Matchup Summary (Win Condition and Game Plan)
Hero tries to shut down Daisy’s float entries with sword range and spells, but his close-range scramble speed and defense are not especially strong, so Daisy can usually force the pace by hovering just above his grounded swing line. Simply showing turnip often makes Hero cut down menu time and charged spell windows, and once he pauses, Daisy can route float nair, fair, or grab into landing traps and ledge pressure. Blocked down tilt, dash attack, side B, and several aerials all give Daisy real punish chances, so holding shield and taking Up B or grab is more stable than running straight into projectiles. The danger is that one reset to midrange can turn into Frizz pressure, Sizzle pressure, or a crit forward smash reversal, so at kill percent Daisy should value stage control and ledge trapping over reckless chasing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Daisy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -15 |
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| Jab 2 | 6 | -15 |
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| Jab 3 | 7 | -25 |
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| Forward Tilt (1) | 9 | -21 |
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| Forward Tilt (2) | 8 | -31 |
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| Up Tilt | 8 | -23 |
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| Down Tilt | 6 | -19 |
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| Dash Attack | 21 | -16 |
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| Forward Smash | 17 | -36 (-26) |
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| Up Smash | 13 | -29 (-19) |
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| Down Smash | 9/20 | -37/-26 (-29/-18) |
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| Neutral Air | 8 | -6 |
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| Forward Air | 14 | -7 |
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| Back Air | 18 | -9 |
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| Up Air | 6 | -5 |
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| Down Air | 16 | -12 |
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| Neutral B | [10(+7)] [11(+25)] [16(2/8/14/20)] | -22/-28/-24 |
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| Side B | [9/13(+7)] [10/15(+16)] [43/50/72/75/81] | -12/-25/-29 |
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| Up B | [4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89] | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Show turnip often enough to reduce Hero’s menu time and charge windows, then cover the forced stop with low float nair or grab
- Do not chase only on the ground; float above sword height and force fair or bair into landing traps
- After shielding down tilt, dash attack, side B, or down air, take the guaranteed punish with Up B, grab, or OOS nair based on spacing
- At kill percent, shorten the neutral cycle by focusing on ledge float fair or bair and anti-landing up smash instead of extended center-stage scrambles
- When Hero’s MP is low, keep the ledge sequence going because his recovery and defensive answers narrow sharply
Actions to Avoid
- Dashing in without showing turnip or float and giving Hero’s forward tilt or forward air a clean intercept
- Panicking at the menu and jumping into pre-placed nair or up tilt instead of covering the stop from outside his fastest swing range
- Overcommitting to center-stage landing traps at kill percent and opening yourself to retreating wind spells or crit forward smash
- Trying to punish every tip-spaced fair, bair, or jab string and getting stuffed after shield drop
- Chasing too far offstage and eating a reversal from a preemptive back air or a high-damage spell