Thursday, January 28, 2016

AMIIBO WARS: (S6 PRESEASON) WILDCARD #1



AMIIBO WARS WILDCARD #1 (SEASON 6 PRESEASON)
(COMPLETED)
*Updated 02/01*

WELCOME to the first ever Amiibo Wars Wildcard! Wildcard is going to be a preseason event heading into each season that will determine who will make it to the main stage. This will be similar to Season 5's Challenger Series but with even less room for them to make mistakes. Every Amiibo will be competing in this preseason event but the ones with the lowest scores (much like in the S5 Challenger Series) will be eliminated from the competition. Season 6 will only hold 20 spots, so with there being over 50 amiibos currently, prepare for a hefty number of eliminations. Wildcard is going to be much more unforgiving because it's going to be broken down into groups of 6. There is no where to hide this time around, these groups will only see 3 contestants out of the 6 moving on towards a shot at the Season 6 Championship. The rules will remain similar to the rules of Season 5.. all competitors must face each other competitor in a 1v1 and there will be a second phase with special stipulations such as Team/Item/Smash Ball Matches, for those amiibos who may not be as strong in a 1v1 situation. 

(Spoilers Ahead! Click Here To Read Season 5 Before Continuing!)

THE Top 3 from Season 5 will automatically be invited to the Top 20... So Shulk and Dark Pit are automatically advancing to the Top 20... Well, who is the third you ask? Considering that the runners up for Third and Fourth Place tied in their scores for last season, it's only fair that in the spirit of competition we will open up this First Annual Wildcard Event with a Best of 5 between two of Amiibo Wars finest competitors.... Ness and Little Mac, who both held the 3rd Place spot last season. Both of these competitors have remained consistently strong throughout the history of Amiibo Wars, but which one of them deserves a by to the big stage? One of them will move on to the Top 20 and the other will have to fight their way to Season 6! Following this Best of 5, the loser will be added into the pool of 5 other contestants vying for a chance at redemption. It's going to be interesting! Will the Top 20 look the same as Last Season? Or are we going to see things get shaken up once again?! Amiibo Wars is back and better than ever!


WILDCARD OPENING MATCH
(WINNER GETS A BY TO SEASON 6 TOP 20)


LITTLE MAC vs. NESS
(Bo5)

THIS matchup is for a by to Season 6, completely bypassing this grueling process. These two competitors scored a tie for Third Place in Season 5, but considering only 3 amiibos receive an automatic pass to the Top 20, they must now break their tie and determine who gets to take the easy path and who is going to have to earn their way back to the top. There will be no special stipulations involved in this Bo5, it will be a Standard 3-Stock 1v1 contest that will continue on until one of the competitors has reached 3 wins.

MATCH 1 Little Mac opens up with a strong lead, dishing out a lot of damage quickly, but Ness retaliates with a few combos to even things out and even takes the first stock. Ness takes a commanding lead by punishing Little Macs poor recovery and gains a stock advantage. Mac doesn't let up though and manages to even things back out towards the end.. Ultimately NESS' early lead is too much and he finishes off Mac before it's too late.

MATCH 2 Little Mac starts this match off much more defensive, but Ness quickly adapts. The two end eachothers first stock at the same time. The percents stay even throughout the second stock, continuing the trend of the two K.Oing eachother at the same time. The final stock is very close with both sitting at 140%. Once again NESS manages to pull ahead by the skin of his teeth, catching Mac in an Up Air for the kill and his second win in this Best of 5. Little Mac came much closer this time, but is Ness just one step ahead in this matchup? Little Mac will need to win the next 3 matches to secure his spot in the Top 20. It's not looking too good for him.

MATCH 3 is the best chance for Little Mac to score a win so far, the map is randomized to be Final Destination which definitely puts the ball in Mac's court. Though the stocks stay even as usual, this time it's Little Mac who scores the first K.O. and takes the lead. Little Mac really steps up his game, pulling a full two stocks ahead of Ness. His expert use of defense and counters lead to LITTLE MAC's first win of the series. Can he make a comback?!

MATCH 4 kicks off neck and neck with both competitors quickly shooting into the red. Little Mac manages to pull ahead once again just like last match but on the second stock Ness manages to gimp Little Mac's recovery, pulling pretty far ahead. Little Mac plays it safe and manages to dominate Ness's second stock, evening out things once more. The final stock is very back and forth as Little Mac lands some expert counters to ensure his safety. As Mac enters the red he doesn't kill Ness quick enough and is sent flying, with no chance of recovering. That means NESS has secured his spot in the Top 20 for Season 6 and now Little Mac has to fight his way back to the top of the pack.


THE matches were very close, but ultimately NESS manages to secure his spot in the Season 6 Top 20! Ness has proven himself as a true Amiibo Wars Contender, but his struggles arise when pitted against Two Time Champion Shulk, who seems to always come out on top. With Season 6 being a Team Competition, is this Ness' chance to dethrone the king? Will his Team Fighting skills outshine the competition? We will have to wait and see as the Top 20 is announced and the teams are made for Amiibo Wars Season 6: Team Turmoil! Up next will be the first set of 5 competing for a spot in the Top 20. Little Mac will be placed against 4 other competitors picked at random, can he make it past the first round? Or will a shocking defeat here put out one of Amiibo Wars most notorious veterans? Wildcard #1 is coming up next!

WILDCARD #1 COMPETITORS

LAST SEASON four of these amiibos made it to the Top 20. LITTLE MAC redeemed his poor performance from Season 4 where he was one of the first amiibos eliminated. In Season 5 he came back with a vengence. You can't knock his determination because after falling to the Bottom 3 multiple times, Little Mac managed to come out on top, eliminating a handful of competitors single handely. He then proceeded to make it all the way to the Final 4 and even tied for 3rd Place with Ness. (Who has just snatched the 3rd spot from him for a by to the Top 20) He's the one to watch in this Wildcard Event, if he is eliminated it will definitely be a shock. JIGGLYPUFF made her debut in Season 5 where she floated her way through the Challenger Series and earned a spot in the Top 20. Sadly her inexperience held her back and she was one of the first two eliminated from the big stage. Will this be her season to shine? YOSHI has had some up and downs, he has been in Amiibo Wars since Season 1 and never managed to make it past the middle of the pack. Last Season Yoshi didn't make the Top 20, but could recent changes to Yoshi Amiibo's AI give him the push he needs to make a name for himself this season? Only time will tell. CHARIZARD has had a complete turnaround from Season 4 where he made his debut. He was the first amiibo to be eliminated, which had me questioning him as a contender. But when Season 5 rolled around, he was a different beast. He obliterated the Challenger Series and even in the Top 20, scorched the competition getting a handful of top scores in multiple group stages. Charizard finished in 8th Place which I'd say is a major improvement. Can he take it all the way to the top this time? PEACH has been a contender in Amiibo Wars since Season 1. She remains to be one of the most consistent, always hovering around the Top 10. Last Season however was probably one of her worst performances. She made it into the Top 20 but she only placed 16th, which definitely isn't as good as her previous placements. Peach needs to step up her game in Season 6 because the competition is only getting harder. GRENINJA made his debut in Season 5, but much like Charizard's Season 4 Fumble, Greninja didn't get a chance to leave his mark. Will he be able to redeem himself here at Wildcard? Or will he continue to strike out and fail to make an impact? This Poke-Tastic Wildcard is up next! Phase 1 will be the 1v1 Phase where each contender must face all other amiibos in a Standard 3 Stock 1v1 Matchup.

WILDCARD PHASE 1

PHASE 1 is going to pit each of the 6 amiibos vs. their 5 opponents in a Standard 1v1 3 Stock Matchup. The points received from this phase are 2 points for a win and -1 point for a loss. The 1v1 Phase may not give as many points as Phase 2 but it's still very important and can make or break their total in the end. 


LITTLE MAC seems to have tilted after his earlier loss to Ness. His performances in Phase 1 of this group stage have set him back pretty far. Only managing 1 win in the Phase he has the most experience in has really put him in a bad spot. He has shown in the past that Phase 2 isn't really where he shines and last season dropped to the elimination round multiple times because of it, having to fight his way through to save himself. Wildcard isn't as forgiving, if he doesn't make the Top 3 in this group, he's out, he doesn't get a chance to fight for his survival... This isn't looking good for Mac, he could be seeing another Early Tournament Exit just like he did in Season 4. It's up to how Phase 2 plays out and he's going to need a miracle to stay in this.


YOSHI put up a good fight but just fell short in most of his games. Impressively he did manage 2 wins off of Amiibo Wars Vets, Peach and Little Mac. Yoshi has had a history of doing pretty well in Phase 2 so he could definitely bring his score back up into the Top 3 if he does well. Yoshi has recently got some fixes to his AI so hopefully we will see him make some improvements in his gameplay and make a push to the top. Pokemon>Yoshi, its official, we know his true weakness. :P


JIGGLYPUFF shows dominance in Phase 1 of this group, only dropping 1 game to Little Mac. Jigglypuff looks to be pushing for redemption from last season where she was one of the first two amiibos eliminated in the Top 20. Jigglypuff's Top Score leaves her in a great spot going into Phase 2. I definitely think she has a great chance of landing in the Top 3 and advancing to the next Wildcard Event! This is reminiscent of her dominance in Season 5's Challenger Series where she looked very strong going into the Top 20. Can she make it further this season, or will she drop the ball when the competition starts heating up?


PEACH has also dropped the ball a bit considering her experience in Amiibo Wars. Peach typically smokes through the preliminary tournament and easily lands into the Top 20, but this seems like it could be the first time Peach doesn't make it to the big stage. Peach is definitely going to have to step it up if she wants to stay in the tournament. It's pretty shocking to see two top amiibos like Little Mac and Peach doing so poorly, we may be seeing some fresh faces in the Top 20 this season. She does have a history of saving herself when it matters most, so I wouldn't count her out just yet!


CHARIZARD crushes the competition, only dropping 1 game to Jigglypuff. Jigglypuff managed to figure him out quick and read him like a book, but his other matches were blowouts. Charizard made great strides last season, proving he is a serious force in Amiibo Wars. He dominated so many groups and it seems he's keeping up with that trend. Will he continue to dominate in Phase 2? He excels in all match types, so I think it's pretty safe to say Charizard is probably going to be advancing to the next Wildcard Event.


GRENINJA did a little better than I expected he would in this group. He put up a good fight in most matches and even took 2 games. Greninja is typically on the weaker side of things, so his score isn't really a shock. I expected him to be one of the bottom scores. This basically means the group is blown wide open. Charizard and Jigglypuff dominate the first phase, placing the rest of the competitors on equal footing. It will all come down to who performs the best in Phase 2, four of them will be competing for that third slot and it could go to any one of them. Phase 2 is going to see 3 Amiibos advance and 3 Amiibos exit Season 6 for good. Phase 2 is up next, stay tuned!

WILDCARD PHASE 2

PHASE 2 will see the competitors compete in the likes of Team/Smash Ball/Item/Free For All Match Types. This Phase gives 3 points for a win instead of 2, so those who may not be as strong in 1v1's have a chance to save themselves. 4 Amiibos are sitting around the same score and will be fighting to the death for that last spot to advance in the Season 6 Pre Season. The end goal will be a spot in the Top 20. Right now Charizard and Jigglypuff stand tall at the top of the pack, but poor performances in this Phase could even see them drop out of the tournament. This one will be interesting because with 4 Amiibos from Last Season's Top 20 in this group, it is 100% certain that one of them will be not making it to the big stage this Season. It all comes down to this!

THE RESULTS ARE IN!




WILDCARD #1 MVP

CHARIZARD made quick work of this group, obliterating everything in his path. After placing in 8th Last Season it looks like this dragon is on a warpath and is burning down everyone that stands in his way. Charizard manages to finish with a total of 16 points, doubling the 2nd place finisher. Charizard advances to the next stage of preliminaries where I'm sure the competition will be much more challenging. Can he continue to soar through the Pre Season and snatch a spot in the Top 20? Stay Tuned!

2ND & 3RD PLACE

JIGGLYPUFF and LITTLE MAC join Charizard in advancement to the next round of preliminaries! Both of these amiibos were a part of the Top 20 last season, with Little Mac making it all the way to 3rd place. Earlier in Wildcard, he had to face off against Ness who claimed the 3rd and final by to the Top 20, leaving Little Mac fighting for his life here at Wildcard. After a near fatal slip up in Phase 1, it looked as though Little Mac didn't have a chance of making it past this round. But as he always seems to do, he found a way, inching by with only 1 point to spare! Jigglypuff had a commendable performance in this group, excelling in Phase 1 and doing a good job in Phase 2 as well. They both fought well and are still in the game!

THE END OF THE ROAD

GRENINJA, PEACH and YOSHI fail to make an impact. Greninja's elimination wasn't much of surprise, he doesn't seem to have a lot of strengths that most amiibos possess. Sadly for him he got matched against Charizard twice in Phase 2 which basically sealed his fate. Charizard obliterated Greninja in every match they fought in. Peach has always landed in the Top 20, so it's sad to see her bow out so early for the first time. I don't know if it was the matchups or just a bad moment in her Amiibo Wars Career, but it now insures that we will have atleast one new person in the Top 20. Yoshi made some improvements and I could tell he is getting better, but it seems like he needs some more time before he can truly shine. This isn't going to be the Season of the Yoshi. This is the end of the road for these 3 and Wildcard #2 will see the exit of 3 more. Stay Tuned, the next Wildcard is on the way!





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

Thursday, August 20, 2015

AMIIBO vs AMIIBO: The Five Most Abused Skills/Strategies (My Opinion)


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. 



Tuesday, August 18, 2015

AMIIBO Training Guide (Amiibo Self Training Method)


AMIIBO Training Guide

I've had a lot of people ask me how I train my amiibos and I'm not so sure people will agree with my method but it works and I will tell you why. My training method may seem lazy to some but that wasn't my intention for doing it. My method involves training an amiibo up to a certain point and letting the amiibos do the rest of the work. I'm not going to sit here and say I'm a Smash Pro at the game, I've watched a lot of tournaments and I know I will never be close to that level. Though I'm not on their level, I do understand what makes the characters strong and what moves to focus on when training each character individually. In the past, I tried the training methods where people say to train them vs a bot for the first few levels then spot train them to 30 then switch through your best characters etc.. When I did these methods, a lot of my amiibos turned out good but some of them turned out awful... They would spam the same move over and over and were all around terrible, I then started putting research into what makes amiibos spam moves and I realized... It's because they are getting rewarded for it. If an amiibo keeps landing the same move on you... why do they need to use any other ones? Keep one thing in mind about amiibos, if they find a way to punish an opponent and know all they need is the one move to do so, they will use it until it doesn't work anymore. I'm not a pro at dodging every attack, so when I'm getting hit with some of these moves, I can't help it, I'm human... So what's the best option in this situation? Train them with another amiibo... or two.... or three. I've learned that amiibos learn more from landing attacks then they do from watching a player use them. If they try something you do and don't land it, chances are they aren't going to use it. I find that training an amiibo from 1-50 yourself is ineffective and a waste of time, all you have to do is give them a strong core skill set and allow your other amiibos to enhance their reflexes and reading capabilities. You have to understand the amiibo and what makes them strong to insure they will turn out well rounded and effective, dittoing them to 50 actually does more harm than good imo. My Character Specific Guides May Help With That.

THE TRAINING METHOD

Step 1: Take them into a 1v1 setting with the same character as the amiibo, starting at level 1.This is where you will teach them everything you want them to know. Focus Grabbing and Pummeling/True Combos/Tilts/Smash Attacks/Aerials... The Works. You will continue this process until you get the amiibo to about lvl 15-20. After doing this you will switch your attention over to 3 other level one amiibos and do the same process, stopping at lvl 15-20. You want them all to be the same level. PS- If they get behind a lvl or 2 in the training process, it's no big deal. It isn't going to have a major impact on their training. Some will level quicker than others because they are staying alive longer. (If you don't have four amiibos, this training method isn't going to be effective. It has to be an even number, you could even do this with 6 or 8 if you really wanted to.)

Step 2: Once you have trained your amiibos up to the level you want them to be at, whether it be 15 or 20, you will then take your hands off the controller and allow your amiibos to do the work. Why you ask? Because now the amiibos will take what you taught them in your ditto matches and attempt to apply it vs the other amiibos. Why is this effective? Because this is where they will learn the most effective combos, the strongest attacks and improve their reflexes and abilities to read an opponent. Amiibos have enhanced AIs, allowing them to shield and dodge almost anything you throw at them. Since they can shield and dodge so easily, the chances of an amiibo spamming one attack is slim to none. The reason you want the amiibos to be the same level as you train them up is so they can actually land the skills and combos you taught them. Placing them vs a level 50 amiibo will be just as ineffective as training them yourself and trying to go ham because if they are getting obliterated, they aren't really learning anything, they are just gaining levels. DO NOT use only omega stages. You want stages with platforms so it's easier for the amiibos to land aerials. Omega stages take away from this.

Step 3: I suggest doing Four Amiibos at a time because your goal will be to cycle them. Uneven numbers will not work. Have 2 of them 1v1 eachother, then have the other 2 do the same thing. After this you will place them in a 4 Man Free For All or Team Match. The reason for the Free For All/Team is to give them more opportunities to land skills they may not be able to land in a 1v1 setting. This way they can strengthen their kill options and aerial arsenal to use later when their reflexes have improved due to leveling up. After doing this, you will want to cycle them to 1v1 each other amiibo in this training session. After each rotation, throw in a Free For All/Team as well. You will do this all the way to level 50. (If you want, you can throw in item matches also. I suggest only using fair items, such as boomerang, laser sword, healing items etc.)

Step 4: Your amiibos are now level 50, so it's time to hone their skills. Put them in a match with your strongest amiibo. I usually have them face my Mario in a timed match for 5 mins. It helps them to up their reflexes. I've definitely noticed changes in their abilities to read after doing this, so I really do believe it's effective and helpful. Then you will cycle in other amiibos with differing playstyles to help them get used to fighting in different situations. It helps make them more well rounded in case you plan to use them in an amiibo tournament. If your amiibo does poorly vs another amiibo, have them fight it again. Amiibos will improve the more they fight a difficult opponent, typically getting to a point of being a fair fight, unless it's just a terrible match up.

Step 5: Using this method you may have had issues with certain amiibos not charging spells. You can fix this by taking them into a ditto match yourself and spamming full charged ranged spells on them. Spot training will always have an effect if you see some imperfections in one of your amiibos. Make sure characters like Lucario know what to do in rage mode and Rosalina knows how to use Luma. You may have to spot train some of them at higher levels as well.

After these five simple steps your amiibo should turn out well rounded and not spam abilities. I suggest if you plan on fighting them at level 50, make sure you cycle amiibo vs amiibo fights. Placing them against same level amiibos helps insure they won't start spamming one move. Once again, do not place a low level amiibo vs a level 50 amiibo. This is another way they can become spammy, other than you fighting them yourself. Keep in mind they may not turn out perfect using this method, some may require extra training and even in amiibo vs amiibo fights, they will gravitate toward one move if it allows them to rack up damage.. This will never change, One fight they may spam F Air as a way to keep spacing and rack up damage... Another Fight they may Grab Relentlessly because they are scared of getting counter attacked. Amiibos will never be MLG Status, you have to understand they are built to punish and may use uninteresting methods to do so no matter what you do or how you train them. 

PROS TO THIS METHOD:
  • Quick and Effecient
  • Insures They Wont Spam Skills 
  • Will Be Stronger vs Other Amiibos
  • Enhanced Reflexes/Reading Capabilities
  • Allows You To Multi-Task
  • Can Train Multiple Amiibos At Once
  • Your Amiibos Become More Well Rounded
CONS TO THIS METHOD:
  • Boring For People Who Want To Fight Their Amiibos
  • Some Amiibos Need Extra Training After Using This Method (Rosalina/Lucario)
  • Ranged Amiibos Don't Seem To Charge Projectiles Until You Spot Train Them At Higher Levels
  • They May Not Turn Out Flashy or Exciting To Watch

MY EXPERIENCE

I personally use this method, I have had my lvl 50 amiibos fight each other from lvl 15 all the way up and most of them have fought 100's of matches. These amiibos are still well rounded with me rarely ever fighting them myself. It was all in the base skill set I started them with and they took it and ran with it. I find my amiibos entertaining to watch still to this day, they don't derp very often at all and most of them are pretty evenly matched with matches going either way. Some amiibos will be weak in certain match ups regardless of how well you train them so you just have to keep that in mind.

AMIIBO WARS: Navigation


AMIIBO WARS

This is where you can find everything you need to keep up with my "Amiibo Wars Tournament Series". Amiibo Wars is a long running battle between amiibos with countless twists and turns along the way. Each Season has a new twist to keep things interesting. The power is constantly shifting so you never know who's going to be at the top and who's going to see a shocking end. So far there have been five Seasons and two of them have been written in full here on this blog. Every Season I keep up with rankings which you can also view at the bottom of the page. These rankings are based off of their performance in their past three tournaments they competed in. The first three Seasons happened before I started this blog so I apologize for them not being available. I do cover them a little bit in Season 4 so you get an idea of how they went down. (My old laptop died and I lost most of my information, thankfully I was able to keep the standings for the first three seasons.) I hope you all enjoy the series, let me know if you do! Wild Card is going to be a new series where I pit a small group of amiibos in a tournament selected at random to help with their standings going into the following Season. Some lower ranked amiibos may be able to climb the ranks before the season begins.

WILDCARD (PRESEASON)
Not every amiibo can make it to the Main Tournaments, but they are given the opportunity to do so. In the Preseason, all amiibos must fight for their spot in the Challenger Series. How will your favorites fair?!

AMIIBO WARS: Season 6 Wildcard #1-#8 (Completed!)

MAJOR TOURNAMENTS
This is where the big boys in Amiibo Wars go to play. The competitors that have advanced past the preliminaries will compete in a Challenger Series in hopes of making it to The Top 20. The Top 20 is considered the main stage/main tournament and ultimately ends by crowning a Champion each season. (Season 4 didn't include a Challenger Series and Season 1-3 were not documented on this blog, they were briefly recapped in Season 4) This is where the main tournaments will be posted.



RANKINGS
This is where to look if you wanna see how your favorite amiibo is doing in my tournament series. All amiibos are ranked based on their performance each season. I'm also in the process of including Bio's for each competitor that gives a brief recap of their past seasons and what happened in each one. This section will include spoilers, so enter at your own risk.