Super Smash Bros. Ultimate – amiibo Personality Guide

Exion has been creating amiibo training guides and content since August 2015. As you can imagine, we’ve been on the receiving end of many, many amiibo training questions. Much of these inquiries involve amiibo personalities in some way, shape, or form to this very day. If you don’t know this already, a Figure Player’s personality is displayed on its status screen in the top-right corner of the amiibo menu (which can be found in the Games & More tab). Personalities range from Normal to Aggressive to Logical and everywhere in between, and we’ll be providing a full list of them in just a moment. For now, know that your FP’s personality shouldn’t be your focus. 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 break down the individual components of amiibo personalities and what they mean for your FPs.


There are twenty-five personalities that an FP can potentially have. 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, Wild, and Lively. That’s a lot. Some personalities tend to appear more often than others; for example, competitive trainers may wind up with Realistic while Raid Boss trainers might end up with Enthusiastic (or vice versa). At Level 1, an FP’s personality starts as Normal, and by the time it’s reached Level 40 (give or take a few levels), it will likely have swapped over to a different personality. That being said, it’s entirely possible — and even somewhat common – for an FP to reach Level 50 with learning on and a retained Normal personality. You can change an FP’s personality via Spirits, too.

So what exactly is a personality, then? Well, each amiibo figure has an NFC chip stuck in its base. As you raise your FP in-game, its training values change based on the events of the matches you play against it. There are well over thirty of these values, and each one controls a different aspect of your FP’s behavior. 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 the FP with. Personality types like Aggressive, Logical, and Thrill Seeker (among many others) are all incredibly vague playstyle descriptions, and thus should not be used as benchmarks. It’s also important to note that two FPs with the same personality can behave much differently from each other.

Let’s go into greater detail on those training values then, because they’re important! There’s no way to see these numbers without accessing the file within your amiibo figure. For more information on how to access that file, you can check out our Powersaves backup guide, our NFC Tools guide, or our TagMo guide. The methods might appear intimidating at first, but once you’ve got them down, they’re no problem at all!

Training Values

As we mentioned earlier, an FP’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 (as they’re very difficult to properly test), but we do at least have a general idea for most of them. Here’s a list of each function we know about and what we think they do:

  • Aggressiveness: These control the frequency of the FP’s attacks, so presumably the higher its number, the more often the AI will attack. With that said, a maxed-out aggression value isn’t necessarily best. Many tournament-winning FPs actually don’t have maximum aggressiveness.
  • Defensiveness: These seem to either control how close the FP gets to you or how often it rolls. Or both. These values do not control how often the FP perfect shields, though, so that’s kind of confusing. FPs can also store data on whether they walk or run as their primary movement option. Perhaps that’s stored here, too?
  • Edgeguarding: Controls whether the FP stands at the edge or goes off-stage. Does not control whether the FP uses a meteor smash off-stage, though — that’s a different value.
  • Anticipation: It’s hard to say what exactly this value does. It’s been a mystery to amiibo experts since its discovery a few years back, and even with a ton of research, we’re no closer to figuring out what these values control. They’re thought to control whether or not the FP tries to predict its opponent’s next move, but it’s hard to say for sure.
  • Combo: There’s also a value that seems to control how often the FP follows up after using a move. Most characters have hard-coded combos ingrained in their AIs, and the higher this value is, the more likely it will make use of them. Note that you can’t teach FPs which combos to use, only whether or not they pull from their predetermined list of combos. This means you can’t teach FPs combos that haven’t specifically been hard-coded into their AI. This means you technically can’t teach them to combo at all; you can only encourage them to use a combo they already know more often. As a side note, Ultimate’s DLC character FPs such as Joker and Terry generally have more hard-coded combos programmed into their AIs, and thus will be seen using more combos than a fighter who was introduced in the base game. Of all the bytes we’re covering here, this one as well as the ledge one are the ones we’re least sure of.
  • Grab: There’s just one value within an FP that controls how often it tries to grab its enemy. Though the throws an FP uses are hard-coded to an extent, you can slightly influence their usage,
  • Items: Some values control how likely your FP is to chase and pick up an item. You can also change how often it swings items like the Beam Sword, how often it attacks Smash Balls, and how often it goes after Special Flags. Why did they have to waste a byte on Special Flags, of all things?!
  • Smash attack charging: Controls how long the FP charges its smash attacks for. Don’t ever charge smash attacks during training, because if this value gets too high, the FP will overcharge its smashes in almost every instance. Once this byte has a high number, it’s difficult to get it to go down again.
  • Meteor smash: This controls how likely the FP is to use a meteor smash when it’s off-stage and an opponent is in range. Interestingly enough, it’s possible for an FP who never goes off-stage to have a high meteor value. The existence of this value also means you can teach an FP to use certain aerials without having it use them off-stage, and vice versa.
  • Taunt: Controls how often the FP taunts. If this value is high, the FP will taunt every time it inflicts a certain amount of knockback on an opponent. If this value is low, it’ll only taunt after it KOs an enemy. FPs can also learn to dash-dance after a kill, but we aren’t sure if this behavior is stored here. If the value is specifically 192 or 193 (in decimal), then the FP won’t taunt at all.
  • Ledge: This controls what the FP does when it’s at the ledge. Most of the time, it’ll just be a down smash or neutral special, but FPs can also be taught to use other moves at the edge; for example, Kirby and Final Cutter.
  • Moves: FPs save move priorities for every attack they can use. Additionally, there are separate values for each of their special moves; one on the ground, and one in the air. This means you can teach an FP to use a special move while grounded, but not while aerial, and vice versa. Character-specific moves like Terry’s dodge attack and Super Special Moves aren’t included here and are assumed to be mostly hard-coded. FP tilts, smash attacks, special moves, and aerials are handled as you might expect — but neutral aerial is the exception. There’s no concrete “neutral aerial value”, but you can still teach an FP to either use or not use it. In any case, there’s lots more research to be done!

All of the values listed above are then categorized and labeled as a particular personality, depending on what number each byte contains. Think of all of those values being labeled as just one word. Not very descriptive, is it? That’s exactly why we say “personalities don’t matter” — because it’s impossible to gather useful information from that label without using external tools. So, in conclusion, the personality your FP winds up with isn’t important. If you were trying to use your FP’s personality to gauge whether it was good or not, here’s what you can do instead: focus on its behavior, and then pick and choose specific tendencies it can improve on. It’s a more difficult method, for sure, but it’s also much more accurate.


By now, it may seem as if we’ve gone off-topic, what with talking about training values and such. But they’re an essential part of an FP’s personality, so it’s important to understand their general functions to answer the question of “what is a personality?”. That being said, we do have a few miscellaneous points to touch on before we wrap up on this topic for today. First, a lot of new trainers like trying to give specific FPs “fitting” personalities; examples would be Pikachu with Lightning Fast or Ridley with Logical. Don’t do this! Many personalities are extremely difficult to get without Spirits. Besides, it’s practically impossible to tell what personality an FP is just by watching it play, so there’s not much of a point in trying to obtain a specific one.

Next up, it’s highly unlikely that we’ll ever know everything about how amiibo learn and make decisions. It’s tough to datamine FP personality values as-is; learning much more than this may even be impossible. There are also many more bytes that we don’t know the function of at all. Still, we’re thankful that we even have a general idea of each value’s function; back in Super Smash Bros. 4, we never got into datamining at all and thus never got to know exactly how they learned in that game. And finally, if you have any further questions, you’re welcome to join our Discord server and ask anytime! If you feel like you better understand how amiibo work now (and thus are feeling more motivated to train one), then check out our character guides! We’ve got competitive and Raid Boss training methods outlined for every single fighter, so they’re well worth your time if you’re looking to learn even more. If our guides have helped you out, please consider checking our Patreon page or donation box to help us continue creating high-quality content. Thanks so much for reading! Until next time — happy training!

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2 thoughts on “Super Smash Bros. Ultimate – amiibo Personality Guide”

    1. You can do two things to help them go off-stage. First is of course to go off-stage and gimp them. Second is to let the amiibo gimp you, even if this means you fly right into their attack. Level 50 amiibo learn more from what they do successfully, so if you let yourself get killed by the moves you want them to use, they’ll be more likely to use them more often in the future.

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