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 Move | Startup | On Shield | Mythra 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
- 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