Matchup Summary (Win Condition and Game Plan)
This matchup is about cutting off Daisy’s Float and Vegetable Pull before the layered pressure starts. Daisy becomes terrifying once low float Fair, Bair, and Nair begin to stack into corner pressure, but ground speed is not especially strong and the float drift becomes much easier to attack once the height is read. Greninja should not sit still and shield through that sequence; the better route is to make Daisy move first, then turn the scramble into Dash Attack, Uair, and Bair pressure.
The table supports that plan as well. Jab 1, Jab 2, tilts, dash attack, all smashes, Fair, and Side B are all punishable by OOS Bair, grab, OOS Uair, or Up Smash, and those punishes naturally flow into landing traps that delay Daisy’s next float sequence.
Nair, Bair, Uair, and Dair are the opposite because they stay relatively safe on shield, and Greninja is not built to win repeated shield scrambles here. Rather than forcing a direct punish into float pressure, Greninja gets more value by dashing under, stopping float height adjustments with Water Shuriken, and placing Uair or Bair on the landing path.
The win condition is to keep Daisy from chaining float pressure back to back, then push the advantage into juggle and ledge situations where vertical recovery is less stable. Hydro Pump is useful both for edgeguards and for holding stage control, so staying positionally ahead and closing with Bair, Up Smash, or ledge follow-ups is more reliable than overchasing offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Greninja OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -22 |
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| Jab 2 | 2 | -23 |
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| Forward Tilt | 7 | -22/-21 |
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| Up Tilt | 9 | -20/-18 |
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| Down Tilt | 8 | -8 |
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| Dash Attack | 6/17 | -14 |
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| Forward Smash | 15 | -20/-21/-18 |
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| Up Smash | 14 | -20/-19 |
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| Down Smash | 6/10/14/18/22/26/30 | -21 |
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| Neutral Air | 5 | -2/-4 |
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| Forward Air | 16 | -8/-8 |
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| Back Air | 6 | -6/-8 |
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| Up Air | 10/15 | -4/-4 |
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| Down Air | 12/18/24/30 | -6/-5 |
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| Neutral B | 9 (Start of Counter) | — | ||
| Side B (1) | 13 | -13 |
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| Side B (2) | 13 | -13 |
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| Up B | 7/11/16/21/26/31 | — | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Use
Water Shurikenand mobility to interruptVegetable Pull, float startup, and retreat so Daisy has to move before the pressure begins. - Punish Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smashes,
Fair, andSide Bon shield withOOS Bair, grab,OOS Uair, orUp Smash. - Do not tunnel on direct shield punishes against
Nair,Bair,Uair, orDair; run under them, then placeUairorBairon the landing route instead. - At the ledge, use
Hydro Pumpand movement to cover recovery angles and force the stock to end before Daisy can rebuild float pressure.
Actions to Avoid
- Letting float pressure hit your shield over and over and turning the matchup into a series of weak Greninja out-of-shield guesses.
- Jumping directly into low float space and taking clean
FairorBairhits for no reason. - Swinging after shield on
Nair,Bair,Uair, orDairwhen the punish does not reach, then giving Daisy a free escape or refloat. - Overchasing once Daisy is cornered and giving back the room needed for another
Vegetable Pulland float reset.