Matchup Summary (Win Condition and Game Plan)
Daisy is at her best here when Olimar tries to fight the float height itself. Low float nair, fair, bair, and turnips can cover Olimar’s head and front at the same time, so reckless up smash or uair attempts often just whiff into a close-range sequence where Olimar’s defense becomes much weaker. If the Pikmin count is already low, one bad guess can turn into a long scramble that Olimar cannot really reset.
The answer is to attack the route, not the hover. Daisy’s grounded chase and vertical pursuit are not unbeatable, and she becomes much easier to pin down once Pikmin Toss forces her to keep the same forward drift or landing lane. Olimar should use white and purple Pikmin to freeze that path, then intercept the grounded landing with up tilt, fair, or grab rather than trying to swat the float directly.
The frame table shows clear punish windows on Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, and Side B (1)(2), all of which lose to Grab, OOS Nair, OOS Fair, OOS Uair, or Up Smash when Daisy is too close. By contrast, Nair, Fair, Bair, Uair, and Dair are not reliable instant shield punishes.
The stock plan is most stable once Daisy is cornered. Carry her with Pikmin Toss and anti-landings, then finish through up smash or uair at the ledge. If Pikmin order gets disrupted, reset that first instead of forcing a heroic reversal from bad spacing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Olimar 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 try to hit Daisy out of float height on sight; use Pikmin Toss first to pin the drift and landing direction.
- Punish Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, and Side B (1)(2) with Grab, OOS Nair, OOS Fair, OOS Uair, or Up Smash whenever Daisy lands close enough.
- After blocking Nair, Fair, Bair, Uair, or Dair, do not force a spot punish; retake the retreat lane or landing lane with up tilt or fair instead.
- If Pikmin count or color order is bad, spend a beat fixing that before trying to re-enter the same scramble.
- Once Daisy is at the ledge, look for up smash and uair conversions rather than turning the match into a center-stage slugfest.
Actions to Avoid
- Swinging straight up into low float pressure and handing Daisy the exact close-range fight she wants.
- Trying to punish every blocked aerial immediately and getting buried under the next float or turnip layer.
- Panicking when Pikmin order breaks and forcing re-entry before your spacing tools are restored.
- Chasing too deep offstage and giving up the ledge trap to float recovery or parasol reversals.