Amiibo Training Guide: Mario (SSB4)

Welcome to the Mario amiibo training guide! Thank you for taking the time to visit – your support is much appreciated. Big thanks to Arklaine for sharing his knowledge of Mario and for contributing to the completion of the guide! Without further ado, let’s get started.

Table of Contents

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Section 1: Character Overview

Character Overview

In a sense, Mario is the jack of all trades, and the master of none – surprisingly, this trait serves him well. Mario’s arsenal isn’t as immediately threatening as Bowser’s or Lucina’s, but he still has a large amount of useful tools at his disposal. His tilts are fast and can be chained together, and his smash attacks are quite strong: particularly, forward smash has an especially powerful sweetspot at the tip of its flame. With enough Attack investment, it can even break shields!  Two of Mario’s special moves possess excellent utility: Fireball, which he can use to harass enemies off-stage; and Cape, which allows him to gimp foes by reversing their momentum. With a moveset that perfectly blends speed and power, Mario can handily perform well in any situation and even excel against the right opponent.

Unfortunately, being average has its drawbacks. Mario’s moveset lacks range, which leads to his attacks occasionally whiffing their target. Ironically, Mario also suffers from a poor recovery: his double jump grants acceptable height, but his up special, Super Jump Punch, does not. Mario’s most notable disadvantage, however, is his notoriously flawed AI. It tends to ruthlessly overuse its down smash and side special, both of which are difficult to consistently avoid and punish. Due to these quirks, many trainers cast Mario aside in favor of a more cooperative character.

In a metagame without equipment, Mario becomes a bit better. Since amiibo can no longer invest into their Attack stats, each character’s individual attacks become weaker, and Mario’s kit becomes stronger relative to the rest of the cast. That being said, correcting Mario’s many AI flaws becomes even more important. Your amiibo won’t have any equipment to rely on; as a result, fixing its bad habits may become more difficult.

The Verdict

Training a champion Mario amiibo is a tough task. You’ll need time, skill, and most of all, patience. From what we’ve seen of Mario amiibo in tournaments, they run hot and cold: their effectiveness depends entirely on the skill and ability of the trainer.


Section 2: Recommended Equipment

Recommended Stats & Bonuses

For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.

Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+60 Attack / +60 Defense / Speed

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Recommended Custom Moves

  • Gust Cape: This is a custom move version of Mario’s side special. It adds a powerful windbox that pushes opponents away. As mentioned before, Mario’s AI has a notorious reputation of using its Cape out of a short hop: Gust Cape partially fixes this issue by creating a gap so that enemies cannot run in and attack.
  • Scalding F.L.U.D.D.: This is a custom move version of Mario’s down special, and it’s entirely optional. Rather than pushing enemies away, Scalding F.L.U.D.D. inflicts direct damage. You shouldn’t be teaching your Mario amiibo to use F.L.U.D.D., but if yours decides to try it anyway, this custom move is more effective than the default version.

Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.


Section 3: Training Your Amiibo

Training Your Amiibo

If you don’t want to participate in the competitive metagame, and would rather train your amiibo for personal use, please read our article on raising an amiibo to fight human players.

Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.

To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.

Training Tips (Equipment & Vanilla)

  • Neutral options: jab and forward tilt. In terms of racking up damage, Mario’s jab and forward tilt are his fastest options. Jab should be used at close range, and forward tilt should be used just a bit farther away. It can also be angled upward to catch aerial opponents.
  • Main KO moves: forward smash and up smash. Mario’s smash attacks are moderately fast and powerful, and can KO enemies at realistic percentages. When using forward smash, try to hit your amiibo with the tip of the flame to inflict extra damage. Up smash is best used as an aerial punish.
  • Moves to avoid: down smash, side special, and down special. As covered earlier, Mario’s AI tends to spam its down smash and side special attacks nonstop. Once it starts overusing them, it’s incredibly difficult to get it to stop. To avoid this problem, do not use down smash or side special at all. As for F.L.U.D.D. and its custom move versions, don’t bother trying to teach your amiibo to use them: they bring no notable benefits to Mario’s play.
  • Situational moves: Fireball. When your amiibo is trying to recover, shoot several consecutive Fireballs at it in an attempt to halt its recovery. This maneuver is especially effective against Ness and Lucas.

Training Tips (Vanilla-Only)

  • If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.
  • Utilize back throw as a secondary KO move. Mario’s back throw is incredibly powerful, and is capable of KOing the heaviest characters at about 150%. It’s most effective at the edge of a stage, so use it decisively.

When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.


Section 4: Conclusion & Credits

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Conclusion

Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!

Credits

Thanks again to Arklaine for compiling all of Mario’s information. Images are courtesy of SmashWiki and the official Super Smash Bros. website.


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