Greninja vs Daisy

Daisy Matchup (Greninja)

Greninja vs Daisy

Greninja vs Daisy hinges on interrupting float and turnip setup with speed and Water Shuriken, then touching landings before shield pressure ever becomes the main interaction.

This page is not in your favorites.

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 MoveStartupOn ShieldGreninja OOS Candidate MovesBarely Missed Moves
Jab 12-22
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Jab 22-23
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Forward Tilt7-22/-21
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Up Tilt9-20/-18
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (+1)
  • Up B (+1)
  • OOS Dair (+2)
Down Tilt8-8
  • OOS Bair (8f)
  • Grab (+2)
  • OOS Uair (+2)
Dash Attack6/17-14
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (+1)
Forward Smash15-20/-21/-18
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (+1)
  • Up B (+1)
  • OOS Dair (+2)
Up Smash14-20/-19
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (+1)
Down Smash6/10/14/18/22/26/30-21
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Neutral Air5-2/-4
  • None
Forward Air16-8/-8
  • OOS Bair (8f)
  • Grab (+2)
  • OOS Uair (+2)
Back Air6-6/-8
  • None
  • OOS Bair (+2)
Up Air10/15-4/-4
  • None
Down Air12/18/24/30-6/-5
  • None
  • OOS Bair (+3)
Neutral B9 (Start of Counter)
Side B (1)13-13
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (+2)
Side B (2)13-13
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (+2)
Up B7/11/16/21/26/31
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use Water Shuriken and mobility to interrupt Vegetable 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, and Side B on shield with OOS Bair, grab, OOS Uair, or Up Smash.
  • Do not tunnel on direct shield punishes against Nair, Bair, Uair, or Dair; run under them, then place Uair or Bair on the landing route instead.
  • At the ledge, use Hydro Pump and 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 Fair or Bair hits for no reason.
  • Swinging after shield on Nair, Bair, Uair, or Dair when 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 Pull and float reset.

Reference Links

Related Pages