Mythra vs Daisy

Daisy Matchup (Mythra)

Mythra vs Daisy

Matchup guide for Mythra vs Daisy covering whiff punishes, float counterplay, and KO routes.

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Matchup Summary (Win Condition and Game Plan)

Daisy can warp anti-air timing with float and turn one opening into big damage, but Mythra still tends to control the pace because her ground speed and whiff-punish reach repeatedly catch Daisy before the float pressure is fully set. The winning pattern is to pre-cover the low float lane with sword range, then punish the pause point with down tilt, fair, or uair and roll the hit into landing traps. Jab strings, forward tilt, up tilt, dash attack, smash attacks, and side B all leave solid shield punishes for Mythra, so it is usually better to take those grounded stops cleanly than to overforce through active float hitboxes. At kill percent, Mythra should shorten the stock through ledge bair, up smash, or pin-based edge coverage rather than dragging out center-stage guesses where Daisy’s punish game stays dangerous.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Put sword range in front of turnip pull and float setup so Daisy has to pause before the pressure starts
  • After shielding jab 1-2, forward tilt, up tilt, dash attack, smash attacks, or side B, take the guaranteed up smash, Up B, or grab punish
  • Do not swing blindly into active float pressure; punish the landing point and retreat line instead with uair or dash burst
  • Once Daisy is airborne, keep the advantage going with uair and ledge pressure instead of settling for a single hit
  • At kill percent, center the stock around ledge bair, up smash, and pin routes instead of forcing raw center-stage finishers

Actions to Avoid

  • Respecting float so much that Daisy gets free turnip pulls and spacing setup over and over
  • Jumping directly into active float fair or bair instead of waiting for the drift to commit
  • Letting punishable jab pressure or forward tilt go unchecked and allowing Daisy to loop close-range denial
  • Overcommitting to center-stage kill attempts and giving Daisy the kind of punish exchange she wants
  • Dropping landing traps too early and giving up Mythra’s speed advantage in repeated neutral resets

Reference Links

Related Pages