AMIIBO TRAINING
THE FATAL FIVE
When training an amiibo to fight other amiibos you have to understand how the AI thinks. You also have to take into account that amiibos are very evasive, calculating and hard to punish, so it's interesting to see how another amiibo adapts in these situations. After watching countless hours of amiibo fights I've noticed five specific things that stand out when an amiibo is trying to counter another amiibo.
TRUE COMBOS
True Combos are inputs that stem from a tilt or throw option, typically into an aerial attack. Sometimes the throw can lead to an up smash or an up tilt, even an up b. These attacks can not be dodged at certain percents, making them ideal for fighting an amiibo. Amiibos will gravitate toward these at lower percents if you teach them these options. Typically the true combo ranges for amiibos are in the 20-70% range. These are very good for your amiibos to easily rack up damage for free and they love to use them.
KILL THROWS
Not every amiibo has one of these but the ones who do, definitely take advantage of them. Grabs become a staple in amiibo vs amiibo fights. They are probably the safest approach and are hard to punish. So when an amiibo with a kill throw gets their opponent to high percent, a lot of them will then try desperately to catch them in a grab, pummel them and throw them to their death for an easy stock. Kill throws are extremely popular kill options for amiibos, so if you know the character has a kill throw, it's very important to teach them how to do this.
LINGERING HIT BOXES
Lingering Hit Boxes are moves that stay out longer than normal, typically lasting through air dodges and shields. There are a lot of these in the game, ranging from Up Smashes, to Jabs, to Neutral Airs. These moves are very useful for amiibo fights, considering how much amiibos try to dodge and evade attacks. Catching an amiibo in a lingering hit box is an easy way for amiibos to rack up damage. These moves are very good and important to teach your amiibo. Lingering Hit Boxes tend to be one of the most punishing options for them when trying to counter other amiibos.
SHIELDING INTO UP SMASH
For some amiibos, this is the bane of their existence. There are amiibos in the game who play more passively and will punish aerials by shielding into an up smash. Amiibos get caught in these up smashes almost every single time they try to aerial attack. The ones who use this strategy will punish their opponent relentlessly and they don't seem to learn from their mistakes. Amiibos who like to do this strategy include Link/Zelda/Bowser Jr and more. The amiibos who have strong lingering up smashes can really punish aerial based amiibos to the point of it almost being unfair.
COUNTERS
Every amiibo in the game who has a counter gets an advantage automatically. When an amiibo counters another amiibo it seems to change their play style. They learn from getting countered so they try to avoid it happening again, making them think before they do anything to get them countered again. This can really ruin the match for amiibos who need to fight aggressively to be successful. Not to mention, most amiibo counters in the game are extremely powerful and can easily rack up insane damage. This can sometimes lead to an extremely early stock. Considering the AI's ability to read, landing counters is no problem for them and the free damage they get can really put them in an advantageous position.
IN CONCLUSION
These five things rule over amiibo vs amiibo fights and I hope it helps you understand the importance of teaching them to your amiibos. Some amiibos don't have any of these and it puts them at a disadvantage because of it. The Fatal Five helps me decide what tier amiibos belong in with my tier list. They aren't the only factors but they play a big part in deciding who is better, because from my experience they can make or break an amiibo fight.
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