Matchup Summary (Win Condition and Game Plan)
This matchup swings on how well Daisy can take the structure out of King Dedede’s Gordo and hammer spacing. Dedede’s raw power and ledge pressure are very real, and back air or up tilt can turn one wrong float into an early stock. At the same time, his close-range rotation is slow, his body is huge, and he takes long strings once Daisy gets in cleanly. Daisy does better by floating just off the ground, changing the return angle on Gordo, and then hitting the pause in Dedede’s movement with aerials or grab instead of trying to win a straight grounded dash-in.
As the table shows, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, all smash attacks, fair, uair, dair, Up B, and Down B all give Daisy clear shield punishes through Up B (7f) or OOS nair (8f). Dedede’s large grounded swings are often not scary if Daisy is ready to block first and take the punish afterward. Neutral air is mostly safe, and back air only really gives Up B, so forcing a punish there is usually worse than tracking the next landing, drift, or defensive option.
Daisy wins by turning one opening in center into repeated juggle and ledge sequences until Dedede’s weight stops mattering. He can recover from far away, but his size and predictable ledge timing still let Daisy narrow his routes with turnips and float aerials. She does not need to overchase offstage if she is consistently holding the ledge situation and batting Gordo back into a bad reset.
The matchup gets worse when Daisy backs off too much out of respect for Gordo, fishes early for kill moves because Dedede lives forever, or floats carelessly into back air and up tilt range. The advantage comes from sustained control, not from trying to trade single big hits with a heavyweight.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Daisy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 10 | -18 |
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| Jab 2 | 11 | -13 |
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| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 4 | -41 |
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| Forward Tilt | 12/16/20/23 | -21 |
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| Up Tilt | 7 | -21/-23 |
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| Down Tilt | 6 | -21 |
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| Dash Attack | 26 | -26 |
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| Forward Smash | 40 | ?/-/-18/-25 |
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| Up Smash | 17 | -39 |
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| Down Smash | 14 | -31/-23 |
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| Neutral Air | 7 | -4/-6 |
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| Forward Air | 13 | -13 |
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| Back Air | 17 | -7 |
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| Up Air | 10/12/14/16/18/20/22/24 | -10 |
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| Down Air | 22 | -13/-14 |
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| Neutral B | 14 | — | ||
| Side B | 29 | -21/-11/-17 |
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| Up B | 69 | -46 |
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| Down B (1) | 10(+17) | -39 to -24 |
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| Down B (2) | 10 | -26 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not contest Gordo head-on from a fixed line. Use low float paths and turnips to change its route, then hit Dedede when he pauses to cover it.
- Punish rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, smash attacks, fair, uair, dair, Up B, and Down B on shield with the listed Up B (7f) and OOS nair (8f) options.
- Against neutral air and back air, avoid forcing low-value punishes and instead follow Dedede’s next landing, drift, or ledge retreat.
- When you get in from center stage, extend into juggles and ledge pressure instead of taking one hit and resetting.
- At the ledge, narrow Dedede’s routes with turnips and float aerials, and prioritize stage control over deep offstage chases.
Actions to Avoid
- Do not keep backing away from Gordo until Dedede gets free time to set up his wall and walk you to the ledge.
- Do not fish with forward smash or fair too early just because Dedede is heavy.
- Do not swing punish attempts that fail to reach neutral air or back air and hand Dedede another landing or ledge sequence.
- Do not overcommit offstage and let Up B landing or back air reverse the position for free.