Tuesday, July 21, 2015

WII FIT TRAINER Amiibo Guide



WII FIT TRAINER
AVERAGE TIER


Wii Fit can be good if you put the work into her. She does have some issues though. Her Side B is hard to land and she uses it way too much. The chances of this amiibo landing good side b's is going to be rare. (On platform stages they just bounce off of the platform.) If you don't charge her Sun Salutation, she will just shoot out uncharged ones. This move is useful but sometimes she will charge them up and hold on to them. Her Deep Breathing is rarely used even if you teach her to do it often. I think the amiibo sees it as a laggy option that will get her punished. She used to not rapid tap her recovery but I feel like they patched this so she does it now, that was the main reason I didn't put work into her when she came out. Her recovery is now great. Now that it's fixed I worked with her a good bit, and even though she does what you want her to do, it seems like the lag/hitbox issues with her smash attacks get her punished a lot. She would constantly miss her smash attacks because of the hit boxes. Many other amiibos have quicker options with more hit boxes and I feel it overshadows her sometimes. She struggles in a lot of match ups just because her skillset is lacking and some of her b moves are useless. I've had the most success with her using a lot of grabs, tilts and smash attacks. Sometimes she will spam Sun Salutations at range as well, this can rack up damage. This  amiibo can do a lot of damage and her Smash Attacks hit hard if she lands them. I feel like she has potential to be good if given time and effort. Her only weaknesses are her hit boxes not landing on smaller opponents and her weak side b that she likes to use often.(Maybe A Custom Side B Could Help.) Other than that I think she's a pretty solid average tier amiibo.

PROS:
  • Great Recovery
  • Good Projectiles
  • Kill Throw
  • Strong Tilts/Jabs (F Tilt can Kill)
CONS:
  • Awkward Aerials
  • Laggy Smash Attacks
  • Struggles in 1v1s
  • Doesn't learn to charge Sun Salutation on her own
  • Requires a lot of attention to be good
  • Weak B Moves for an amiibo
  • Struggles to hit Smaller Characters
TRAINING MUSTS:
  • Grab/Pummel often, very important, back throw kills at high percents, up throw kills at high percents but the amiibo  doesn't seem to use it
  • Teach her to kill with up throw at high percents
  • Utilize up air, b air and f air, show her how to kill with b air and up air
  • Down Air meteors hard, teach her to do this
  • Show her all smash attacks and when to kill with them, use sparingly. She likes to spam down smash and it gets out ranged a lot, leading to her being punished
  • Utilize all Tilts, F Tilt can kill, teach her to do this
  • Utilize Deep Breathing only at a safe distance
  • Utilize her Sun Salutations at range for free damage
  • Harrass off stage opponents with full charged Sun Salutations
  • Jab Combo into the ground doesnt work on amiibos, they tap out too quick to punish it
  • I would avoid Side B when training her, she uses it way too much and it almost never hits anything

PAC-MAN Amiibo Guide


PAC MAN
AVERAGE TIER


This amiibo has a lot of problems. Pac-Man is a difficult character to master, add that on to his wonky skills and combos and it makes for a meh amiibo. Pac Man amiibo doesn't do what you want him to do at all. You can teach him different fruit/key throws all day, and he will almost always throw the cherry. Trying to teach him to smash attack on the hydrant is pointless, he doesn't even know how to interact with it. Amiibos in general seem to not realize the hydrant is an object they can take advantage of, they will just walk into it or jump over it. I've been informed by a few people that the flame custom for the fire hydrant helps the amiibo quite a bit. Pac-Man amiibo seems to like using it as an attack from above. Whether they are on stage or off stage, his goal is to try to drop the hydrant on their head. Pac Man also has on of the worst grabs in the game, it's extremely slow and hard to land, especially on other amiibos. He does have a kill throw with his back throw but he struggles to land it unless they are recovering. He can get punished very easily trying to go for grabs. Typically Pac-Man amiibo just jumps around and does aerials no matter what you try to teach him. His aerials aren't terrible but they aren't good enough to make him viable. The AI just doesn't know how to handle this complicated character and it really shows in his poor performances. I think in some match ups he can do pretty well, but in most of them he falls flat, so Pac-Man Amiibo is an average tier pick imo.

PROS:
  • Great Recovery
  • Good Aerials
  • Side B is Strong
  • Hydrant Mechanic works in his favor sometimes
  • Kill Throw
  • Good in FFA/Team Matches
  • Small Size Can Be An Advantage
CONS:
  • Terrible Grab
  • AI doesn't know what to do with the character
  • Hydrant isn't recognized by the AI
  • Complicated and difficult to train
  • Struggles in 1v1s
TRAINING MUSTS:
  • Teach him to kill with back throw
  • Use the Hydrant, just don't over use it. Teaching him to smash the hydrant doesn't seem to work
  • Teach him different fruit options, sometimes he will pick different ones but he typically throws the cherry all the time
  • Utilize all aerials, I know his back air and neutral air kill, teach him to kill with those
  • Utilize all smash attacks and show him he can kill with each of them
  • Normally I would say grab and pummel often but his grab is so weak I'd only grab at high percents to kill with the kill throw
  • Use side b often, it doesn't get punished too much and is a good way to get damage in

CHARIZARD Amiibo Guide



CHARIZARD
VERY STRONG TIER


From my experience working with Charizard, I feel that this amiibo takes a little more time to become good. I had a problem with him trying to spam his up b for kills and almost always use his down throw over any other throw when he first got to level 50. His up throw can kill but even after showing it to him multiple times he still didn't  want to use it for a long time. Now after having him compete for a bit at 50, he has realized up throw is a viable kill option and uses it. He has aerials that he struggles to land sometimes which can lead to punishes. Against short opponents he doesn't connect with his F Air while they are grounded, his neutral air is very slow and his back air has a wonky hit box. So that also lessens his effectiveness a bit if he ends up jumping around a lot. I thought that the AI was flawed but he seems to be another amiibo like Lucario and Marth that just take more time to develope. When I first got him to 50 he was losing to everyone, but after a while he started to win on a pretty consistent basis. His reads definitely improved and so did his ledge guard. His advantages are much like other heavy amiibos, he hits hard and if he can land a good read he's going to send them flying. He has strong tilts/smash attacks and his jab attack is very good. Getting him to use B moves is pretty difficult, other than up b. I tried to use down b a lot to get him in a habit of using it but he still rarely does. Side B is not worth teaching him, his AI automatically use it to recover if he gets knocked back really far, but offensively he will almost never use Flare Blitz. I'd suggest just avoiding it. Heavies also have an advantage in Free For Alls/Teams because it's so much easier for them to land their hard hitting moves. He does seem to struggle in quite a few match ups just like any other heavy but he will turn out very strong if you want to put work into him. I do think his punishes hurt a lot more than Bowser's and Ganondorf's though and I think in some cases this can give him an edge.

PROS:
  • Very Heavy
  • Good in Free For Alls/Team Matches
  • Hits Very Hard
  • Kill Throw
  • Lingering Hit Boxes
  • Strong vs Squishies
  • Punishes are devastating
CONS:
  • AI seems to have a mind of its own sometimes
  • Poor recovery, easily gimped
  • Struggles in a lot 1v1s
  • Doesn't prioritize b moves at all hardly (In some cases, this is a good thing though)
TRAINING MUSTS:
  • Utilize his tilts, all of them are strong, up tilt can juggle or lead to an up smash at low percents
  • Make sure you show him to hit with the end of his tail
  • Grab/Pummel often, Show him he can kill with up throw and back throw, down throw is good but he prioritizes it way too much so maybe try to avoid using it
  • Use flame breath for spacing
  • Use down b often, it's a strong move with super armor and can lead to winning trades, I used it a lot and he doesn't really use it, but hopefully you will have more luck
  • Utilize all aerials even though they aren't as strong, I'd suggest focusing on F Air and B Air, both can kill
  • Up b can kill but I'm not sure if you should teach it to him or not because my Charizard prioritizes it way too much. I'd say avoid this move other than recovery if you plan to fight him against amiibos
  • Flare Blitz will almost never be used in a 1v1 with an amiibo opponent. I've honestly never seen mine use it even though I used it on him in training and killed him with it a few times. This is actually a good thing, it's laggy, damages him and he would rarely ever land it. I'd say just avoid this move all together.



Monday, July 20, 2015

KING DEDEDE Amiibo Guide



KING DEDEDE
STRONG TIER



King Dedede's amiibo has a lot of great things. He has some rangey, hard hitting tilts/smash attacks as well as a hard hitting projectile. On top of those things he has a Kill Throw, a True Combo and he's very heavy. This puts him in a great spot as an amiibo. Though he may struggle vs faster opponents, he hits so hard that he can turn a match around pretty quickly. Dedede's gordo really sets him apart, amiibos get caught by this a lot and his ledge guards with the gordo can send them flying as they attempt to recover. He can get some easy down throw to f air combos at low-mid percents, and at high percents his b throw kills. I think Dedede's range on his F tilt and Jab make for safe options to rack up damage. You really don't want him to use F Smash much, it's super laggy and he can get punished hard. Do not make him an aerial based, he will get punished on his aerials often. Just focus on his tilts, grab options, gordo and true combo and he will turn out well. He's got so many options to make him strong if you want him to be, just be careful with using aerials a lot.

PROS:
  • Very Heavy
  • True Combo
  • Gordo hits hard and can Kill
  • Brutal Side B Ledge Guard
  • Kill Throw
  • Great Long-Mid-Short Range Options
  • Great Recovery
  • Command Grab
  • Good in Free For All/Team Matches
CONS:
  • Struggles vs Fast Opponents
  • Gordo can be hit back at him
  • Slow and has some laggy moves
  • Too many aerials can ruin him
TRAINING MUSTS:
  • Utilize all tilts, especially F Tilt
  • Grab and pummel often, as always
  • Make use of his Gordo at range and when recovering high. Also use it to ledge guard, the amiibo is very good at using it offstage to kill opponents
  • Teach him to kill with back throw
  • Use aerials but don't over do it, it could ruin him
  • Utilize his True Combo by using down throw to f air at low-mid percents
  • Teach him to kill with all aerials
  • Utilize all Smash Attacks, Teach him to kill with them
  • Neutral B is a Command Grab and free damage for Dedede, use it but don't over use it

WARIO Amiibo Guide



WARIO
STRONG TIER


The Wario Amiibo is very strong for multiple reasons. With my observations being that the strongest amiibos have kill throws, lingering hit boxes or true combos, Wario is in a great spot. Wario has quite a few lingering hit boxes, His most used in my training of him were down smash, n air, d air. All 3 were good at catching amiibos out of shield or lasting through an air dodge. Wario has kill throws as well with his b throw and f throw, but they aren't as strong as some others in the game and he will only use them at very high percents. The main thing that sets Wario apart from others is his fart mechanic. In the amiibo world, this thing is deadly. He isn't the best at using it at first but once you get him trained up it can really turn a match in his favor. I've seen him kill with it at 50% and I've seen him break shields with it, leading to a smash kill. It really gives him an edge over others because the AI is smart enough to hold on to it til it's fully charged. Wario also has a command grab with his neutral b, allowing him to punish shields and rack up good damage. The amiibo likes to use this skill a good bit. Also, another mechanic that sets him apart is the Motorcycle, he uses it a lot to punish shields and close distance, I rarely see him get punished on the motorcycle because amiibos tend to go more on the defensive when he approaches them with it. This makes it  a good option for Wario. I haven't seen any glaring weaknesses in this amiibo, though he does seem to struggle a bit when he has to approach from the air. I've seen him countlessly get punished trying to approach with an f air. It will get shielded and he will get up smashed. Other than that he's very solid, he's beat/came very close against all the strong tier amiibos and he is well deserving of your time if you are a Wario fan.

PROS:
  • Fart Mechanic is very Strong
  • Motorcycle is a Great Option
  • Kill Throws
  • Multiple Lingering Hit Boxes
  • Great Smash Attacks
  • Great Aerials
CONS:
  • Lag on aerials can lead to punishes
  • No True Combos
  • Struggles vs Projectile Characters
  • Will only use Fart Mechanic at Full Charge (As far as I know in my Testing, this could be a con)
  • AI doesn't use Fart very well in 1v1's, typically misses
TRAINING MUSTS:
  • Utilize his Fart Mechanic, show him he can kill with it
  • Great Smash Attacks, Utilize them all and show him he can kill with them, D Smash lingers and is great for catching recovering opponents/approaches
  • He will use his F Throw/B Throw at higher percents to kill, show him these options
  • Make sure you grab/pummel often, as always
  • Utilize Aerials, D Air and N Air are his best options, F Air leads to punishes sometimes so don't use it too much, U Air can kill, good for setting traps
  • Make use of his motorcycle to close distance/recover and rack up free damage
  • Use his Neutral B Command Grab a lot and tap for max damage
  • Tilts are strong, he can kill with F Tilt and trip with D Tilt, use them often as well

Sunday, July 19, 2015

META KNIGHT Amiibo Guide



META KNIGHT
AVERAGE TIER


In my opinion, Meta Knight is a good example of an amiibo that can be good or bad depending on how he's trained. I was on the fence about where I would place him more than any other amiibo so far. Meta Knight has a lot of issues that come with the character just not being that good in this installment. His biggest problem comes from a lot of his moves not dealing that much damage and his range being pretty poor. He's a character that was made to be aerial based, but his aerials don't hit very hard at all and are a little laggy. This can lead him into punishes when fighting against amiibos, if he's approaching from the air. He's high risk with little reward. But on the upside I feel that if you train him right he comes close/has a chance of beating almost any amiibo you put him up against. Does he stomp any match ups? No. But I think if you really like the character, and want this amiibo to do well he will. His biggest strength is his grab options. His throws can rack up a lot of damage and his down throw to up b combo at low-mid percents can rack up  a lot of damage as well. At Higher Percents he can kill with back throw, that's a good option for him to learn. Also, he has a great Up Smash and F Smash, if he can land them. All in all, I felt that even though the character's design is weak, the amiibo has a pretty good AI and in certain match ups he does surprisingly well. The problem is, he doesn't stand out in any areas, his smashes aren't THAT great, his aerials arent that great and his kill options are limited. So even though he doesn't have any devastating weaknesses, he doesn't have any clear strengths either. I feel this warrants his placement in the average tier.

PROS:
  • Floaty and Quick
  • Great at Gimping Opponents
  • True Combo
  • Great Smash Attacks
  • Small Size Can Be An Advantage
  • Kill Throw
CONS:
  • Weak Kill Options
  • Struggles in most match ups
  • Requires knowledge of the character to be effective
  • No Long-Mid Range Options, All Short Ranged
  • B moves are hard to land on amiibos and he will rarely use them
  • Damage output on most moves is low
TRAINING MUSTS:
  • You have to grab/pummel often, very important, all throw options are decent, prioritize down throw though
  • Teach him to down throw to up b at low-mid percents
  • Teach him to Kill with Back Throw at the ledge at high percents.
  • Utilize all tilts, his down tilt can trip and he can rack up damage at far range, his f tilt can rack up damage and kill at high percents
  • Utilize all aerials but use them sparingly, f air and down air on a shielding amiibo can lead to punishes
  • Teach him to kill with back air 
  • Avoid using his jab combo, it's laggy and will lead to punishes, he can also end up spamming this if you aren't careful
  • Use his neutral b tornado a lot, catch him in it and tap the button for max damage. Teach him to kill with it as well



Thursday, July 16, 2015

DONKEY KONG Amiibo Guide



DONKEY KONG
WEAK TIER


"Always the bridesmaid, never the bride..." That analogy is the best way to describe the Donkey Kong amiibo. If you want to spend hours and hours to get him to almost beat other amiibos, thats about all you're going to get out of him! This amiibo is hopeless imo. I have tried so many methods and he always turns out mediocre at best. I've seen people have luck with him but I feel he's just too slow to be able to handle the other amiibos. DO NOT train him as an aerial based amiibo. He botches almost all of his aerials and gets punished, he tries to short hop forward air and gets punished hard for it, when he goes to do his back airs he jumps too high. He doesn't seem to be able to land his punches either. IMO he just doesn't offer a lot. No True Combos, No Counter, No Lingering Hit Boxes, A Kill Throw that he wont use. He's just a big pain in the ass to train. I've retired him in my tournaments since he's just gonna be a free win. He has never scored past the bottom 2. In my attempts to retrain this amiibo, I would avoid F Air, he will do it anyway. I literally spammed back throw kills to try and get him to do it, he will use his forward throw instead. I try to get him to juggle with up tilts and he wont do it. This amiibo doesn't do anything you teach him to do really.  The only success he has is grabbing them to death and maybe getting a successful smash attack or up air off. That's about as effective as this amiibo will ever get.

PROS:
  • Very Heavy
  • Has a Kill Throw
  • Good in Team/Free For All Matches
  • Hits Hard
CONS:
  • Terrible Vertical Recovery
  • Struggles vs Fast Opponents
  • No True Combos
  • Slow Smash Attacks
  • F Air can cause him to trip himself when he short hops it, leading to punishes
  • Prioritizes F Throw over B Throw
  • Won't really do what you want him to do
TRAINING MUSTS:
  • He doesn't seem to learn anything, but you might as well try these and see if you have luck, lol
  • Avoid F Air like the plague
  • Teach him to gimp with down air over the ledge
  • Utilize all Tilts, Try to get him to juggle with Up Tilt
  • Keep him mostly on the ground, you don't want this monkey jumping around
  • If using aerials, use Back Air mostly or Neutral Air, do not use F Air, the amiibo doesn't use it properly
  • Focus Grabs and Pummel Them often, very important
  • Teach him to kill with his back throw, do this often
  • Utilize all smash attacks and show him he can kill with them
  • Show him how to kill with Back Air
  • Don't use the wind up punch at all when training him