Super Smash Bros. Ultimate has been available since late 2018. As you can imagine, we’ve been on the receiving end of many, many amiibo training questions. And to this very day, most of these questions involve amiibo personalities in some way, shape, or form. A Figure Player’s personality is displayed on its status screen in the top-right corner of the amiibo menu. Personalities range from Normal to Aggressive to Logical, and we’ll be providing a full list of them later on. For now, know that your FP’s personality shouldn’t be your focus during training. If you’ve become a member of our Discord server, you might be familiar with our signature catchphrase, “personalities don’t matter”. There is much more to it than that, though, so today we are going to talk all about personality in Super Smash Bros. Ultimate!
There are twenty-five “personality types” that a Figure Player can adopt in this game. These include Normal, Cautious, Realistic, Unflappable, Light, Quick, Lightning Fast, Enthusiastic, Aggressive, Offensive, Reckless, Thrill Seeker, Daredevil, Versatile, Tricky, Technician, Show-Off, Flashy, Entertainer, Cool, Logical, Sly, Laid Back, and Lively. Some personalities are seen more often than others; many competitive trainers wind up with Enthusiastic or Thrill Seeker, for instance. At Level 1, an FP’s personality starts out as Normal, and by the time it’s reached Level 40 (give or take a few levels, depending on your training style) it will likely have changed to a different personality. That being said, it is entirely possible that an FP reaches Level 50 with Learning on and retains its Normal personality.
So what is a personality, then? Well, if you don’t know this already, amiibo have an NFC chip stuck in their base. As you train your FP in-game, the amiibo’s training values change based on the events of the matches you play with it. There are over thirty of these training values, and each one controls a different aspect of your FP’s gameplay; for example, one controls how often it grabs and another controls how often it taunts. The game then reads all of these values and decides on an appropriate personality to label them with. Personality types like Aggressive, Logical, and Thrill Seeker (among many others) are all very vague playstyle descriptions and as such should not be used as a benchmark during training. It’s also important to note that two different FPs with the same personality can behave much differently from each other.
Let’s talk more about those training values, though, because they’re important. First, there’s no way to actually see these values without accessing the file within your amiibo’s database. For more information on that, you can check out our Powersaves guide. It might also be a good idea to read our Spirits guide before continuing, as we’re going to be talking about some concepts we introduced there.
So, as we mentioned before, an amiibo’s training data consists of several rows of bytes that each control a different aspect of its behavior. We aren’t sure of the specific functions of each value, but we do have a general idea. To start off, every Figure Player that has been trained in matches with Learning on has values for its aggressiveness, defensiveness, edgeguarding, and prediction. The aggression values control the frequency of the FP’s attacks, so presumably the higher it is the more often the AI will use a move. The defensiveness values seem to control the FP’s spacing, so it stands to reason that a low defensive value will result in the AI acting more recklessly. That being said, characters with tippers often can’t space them, so the spacing I’m talking about in the context of the defensiveness value refers more to the FP’s positional spacing, and not necessarily its hitbox spacing.
We don’t know much more than that regarding the aggression and defensive values, and we know even less about the edgeguarding and prediction entries. Of course, edgeguarding may seem simple at first; they’d control how often the FP goes off stage (and they do)! But it’s also thought that it might control how often the AI jumps on-stage. As for prediction, we think it changes the FP’s reactions such that it tries to anticipate where its opponent will be rather than react to where they already are. FP with high prediction values may charge an up smash to try and read its foe’s landing. There’s still a lot more to discover, but that’s the general gist of it. As you train your amiibo, its aggression, defensive, edgeguarding, and prediction values are all changing in the background. If you walk a lot during training, the FP will follow your example. If you attack your amiibo a lot (and it regularly attacks you, too), the FP will follow that example as well. If you go off-stage to attack your amiibo (and it successfully lands attacks on you off-stage too) then the FP will also follow that example!
Specific Personality Values
Now that we’ve covered the primary behavior values, we can move on to more specific ones. Of course, there’s the grab value, and the higher this value is the more your amiibo will go for grabs. Unfortunately, throws are hard-coded. So you can control how often your FP grabs but not necessarily the type of throw it uses afterwards. Most characters are good about using combo throws at low percentages and kill throws at high percentages, though, so for the most part you won’t need to worry about that. Some fighters also have hard-coded throw combos; for example, the down throw to forward air combo is hard-coded into Ness’ AI. This means that – if you teach your FP to use a lot of grabs and a lot of forward airs independently of each other – the Ness amiibo’s hard-coded combo will “activate”, in a sense, and it will start using it!
There’s also a completely separate value for meteor smash edgeguarding. If the FP finds itself off-stage, this value controls how often it will use an attack with a meteor effect (which is most often an aerial, as opposed to a special move). As we’ll soon discuss, FPs have usage values for almost every move, but the meteor edgeguarding value is actually separate. So an amiibo can have a high chance of using a down air off-stage but never use one above-stage. On that note, it’s somehow possible for an FP that never goes off-stage to have a high meteor smash value. Not sure how that’s possible. In addition, there’s a value that controls how often your FP taunts. You’d think that the higher the value, the more frequent the AI taunts, but that somehow isn’t the case. For whatever reason, most FPs that never taunt have a value of 192, not 0. Why this is, we have no idea!
Then there’s a series of item-related values, including how often an FP stops what it is doing to pick up an item and how often it attacks with held items. If you train an amiibo to Level 50 and never use items against it, its item values will be locked to specific numbers. We aren’t sure why that is either, but we’re telling you this just in case you were wondering if amiibo can be trained to use items! They can’t, however, be taught to pick up specific items and ignore other ones, unfortunately. It’s also worth noting that Final Smash usage is hard-coded – meaning the AI will decide when to use it regardless of your teachings – both in terms of timing and positioning.
Additionally, there are several values that control how often the amiibo uses each move. There’s values for jab, all tilts, all smashes, and all aerials*. And there’s also values that control how often the FP uses its special moves on the ground and then there’s a separate set of values that control how often it uses them in the air. This means you can teach a Mario amiibo to use its neutral special in the air, but never on the ground (and so on for every other character, too)! And for the most part, the higher the number, the more often the FP will use the corresponding move. When you attack your amiibo with a specific move, it’ll become a bit more likely to use it. But if you let yourself get hit by an attack you want the amiibo to use, it’ll use that move much more often! So try to let yourself get hit by moves you want your FP to use.
There are a fair amount of other values that we don’t know the exact function of. There’s one that we estimate controls how often the FP uses grounded edgeguarding options; these include a down smash at the edge (to read the opponent’s get-up options) and a neutral special (either to also read the opponent’s get-up options or, if the move is a projectile, fire it off-stage). That being said, FPs can also be trained to fire other kinds of projectiles off-stage, such as Ness’ side and up specials. There’s much more research to do regarding this value and we’ll be sure to update you when more information is made available! There’s also a value that we think controls how likely an FP is to use an additional up tilt after landing a first one, but we aren’t sure on that either!
You may have noticed an asterisk earlier when we mentioned that there exist values for each aerial attack. That’s because there’s an exception. There’s no clear value for neutral aerials! FPs can still be taught to use and even spam neutral airs, so it’s certainly possible to teach. But none of the values the community has isolated have been determined to control neutral airs. We aren’t sure about this either!
By now, it may seem we’ve gone a bit off-topic. We were supposed to be talking about personalities, right? Well, consider all of the values we just listed and how deep and complex each one is. And then think of all of those values being labeled with one word. That’s not very helpful, right? As we discussed earlier, two amiibo with the same personality can play completely differently from each other. In other words, the personality your FP winds up with isn’t important. What is important, though, is how your amiibo performs in battle, and the best way to measure its ability is through tournaments. And also through watching your FP fight other amiibo on your Switch, but that isn’t as fun.
It’s worth mentioning here that when you give your amiibo Spirits, some of its training values will be changed. For instance, giving an FP a Meloetta Spirit will increase its taunt value, and once that number is raised, it’s very hard to decrease. It might take hundreds of non-taunt matches to get the FP to stop, which is why our character guides often recommend that you give your amiibo its Spirits before you start training it. That way your training can overwrite the effects that Spirits will have!
I’ve also heard trainers who want to give their FPs “thematically appropriate” personalities, such as Pikachu with Lightning Fast or Robin with Technician. Those specific personalities are very difficult to see on FPs trained without Spirits, and they’re also difficult to retain over time. If you play a legitimate Learning on match against an amiibo with a Lightning Fast, Technician, Entertainer, or Lively personality, chances are that’s going to change to something else pretty quickly. So please don’t worry about what personality your FP has even if it would be thematically appropriate!
Our Discord server has another signature catchphrase: “amiibo can’t combo”. In fact, that catchphrase has spread to other areas of the community, too! And the statement is both true and untrue at the same time. FPs can combo if you’re trying to get them to learn combos that are hard-coded into their AI. These are usually disappointingly lackluster, and often consist of a simple down throw to forward air or up throw to up air. More recently-released characters like Joker and Terry, however, have many more combo routes hard-coded into their AI. Joker can perform drag-down up air combos, for example, and to teach him to do this, all you have to do is hit him with regular up airs (as in, just the regular attack — no combos necessary). That’ll “activate” his hard-coded drag-down combos. If you’d like to learn more about what the term “hard-coded” means, check out our post!
Some amiibo trainers theorize that personality values might influence character-specific moves. Shulk’s Monado Arts, for example, are mostly hard-coded, and the AI doesn’t use the Smash Art as often as it should. But it’s possible that – for example – a high aggression value would make the FP more often to use the Buster and Smash arts, as they would be considered aggressive maneuvers. That being said, this is all speculation, and the idea is honestly a little farfetched if you ask me. It’s still possible that this somehow is the case, though!
As you can see, personalities are a complex matter, and even dedicated amiibo trainers aren’t 100% certain of each training value’s function. There’s still a ton of work left for us to do, and when we make new discoveries, you can be sure that we’ll update this post. I’ll also tweet out any post updates on my Twitter account, so be sure to follow me there if you haven’t done so already! If you’re new to amiibo training and aren’t sure where to start, you should refer to our general amiibo training guide and then our individual character guides.
If you have any further questions, you’re welcome to join our Discord server and ask anytime! I’d also like to take this opportunity to thank fudgepop01 on Twitter for sharing their discoveries regarding amiibo personalities and opening the door to allow for more convenient research of each individual value. At any rate, thank you so much for reading! I hope you learned something of note from this write-up. If you have questions but are too shy to join our community, you can also just use the contact form instead!
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