Amiibo Personality Analysis
Update
8 April 2023: I had ported the personality calculation to Elixir. However, it was a direct port. I’ve now rewritten the Elixir code to be more readable. I also converted the JSON data to TOML and included excerpts of this post in it. Many fields were renamed to clarify their intent. The code generator to convert the TOML file into Elixir code has been omitted to focus on the core algorithm.
Summary
A while back, Ske reverse-engineered the SSBU amiibo personality calculation. The calculation is fairly complicated and this article will explain it to a level others can understand.
Personality Calculation
Amiibo have 66 different attributes that define their behavior. 34 of those directly affect their personality.
The personalities are broken up into eight different branches:
def
agl
ofn
rsk
gen
ent
cau
dyn
Each branch lists attributes that add or subtract points. The number of points depends on the level of the attribute. Attributes vary from 0.0 to 1.0.
Here’s an example of the def
branch.
If the amiibo’s offensive
attribute is above 0.26, then the def
score is decreased by 18 points. If the offensive
attribute is above 0.76, then the def
score is further decreased by 20 points.
If the amiibo’s grounded
attribute is above 0.25, then the def
score is increased by 18 points. If the grounded
attribute is 0.76, then the def
score is further increased by 18 points.
All the branches, except dyn
, require an amiibo to either have or not have an attribute above a certain level. For example, the rsk
branch must have appeal
(taunt) above 0.25. The def
branch must not have the offensive
attribute above 0.26. If a branch does not meet this requirement, then an amiibo cannot have any personality in that branch.
Each of the branches has three personalities. The nominal personality is determined by the number of points scored for that branch. For example, if the ofn
branch has over 235 points, then the personality is Offensive
. If the score is over 180, then it’s Aggressive
. If the score is over 100, then it’s Enthusiastic.
SSBU calculates the score for each of the branches. Whichever branch has the highest score wins. If no branch meets the minimum requirements, then an amiibo is defined as Normal
. There’s also a special case. If an amiibo has attributes all equal to 0, then it it Normal
.
Personalities
The following lists some of the requirements for each of the personalities. For the full details, see the raw data. For attribute details, see this guide. For a visual representation, check out this spreadsheet.
Normal
This personality is the least interesting. It’s the default if no other personality fits.
def (Cautious, Realistic, Unflappable)
Description
This personality must use its shield a lot and walk on the ground. It must not not do anything too aggresive like going off stage. It shouldn’t run and collecting items is too risky. Overall, this is a hard personality to get because many attributes subtract from it and not many add.
Must NOT have
offensive
>= 0.26
Increased by
grounded
shield master
shield catch master
Decreased by
offensive
dash
cliffer
item throw to target
dragoon collector
smashball collector
special flagger
Personality Scores
Unflappable
>= 240Realistic
>= 180Cautious
>= 100
agl (Light, Quick, Lightning Fast)
Description
This personality must move fast. It must be aggressive but not in the air. Collecting items is ok but anything that requires charging or would leave the amiibo in a vulnerable state is too risky.
Must have
dash
>= 0.26
Increased by
offensive
dash
dash attacker
item collector
carrier broker
Decreased by
air offensive
smash holder
critical hitter
shield master
hammer collector
special flagger
homerun batter
club swinger
charger
Personality Scores
Lightning Fast
>= 225Quick
>= 170Light
>= 100
ofn (Enthusiastic, Aggressive, Offensive)
Description
The amiibo must be aggressive and in the face of its opponents. Attacking off stage is encouraged. Items should not be used. If they are picked up, then they should be thrown at an opponent immediately.
Must have
near
>= 0.25
Increased by
near
offensive
attack out cliff
dash
air offensive
dash attacker
meteor master
item throw to target
Decreased by
feint shooter
item collector
dragoon collector
smashball collector
hammer collector
special flagger
Personality Scores
Offensive
>= 235Aggressive
>= 180Enthusiastic
>= 100
rsk (Reckless, Thrill Seeker, Daredevil)
Description
The amiibo must play aggresively off stage, especially dunking. The amiibo should be in the air a lot, preferrable off stage. Melee counter attacks and parries are encouraged but projectile counters are not. Going for risky items is encouraged.
Must have
attack out cliff
>= 0.26
Increased by
near
offensive
attack out cliff
air offensive
cliffer
feint master
feint counter
dash attacker
critical hitter
meteor masher
just shield master
hammer collector
special flagger
carrier broker
Decreased by
grounded
feint shooter
Personality Scores
Daredevil
>= 220Thrill Seeker
>= 160Reckless
>= 80
gen (Versatile, Tricky, Technician)
Description
This personality must parry. It will show off its skills including countering, parrying, dunking, and using most items.
Must have
just shield master
>= 0.26
Increased by
attack out cliff
feint master
feint counter
feint shooter
catcher
attack cancel
meteor masher
shield master
just shield master
shield catch master
item collector
item throw to target
dragoon collector
smashball collector
item swinger
homerun batter
club swinger
dash swinger
item shooter
Decreased by
air offensive
carrier broker
Personality Scores
Technician
>= 150Tricky
>= 120Versatile
>= 80
ent (Show-Off, Flashy, Entertainer)
Description
This personality must taunt a lot. Dunking, charging regular/smash attacks, and parrying are encouraged. Items should be used as intended and not just thrown.
Must have
appeal
>= 0.25
Increased by
attack out cliff
smash holder
critical hitter
meteor masher
just shield master
dragoon collector
smashball collector
hammer collector
special flagger
homerun batter
club swinger
death swinger
charger
appeal
Decreased by
100 keeper
item throw to target
Personality Scores
Entertainer
>= 230Flashy
>= 170Show-Off
>= 90
cau (Cool, Logical, Sly)
Description
This personlity must not parry. The amiibo should stay on the ground and use its shield a lot. It should stay far away from its opponents and counter projectiles if necessary. This is also a hard personality to get since many attributes take away from it and not many add to it.
Must NOT have
shield master
>= 0.26
Increased by
grounded
feint master
feint shooter
Decreased by
near
offensive
attack out cliff
dash
air offensive
cliffer
feint counter
smash holder
dash attacker
critical hitter
meteor master
shield master
just shield master
hammer collector
special flagger
charger
Personality Scores
Sly
>= 215Logical
>= 160Cool
>= 80
dyn (Laid Back, Wild, Lively)
Description
This personality is quite different from the others. It has no specific attribute requirement. It’s similar to rsk
except it doesn’t counter or parry. It should attack a lot, especially off stage. Charging attacks is good. Holding items is strongly encouraged. What’s particularly unusual is it’s discouraged from throwing, swinging, or shooting items. This personality will simply hold items and never use them, except some of the risky weapons.
Must have
(Nothing)
Increased by
offensive
attack out cliff
air offensive
smash holder
dash attacker
critical hitter
meteor master
shield master
dragoon collector
smashball collector
hammer collector
special flagger
homerun batter
club swinger
death swinger
carrier broker
charger
Decreased by
catcher
attack cancel
just shield master
item throw to target
item swinger
item shooter
Personality Scores
Lively
>= 210Wild
>= 160Laid Back
>= 80