Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Charizard can stop Daisy’s low float and turnip-assisted entry before she starts the point-blank loops on his huge hurtbox. The longer Daisy stays close, the more nair, grab, and uair keep rolling into landing traps and ledge pressure, and Charizard’s weak air mobility makes that spiral expensive very quickly.
At the same time, Daisy is not especially fast on the ground, and her defense gets much shakier once the float path or landing is called out. Charizard does better when forward tilt, Up Smash, fair, and Flamethrower occupy the low float lane first, then dash grab or walking whiff punishes take over after Daisy is forced to shield.
The frame table also gives clear punish windows. Jab 1, jab 2, forward tilt, up tilt, dash attack, every smash attack, fair, bair, and side special (1)(2) can all be answered by Up Smash (6f) or Up B (9f), with grab also available in many spots. By contrast, nair, uair, and dair do not give reliable in-place punishes, and trying to mash every time usually hands Daisy another float reset or landing drift mix. Only cash out the confirmed ones, and otherwise wait for the next landing or panic swing.
For kills, it is more repeatable to stay wide at ledge with Flamethrower and threaten jump and neutral getup, then finish with bair, Up Smash, forward tilt, or up throw. Overchasing directly above Daisy often runs into nair or dair reversals, so this matchup rewards trapping from the side more than forcing a vertical scramble.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -22 |
| |
| Jab 2 | 2 | -23 |
| |
| Forward Tilt | 7 | -22/-21 |
| |
| Up Tilt | 9 | -20/-18 |
|
|
| Down Tilt | 8 | -8 |
|
|
| Dash Attack | 6/17 | -14 |
|
|
| Forward Smash | 15 | -20/-21/-18 |
|
|
| Up Smash | 14 | -20/-19 |
|
|
| Down Smash | 6/10/14/18/22/26/30 | -21 |
| |
| Neutral Air | 5 | -2/-4 |
| |
| Forward Air | 16 | -8/-8 |
|
|
| Back Air | 6 | -6/-8 |
|
|
| Up Air | 10/15 | -4/-4 |
|
|
| Down Air | 12/18/24/30 | -6/-5 |
|
|
| Neutral B | 9 (Start of Counter) | — | ||
| Side B (1) | 13 | -13 |
|
|
| Side B (2) | 13 | -13 |
|
|
| Up B | 7/11/16/21/26/31 | — | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not give up too much ground. Use forward tilt, Up Smash, fair, and Flamethrower to erase the low float approach lane before Daisy gets in.
- After blocking jab 1, jab 2, forward tilt, up tilt, dash attack, any smash attack, fair, bair, or side special (1)(2), punish immediately with Up Smash (6f), Up B (9f), or Grab (10f) so Daisy’s close-range turn ends there.
- Do not force in-place shield punishes on nair, uair, or dair. Cover the next landing and panic swing instead with forward tilt, Up Smash, or fair.
- Once you push Daisy out, value ledgetraps over high chases and use Flamethrower, bair, and forward tilt to cover jump and neutral getup together.
- At KO percent, do not tunnel on raw kill swings. Close stocks through up throw, bair, Up Smash, and repeated ledge pressure.
Actions to Avoid
- Jumping high every time to avoid turnips or low float and walking straight into long uair juggle sequences.
- Treating nair, uair, and dair as automatic shield punishes and whiffing Up B or Up Smash while Daisy restarts the close-range loop.
- Chasing directly above Daisy for too long and giving nair or dair the exact reversal angle she wants.
- Overcommitting offstage and letting turnip, parasol, or bair flip the position while Charizard’s large body becomes the easier recovery target.