How to train an Isabelle amiibo in Super Smash Bros. Ultimate

A complete summary of Isabelle’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.

Stats & Spirit Effects

In terms of stats, using a balanced spread (2100 / 2100) is a fine option that works well on Isabelle. A fully defensive setup (0 / 4200) is not recommended, as her KO power needs at least a slight increase to make the Figure Player as consistent as possible.

As with all fighters, Isabelle benefits from Armor Knight and Move Speed ↑. Her recovery potential is nearly unaffected by the speed reduction and her attack and defense are greatly increased in exchange.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.

Isabelle benefits from a mostly aggressive playstyle that integrates her Fishing Rod and Lloid Trap moves. Isabelle’s aerials can be used off-stage to gimp or rack up damage; her primary KO moves include her smash attacks and the aforementioned Fishing Rod. Here is a complete breakdown of Isabelle’s moveset and which attacks to focus on during training:

  • Neutral attack: Smacks the enemy with a toy hammer. It can be used once in a while to rack up damage, but is rather laggy and inflicts little knockback.
  • Forward tilt: Similar to Villager’s. Serves as a great grounded option that can even KO at high percentages.
  • Up tilt: Covers a small arc above the character. It can be used to juggle opponents for a short time, and can then lead into an up aerial.
  • Down tilt: Very high knockback, allowing it to function as a situational kill move. Its sourspot deals much less damage than its sweetspot, making proper spacing important.
  • Dash attack: It can be used at the edge for a situational edgeguard, but is generally outclassed by aerial moves. Not something to focus on.
  • Forward smash: Incredibly powerful, but has high ending lag and poor range. Use it every once in a while to KO, but don’t make it your primary kill move.
  • Up smash: Rather strong, but short horizontal range. It can be used every so often to kill but is not always reliable.
  • Down smash: Perhaps Isabelle’s most reliable smash attack. Strikes on both sides and sends opponents flying at a low angle, making it difficult to recover.
  • Neutral aerial: A weak hit that can create space. Use it out of a short hop to rack up damage.
  • Forward aerial: One of Isabelle’s few ranged moves. Use it out of a short hop to play keepaway or go off-stage and gimp.
  • Back aerial: Same use as forward aerial, except back aerial deals more damage and knockback.
  • Up aerial: A solid aerial juggle that can be used after an up tilt or up smash. Use it to get KOs when applicable.
  • Down aerial: The tip of the turnips meteor smash opponents, so try to connect that part of the attack when going off-stage. Good KO option.
  • Forward throw: Serves no other purpose than to create distance. Since Isabelle’s grab is slow, it’s best to avoid this one.
  • Back throw: Isabelle’s strongest throw. Best used at the edge. Use it infrequently to prevent the Figure Player from overusing its grab.
  • Up throw: It can combo into an up aerial, but isn’t very useful outside of that.
  • Down throw: Combos into aerials at low percentages. As mentioned before, Isabelle is left vulnerable if she misses her grab, so keep grabbing to a minimum.
  • Neutral special (Pocket): It’s difficult to get the FP to consistently Pocket, so you’re better off teaching it to block or dodge instead. There’s no harm in using Pocket, but don’t expect the FP to pick up on it immediately.
  • Side special (Fishing Rod): Decent range and can rack up massive damage when used repeatedly. Use it at the edge to pick up opponents or at a distance when you think you’ll hook them in. One of Isabelle’s primary damage rackers.
  • Up special (Balloon Trip): Recovery purposes only, which is a given since the attack deals no damage.
  • Down special (Lloid Trap): Try to plant Lloid Traps as often as possible. The FP may only use them occasionally depending on how often you use them during training.

If you would like to read more guides, follow this link to return to the master list.


One thought on “How to train an Isabelle amiibo in Super Smash Bros. Ultimate”

  1. You can teach her Pocket, by pockets her Lloid Trap in the ground.
    After some successes attempts,
    She would eventually catch some Lloid you shoot (by down B twice).

    And my Isabelle amiibo can catch some Boomerang as well as Fire Arrow from my Young Link,
    after she lvl 50 and it was first time encounter Young Link.

    She probably knows she can pockets projectiles.
    (P.S But she is bad at using the projectiles in the pocket.)

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