Amiibo Training Guide: Mega Man (SSB4)

Welcome to Cloud Nine’s Mega Man amiibo training guide! To start off, thank you for taking the time to visit: your support is very much appreciated. Huge thanks to Trainer Blue for sharing his knowledge of Mega Man and for contributing to the completion of the guide!

This guide is up-to-date as of Version 1.1.7 of Super Smash Bros. for Wii U and Nintendo 3DS.

Table of Contents

TableOfContents.png


Section 1: Amiibo Overview / Pros & Cons

Amiibo Overview

Mega Man is a strange character: his projectile-based playstyle doesn’t fully translate into a projectile-based amiibo (more on that later), which results in an odd and erratic fighter. Luckily, training him is not an impossible task. In addition to being a heavyweight fighter, Mega Man also has a powerful set of smash attacks that can KO opponents very early if used properly. He also has a number of useful projectiles at his disposal that can help him contend from medium and far ranges.

Mega Man’s placement in the amiibo metagame is rather inconsistent. Mega Man’s AI does not camp very well – it never charges its forward smash and prefers melee encounters. Unfortunately, Mega Man is not designed for close-ranged combat: his jab, forward tilt, and special moves are all projectiles, which leaves him with few viable options against opponents up close.

The Verdict

Mega Man is held back by his unorthodox moveset. Mega Man amiibo cannot take advantage of the complex tactics used by human players, which puts him in an odd place. As far as training goes, Mega Man is hit or miss – in the right hands, he can be a decent contender.


Section 2: Recommended Equipment

Mega Man – Recommended Stats & Bonuses

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

Before you begin training your amiibo, you must equip it with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+40 Attack / +120 Defense / -4Speed

MegaBonuses.png

Mega Man – Recommended Custom Moves

  • Shadow Blade: Functions as a boomerang-type projectile that can catch enemies off-guard with its second hit. Mega Man amiibo cannot learn to aim their Metal Blade projectiles into the ground to increase their power, so Shadow Blade is a superior option.
  • Beat: A highly maneuverable recovery move that is very difficult to interrupt. Mega Man moves slower, but the move grants much more distance than any of his other up specials.
  • Plant Barrier: The Plant Barrier’s petals are more durable than the default version of the move, and help protect Mega Man from incoming attacks.

Once your amiibo’s equipment setup is refined and ready to go, your training will officially begin! If you encountered a problem while feeding your amiibo, feel free to jump into Cloud Nine’s Discord server to ask a question.


Section 3: Training Your Amiibo

Amiibo training is a very specific task, and for the best possible results, you will need to go about it very carefully. You can’t just go all-out and use combos and aerials: both of these are frowned upon in the amiibo metagame. Instead, you should remain grounded at all times, punishing your amiibo for every aerial move it uses against you.

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.

Mega Man – Training Tips

  • Primary damage-racking moves: jab, down tilt, neutral special, and side special. Mega Man’s jab is a quick multi-strike projectile that can be used either out of shield or in a neutral position. Down tilt is a fast sliding kick that moves Mega Man forward. Shadow Blade and Crash Bomber are best used from a distance and help to rack up chip damage from afar.
  • Primary KO moves: up tilt, forward smash, and down smash. Mega Man’s up tilt is fast, strong, and can catch enemies by surprise. It’s difficult to land, but works well with decisive timing. Forward smash is most effective when used at medium to far range, and is capable of gimping recovering opponents. Down smash is Mega Man’s most reliable close-ranged KO move, hitting on both sides with respectable power and speed.

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

File:SSB4-Wii U Congratulations Classic Mega Man.png

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, give the Amiibo Mechanics & Metagame Guide a read. If you want to ask specific questions, you can also stop by Cloud Nine’s Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are some more posts here that you might like. Cloud Nine’s ongoing series, Amiibo Training Analysis, analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks every amiibo’s overall capabilities – you might even learn something new if you take a look at it. The FAQ is another good resource worth checking out. Alternatively, you can head to the master list of guides for even more amiibo training methods!

Credits

Thanks again to Trainer Blue for compiling all of Mega Man’s information. Images are courtesy of the official Super Smash Bros. website.


signature

Post a Comment