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Overall: Daisy is a fast damage-racking combo character with plenty of kill moves at her

disposal. However, she suffers from medium-high ending/landing lag, mediocre/linear recovery
options, and slightly short range.

Attributes:

Weight: 101
Run Speed: 2.072; runs similarly to Captain Falcon
Initial Dash: 2.21
Walk Speed: 0.76; walks with her arms folded while tiptoeing, and with one hand on her hip
when full-walking.
Air Speed: 1.215
Air Acceleration: 0.025 (+0.08)
Air Friction: 0.015
Fall Speed: 1.83
Fast Fall Speed: 2.928
Gravity: 0.14
Traction: 0.068
Forward Roll: Intangible 4-14, FAF 28. Quickly turns and hops backward.
Backward Roll: Intangible 5-15, FAF 33. Skids backward.
Spotdodge: Intangible 3-16, FAF 24. Slides backward, down on one knee, then stands back
up.
Airdodge: (Don’t know common data, can’t really say for sure). Twists in the air.
Jumps: Ground jump is a simple acrobatic jump, aerial jump is a forward or backward flip.
Jumpsquat: 3 frames
Short Hop: 18 (About 35 frames in air?)
Full Hop: 38.5 (About 53 frames in air?)
Aerial Jump: 37 (Daisy has 2 Aerial Jumps, 3 jumps total)
Ledge Jump: 34
Ledge Options:
Ledge Getup: Heaves herself up and crawls onstage. Intangible 1-31, FAF 33.
Ledge Attack: Crawls up and sweeps leg over stage. Intangible 1-17, Active 20-22,
Damage 10%, FAF 53.
Ledge Roll: Crawls onstage and tucks into a roll. Intangible 1-26, FAF 50.
Ledge Jump: Heaves herself up and kicks off the ledge with one foot. Intangible 1-12,
FAF 13.
Wall Jump: Yes; kicks off the wall.
Wall Cling: No
Crouch: “Getting ready to run” stance. One knee up, one leg on the ground, both hands on the
floor.
Crawl: No

Taunts:
Up: Leans back, smiles, and puts her hands on her hips (Amiibo pose).
Side: “Hot stuff” taunt from Strikers.
Down: Looks at screen, waves, and yells “Hi I’m Daisy!”

Idles:
-Folds her arms and taps her foot, as if impatient.
-Puts her hands on her hips and shakes them (Smash Ultimate Taunt)
-Clasps her hands above her head and stretches her back (Smash Ultimate Taunt that I
predicted!!!)

Explanation:
-Daisy is fast in nearly every aspect. Run Speed, Fall Speed, Air Speed, etc.
-Walk Speed is very slow, but that doesn’t really matter in Ultimate. Mostly a taunt.
-2 Aerial jumps (3 jumps total) to parallel her unique ability in Super Mario Run.
-Most other attributes are average (Gravity, ledge options, spotdodge, airdodge, rolls, etc.)

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Normals:

Jab 1: Right Hook.


-Active 2-3, FAF 21, Damage 2%, Angle 361, WBKB 20.
Jab 2: Left Hook.
-Active 3-4, FAF 18, Damage 2%, Angle 78, WBKB 25.
Jab 3: Jumps up, clasps her hands, and volleyball-spikes opponent’s head.
-Active 7-9, FAF 40, Damage 5%, Angle 270, BKB 40, KBG 85.
Dash Attack: Jumps forward with a baseball glove, ready to catch a pop-fly.
-Sweet: Active 7-9, FAF 55, Damage 11%, Angle 361, BKB 30, KBG 90.
-Sour: Active 10-16, Damage 7%, Angle 361, BKB 15, KBG 60.
F-tilt: Swings a tennis racket horizontally in front of her. Can be angled.
-All Angles: Active 9-12, FAF 36, Damage (Handle/Head) 8%/11%, Angle 361/25, BKB
10/20, KBG 80/75.
Up Tilt: Juts knee upward, as if juggling a soccer ball.
-Active 5-8, FAF 24, Damage 8%, Angle 80, BKB 50, KBG 60.
Down Tilt: Slides along the ground about 2 Bowsers away, just like sliding towards home plate.
-Sweet: Active 8-10, FAF 44, Damage 9%, Angle 70, BKB 30, KBG 70.
-Sour: Active 11-19, Damage 6%, Angle 25, BKB 15, KBG 80.

Explanation:
-Jab 1 can lock, Jab 2 can cancel like Luigi’s.
-Jab 3 is rather unique and can lead to confirms at very high percent (past 180%), but is very
punishable on shield or if teched.
-Dash Attack is quick and powerful, but laggy.
-F-Tilt is nothing too special aside from a semispike, but can be used to space.
-Up Tilt can combo just like Mac’s Down Tilt.
-Down Tilt isn’t a very good move, but travels rather far (Similar to Cloud).

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Smashes:

F-Smash: Reels back and slaps opponent (As in Mario Party 3, vs. Bowser)
-Loop Hits: Active 27-30 (Arm/Hand Intangibility 26-30), FAF 68, Damage (Hand/Arm)
23%/20%, Angle 45/50, BKB 35, KBG 90.
Up Smash: Summons flower that grows in front of her, attacking as it rises, then wilts after the
final hit.
Loop Hits: Active 8-21 (Rehit Rate 3), FAF 42, Damage 1%, Angle 366, WBKB 50.
Final Hit: Active 25, Damage 10%, Angle 85, BKB 40, KBG 70. Adds Flower Effect.
Down Smash: Coats hand in Orange Crystal, punches ground. Shockwaves appear on either
side, based on how long the move is charged (Uncharged, crystals go about half a Battlefield
Platform away. Fully Charged, about 1.5 Battlefield Platforms away).
-Punch: Active 15, FAF 53, Damage 14%, Angle 70, BKB 40, KBG 80.
-Crystal Shockwave: Active 18-20, Damage 17%, Angle 80, BKB 35, KBG 83.
-Crystal Shockwave, Late: Active 21-28, Damage 10%, Angle 65, BKB 30, KBG 95.

Explanation:
-Forward Smash is incredibly strong, but slow and laggy.
-Up Smash is quick and not very laggy, and deals plenty of damage. Doesn’t kill, however.
-Down Smash is very strong, and covers a lot of ground when fully charged. Uncharged,
however, it is very punishable.

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Grabs and Throws:

Standing Grab: Grabs with her right hand.


-Active 7-8, FAF 39.
Dash Grab: Stumbles forward and grabs with both arms, in a “hug” motion.
-Active 9-10, FAF 43.
Pivot Grab: Swings around and grabs with her right hand.
-Active 10-11, FAF 41.
Grab Animation: Holds opponent with their back to her front, similar to Snake.
Pummel: Noogie.
-Deals 1.2%, duration 10 frames.

F-Throw: Pushes opponent in front of her and hits them with a baseball bat.
-Damage 13%, Angle 45, BKB 50, KBG 75.
-Collateral: Damage 10%, Angle 45, BKB 50, KBG 85.
-Hit frame 40, FAF 70. Not Weight Dependent.
Back Throw: Turns and throws, similar to ROB’s Back Throw.
-Damage 9%, Angle 135, BKB 60, KBG 40.
-Hit frame 17, FAF 33. Weight Dependent.
Up Throw: Throws opponent up, uppercut.
-Damage 6%, Angle 80, BKB 40, KBG 60.
-Hit frame 19, FAF 37. Not Weight Dependent.
Down Throw: Throws opponent to the ground and elbow-smashes them.
-Damage 10%, Angle 55, BKB 40, KBG 55.
-Hit frame 22, FAF 43. Weight Dependent.

Explanation:
-Grabs are decently quick, but a bit laggy.
-Pummel is decent and damaging.
-Forward Throw is incredibly strong, but takes a long time to hit (somewhat unsafe in doubles).
-Back Throw is for stage control, doesn’t kill.
-Up Throw can lead to vertical combos.
-Down Throw is a decent, damaging throw, might lead into combos.

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Aerials:

Nair: Swings a large flower in an arc around her body, similar to Shulk.
-Active 11-30, Damage (Stem/Petals) 7%/9%, Angle 60/78, BKB 50, KBG 70. Petals add
Flower Effect.
-FAF 45, Landing Lag 6, Autocancel 1-2, 30>
Fair: Volleyball spike.
-Early: Active 16-18, Damage 13%, Angle 135, BKB 30, KBG 70.
-Spike: Active 19-21, Damage (Hands/Around) 15%/12%, Angle 270/361, BKB 25, KBG
100.
-FAF 55, Landing Lag 16, Autocancel 1, 56>
Bair: Swings Crystal-Coated hand backward.
-Clean: Active 10-12, Damage 14%, Angle 361, BKB 20, KBG 100.
-FAF 45, Landing Lag 10, Autocancel 1, 24>
Up Air: Kicks upward, similar to Melee Peach’s Up Air.
-Active 5-8, Damage 12%, Angle 75, BKB 10, KBG 95.
-FAF 30, Landing Lag 9, Autocancel 1-3, 30>
Dair: Brings her legs up, then kicks downward seven times (Similar to Snake in Brawl). If the
last hit connects, Daisy is launched slightly upward to extend combos.
-Hits 1-6: Active 10, 12, 14, 16, 18, 20. Damage 1%, Angle 100, WBKB 10.
-Hit 7: Active 24, Damage 8%, Angle 70, BKB 60, KBG 70.
-FAF 44, Landing Lag 9, Autocancel 1-9, 50>

Explained:
-Nair is a decent damage-racking move, since it adds Flower. Can also lightly combo at high
percents if used on landing.
-Fair is a strong spike, but is laggy and doesn’t autocancel off shorthop.
-Bair is a strong kill move, but is slow and laggy if not autocanceled.
-Up Air is a great vertical combo tool, and has very little ending lag. Can be used a few times in
succession as a string, much like Captain Falcon or Mario.
-Dair doesn’t link perfectly into the final hit, but can combo decently and doesn’t have too much
landing or ending lag. Also doesn’t autocancel off of a shorthop.

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Specials:

Neutral B: Crystal Uppercut: Feints for a handful of frames to coat her hand in Orange
Crystal, then uppercuts. 2-hit, first leads into second. If used in the air, this move has no super
armor frames.
-Super Armor Active 18-25.
-Hit 1: Active 26, FAF 73, Damage 5%, Angle 85, BKB 40, KBG 10. Hitlag Multiplier
1.5x.
-Hit 2: Active 32, Damage 20% (+10), Angle 80, BKB 35, KBG 85. Hitlag Multiplier 2x.
Side B: Pole Vault: Takes out a long pole (about 1.5 Daisy’s tall) and charges up for a
maximum of 120 frames, then launches forward (earliest launch is frame 17, latest is 137).
Default is a 20° angle, but can be angled slightly up or down (range is a 30° to 10° angle). Daisy
holds out her arms in a diving pose upon launching, and the hitbox of the move is on her
head/arms. Grows stronger the further she flies, up until she tucks and rolls into freefall.
-Sourspot: Active 17-26 (Earliest), Damage 8%, Angle 361, BKB 30, KBG 90.
-Sweetspot: Active 27-32 (Earliest), Damage 12%, Angle 70, BKB 30, KBG 80.
-Landing Lag: If Daisy lands while the hitbox is active, 18 frames. If Daisy lands during
freefall, 26 frames. Fully Charging Pole Vault deals 1.5x damage on each hitbox (12% and 18%
respectively).
Down B: Piranha Garden: Plants a seed in the ground which sprouts after 5 seconds. Growing
stem has loop hits which lead into the first Piranha Plant’s Bite, but the first bite does not lead
into the second.
-Seed Plant: Seed planted frame 8, FAF 23. Seed is visible on the ground, and blinks
red on frames 278 and 288. If executed in the air, nothing happens.
-Growing Stem (Hits 1-5): Active 308, 310, 312, 314, 316. Damage 0.8%, Angle 366,
WBKB 55.
-Growing Stem (Hit 6): Active 318, Damage 1%, Angle 90, WBKB 60.
-Bite 1: Active 328-330, Damage 13%, Angle 85, BKB 20, KBG 100.
-Bite 2: Active 345-348, Damage 16%, Angle 95, BKB 25, KBG 95.
-Meat Shield: Piranha Plant is fully formed frame 320, when the “Head” forms. So, from
frame 320 until 600 (When the plant wilts), it can take up to 20% (Automatically wilts if
killed, just like Villager’s Tree). Piranha Garden cannot be used for 150 frames after the
plant wilts (whether naturally or by being killed).
Up B: Bunny Ears: Daisy sprouts rabbit ears, which lift her up akin to Duck Hunt or Snake’s Up
B. No hitbox, but Daisy can act out of the move starting frame 25 (this makes her upward
momentum stop, however). Does not put Daisy into freefall.
-Percent based heavy armor starting frame 15, ending when Daisy acts out of the move
or when the bunny ears despawn naturally. Threshold of 9%.

Explanation:
-Crystal Uppercut is an incredibly strong move, but is very slow and laggy.
-Pole Vault goes far horizontally, but offers little vertical movement for recovery (Much Like DK’s
Up B). Also puts Daisy in freefall, and can be punishable on landing. Very strong, however.
-Piranha Garden takes a long time to actually come out, and takes 12.5 seconds to be usable
again, but is very powerful and can be comboed into (Plant, grab and throw at the right time into
the second bite) or out of (Aerial after stem growth/first bite).
-Bunny Ears travels decently far both vertically and horizontally, but is slow and lacks a hitbox
unless Daisy attacks out of the move.

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