Another frequent question, and one that’s not so easy to answer. I can answer it, but I’m afraid we’ll have to use…math.
Converting FP Stats (Don’t Fall Asleep On Me Now)
I want to explain right away that Figure Player stats and Primary Spirit stats do not use the same formulas; 2100 Attack on your amiibo does not equal 2100 Attack on a Primary. Check the table:
|Level 50 FP Attack||Level 50 FP Defense||Primary Spirit Attack||Primary Spirit Defense|
I showed you that so I could tell you this: There aren’t any Spirits in the game that can perfectly emulate an amiibo performing at its maximum. But there are some that get close.
Human amiibo Training
Yes, amiibo is lower case every time you write it. That’s official.
When it comes to training your amiibo by hand – which I feel you should always do to make a better fighter, no matter how good you think you actually are at Smash – going in dry against your Figure Player is going to end with you getting beat down pretty quickly as their inherent stat bonuses start kicking in. If you want to go toe-to-toe with your fighter, then there are a couple of Spirits you should invest in.
If you’re training a “vanilla” amiibo, and if you’re interested in the competitive scene you probably are, then get your hands on Street Fighter‘s Dan Hibiki. It won’t be hard. He’s intentionally an easy fight.
Having a Spirit close to an amiibo’s stats at Level 99 is paramount. Matching a 0/0 Level 50 with a Level 99 Primary Spirit is a nearly impossible task, and even Dan is a little stronger than a vanilla amiibo – with 6% more Attack and 20% more Defense. Starting the match at 30% damage is a fair trade-off, functionally giving you a weaker Trade-Off Ability ↑ as your only Skill. This is the best you’re getting to even the fight between yourself and your vanilla Figure Player.
If you are training a fully kitted out Figure Player, with maxed out stats and full use of its Skill slots, the best I can recommend is Metroid’s Young Samus.
Young Samus comes close to matching a 2500/2500 Skill-less Figure Player at Level 50, with two slots in case you feel like using them. She and Dan both have the issue of being series-affiliated, though, so if you’re mirror-matching a Ryu, Ken, Samus, Zero Suit Samus, or Ridley amiibo (as appropriate), you can end up making yourself just that little bit stronger than your Figure Player can actually perform. Young Samus also has a positive combat-applicable Trait, but it’s a little niche and may not come up much in most training sessions.
Even with their flaws, these two are invaluable for finishing your Figure Player’s training.
CPU amiibo Training
There is a Primary Spirit that gets closer to perfect replication of an amiibo’s stat lines than any other, and it’s a hilariously fitting one. The absolute best tool to emulate the abilities of our little plastic toys is a little plastic toy; Custom Robo‘s Ray Mk II.
Ray Mk II is near flawless, able to emulate the stats of balanced amiibo spreads of many different tiers, without a series affiliation to a fighter (yet?) and without a Trait to get in the way. I have five of these rad dudes sitting in my inventory at different levels just to help with amiibo training and testing.
Level 1 – Ray Mk II comes close to perfectly emulating a Level 50 vanilla, with available Skill slots in case you feel like testing a “vanilla with sprinkles” sort of meta.
Level 87 – This emulates the very common 2100/2100 three Skill slot Figure Player.
Level 90 – The less common but still viable 2250/2250 two Skill slot Figure Player. Some characters really do well with just extra points dumped into their raw stats.
Level 92 – Not-common-at-all 2350/2350 single Skill slot builds. You’ll almost never see these doing well, and if you do, I can almost guarantee they’d be doing better with another Skill or two. But data is data, and I still need them for complete info.
Level 95 – The somewhat more common 2500/2500 Skill-less build. It’s plain, but for some characters (like Pokémon Trainer) who have too many attack types and complicated game plans to build a single Skill set around, going in on pure stats can save you some headaches.
I do have to make it clear: because Ray Mk II has to be at specific levels for emulation to work, you can never, ever equip any of these to a human player, or they’ll start gaining experience and throwing your numbers off. Ray is strictly for equipping to CPUs.
Even he isn’t quite perfect, though. His numbers aren’t spot-on, just very close, and while he’s great at emulating balance builds, there’s still no effective way to test a Defense or Attack heavy build with Primary Spirits.
Skill Set Testing
Ray’s near-flawlessness also makes him ideal for testing which Skills may be most effective for your Figure Player before spending the resources to build them. The setup is simple: set up two Spirit teams with a Ray Mk II of the appropriate level as the Primary, then the Support Spirits with the Skills you want to try out. Equip them to two Level 9 CPU of the character you’re looking to train, and have them face off. You can either try to emulate exactly the type of battle you expect to have the most, or use time battles specifically and tally up points to determine a set’s ability to kill versus its ability to survive. The latter is the method I use to test consistency across many sets in round robin tournaments.
I strongly recommend you do your training on tournament legal stages, to avoid as little contamination in your results as possible. Those include:
- Final Destination
- Yoshi’s Story
- Lylat Cruise
- Pokémon Stadium 2
- Kalos Pokémon League
- Town and City
If you intend to use Omega or Battlefield forms of other stages, make sure you turn the following stages off so they don’t compromise your results, thanks to their odd Z-axis behavior:
- Dream Land GB
- Mute City SNES
- Duck Hunt
- Flat Zone X
- Super Mario Maker
With all of that out of the way, you should be ready to get properly underway with your Figure Player training – though every character is unique, and will have special needs and specific appropriate Skills.