Inkling vs Daisy

Daisy Matchup (Inkling)

Inkling vs Daisy

Inkling vs Daisy is won by using low profile and mobility to disrupt float approach height, taking the outside lane first, and then never letting the landing and ledge pressure go quiet.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets difficult if Inkling keeps meeting Daisy’s float pressure head-on, but Inkling’s mobility and low profile make it realistic to distort the height and timing of those entries first. Once Inkling gets to the outside lane and forces Daisy to land, Daisy’s follow-up speed is much more manageable and the advantage state becomes easier to repeat.
Inkling should not challenge float height directly. Squid movement, pullback Bair, bomb, and ink all work better as tools to shift Daisy’s entry line and only hit once the float sequence actually ends. Daisy’s air buttons are extremely rewarding when they connect, but the grounded stops and completed special sequences are punishable enough that Inkling does not need to force every anti-air guess.
The frame table shows Jab 1-2, Forward Tilt, Up Tilt, Dash Attack, every smash attack, and Side B (1)(2) are all punishable mainly through OOS Nair (9f), Up Smash (9f), and Grab (10f). By contrast, Down Tilt, Nair, Fair, Bair, Uair, and Dair are not stable shield-punish spots once float continuation is in play, so immediate retaliation usually loses more than it gains.
Kills are more repeatable through Bair, Up Smash, continued ledge pressure, and post-ink whiff punishes than through Roller tunnel vision. Daisy’s recovery travels far, but her return-to-stage point is still easier to attack than a deep chase.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Jab 12-22
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab 22-23
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Tilt7-22/-21
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Up Tilt9-20/-18
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+1)
Down Tilt8-8
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Dash Attack6/17-14
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+1)
Forward Smash15-20/-21/-18
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+1)
Up Smash14-20/-19
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash6/10/14/18/22/26/30-21
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Neutral Air5-2/-4
  • None
Forward Air16-8/-8
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Back Air6-6/-8
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Up Air10/15-4/-4
  • None
Down Air12/18/24/30-6/-5
  • None
Neutral B9 (Start of Counter)
Side B (1)13-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Side B (2)13-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Up B7/11/16/21/26/31
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use squid movement, pullback Bair, bomb, and ink to shift Daisy’s float entry line first, then touch only once the landing actually becomes committal.
  • After blocking Jab 1-2, Forward Tilt, Up Tilt, Dash Attack, any smash attack, or Side B (1)(2), take the listed punish with OOS Nair (9f), Up Smash (9f), and Grab (10f).
  • Do not force immediate shield punishes on Down Tilt, Nair, Fair, Bair, Uair, or Dair while float continuation is still live. Track the landing instead and hit on the second beat.
  • Build kills through Bair, Up Smash, ledge continuation, and post-ink whiff punishes rather than forcing Roller.
  • Reset back to the outside lane and grounded advantage whenever the exchange starts drifting too far above you.

Actions to Avoid

  • Meeting Daisy’s float height head-on and entering her high-damage aerial lane for free.
  • Swinging after every float aerial and handing Daisy another turn through continuation.
  • Tunnel visioning on Roller as the only kill plan once Daisy is clearly ready for it.
  • Chasing too deep offstage and giving up the stronger return-to-stage trap.

Reference Links

Related Pages