amiibo Wiki: Personalities

A Figure Player’s personality (occasionally referenced to as its style) refers to one of 25 playstyle descriptors an FP can adopt in Super Smash Bros. Ultimate. 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.

History

For the longest time, personalities completely stumped amiibo trainers. On the surface, they appear to be a vague description of how the FP plays. However, due to the small size of the community when Super Smash Bros. Ultimate was first released, few dataminers were present to look into the specifics of personalities and how the game assigns them. As a result, players were (and still are) encouraged to focus more on the kind of training they employed, and less on the resulting personality label.

In early 2022, MiDe published a research document detailing the functions of specific training values stored within FP data. Some of the information there was known by certain amiibo trainers prior to the release of the document, but it had never been gathered in a viewer-friendly writeup before. After the release of the new research, interest in personalities began to somewhat increase.

A few weeks after the release of the document, a dataminer named Ske cracked the specifics of personality assignment. It was determined that personalities are assigned in groups of three based on a point system — and points are accrued if the FP exhibits certain behaviors. You can read MiDe’s aforementioned research document for more information on the behaviors FPs can have — and then read below for a list of which personality groups require specific behaviors.

General Information

At Level 1, a Figure Player always starts with the Normal personality. If the FP’s Learn button is switched off, it will retain the Normal personality until its learning is switched back on. To determine the FP’s personality, the game reads from a variety of values, including its movement tendencies and move priorities. From these, a broad label is created and assigned as a personality. With learning on, an FP’s personality generally changes from Normal to another one by the time it reaches Level 40. That being said, a Level 50 amiibo with a Normal personality is still possible. And while there is no “best” or “worst” personality, an FP’s optimal training strategy may happen to align with a specific one. For example, correctly following our competitive Lucas guide may result in a Reckless, Thrill Seeker, or Daredevil personality.

Though an FP’s personality can change through training, Spirits have a much larger (and more immediate) effect. It is important to note that giving an FP Spirits prior to training it will change its internal values — which can sometimes result in unwanted behavior. Possible outcomes could be excessive taunting, endless holding of smash attacks, or potentially self-destructing off-stage. If at all possible, it is advised to use a Spirits editor like SubmissionApp to manually edit Spirits onto an FP. With this method, its personality will not be changed and the likelihood of unusual behavior decreases.

Behavior Requirements

The def category includes the following personalities: Cautious, Realistic, and Unflappable. In order for a Figure Player to qualify for the def category: its attack frequency must be low, it must remain grounded more often than not, it must use its shield to a certain extent, and it must not leave the stage, hang from the ledge (in the context of edgeguarding), or dash. Unflappable is the most extreme personality in the def category.

The agl category includes the following personalities: Light, Quick, and Lightning Fast. For an FP to qualify for this category: its attack frequency should be fairly high. It should dash often, use plenty of dash attacks, and go after items that spawn in-game. Its shield usage should be rather low. Lightning Fast is the most extreme personality in this category.

The ofn group contains the following personalities: Enthusiastic, Aggressive, and Offensive. For your FP to qualify for this category, it must remain close to its opponent, use lots of close-ranged attacks, go off-stage to edgeguard, dash, and use plenty of aerial moves. Other criteria that contribute to an ofn personality include using meteor smashes, throwing items at the opponent, and ignoring special items like Hammers and Smash Balls. Offensive is the most extreme personality in this category.

The rsk group includes the following personalities: Reckless, Thrill Seeker, and Daredevil. FPs in this category exhibit the following behaviors: they stay close to their opponent, use attacks as often as possible, prefer the air more than the ground, go off-stage to edgeguard, and use lots of meteor smashes. Strangely enough, it appears that a high perfect shield value contributes a bit to this personality group. Daredevil is the most extreme personality in this category.

The gen group includes the following personalities: Versatile, Tricky, and Technician. Without the aid of Spirits, this category of personalities rarely pops up — especially Tricky and Technician. FPs in this group can do a little bit of everything. If they use their shield a lot, attack with meteor smashes, go off-stage to edgeguard, grab, jab lock, and collect items, they may wind up in this group. If you’re familiar with the Feint Master, Feint Counter, and Feint Shooter values, having those set to high also seems to contribute to this group.

The ent category contains the following personalities: Show-Off, Flashy, and Entertainer. The behavior that contributes most here is taunting. FPs with an extremely high taunt value are likely to fall into this group — and, as a reminder, they can be taught which specific taunt to use. Going off-stage to edgeguard, meteor smashing enemies, perfect shielding incoming attacks, and collecting special items contribute here as well. Please note that special items include ones like Dragoon pieces, Smash Balls, and Home-run bats (which are saved as individual values in the FP’s training data).

The cau category includes the following personalities: Cool, Logical, and Sly. FPs in this group stay far away from opponents, use relatively few attacks, and remain grounded to a certain extent. Very little off-stage edgeguarding, dashing, aerial moves, dash attacks, meteor smashes, or smash attack holding. They don’t use their shields as often as the def category — they’re more for playing keep-away.

The dyn category contains the following personalities: Laid Back, Wild, and Lively. This is another group that’s rarely seen by trainers who don’t use Spirits. The critical hitter value, which is thought to control how often FPs attack prone opponents (laying down, stunned, frozen, etc.), is often high on FPs in this group. Other behaviors that contribute to this category are a low perfect shield value (but a high regular shield value), collecting special items, using few grabs, and staying on-stage. Overall, a rather strange set of personalities.

Please note that all of this information is subject to change as we work to better understand personality assignment and specifics. In the meantime, we recommend checking our amiibo training guides to determine the best behaviors and movesets for each individual character. Focus on the moves, not the personality. With that mindset, you are much more likely to train a tournament-winning Figure Player. More information regarding amiibo personalities can be found here.

If you would like to return to the amiibo Wiki, please follow this link.


crest

Gaming guides and essays, updated every day!