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Post by Albert Wesker on May 7, 2016 2:30:50 GMT
So, I decided to start training Toast (you know what they say about toast), and I NEVER jumped or anything like that. His first move was a jump, and now he just won't stop trying to use arieals and all that. Advice on what I should do?
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Post by KahunaLagoona on May 7, 2016 5:46:54 GMT
He is JUMPMAN... Haha...
But seriously I don't know either. My amiibo like to jump too. Even constructed a stage that punishes them for even small hops, but they still do it, they still like aerials. Thing is, I can't block fast enough and get hit and then I have to reset the match because they keep killing me with aerials.
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Post by Unoriginal Username on May 7, 2016 6:50:22 GMT
The best way I found to counter Mario (and Dr. Mario, as they share similar AI) is through the timer method. My Mario and his doctor counterpart both love to jump and use their capes midair for some strange reason. Slowing down time will let you block their attacks and hit them with an up smash.
The only drawback I saw to using this was that they both started spamming down smash, which is frustrating to block because of its speed, and because they love spamming that move.
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Post by Roflcopter on May 9, 2016 1:50:52 GMT
Mario does indeed like to fight in the air, but he at least has some degree of versatility in the sky. His Neutral, Down and Back Aerials are moderately fast, with the Neutral and Down versions being capable of interrupting combos that aren't true. Side-Special is a common choice in the air, but so is Neutral-Special. Usually, Side-B is seen as safe being close enough to hit the up-smash will generally result in a reflection first, giving Mario some more time to just maybe dodge it. If you jumped at him to attack, you'll just end up hitting thin air. Amiibo don't consider the possibility of being turned, so hitting a caped attack is generally luck.
If you do try to train him to be on the ground, you could try a Special Smash with Heavy and Metal modifiers, which would make jumping essentially null. This would reduce meteor smash / spike behavior, though.
One issue with a grounded mario is that he has a notable preference for his Down-Smash. The reason as to why he likes the move is that the AI likes covering options, which D-Smash does pretty well. The first hitbox in the front is very fast, causing some AI to struggle with its speed, the other hits in the back cover rolls, making rolls behind Mario an invalid method of dodging the move. Finally, Down-Smash's endlag is comparable to the startup lag of a Forward-Smash.
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Post by Albert Wesker on May 9, 2016 2:07:59 GMT
Mario does indeed like to fight in the air, but he at least has some degree of versatility in the sky. His Neutral, Down and Back Aerials are moderately fast, with the Neutral and Down versions being capable of interrupting combos that aren't true. Side-Special is a common choice in the air, but so is Neutral-Special. Usually, Side-B is seen as safe being close enough to hit the up-smash will generally result in a reflection first, giving Mario some more time to just maybe dodge it. If you jumped at him to attack, you'll just end up hitting thin air. Amiibo don't consider the possibility of being turned, so hitting a caped attack is generally luck. If you do try to train him to be on the ground, you could try a Special Smash with Heavy and Metal modifiers, which would make jumping essentially null. This would reduce meteor smash / spike behavior, though. One issue with a grounded mario is that he has a notable preference for his Down-Smash. The reason as to why he likes the move is that the AI likes covering options, which D-Smash does pretty well. The first hitbox in the front is very fast, causing some AI to struggle with its speed, the other hits in the back cover rolls, making rolls behind Mario an invalid method of dodging the move. Finally, Down-Smash's endlag is comparable to the startup lag of a Forward-Smash. I would do such things, but...I'm 3DS only
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Elishima
Undertale Pass Holder
Let's-a-go!
Posts: 918
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Post by Elishima on May 9, 2016 14:19:14 GMT
Yeah, Mario does that; Dr. Mario as well.
amiibo, for some reason, see being in the air as a good thing, so it can be really troublesome to shake those habits off. Its not impossible, just hard.
Since you use the 3DS version and don't encourage aerial game, you could always try having your Mario take a spin in a match full of Curries and Metal Boxes. This should, in theory at least, tell your Mario to stay grounded. Because if he doesn't, he'll feel the burn if ya catch mah drift. And once your Mario picks up a Metal Box, that should teach him to be more of a boxer than an air fighter. (If you have a Little Mac, you could just train your Mario against him.)
Another thing that could be the cause for your problem is that your Mario is testing out which moves are effective, and which moves are not. My Mario went through a similar phase after initial training, and after more training, I've barely seen him throw down smash out at all. So you could just keep training him against different opponents and characters. Because at some point, your Mario will be picking up enough diversity in other playstyles and influenced moves that he'll forget all about down smash.
Those are just a couple suggestions. If you run into any problems after you've tried them, lemme know.
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Post by Albert Wesker on May 10, 2016 15:24:45 GMT
I'll take into consideration all of these things you have told me once school stops being a pain in the @$$. Thanks for the help, I"ll update with further habits he may be using. Oh, and Eleh, I have all amiibo, just for future reference
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