Matchup Summary (Win Condition and Game Plan)
Mewtwo can drift around Daisy’s float height with Shadow Ball and strong air mobility, so chasing in a straight line on the ground often runs into tail spacing or forward air. However, Mewtwo is large and fragile once Daisy gets in, so stopping movement with turnips and then forcing low float nair, fair, or grab into landing traps and ledge pressure gives Daisy a strong reward loop. Forward tilt, up tilt, dash attack, and down tilt are all realistic shield-punish targets, so holding shield and taking Up B or grab is more stable than forcing scrambles. Daisy can close stocks at the ledge with float fair or bair, on landings with up smash, and by calling out Shadow Ball charge, but careless defense around up throw and forward air lets Mewtwo steal stocks first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Daisy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
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| Jab | 5 | -12 |
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| Forward Tilt | 10 | -15/-15/-16 |
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| Up Tilt | 8 | -14/-15/-15 |
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| Down Tilt | 6 | -11/-12/-12 |
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| Dash Attack | 10 | -14 |
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| Forward Smash | 19 | -20/-18 |
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| Up Smash | 9/14/18/22 | -39 |
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| Down Smash | 21 | -8 |
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| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
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| Forward Air | 7 | -3 |
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| Back Air | 13 | -5/-6/-6 |
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| Up Air | 10 | -3/-4/-4 |
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| Down Air | 15 | -6 |
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| Neutral B | 9(+12) | -16 to -2 |
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| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Show turnip often enough to interrupt Shadow Ball charge, then cover the forced stop with low float nair or grab
- When ground chase falls behind, use float to occupy the diagonal lane in front of Mewtwo and pre-cover Teleport landing spots
- After shielding forward tilt, up tilt, dash attack, or down tilt, take the guaranteed punish with Up B, grab, or OOS nair based on spacing
- After the first hit, value landing traps and ledge pressure over raw damage so Mewtwo’s low durability is exploited across multiple guesses
- At kill percent, do not rely only on throw routes; deliberately create ledge float fair or bair chances and anti-landing up smash setups
Actions to Avoid
- Floating high straight at Mewtwo and giving charged Shadow Ball or retreating forward air a clean intercept
- Running under Teleport without checking the landing point and letting up air or back air reversal the situation
- Forcing shield punishes on tippered forward air, back air, or down air that are too safe to contest cleanly
- Staying glued to shield at kill percent and handing Mewtwo up throw or forward air reads
- Chasing too deep offstage and giving Teleport recovery or preemptive forward air a free momentum swing