How Items Training Optimized My Belmont Amiibo

Very cool depiction of Simon and Richter Belmont fused together

by PGX, Guest Contributor

Hi there! I’m PGX, who you may or may not know me for my success with the Belmont Amiibo. I have been training the Belmont Amiibo for nearly two years now and have stirred quite a shift in the scene for them. I currently hold the number one Richter spot on Amiibots. Recently, I have achieved two double top 8 tournament wins and a few regular top 8 placements with my “unorthodox” Belmonts in the past month of using them. I say unorthodox because these Belmonts were very meticulously trained with specific item values to influence certain behaviors in their play-style.

Before we begin, I’d like to reference this amazing guide on how you can train item values into your own amiibo written by Hictor: The Secret Item Slider Values and How to Modify Them In-Game

First off, I will show case the item values on my Belmonts, explain each one from there, and how they work best in the Belmont’s favor. Please note that while item values at face value may seem like they only influence how an Amiibo handles certain items, they also influence certain behaviors.

My Belmont Item Values

  • Item Collector: 80.64516
  • Item Throw to Target: 100.0
  • Dragoon Collector: 100.0
  • Smash Ball Collector: 80.0
  • Hammer Collector: 60.0
  • Special Flagger: 40.0
  • Item Swinger: 19.35484
  • Homerun Batter: 86.66667
  • Club Swinger: 0.0
  • Death Swinger: 100.0
  • Item Shooter: 0.0
  • Carrier Breaker: 100.0

Important: For starters, we want to train all other item values before Item Collector. This is because most of these values will raise it at a decent rate, and a custom stage will have to be used to lower it. Once you have your item values set where you want them, they will be locked in and won’t be changed during training unless you begin using various items again.

Training Each Item Value

Dragoon Collector (100.0)

I started off by raising Dragoon Collector which is admittedly, the hardest value to train in. Dragoon Collector, when raised, affects if an amiibo should stay onstage. So I set a ruleset of 25 stocks matches with the Dragoon item set to high (even on high it will take a long time before spawning in) and began. I would then collect two of the Dragoon pieces, SD, immediately grab the same two pieces off spawn, and repeated until all of my 25 stocks were out. The wait time for them to spawn in can also be good to kill off some time training in some other values not correlated to items.

Smash Ball Collector (80.0)

Next is Smashball Collector. Setting this high will actually influence a few different things. For the Belmonts, it influences the way they use Special moves and how they play if they were to retaliate offstage at their opponent. A simple ruleset I used was a couple three stock matches with both the real and fake smash ball set to high. I then proceeded to only break the real smash balls until I achieved a high value of 80. If this were to go past 80, I can simply lower it back down by breaking the fake smash balls.

Hammer Collector (60.0)

Now for Hammer Collector. Hammer Collector is very simple to setup. Like the previous two, set the Hammer item to high, pick it up, and hit the Amiibo with it. It may take a few matches to raise the value. To lower it, let the Hammer despawn (it’s ok if the Amiibo hits you with it so long as you don’t pick it up and use it). This value for the Belmonts is a defensive and aggressive value that also influences the speed at which an amiibo moves and combos. The higher it is, the more defensive the Amiibo will be. If it’s too high, it can cause the Amiibo to spam roll which we don’t want. A simple value of 60 works perfectly.

Special Flagger (40.0)

Special Flagger is similar to Smashball Collector when it comes to how an amiibo uses their Special moves to combo with. For the Belmonts, a slightly lower value will increase the rate of how they choose to combo with Holy Water/Fire. Training this in is easy. Setup another ruleset with the Special Flagger item set to high and let them despawn to lower the value. Picking them up will raise the value. I find that a middle ground value of 40 seems to do the trick.

Item Swinger, Homerun Batter, Club Swinger, and Death Swinger

The next four values I focused on were Item Swinger, Homerun Batter, Club Swinger, and Death Swinger. Item Swinger will be trained last as the other three can affect the value being raised or lowered when training this.

Homerun Batter (86.66667)

First we do Homerun Batter. This value is very straight forward behavior wise in that it influences parrying and the speed at which the Amiibo will move to combo. We want another few matches with the Homerun Batter item set to high and hit the Amiibo with it. To lower this we simply just throw the bat at the Amiibo. I went for a higher value of 86 for this one. Using this item will also increase Item Swinger.

Club Swinger (0.0) and Death Swinger (100.0)

Next is Club Swinger and Death Swinger. Club Swinger when raised will cause faster movement on the ground including running, whereas a lower value will cause a much slower playstyle. Since we want the Belmonts to camp with Cross and Ftilt, I find a lower value works really well towards their game plan. Death Swinger when raised causes how onstage aggressive the Belmonts will play. So naturally we would want an aggressive yet slow moving Belmont that completely abuses these values by controlling the ground.

Both are very easy to train yet I trained them one at a time. Again, I made a ruleset with the Ore item (Club Swinger) or the Scythe (Death Swinger) set to high. Since I wanted Club Swinger lower, I would throw the Ore at the Amiibo until I reached a value of 0. For Death Swinger, I simply used the item to hit the Amiibo until reaching a max value of 100.

Item Swinger (19.35484)

Since all three previous values affect Item Swinger, I used a spirit that gave me the Killing Edge item and set the item to high to boost my chances of being able to train the value. Item Swinger seems to effect aerial move usage out of a second jump when lowered. This vastly improves the Belmont’s capabilities to combo out of a returning Cross. To lower it, we throw the item at the Amiibo. To raise it, we hit the Amiibo with it.

Item Shooter (0.0) and Carrier Breaker (100.0)

Next we have Item Shooter and Carrier Broker. Both of these values for the Belmonts influence aggression and defensiveness. Item Shooter when set high raises defensive behaviors, while Carrier Broker high increases aggression. Since Belmonts typically want to have a low offensive, and because previous item values used have a high amount of defensiveness, we want these two values to lean towards aggression. Meaning Item Shooter should be low while Carrier Broker is high.

To train Item Shooter in, I use the Rage Blaster in a few matches set to high and threw the item at the Amiibo to lower the value. To raise Carrier Broker, I simply broke as many container items (such as crates) to raise it.

Item Throw to Target (100.0) and Item Collector (80.64516)

Lastly we have Item Throw to Target and Item Collector. These two item values seem to be linked together in that they deal with distance and camping from an Amiibo. Item Throw to Target when raised will cause the Amiibo to “stay away” while Item Collector when raised will cause the Amiibo to approach more often. Since the gameplay of the Belmonts is to camp the opponent out with Cross and Ftilt until they can get in more, having a max Item Throw to Target and a decently high Item Collector works very well for them.

To train Item Throw to Target, we simply use items not correlated to any of the items used for the other values, and throw them at the Amiibo. This is where the next part can get tricky. By now, your Item Collector should be maxed or nearly maxed out. Since we want this high but not maxed, I used a custom stage that traps the Amiibo inside with a wind box to push items (again not correlated to any previous items used) towards the Amiibo and myself and let them despawn. This process takes a while to lower the value so I suggest a timed match of 30 minutes. After that, check the value, if it’s not low enough then do another timed match. If it’s too low, we simply do the same process we did with Item Throw to Target, using items not correlated to the other values, until we reached the value we want. I went for a high value of 80.

Conclusion

That about sums it up when it comes to these very weird and quirky item values and how they have vastly changed the scene for the Belmonts!

3 Comments

  1. (apologies for the comment above. My original comment didn’t send so I sent the letter d because I wanted to see if it also would’t send. Anyway…) How are we supposed to know how much the Item Value slider is currently at? This document informs us on how to increase and decrease the Item Value slider, but it fails to tell us when the slider is above or below its recommended value. An example of this is when PGX says that the Final Smash Collector value should be 80.0. He then states that if Value is above 80.0 you should decrease it by braking Fake Smash Balls. Although, we aren’t given any information on how to view the current status of the Item Value sliders in the first place. In addition, I have read the document by Victor that has been linked at the top of this document. The same thing can be said for Victors document, it doesn’t inform us on how to view the sliders. And by my knowledge, there seems to be no document on the amiibo doctor website that tells us how to view the slider. We would be so euphoric (I’d be euphoric at least) if you were to inform us on how to view the Item Value sliders. Keep up the amazing work you guys have been doing and thank you for your time.

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    1. Thanks for commenting! Basically, you use community-available amiibo editors. I recommend joining the USAC Discord server (linked at the top of the page) to ask there, that’s where this all occurs.

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      1. Thank you so much for the feedback and I will definitely be joining the USAC amiibo server to further more my exploration and love for amiibo. (I don’t know if it’s just me, but I feel like I sound like a robot when texting. lol.)

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