SSBU - I Trained My Kirby Amiibo on My Custom Mode. He Can Be Sick!

SSBU - I Trained My Kirby Amiibo on My Custom Mode. He Can Be Sick!

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Published on ● Video Link: https://www.youtube.com/watch?v=qbKHs1ZOeXk



Duration: 3:37
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Patreon: https://www.patreon.com/Xaddgx

Music: Suite: The Star-Conquering Traveler Fourth Movement: Hope of Birth (GaMetal's Remix)
https://www.youtube.com/watch?v=A1Oq7P2n4fQ

Note that all mods shown are purely visual, and do not affect gameplay. Gameplay has been changed using the in-game Spirit, Special Smash, and ruleset systems.

How to set up Giant V5:

Special Smash rules:
Size: Mega
Weight: Heavy
Leave everything else off

Ruleset rules:
4 Stock
Time Limit: 8:00
FS Meter: Off
Spirits: On
Damage Handicap: Off
No Items
Stage Morph: Off
Stage Hazards: Off
Team Attack: Off (this is not intended for doubles anyways)
Launch Rate: 0.7x
Underdog Boost: Off

Spirit Team:
Primary Spirit: Tora (Lv. 99)
Support Spirits 1 and 2: Anything with the effect Landing Lag down (Ex: Swooping Snitchbug, Tennis Player)
Support Spirit 3: Anything with the effect Move Speed up (Ex: Excitebike.)

Your spirit team should look something like this image: https://imgur.com/a/EIv9ABL

How to set up an Amiibo for Giant V5:

Feed it two Landing Lag down Spirits. Farm these off the Spirit Board by finding either a Swooping Snitchbug, Tennis Player, or Pidgey via a bunch of All Support rolls. Defeat one, then use a rematch and repeat this as many times as you'd like.
Feed it one Move Speed ^ Spirit. Farm these off Ninjara on the Arms Spirit Board.
Feed it a LV99 Tora Spirit. Use Pyra/Mythra's Spirit DLC board.
Feed it 6 LV1 Tora Spirits.
Do all of this when it is at LV1 so you don't overwrite the Amiibo's algorithms later!

Surprise, Smash Ultimate wasn't just a one-and-done video on this channel. Today I'd like to both introduce the capability of Amiibos on this custom mode and rant about how bad Amiibos are at the same time. I spent a few days training this Kirby to be as great as I could make him on Giant V5, a custom mode I made many months ago. I'd also like to take you through the progress of some research I conducted during this. Bear in mind these are very long observations and not something I reverse-engineered, so some info may be inaccurate.

It's not much of an exaggeration to say Amiibos are a LV10 AI, but that doesn't necessarily make them better than a LV9 by default. During his training, my Kirby Amiibo was watching me closely to see what moves I would hit him with, and what moves he would successfully hit me with. In this sense, he is both attempting to adapt my playstyle while also tacking on things that he can exploit against his trainer, me, specifically.

Herein lies the first problem: Amiibos cannot mimic exact behavior. Asmodian, my Kirby, is unable to perfectly time the fast-falling on his back airs. He is hardcoded to perform certain actions, even moreso with the Special Smash mode, such as heavily favoring up-throw grabs at higher percents if he happens to land a grab to begin with. It does not matter how much I do a forward-throw to fast-fall nair on this mode at higher percents and even land the combo on him every time, the Kirby Amiibo is hardcoded against it. It is infuriatingly counterintuitive to what Amiibos are marketed as in the first place: an AI that learns from you.

Amiibos are essentially a cloned LV9 that also allows its table of probabilities to be adjusted. The more I use a neutral air and hit it, the more the Kirby Amiibo is going to increase its odds of using that move when its hitbox would reach the opponent, same with if it successfully lands the move on me. This is a false form of learning, as it is already applying knowledge and just executing that bit of knowledge much more often. It doesn't understand why it works, it just knows that it does. Because of that, the only way my Kirby Amiibo can combo is through luck and choosing the correct move based on positional awareness.

To elaborate, I trained the Kirby with this in mind: it does not know it can combo with certain techniques, but Kirby does know a move can hit based on the position of himself relative to the opponent. As a result, the best form of training I felt could be afforded to this Amiibo was to get into similar positions after a move as often as possible. A fast fall nair that weakly hits will slightly push the enemy away, enough to get Kirby into up-tilt range. I then teach Kirby that up-tilt is a very important move by using it often, hitting him with it, and doing combo extensions with this move. While it may not understand the combo at first, landing an up-tilt then leads it into its pre-defined combo tree that it does know. In other words, the LV9 Kirby, and thus the Amiibo Kirby, knows that up-tilt to up-tilt will combo, up-tilt to up-air will combo, and up-tilt to up-smash can combo. It's limited in design because it's just a simplistic method Nintendo implemented, but its enough to let it do interesting things. Unfortunately, it seems its gameplay at the ledge is 95% hardcoded on Special Smash, which is why it will spam B mov(i)es most of the time. But hey, Asmodian is sick.




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