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General amiibo training tips for Super Smash Bros. Ultimate

This is our general guide to amiibos! Figure Players have made a lot of changessince their introduction to Super Smash Bros. 4.In the original game, the AI could not taunt or dash-dance, combine, , orgo off stage. We had to learn this the hard way. The Super Smash Bros.developers have become a bit of a cult in the community, telling us almost noabout how FPs learn. We had to do all the research ourselves. This guide continues the trend. We have included a figurative treasure chestof all you need to train a powerful Amiibo in Super Smash Bros. Ultimate. For those who are new to competitive training, we’ve got some helpful tips and tricks for beginners!

Introduction

An FP can start at Level 1, and can go all the way up to Level 50. However, there’s more to it than meets the eye. FPs can level up twice. They have a visible level. they also have an invisible layer, so to speak. You can see the visible level on your screen from 1-50. The invisible level is essentially regular CPU fighters, which are then modified by training data stored to the figurine. An FP at Level 1 is actually using the “base AI” of Level 1 CPU. The invisible level of the base CPU increases with the FP’s visible level. The FP switches to a Level 9 base processor when its visible level reaches 43. If you have read many of our character guide , you may recall them specifically noting Level 43. This is because their base AI becomes fully competent at this level and their built-in behaviors and combos become (mostly). finalized. Importantly, an FP’s CPU/invisible level will increase as normal even if learning hasn’t been enabled. An FP that is raised to Level 50 will learn off the entire time and become identical to a Level 9 CPU.

Because FPs are based on a regular CPU AI, you cannot teach them certain things. Most characters at Level 50 have a few hard-coded combinations programmed into their AIs. If you tell a Ness character to grab a lot, it will automatically use a down throw-to-forward air combo because that string has been hard-coded into the artificial intelligence. This means that you cannot teach an FP how to use a combination that isn’t already hard-coded into their figurative brain. It’s OK though because some fighters, such as Joker or Terry, have so many hard-coded combinations that they will likely learn almost anything you want to teach. The Ultimate’sDLC fighters are generally “smarter”, so make sure to keep this in mind when choosing a character to train.

You might have had difficulty teaching your amiibo a certain move if you have trained them before. This could be Bowser using Flying Slam, or Pichu using Thunder. This is because some characters have built-in aversions. In other words, the base CPU they mentioned earlier has a low use rate for the attack in question. Training amiibo can be relative. If a BowserFP has a maximum Flying Slam value, this value is only proportional to how many times the base CPU would use it. Note that the priority of CPU moves is frequently changed between game updates. This means that some FPs might behave differently in new patches.

Your amiibo will save certain data when you play against it. These data include the button inputs, attacks used by the FP, and the hits to their targets. The FP also checks for the type of movement you use (HT0_ running versus walking, jumping a lot or going off-stage). How often you taunt. This is discussed in more detail in the personality guide,. Here’s a list of FP behaviors that you can train to change:

  • Its aggression and frequency of attacks
  • How often it jumps and parries, rolls, and dodges air?
  • It can run, walk, or dance to get around.
  • It will decide whether it edgeguards its opponent off-stage, and whether it uses meteor smashes or regular aerials to do so.
  • It uses hard-coded combinations quite often
  • How often it picks up an item and how often it throws it away
  • It charges the smash attacks or not before they are used
  • It taunts often after a kill, or after dealing significant knockback to an enemy
  • Its frequency with each attack and which attacks it uses while standing on the ledge.

As you can see, FPs can be modified in many meaningful ways. However, FPs cannotsave matches so they are unable to modify their behavior towards specific opponents. This means that FPs behave the same no matter what character they face. A projectile-heavy amiibo can be trained to use them against any foe that uses a reflector at high frequencies. FPs generally learn more from what you do to them than what they do to you . If a Terry amiibo attacks you with Crack Shoot at Level 10, it will most likely have problems with too many Crack Shoot attacks later. After we have covered the basics, let’s talk about the best and worst practices for training an FP.

Training Strategies

There are many strategies that you can use to train your FP. These strategies will work for almost all characters. Mirror match your FP up to Level 50 for the best results. This means that you must play the character you are amiibo as. This is a problem if you are training DLC fighters but don’t own the Fighter Pass. Mirror matching is the best way to save matchup experience. If you are able to mirror match it here is a list of things you need to remember as you train.

  • Keep learning from the FP. This one is obvious, but it’s important. If you want to fight the FP, ensure that its learn toggle is turned on. This toggle can be found in the settings section on the amiibo. It takes time to level up an FP, so you should fight it until you reach Level 30. You can then toggle the learning off. You can then level it against other FPs and CPUs, but the training values will remain the same. Don’t worry, the base CPU of an amiibo will still level up, even after learning off.
  • Your FP should not be trained against other FPs or CPUs. This means that you should not train your FP against CPUs, other FPs, or in matches with more than one player. It is your goal to have direct control over the behaviors and moves that your FP learns. This is not possible if it has to fight other CPU-controlled characters while its learning continues. Matches with more than two players can be overwhelming for FPs. There is a possibility that more than two FPs are present in a match. Be careful!
  • Walk, don’t run. If you are training an FP to use it in amiibo tournaments later on, you should not run or dash. If FPs are taught to run or dash frequently, they can become rash and may even run into the face of an attacker. It can learn to walk, so it can think more clearly and use a defensive option like blocking or dodging. It is possible for your FP not to be able to walk, but it might still try to catch up with an opponent that has just been launched from far away. It’s okay, as long as your FP can walk when it is close to an enemy, it’s good. You can ignore this note if you are training a Raid boss and just teach it to run around.
  • You should be careful when you go off-stage. You should read this first and then go on to the character guides. These guides will help you determine if your off-stage play is appropriate for that fighter and what moves you should use when edgeguarding. You can’t tell FP fighters to change their recovery patterns to keep them guessing. This means that fighters such as Bayonetta can’t mess up their recovery until they get a patch.
  • Also, be careful when you give your FP Spirits. Every Spirit that your amiibo inherits will change its training data. If you train an FP to Level 50, and then give it several Spirits, the FP’s behavior will drastically change. Often to something unfavorable. Some Spirits can make FPs hold their smash attacks for an indefinite amount of time, while others cause uncontrollable taunting (including Meloetta Support Spirit which is known to do this).
  • Do not charge smash attacks. Not even after a shield break. The FPs have a value that controls how long they can hold their smash attacks before they are used. This is possible to make use of the Unflinching Charged Smashes Spirit. You can use a smash attack in any case without charging.
  • Avoid taunting too often. Keep taunting to a minimum. Kirby, has been known to sometimes stop fighting and simply say “Hi!” until someone attacks him. You don’t have to mind your FP spamming it’s taunts.
  • Either use defensive maneuvers sparingly or shield heavily. Many trainers are frustrated by their FPs’ tendency to roll too often. You should not allow your FPs to roll while you train them. You can also avoid tech rolls, spot dodging and air dodging for good measure. You should teach your competitive amiibo to shield often. Shield flickering is a technique that allows you to constantly raise and lower your shield. This is similar to a parry by FPs, so they will soon pick up the technique. You might consider taking nodefensive steps if you are training a Raid Boss. They are hard-coded to a certain extent. The FP will still use them regardless of what. However, they can be taught more by additional training.
  • Your FP will be able to hit you with the moves it wants. To make sure your FP knows which move you are about to use, you might need to pause buffer. You’re not making your FP vulnerable by allowing yourself to be hit. Instead, you are teaching it how to use the attack you just hit it with more often. You should also use attacks against the FP, but it is equally important to let yourself be hit.
  • You should not attack your FP while you’re falling with aerials. This may seem like the most bizarre advice. However, Ultimate’s AI will only register your aerial moves if the attack is performed while you are falling, and not rising. You will need to input an aerial jump, and thenan aerial maneuver to teach your FP how to use them. This means that you cannot use the short hop macro which is when you simultaneously press the A and X buttons to perform a short-hopped aerial movement. This is Nozomu‘s most interesting discovery.
  • If something is not working out, don’t be afraid of quitting the match. If you leave a match, all of the events of that game are lost to the FP. You can always end the game early and start again if it does something that you don’t like or a move you didn’t like.

It seems like a lot of instructions. Although it might seem overwhelming at first, you will soon be able to follow all these “rules” without thinking about them. If you have never trained a tournament-optimal player, it can be a bit overwhelming. But we are happy to help. You can ask any questions by joining our Discord server. Let’s move on to the last section.

AI Flaws & Exploits

Unfortunately, there are certain things that you won’t be in a position to teach your amiibo. Super Smash Bros. Ultimate’sAI has the best intelligence, but it is still very flawed. It can’t generally see things it doesn’t see. Although this may seem obvious, it is important to remember that the Figure Player must be able to see what it is looking at in order to recognize it. It can’t always see how much damage has been done to an opponent, whether the enemy has super armor active (in this case it will challenge it and fail horribly), or even if a team attack is underway. These are just flaws that we must accept. You might expect that a lotof characters are affected by AI flaws unique to them. These are discussed in more detail in our character guide and Wiki pages. We’d rather not list them all here. Instead, please check out our post about the fighter you’re interested. We’ll let them know if they have an AI flaw.

It is safe to say that Figure Player characters who are easily trained can take advantage of the game’s exploitable AI. Incineroar and K. Rool are the best tier fighters. Their movesets make it difficult for AI opponents. You don’t need to be concerned about “AI breaker moves” if you are raising your FP in order to fight human opponents. If that is the case, it’s better to focus on grabs, tilts and fast attack. Humans are better at avoiding smash attacks and command grabs against Figure Players.

Wrap-Up

This post can be summarized in one sentence: FPs are both smart and dumb. They can use hard-coded combinations that sometimes end up looking great! However, you cannot teach them how they recover. They can also spam moves and can get out of control with taunting. It takes a lot of effort to train a strong amiibo. You may need to do it three times before you get it right. Next, you should check out our character guide; this information will be applicable to all fighters. If you have any questions, please join our Discord group to ask. We are happy to answer any questions you may have. We’d be delighted if our guides helped you. Please visit our Patreon page or donation to keep the site running. Happy training, and see you next time!

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