landing tools. When you’re launched in the air, shoot a Fireball before you land. The AI can combo off of Fireballs, but these follow-ups are hard-coded, so your FP will know to do them after it reaches Level 43. It will most often chain a Fireball into a grab.
  • Down smash: This move can be used situationally. Forward smash and up smash should absolutely take priority over down smash, but it can still be used infrequently if needed.

There’s one move you should avoid at all costs, and that’s down air. Mario’s AI can become hopelessly spammy with its down air, so you should avoid getting hit by it and using it yourself. One of Mario’s hard-coded combos is up throw to down air, and if you get hit by the down air, the AI will use it more often. Try your best to prevent that from happening! As a side note, don’t go off-stage. Mario’s recovery is unreliable and leaves him vulnerable to being gimped. Once your amiibo is fully trained, you can send it to a tournament! If you need help doing that, check out our Powersaves guide or mobile backup guide (depending on which device you have).


Thank you very much for reading! Mario can be tough to train, and this is because his AI kind of has a mind of its own. If you’re really struggling, you might have better luck with Dr. Mario, who has a different down air (and thus the AI doesn’t spam it as heavily). If you have any questions during training, feel free to join our Discord server. Until next time — happy training!

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


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