All posts by Cloud

Understanding amiibo Personalities in Super Smash Bros. Ultimate

In Super Smash Bros. for Wii U, the most common amiibo training question was “can Figure Players taunt?”. I probably answered this question over a thousand times, no kidding – and now that FPs can taunt in Ultimate, there’s a new question on everyone’s minds: “what’s a personality?”. As you may well know, FPs can now have a “personality” (also known as a style). There are twenty-five different personalities: 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. Phew.

Naturally, personalities pique the interest of many trainers, and today we’re going to dive deep on what they mean and why they’re not as important as they might seem.

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How to train a Diddy Kong amiibo in Super Smash Bros. Ultimate

A complete summary of Diddy Kong’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results. Continue reading How to train a Diddy Kong amiibo in Super Smash Bros. Ultimate

Version two of the Super Smash Bros. Ultimate CPU tier list is now available

There are many subsidiaries of Super Smash Bros. Ultimate. We’ve got competitive play and amiibo play, but there’s also CPU play. Our friends over at the Smash CPU Discord have released a new version of the official Super Smash Bros. Ultimate CPU tier list. Keep in mind that, despite being AI, the amiibo metagame and CPU metagame still have significantly differences (mainly the involvement of trainers). You can find the list right here – and a more detailed version here. We recommend giving it a look if you’re interested in Smash Ultimate AI!

Project Exion Update #3: Interlude

Hi all! It’s been a while since I’ve last posted any updates on Project Exion – in fact, it’s been almost four months – but here we are again. I’m happy to report that I’ve accomplished almost nothing in that time: nothing tangible, at least. I’ve solidified a bit more of the story, but there’s still a long way to go. Today’s update will be rather short, but there’s still a little bit to share regardless!

Continue reading Project Exion Update #3: Interlude