Super Smash Bros. Ultimate – Daisy amiibo Guide

It’s time to cover another pair of Echo Fighters: Daisy and Peach! 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 tough to train effectively. Their AI is notorious for spamming its down air and 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!

Please note that our Daisy and Peach guides are exact copies of each other, meaning the information within is completely identical. Feel free to use them interchangeably. Special thanks to PrinZ for contributing Daisy’s training information!

Spirits

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.

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 boosts. As you might imagine, this comes in handy! You could also go for Great Autoheal or Autoheal instead.

There are other options available if you can’t use any of the bonuses listed above. For competitive FPs, a build including Physical Attack ↑, Hyper Smash Attacks, and Air Attack ↑ works great! If you’d rather go the Raid Boss route, you could use Move Speed ↑, Air Attack ↑, and Landing Lag ↓ instead. Critical Healing & Metal / Transformation Duration ↑ and Instadrop are some other fun options you can try! Daisy’s stat spread can either be kept balanced (2100 / 2100) or made more defensive (1500 / 1700); make sure her Spirit-type – which is displayed in the top-right corner of the amiibo menu after pressing the R button – is Neutral.

Competitive Training

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 towards the attack and parry it instead. Don’t utilize any floating during training, as the AI sometimes 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: 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: An excellent neutral option and your go-to kill move. Each of its angles is effective, but for the best possible results, 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: Only use this move to catch landings, and when you do, try to connect its sweetspot. If it’s taught to connect the sourspot, the AI can get a bit too crazy with spamming this move to little effect.
  • Grab & throws: At higher percentages, you can use a back throw to try and KO your FP. Its AI has a number of hard-coded 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: You’re going to want to walk during training, but Daisy’s dash attack is too good to pass up. Use it to approach your FP quite often!
  • Daisy Bomber: A powerful approaching tool that should be mixed in as well. Use this from a distance, as it’s rather risky when used up close.
  • Neutral aerial: You can use this to land! When your FP is launched off-stage, you can also chase it and then attack with a neutral aerial.
  • Forward aerial: You could also use a forward air instead! It’s much stronger but noticeably slower. Rotate off-stage neutral and forward airs during training. You can mix in a tiny bit of back air, too.

Additionally, you can teach the FP to land with its neutral special (Toad) every so often. There are several moves you’ll want to avoid altogether, and these include Vegetable and down air. FPs aren’t very good with item management, so the AI will often waste the vegetable it pulls by tossing it upwards or just off the stage. The AI also has an issue with spamming its down air, so you’ve got to make sure to avoid using or getting hit by it at all costs. Avoid those two moves, and you should be good to go!

Raid Boss Training

To properly train your Daisy amiibo, you can play as either Daisy or Peach. You might have an easier time differentiating the two characters 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: If you happened to read the previous section as well, down tilt is actually used identically on a Raid Boss. It’s a solid combo starter that can lead into forward smash, up smash, forward air, or Daisy Bomber.
  • Grab & throws: At low percentages, down throw can combo into forward tilt or back air. At high percentages, you can just use a back throw instead.
  • Neutral attack: A slap attack that deals minor damage. It’s fast, though, and that’s what matters — use some jabs during your training session.
  • 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 aerial: You can use this to land or just out of a short hop to rack on extra damage. Off-stage play is considerably riskier for a Raid Boss, but if you want the FP to edgeguard anyway, teach it to do so with its neutral, forward, and back air.
  • Forward aerial: In addition to being an excellent edgeguarding option, forward air can also be used above-stage to KO your FP. It’s especially effective to punish FPs who use a ledge get-up jump.
  • Back aerial: One of Daisy’s faster aerials, and it deals a good amount of damage if the hitbox connects as soon as it is produced. Use it out of a short hop and off-stage!

Feel free to sprinkle in all three smash attacks as well! Just 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 and no down air. 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.

Wrap-Up

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 Powersaves guide or mobile backup guide. We also appreciate donations so that we can keep rolling out high-quality amiibo training content. Until next time — happy training!

If you would like to read more amiibo training guides, please follow this link.


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