by: Planetar
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Hello there, I’m Planetar. I have multiple top 8 tournament placements and high placements on Amiibots with my Isabelle, FreeSpirit. For a while now, I’ve been labbing Isabelle and tapping into the character’s true potential.

AI Issues
Isabelle has a couple of AI Issues, mainly with her Side Special, Fishing Rod.
Isabelle sometimes lands with Fishing Rod, causing her to get punished. This issue is something you’ll have to deal with, however, since it’s hardcoded.
Another flaw is that Isabelle overestimates the reach of her Side Special. Sometimes it causes her to SD if too low and, yet again, you cannot do anything about it.
Overall Playstyle
Isabelle should play pretty aggressively, as her game plan is to get you offstage for a potential edge guard or gimp. Since her edge guarding game is insane, she can make the most of going low and taking a stock against any character with a middling recovery.
Onstage, she does well at catching rolls with Up Tilt, building damage and taking stocks with Forward Tilt and Forward Smash, and juggling with Up Air.

How to Train the Isabelle Amiibo in Smash Ultimate
Moves to Use
Forward Tilt: Isabelle’s go to move onstage, it’s a good damage builder, it’s fast, and can kill at high percent. It sets up for some edge guards and keeps opponents in check. Use this move the most.
Forward Smash: a solid kill option and damage builder, this move is surprisingly really strong and can help against heavies. Use this move alongside Forward Tilt but not as much. You can also use it to catch landings, but rarely.
Up Tilt: a very good anti-air, it sets up for Up Air juggles and is very good for when the opponent is behind you. Use it mainly when the opponent is above or behind you.
Dash attack: a very solid approach option, can set up for potential combos into Up Tilt, Forward Tilt, Forward Air, and Up Air at high percent (all these have a small chance to fail). Use this move to approach.
Down Air: Isabelle’s best aerial, it’s amazing for landing and can combo into Up Air to kill at high percent or Up Tilt at low percent. It’s also an amazing edge guarding tool, because even when whiffed it sends the opponent away from the stage, most likely taking a stock. Make sure to land and edge guard with this move.
Forward Air: It’s a very solid tool to stop approaches, and to edge guard. It’s also good to land with occasionally. Use it to edge guard a lot, land, and sometimes when the opponent is horizontal above you.
Up Air: can keep opponents in the air for a while, mostly taking around 20-30% damage most of the time. If you see Isabelle using Up Air offstage, Isabelle will use it when the opponent is by the ledge and she’s on ledge. What this means is that she can be fine most of the time. Use this move a lot to juggle.
Back Air: another amazing aerial, Back Air is good out of a ledge-drop and can kill earlier than Forward Air. Use this move when dropping from ledge and rarely when the opponent is horizontal above you.
Grab: it’s a solid tool, has a kill throw in Back Air and two combo throws with Down Throw > Forward Air and Up Throw > Up Air. Grab a decent amount, but not a lot.
Down Smash: an optional move. It’s weak but has a really good angle. If you use this move, use it when the opponent is behind you.
Up Smash: an optional move, it can help take stocks if Isabelle’s Up Air is stale. It’s also a multi-hit but it has a really weird hitbox and can clash with aerials occasionally.
Down Special: this move breaks the AI, but it’s really hard to get right. If you want to use this move, use it only once or twice a game and never use it in the air.
Moves to Avoid
Down Tilt and Specials except Down Special, these moves aren’t that good. Down Tilt is built-in out of parry, Side Special just causes loads of AI problems, and Neutral Special is built-in to pocket projectiles.

Why It Works
Isabelle is an aggressive, offstage menace that heavily prioritizes offstage setups with Forward Tilt and Forward Smash to ultimately take stocks with Forward Air or Down Air. Her juggle game is insane when she isn’t trying to get you offstage, since the opponent is most likely taking a good chunk before they can move again.
