Matchup Summary (Win Condition and Game Plan)
This matchup turns difficult for Ike if Daisy gets to work around his sword from low float height while turnip keeps him from planting his feet. Ike should not try to chase her with raw speed. His better structure is to put nair, bair, down tilt, and placed dash attack where Daisy wants to drift next, then force her to land into the larger sword hitboxes instead of letting her hover freely.
The key is not only dealing with turnip itself, but also swinging at Daisy’s body after she has committed to the toss. Daisy’s close-range damage is excellent, but she still has to take real risks when a long sword is already occupying the path in front of her. Once Ike gets the first clean hit, his juggle and ledge carry are much more valuable than resetting for another neutral exchange.
The frame table shows Jab 1-2, Forward Tilt, Up Tilt, Dash Attack, every smash attack, and both hits of Side B are all punishable mainly through Grab (10f) and OOS Bair (10f). By contrast, Down Tilt and every aerial are effectively safe from immediate shield punishment, so trying to swing after those usually just hands Daisy a whiff punish and another close-range opening.
Stocks are most repeatable when Ike keeps Daisy above or at ledge after nair or bair, then covers jump with bair and roll or grounded escape with down tilt or grab. If Ike gets impatient and starts overcommitting under float movement, Daisy is the one who gets to turn a spacing battle into a pressure sequence.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ike 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
- Do not chase Daisy on the ground. Place nair, bair, down tilt, and dash attack into her float path and into the space behind a turnip toss.
- After blocking Jab 1-2, Forward Tilt, Up Tilt, Dash Attack, any smash attack, or Side B (1)(2), take the listed punish with Grab (10f) or OOS Bair (10f).
- After blocking Down Tilt or any aerial, do not overforce the shield punish. Re-cover Daisy’s landing or drift-out with another sword placement instead.
- Turn every clean touch into uair or bair pressure and ledge carry, because Daisy’s landing and ledge defense are more vulnerable than her first neutral poke.
- Finish stocks by holding the outside lane at ledge, covering jump with bair and roll or grounded escape with down tilt or grab.
Actions to Avoid
- Running forward through turnip pressure and volunteering for Daisy’s float nair or grab range.
- Trying to shield punish Down Tilt and the aerials every time and giving Daisy a free whiff punish when those spots were not actually open.
- Ending advantage too early after the first hit and sending the game back to float spacing before Daisy’s weak landing or ledge has been tested.
- Swinging too early under float movement and getting baited into the pressure sequence Daisy wants.