Matchup Summary (Win Condition and Game Plan)
Incineroar becomes dangerous the moment he reaches point-blank range, because nair, Side B, Revenge, and throws can swing an entire stock off one good guess. If Daisy plants herself in shield for too long, the command grab starts landing, and if she autopilots single turnips or fair walls, Revenge can turn one read into immediate kill-percent pressure.
However, Incineroar is still burdened by terrible run speed, no projectile, and a recovery that climbs in a predictable line. Daisy does better when float and turnips shift his approach lane, then fair, bair, or grab meet the forward movement, and every launch on his large body gets extended into more landing traps and ledge pressure.
The frame table also shows jab 1, forward tilt, down tilt, fair, and dair are all punishable by up B, OOS nair, or grab, while dash attack, the smash attacks, neutral B, and up B are major punish windows. Nair, bair, and uair do not leave much guaranteed shield punishment, so forcing a scramble there is usually worse than taking space and chasing the next landing.
Kills are safer when Daisy wins the recovery route and ledge cycle instead of gambling on one early hard read. Chasing too high above the ledge can run into up B’s powerful hitbox, so it is usually better to clip the lower route from the side with turnips or aerials and let float cover jump and neutral getup from onstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Daisy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -14 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -28 |
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| Forward Tilt | 12 | -12 |
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| Up Tilt | 6 | -19 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 8 | -21 |
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| Forward Smash | 16 | -22/-24 |
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| Up Smash | 13 | -23 |
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| Down Smash | 18 | -28 |
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| Neutral Air | 5 | -6/-8 |
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| Forward Air | 8 | -9/-9 |
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| Back Air | 7 | -7/-6 |
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| Up Air | 7 | -4 |
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| Down Air | 16 | -11/-11/-12 |
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| Neutral B | 5/15/23/37/50/56 | -65 |
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| Side B | 16 | — | ||
| Up B | 11/38 | -51 |
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| Down B | 3 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use float and turnips to bend the front approach lane and take the diagonal space first instead of standing still at Side B range.
- After blocking jab 1, forward tilt, down tilt, fair, or dair, punish with up B, OOS nair, or grab so Incineroar’s close-range pressure never comes for free.
- When dash attack, a smash attack, neutral B, or up B is blocked or whiffs, take the biggest punish available instead of letting the stock drag on just because he is heavy.
- Once he is airborne, prioritize repeated juggling and ledge pressure over rushed kill swings, because his slow line recovery keeps giving Daisy more advantage turns.
- When Revenge is on the table, vary turnip tosses and fair timing so a whiff can be answered with grab or another landing trap instead of a powered-up counter state.
Actions to Avoid
- Do not sit in shield for too long at Side B range and hand the command grab to him.
- Do not place single turnips or preselected fairs at the same height every time and turn them into easy Revenge targets.
- Do not force shield punishes on nair, bair, or uair and start a close-range slugfest after your option fails to reach.
- Do not chase directly above him offstage and accept the up B hitbox or trade-heavy scramble on his terms.
- Do not tunnel on early kill swings just because he is a heavyweight and give away the damage that repeated juggling and ledge control would have guaranteed.