Olimar vs Daisy

Daisy Matchup (Olimar)

Olimar vs Daisy

Olimar vs Daisy hinges on refusing to chase float height directly, then locking Daisy's landing paths with Pikmin tosses and cashing out before close-range pressure starts.

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

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.

Reference Links

Related Pages