Monday, September 28, 2015

GAME & WATCH Amiibo Guide


GAME & WATCH
STRONG TIER

Game & Watch has a lot of strong points that make him a worthy contender. Looking at his skill set, he has great options for an amiibo and can really hang with the best of them. The only real problem with Game & Watch is his moves are slightly laggier than a lot of the more "Overpowered" amiibos and that can lose some trades for him against amiibos with similar playstyles. TBH though, this isn't a major downside to him, it just puts him at a slight disadvantage in some match ups. Game & Watch has a lot of lingering hit boxes, great smash attacks and great aerials. I love his down smash, it comes out quick and covers a lot of ground, doing a lot of damage. I like that his up smash has super armor on it, it's perfect for catching aerial based amiibos and punishing them. His b moves are useful and he will use all of them effectively. I think his overall skill set is great, he uses all of his moves and he can handily beat most of the strong tiers. His weaknesses definitely show against "Overpowered" amiibos though. In my opinion he is a slightly less effective/more laggy Mario and I don't know if he will ever get to that level, he may just need more time. But currently, I think he fits well in strong tier and is a great addition to your collection.

PROS:
  • Great Recovery
  • True Combo
  • Great Smash Attacks
  • Great Aerials 
  • Lingering Hit Boxes
  • Side B Can Kill Early (If he gets lucky)
CONS:
  • No Kill Throw
  • Slight lag on most moves
  • Can become spammy with aerials
  • Struggles in trades with lagless amiibos
  • Side B is hard to land vs amiibos
TRAINING MUSTS:
  • Utilize his Smash Attacks, they are great, hit hard and kill hard. Down Smash has great range, Up Smash has super armor. Both of these are important for him to use effectively.
  • Utilize aerials sparingly, his aerials are good but you don't want to have him spamming aerials constantly. Show him he can kill with b air/u air/f air
  • Utilize all tilts, his tilts are pretty good
  • Utilize his neutral b for a ranged option and ledge guarding. Also be sure to show him he can hit them with the pan as well for more damage. This move is good for spacing and forcing them to approach
  • Utilize side b is hard to land but he can land it on occasion, useful to teach. Use down b to block projectiles. I wouldn't advise using up b for damage, I don't think he knows to combo out of the parachute
  • Grab option is laggy, not as important as others, but I advise teaching him to down throw into up air/down throw into n air for true combos at early/mid percents. 
  • Also, I've heard people having issues with his laggy pummel not allowing him to fully take advantage of his grab before they break it, so I suggest not pummeling as much on this one

Sunday, September 27, 2015

DUCK HUNT Amiibo Guide


DUCK HUNT
AVERAGE TIER

Duck Hunt is a great amiibo with a lot of things going in his favor. I was skeptical awaiting his release thinking "How could they possibly make this amiibo use the can mechanic effectively?". I was pleasantly surprised to see that Duck Hunt has fairly good percision with the can and definitely knows how to use it properly. Sometimes though, he will throw it out prematurely in the opposite direction his opponent it, rendering it useless. He is able to multitask and use this skill while using other skills/moves as well. One problem did come up with this ability though. Duck Hunt sometimes will use the can at close range and at high percents, can end up killing himself. This amiibo has a lot of strong options, being great at long-mid-short range. His smash attacks linger and have a lot of range which I see as a definite plus. He will take advantage of all of his b moves and typically can set up a lot of traps/combos with them to force his opponents into a position to get hit by atleast one thing no matter what they do. Keep in mind Duck Hunt is very vulnerable at close range, so you want to make him more mid-long range. Just make sure you show him what to do in a close range situation sparingly, because you can make this amiibo turn into a more melee based fighter if you aren't careful, and he will get wrecked. Duck Hunt is very good at baiting his opponents into smash attacks, this will be a good strategy to try and teach him. All in all, his interesting and unorthodox playstyle and AI has potential to throw off a lot of other amiibos. I believe his AI could've been a little stronger, he likes to throw out cans at all times which in some cases is ineffective. He doesn't utilize his down b enough and his percision with side b is a little off most of the time. He can also become very spammy with aerials if you aren't careful. I feel after further testing his AI just isn't strong enough to match up with most of the strong tiers so I feel like he needs to be moved down to average.

PROS:

  • Can is great, he uses it well
  • Good Long-Mid-Short Range Options
  • Sets up traps well
  • Great Aerials
  • Great Rangey Smash Attacks
  • Lingering Hit Boxes on multiple moves
  • Great in Team Matches
  • Kill Throw
CONS:
  • Struggles against Rush Down
  • Can kill himself with the can if he uses it at close range
  • No True Combo
  • Can become spammy with F Air
  • May require a bit more attention to make great than others
  • Struggles in Free For Alls
  • Can get in a habit of spamming aerials, not good for this one
TRAINING MUSTS:
  • Use the Can at all ranges but be careful using it at close range, it can get him killed. Make sure he knows how to kill with it and ledge guard with it.
  • Utilize his Side B and Down B as well to ensure his trapping skills are on point.
  • Utilize all aerials sparingly, you don't want to get hit too often with these or he will abuse them and turn out bad, but show him he can kill with them
  • Try to keep him at mid-long range and bait opponents into smash attacks
  • Show him close range options, just don't focus too much on them, he is weak at close range and the amiibo may try to fight like this
  • Utilize all smash attacks, show him he can kill with them
  • Utilize all tilts
  • Grab and Pummel often, as always, show him he can kill with back throw

Saturday, September 26, 2015

R.O.B Amiibo Guide


R.O.B
STRONG TIER


So far my experience with R.O.B started off slow but I've grown to see his potential over time. He doesn't seem to prioritize a lot of moves that make the character strong, but is effective in other areas. R.O.B hardly uses the gyro at all and when he does he just tosses it out and won't interact with it. (Maybe there is a custom that he will actually use.). He is strong in a few aspects that include his smash attacks and grab options that can lead to a kill. His down throw to up air combo is so strong and he can do it from low percent up to about 80%. This is rare for true combos. R.O.B does use his Neutral B Laser, it's a nice little bonus to get some extra damage even though it does get shielded or dodged a lot of the time. Luckily he can use it often. I've noticed that the amiibo looks for a lot of reads which can either make or break a fight. His Up Smash is great for shield baiting, because it's very powerful and can kill fairly early. He also has a powerful kill option with his Up Throw at higher percents. I don't think he's the strongest amiibo, and I think his B Moves could be utilized a little more. But his AI is pretty smart compared to others, he doesn't have any glaring weaknesses and he can put up a fight against some strong opponents. He's one worth giving a shot to.

PROS:
  • Strong Smash Attacks
  • Kill Throw
  • Great True Combo
  • Great Recovery
  • Great Meteor Spike
CONS:
  • Doesn't use gyro at all
  • Struggles to land lasers
  • Doesn't take advantage of ranged abilities
  • Wonky hit boxes on some moves
  • Struggles in FFA/Team matches
  • AI doesn't prioritize a lot of his great moves/combos
TRAINING MUSTS:
  • Grab and pummel often, very important for this amiibo
  • Utilize his down throw combo to N Air, try to teach him to combo with U Air as well
  • Teach him to kill with Up Throw at high percents
  • He will not use gyro at all currently, he only charges it and holds on to it. (May be fixed in a patch)
  • Teach him to use his Down B and Neutral B even though he doesn't use them often enough
  • Teach him to use Neutral B at long range and mid range
  • Utilize all aerials, teach him to kill with all of them
  • Utilize his D Air off stage to meteor spike 
  • Utilize all smash attacks, especially F Smash, teach him to kill with all of them