Matchup Summary (Win Condition and Game Plan)
Daisy can force very dangerous scrambles with float-cancel aerials and turnips, and once she gets in, the damage and ledge pressure pile up fast. If Pikachu keeps jumping into the same height in front of float, Daisy’s lingering Forward Air, Back Air, Up Air, and Down Air start covering too much space at once.
The tradeoff is that Daisy is still slower on the ground, and the table shows that after Pikachu blocks Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, any smash attack, or Side B (1)(2), he can answer cleanly with OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), and Up Smash (10f). Down Tilt and Forward Air are also reachable when spacing is right, so Daisy pays much more when she has to touch from the floor.
That makes the stable plan to use Thunder Jolt and Pikachu’s low profile to interrupt turnip pull timing and force Daisy to commit to either float or a grounded poke first, then track the landing and drift instead of trying to finish everything on the first punish. Repeated landing traps with Nair, Bair, Up Tilt, and Grab matter more than one greedy swing.
For kills, it is more reliable to push Daisy offstage and finish with Bair, Thunder, and ledge reads than to hunt a center-stage Up Smash every time. Deep edgeguards right on top of Parasol or Daisy’s defensive options are still the wrong trade, so the edgeguard should stay angled from outside.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pikachu 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 Thunder Jolt and Pikachu’s low profile to slow turnip pulls and walking pressure, forcing Daisy to show float or a grounded poke first.
- After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, any smash attack, or Side B (1)(2), punish immediately with OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), or Up Smash (10f).
- Take Down Tilt and Forward Air punishes when spacing gives them to you, so Daisy cannot treat grounded approaches as free.
- After blocking Neutral Air, Up Air, or Down Air, do not mash in place. Follow the landing, drift-back float, or escape route and convert the second touch into Nair, Bair, Up Tilt, or Grab pressure.
- At kill percent, favor sending Daisy offstage and finishing through Bair, Thunder, and ledge reads instead of overforcing center-stage smash attacks.
Actions to Avoid
- Jumping into float at the same high line over and over and letting Forward Air, Back Air, Up Air, and Down Air meet you first.
- Panicking at turnips and turning every answer into a straight dash-in that runs into Daisy’s grounded poke or float trap.
- Swinging immediately after every blocked Neutral Air, Up Air, or Down Air and losing track of drift-back float or the next landing route.
- Chasing too deep offstage into Parasol and Daisy’s close-range reversals when the stock could be closed by holding ledge control.