by: Hictor the Dragon
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Peach has some AI issues but thankfully there are ways to work around them and refine certain sliders (and item sliders believe it or not).
Peach has an issue where she will dodge offstage and SD if she is too defensive.
Peach can also have problems with Side Special aiming away from the opponent instead of aiming it at the opponent (I actually removed this with Item Sliders).
Peach’s turnips can also be thrown the wrong way (up or down) but thankfully this issue is easy to fix. If you train Down Air, Peach spams this move; for that reason, it is best to avoid Down Air since the AI will naturally use it well on its own.
If you plan on using spirits to alter Item Sliders, you may need to do lots of matches to lower Meteor Master. Meteor Master maxed will prevent Peach from edge guarding or mess with edge guarding potential.
Also, Peach can prioritize Up Tilt out of parry; the best method is to use Up Smash over Up Tilt. I still incorporated a very light amount of Up Tilt, but Down Smash, Forward Smash, Down Tilt are definitely better options out of parry.
As a combo character, Peach has some various playstyles; Kangoni listed and tested quite a few of them. Since then, I’ve been refining the playstyles and even broke 30 on Amiibots, passing my two 28-rated Peach amiibo like it was just a walk in the park. All I did was take the base of my original Peach and edited four Item Sliders: Item Throw to Target to 100, Dragoon to 100, Homerun Batter to 0, and Carrier Broker to 0. There were other sliders that were different from the original base because this base was originally spirits, and at the time, it was completely unknown that these sliders even did anything. With the proper Item Sliders and Behavior Sliders you can actually get Peach to play more humanlike than any other amiibo.
When you train your Peach amiibo, you are going to want to focus on one of Kangoni’s playstyles: Up Smash Spam, Combo Based, or Grappler. From there, you are going to want to use at least one Support Spirit (Phantom Thieves is a good one) to give yourself a boost in Item Sliders but do not keep the ability (there is an option to not select the skill). From there you have the option to train up the Item Sliders.
Do keep in mind that training these Item Sliders in is tedious, so I recommend referring to this document to make things more understandable. Do keep in mind that these sliders will vary based on playstyles and still need extensive testing:
The changes from the Item Sliders are subtle and are hard to notice, which is why there is a disclaimer in the link. The idea of Item Sliders affecting behaviors isn’t quite as popular in the amiibo meta. But, when I am asked how I trained my Peach or other amiibo, I usually give the same response: I just altered the item values.
It is important to note that if you do own an editor, try editing a pre-trained Peach first. This will save a lot of time and will give you a visual of what you are aiming for.
There are also SSST stages being developed for altering item values (credits to ElChapoGuzman34 for working on stages dedicated to that) as well as a document for altering Item Sliders.
Also, for a reference example below is the bin reveal of my top Peach’s Item Sliders. Visuals do help:
Item Collector: 48.387096
Item Throw to Target: 100
Dragoon Collector: 100
Smashball Collector: 60.000004
Hammer Collector: 53.333336
Special Flagger: 60.000004
Item Swinger: 61.290325
Homerun Batter: 0
Club Swinger: 60.000004
Death Swinger: 60.000004
Item Shooter: 100
Carrier Broker: 0
How to Train the Peach Amiibo
Main Behavior Sliders
Below are the main behavior sliders to keep in mind. Try to raise these as you are setting the right move ratios. It can save a lot of time in the future. Certain behavior sliders are luckily set in stone, so knocking those out first will save time later on. The moves can get pretty flexible, depending on your playstyle.
Near: You can have some variance if you want but going under 90 isn’t recommended. I personally kept this slider at 100 since having it higher does help with Peach’s strings, but it also helps to have some spacing and movement in the air. Feint Master works well with this slider (and plenty of other sliders too). A more Side Special-oriented Peach could benefit from less Near potentially.
Dash: I recommend not raising Dash since Feint Master will help with movement, awareness, etc. I recommend raising Dash Attacker since Peach’s Dash attack is a two-hit move and a solid move at that.
Offensive: Affects how often the amiibo will attack all together. A lower Offensive slider can lead to rolling but keep in mind that it isn’t the only factor contributing to this. Raising the Offensive slider too high can result in a hyper-aggressive amiibo, and we want the Peach amiibo to shield and parry. Keep in mind that certain Item Sliders do contribute to aggression too. My Peach amiibo runs this slider at 53 but this will vary on different playstyles.
Air Offense: Affects how often the amiibo will attack in the air. Air Offense is a useful slider, especially for Peach. Her offstage is excellent, her strings are great, she can juggle, and we want her to retaliate when being attacked. Even her Toad is useful in the right amounts as a landing option. Air Offense works with the Near slider too, but other sliders also contribute to the effectiveness of Peach’s air game.
Grounded: The usual in the meta has been the standard 100 rule. Peach doesn’t need to be at 100 but will still work with 100. My Peach amiibo have a grounded value of 96.
A note on jumping: jumping itself isn’t bad if you are training your amiibo to juggle, land strings, avoid a projectile, etc.
Although they are not necessary to train in, I experimented with a light amount of Peach’s Float cancel combos. Be wary that a lot can go wrong with Float if you aren’t careful (I tried to replicate the exact built-in combo every once in a while). Float is affected by the Feint Master slider, as well as Near, Critical Hitter, Item Throw to Target, and Dragoon. Why it works is tough to explain, but this area is definitely still ripe for research.
It may be worth noting too that RAPJM did find out that Down Special in the air is linked to Turnip combos, so the Grounded value could vary depending on Peach’s playstyle. It goes to show how much there is still to learn in amiibo.
Cliffer: Controls if the amiibo should hang on the ledge to edge guard. Peach’s Back Air and Neutral Air are solid options here. I didn’t go too heavy here; my Peach’s Cliffer value is roughly at 30.
Attack Off Cliff: Determines how often the amiibo will go offstage to edge guard. Peach should edge guard, but I personally didn’t go extreme on this. My Peach is at 40 for this slider. Her Forward Air is a great kill move from high, and from below, Neutral Air is effective. Even Back Air is viable. Some Peach amiibo I’ve seen have problems with Side Special back to stage instead of attacking, so if you go offstage make sure to keep Return to Cliff low.
Return to Cliff: Determines how the amiibo will return to ledge when recovering. The higher the value then the amiibo will prefer to use a special move to recover. When at 0 the amiibo will prefer to make it back to the ledge without the need to use a special. My Peach amiibo has her Return to Cliff value at 0 and she will still use her Side Special to recover. It is built in and is a great tool to recover as well.
Meteor Master: Peach doesn’t have any moves that will raise the Meteor Master value; however, spirits can and will raise this slider if you use any of them to give a quick boost to any specific sliders before training. Over time, using air moves will lower this slider, so eventually it will hit 0.
Feint Master: Now this is where things get really interesting. This value controls a variety of behaviors, though be it smaller behaviors such as baiting, wave dashing (landing catches if trained), fast falling, footstooling, running out of hit boxes, rolling, shielding, parrying, and moving away. Feint Master is also useful on combo characters and most DLC characters. But keep in mind that if you raise this value too high it can be detrimental and if not high enough then your amiibo could lose out on some potential enhancement. My two original Peach amiibo had a Feint Master of 9.5 while the top Peach is at 12.5.
Feint Counter: Affects the use of non-projectile attacks for interruption/challenging attacks. I kept mine close to 50 (my Peach amiibo have it at 58). Setting this value too high can result in a hyper-aggressive punish game. Setting this value too low and your amiibo will not prioritize their punish game. It’s a personal preference for me to stay close to 50 but variance in playstyles do occur more often than expected.
Feint Shooter: This slider affects projectile usage. For some reason I have a hard time raising this slider unless I am using spirits. It is one of the few values that will stay set unless you use a different character or spirits. It does, however, affect Peach’s Turnip usage (Down Special) so it is a way to get her to use the move more without it outweighing other moves. Setting this value too high is bad and not setting it high enough could eliminate Peach’s Turnip usage. My Peach amiibo has the Feint Shooter value at 63 but keeping it roughly at 50 should be good. It is fine to use the Turnip at ledge here and there.
Critical Hitter: This slider isn’t affected by any move in Peach’s arsenal, but raising this value does increase her Smash attack usage; she will also more often finish strings with strong attacks than not when the value is higher. Overall, the changes are very subtle, and you would have to use an editor to test this with the other sliders that would affect your amiibo’s combo usage. My original Peach amiibo had this slider at the base value of 49-50 while the 30-rated Peach had hers set to 100.
Moves to Use
Forward Smash: An excellent kill move. It can be parried but out of her Float cancels it is a really solid move.
Up Smash: Great for catching landings. I personally chased every landing and despite that my Dash value still remained at 0. If you do decide to chase landings make sure to land Up Smash. It is a great kill move.
Down Smash: Great at ledge. Down Smash can be tricky to nail down but when done right it is like icing on the cake. Peach can even roll catch with this move.
Down Tilt: Essential combo starter. It can combo into many moves: Forward Air, Back Air, Up Air juggling, Grab (very low percent), Up Smash, Forward Smash, Side Special (low percent), and her Float cancel shenanigans.
Grab: Also essential for combos and can kill. Down Throw combos into Back Air and sometimes Forward Air and Up smash. Up Throw leads into a juggling situation too. The other throws can kill but will not combo into anything.
Side Special: A useful moving hitbox on stage. It’s also a kill move.
Neutral Special: Best used as a landing option, but don’t go overboard with this move.
Neutral Air: Useful in some offstage situations and some landings too. Good from hanging at cliff.
Forward Air: Excellent kill move. Useful for edge guarding along with out of combos too.
Back Air: Excellent out of combos and is good at hanging on cliff for an edge guard. Overall, a must have. It isn’t a bad landing option once in a while either.
Up Air: Great for juggling and out of Float cancel combos. Be careful not to go overboard with this move or Peach could use this move offstage.
Why It Works
Peach is very versatile but very tough to train. Peach can be anti-meta, so the goal of this guide is to encourage a new way to approach the character. Training the Peach amiibo can be very fun, especially for the creative type. There is just a lot to keep in mind since multiple aspects work together.
I want to thank Kangoni for helping me start out when I began to explore this character. Keep on training and most importantly, God bless you fellow trainers!