It’s time to cover another pair of Echo Fighters: Peach and Daisy! These two have been incredibly underrated for the entirety of the Super Smash Bros. Ultimate amiibo metagame, and it’s easy to see why: they’re incredibly difficult to train effectively. Their AI is notorious for misusing its float ability, which has frustrated trainers worldwide for several years now. Still, not all hope is lost — these fighters do have a good bit of potential yet to be explored. If you want to learn more about Daisy’s metagame history, you can do so over at her wiki page. Otherwise, let’s jump right into today’s training!
Special thanks to PrinZ for contributing Daisy’s training information!
Are you looking to equip your FP with Spirits? If so, try and get its setup finalized before you start training it. When given to an FP, Spirits scramble its training data. Avoid giving it the Meloetta Spirit, as that one specifically tends to cause uncontrollable taunting! If you want to learn more about Spirits and their crazy effects on FPs, check out our full Spirits guide. In the meantime, here are some setups you can use:
- Banned bonuses: Daisy isn’t quite heavy enough to make use of Super Armor, so this leaves Armor Knight as her strongest Spirit effect! You can then pair that with Trade-Off Ability ↑ or Move Speed ↑ for a super-strong build. With this, Daisy’s attack, defense, and speed will all receive notable upgrades. As you might imagine, this comes in handy! You could also go for Great Autoheal or Autoheal instead.
- Tournament-legal bonuses: Daisy’s moveset is split between several different attack types: Weapon Attack ↑, Magic Attack ↑, and Physical Attack ↑ all apply here, but don’t cover more than a few moves. As such, you’ll want to use either one or none of these three Spirits (along with Toss & Meteor). For the second slot, you could run Air Defense ↑ or Trade-Off Ability, but if you choose the latter you’ll need to lean into more defense. Critical Healing & Metal works too!
- Raid Boss bonuses: In case you don’t want to use the aforementioned Armor Knight or Autoheal Spirit effects, you can use a setup of Air Attack ↑, Move Speed ↑, and Landing Lag ↓ instead. You could try building around Instadrop, too!
If you only used two Support slots, then you should run a balanced setup (2250 / 2250). If you used up all three setups, the setup is slightly changed (2100 / 2100). If you used Trade-Off Ability ↑, lean a bit more into defense (1700 / 2500 or 1800 / 2700). That’s a lot of ifs, so take your time figuring this out.
As is the case with most competitive FPs, you are going to want to walk during training. This means you should keep dashing to an absolute minimum. The reason we do this is that FPs trained to dash too often might run into opposing attacks, whereas an FP trained to walk would walk toward the attack and parry it instead. Don’t utilize any floating during training, as the AI occasionally wastes its entire float duration within the range of an enemy’s up smash. Off-stage play is fine, by the way! Here’s a full list of moves to use:
- Down tilt is your go-to damage racker. It can link into a forward smash, up smash, forward air, or Daisy Bomber. If you’re able to follow up after using down tilt, do so! Otherwise, the AI will learn these combos on its own as it levels up.
- Forward smash is an excellent neutral option and your go-to kill move. Each of its angles is effective, but for the best possible result, use the neutral (non-angled) version most often. If you’re near the ledge, you can switch to the downward-angled version instead.
- Up smash should only be used to catch landings, and when you do, try to connect its sweetspot. If the AI is taught to connect the sourspot, it can get a bit too crazy with spamming it to little effect.
- Daisy’s grab game is solid, too! At higher percentages, you can use a back throw to try and KO your FP. Its AI has a number of hard-coded throw combos programmed in that will activate at Level 43, but you don’t need to teach it to use these! They’ll come about automatically.
- Dash attack and Daisy Bomber can be used from a distance to approach. In the case of the former, it’s the only time you’ll want to run while training — otherwise, you should walk at all times.
- Neutral air or Toad can be used to secure a safe landing. Both neutral air and forward air can also be used off-stage to edgeguard your FP as it tries to recover. Do your best not to get hit by its up special, by the way!
There’s just one move you’ll want to specifically avoid altogether, and it’s Vegetable. FPs aren’t very good with item management, so the AI will often waste the vegetable it pulls by tossing it upward or off-stage. As a side note, if you’re new to competitive training and want to learn more about how it works, check out our introduction guide!
Raid Boss Training
To properly train your Daisy amiibo, you can play as either Peach or Daisy. You might have an easier time differentiating the two characters on-screen if you play as Peach, so that works too! Play a whole bunch of matches against your FP until it eventually reaches Level 50. Or until you’re satisfied with its behavior, in which case you can turn its learning off and level it up against CPUs or other FPs. Avoid using the float ability during gameplay, and use the following moves:
- Down tilt should be used at close range and combos into forward smash, up smash, forward air, or Daisy Bomber. Neutral attack can also be used at close range!
- Utilize Daisy’s grabs, too! At low percentages, down throw can combo into a forward tilt or back air. At high percentages, you can just use a back throw instead.
- Up tilt links into itself a few times, and then into an up air or up smash. It’s best used against opponents who are already in the air.
- Neutral air can be used either offensively or to land. Forward air is a solid edgeguarding tool and is also excellent above-stage out of a full hop. Back air is best used out of a short hop or off-stage.
- Forward smash, up smash, and down smash can be sprinkled in as well, but to a lesser extent than the moves listed above.
In terms of moves to avoid, it’s the same deal as with the last section: no Vegetables. It’s important to note that Daisy’s float ability is entirely hard-coded, which means you can teach it how often to float but not when to float. When the AI is launched upwards, you’ll sometimes see it waste its entire float but stay in the same position the whole time. If it’s taught to float too often, it’ll eventually devolve into grounded floating down airs, which is extremely ineffective! So let’s make sure that doesn’t happen.
Thanks so much for reading, as always! If you have any questions during training, feel free to join our Discord server and ask as many of them as you want. It’s certainly a shame that Peach and Daisy can’t properly float – at least, not on a consistent basis – but competitive trainers have found niches for the characters regardless. If you want to learn how to enter a tournament, you can do so via our preparation guide. We also appreciate donations so that we can keep rolling out high-quality amiibo training content. Alternatively, you can subscribe to our Patreon for unique benefits! Until next time — happy training!
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