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 Move | Startup | On Shield | Inkling 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 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.