Super Smash Bros. Ultimate (SSBU)

Daisy Guide: Matchup Chart and Combos | How to Float as Daisy

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Daisy Guide

This is a guide to Daisy in the game Super Smash Bros. Ultimate. Everything about Daisy, including how to unlock her, bread and butter combos, frame data, alt costumes and skins, as well as Daisy matchups and counters, can be found here.

Daisy Tier and Overview

Stats and General Info

Daisy
Daisy Image
Game Series Super Mario Bros.
Smash Bros. Debut SSBU
Fighter Number 13E
Unlock Order 28
Number of Jumps 2
Weight 89 Units (64/87)
Dash Speed 1.595 (60/87)
Air Speed 1.029 (48/87)
Fast Fall Speed 1.904 (87/87)
Special Attributes None

Tier List Placement

SSBU Daisy Icon A+ Tier Tier

A character with powerful combos and edgeguarding capability

Since Daisy is virtually identical to Peach, she has the same strengths and weaknesses. She has a wide variety of poweful combos that can be used from aerials, and can also use floating and turnips to edgeguard her opponents. Floating low and landing with a Bair can also be repeated to poke opponents and apply heavy pressure. Her combos are high-execution, but if mastered, can be very rewarding.

Since Daisy is so floaty, and her movement speed is a bit slow, she has a rather poor disadvantage state, as she is prone to juggling. She also struggles against projectiles and disjoints, but if she can get an advantage on her opponent, she is capable of dishing out deadly damage.

See Our Tier List Here!

Daisy's Strengths and Weaknesses

Strengths ・Can float in the air, which can also be shorthopped and combined with aerials
・Very powerful aerial attacks, which are not weakened by the 0.85x multiplier when floating
・Good projectile with her turnips (Down B)
・Extreme combo potential
・Very good at edgeguarding
・Has a counter
Weaknesses ・Rather slow ground movement
・Poor vertical distance in her recovery
・Struggles when landing

Daisy Matchup Chart

Matchup Chart

Daisy Image
-2
Shulk
-1
CloudDuck HuntMin MinMr. Game & WatchSephirothSheikSnakeSonicYoshiYoung LinkZero Suit Samus
0
Banjo & KazooieBayonettaBylethChromCorrinDiddy KongDonkey KongFalcoFoxGreninjaHeroIce ClimbersIkeIsabelleJokerKenKing DededeLinkLucarioLucinaLuigiMarioMarthMega ManMeta KnightMii BrawlerMii GunnerPac-ManPalutenaPikachuPit/Dark PitPokemon TrainerR.O.B.RobinRosalina & LumaRoyRyuSimon/RichterTerryToon LinkVillagerWii Fit Trainer
+1
BowserCaptain FalconDr. MarioGanondorfIncineroarInklingJigglypuffKing K. RoolKirbyLucasMewtwoMii SwordfighterNessOlimarPichuPiranha PlantSamus/Dark SamusSteveWarioZelda
+2
Bowser Jr.Little MacRidley

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Daisy.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Daisy Combos

Bread and Butter Combos
D-Tilt┳Side Special
  ┣Side Tilt
  ┣N-air
  ┣F-air
  ┣Walk Forward━Up Air
  ┗Walk Forward━Up Special
D-Throw┳Side Tilt
    ┣N-air
    ┣Floating B-air
    ┣B-air
    ┗Up Air
D-air┳Forward Smash
  ┣Side Special
  ┣Side Tilt
  ┣N-air
  ┣F-air
  ┣Walk Forward━Up Air
  ┗Walk Forward━Up Special
Advanced Combos
Floating D-air┳F-air
    ┣N-air
    ┣B-air
    ┗Floating D-air┳Short Hop━F-air
           ┗Short Hop━N-air

Bread and Butter Combos

Combo 1
Combo 2
Combo 3
Down Tilt Combos
Down tilt has little end lag which makes this combo a must for Peach players. At 0-15% side special can also reliably be connected to add more damage. After 15%, connect aerial attacks. We recommend using up air to send your opponent into the air, allowing you to land safely. At around 100% up special will also connect with this combo.
Down Throw Combos
Down throw will connect with short hop(or full hop)→back air from 0-100%. This combos works with a large number of percents, so be sure to remeber this combo. At lower percents, neutral air and side tilt will connect, and at higher percents, up air will connect.
Down Air Combos
The 4th hit of down air hits diagonally, so hitting a low percentage opponent will allow you to connect foward air, back air, and neutral air. Hitting an opponent from the right side with the 4th step will send them to the left and hitting them from the left will send them to the right. At 0%, forward smash will also connect.

Advanced Combos

Floating Down Air Combos
The floating down air combo is basically the same as the down air combo, but you can rack up much more damage without having to continuously short hop.

How to Float as Daisy

4 Different Ways to Float

1 Press Jump while crouching
(Can also be done by pressing ↓ + Jump at the same time)
2 Hold the jump button
3 Press ↓ mid-jump (while holding the Jump button)
4 Press ↑ during a fast fall
(Easier to do if tap jump is turned off

Hold Jump or Up to Continue Floating

Once you have activated a float, you can hold either Jump or ↑ on the control stick to continue floating.

Daisy Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B 7 Frames
Neutral Air 8 Frames
Back Air 9 Frames
Shield Grab 10 Frames

Up B is only 7 frames, making it a fast out of shield option for opponents up close. Nair is another quick option, and since floating works out of shield, you can easily float toward or away from an opponent after using it.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Jab 1
(A)
2.4 2 1 25
Jab 2 3.6 2 2 26

Jab

Daisy's jab comes out quite fast. The second hit will send opponents back, so be sure to follow through with both hits.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Dash Attack
(Dash + A)
4.8 6 4 28
Dash Attack (Hit 2) 7.2 17 3 18
Forward Tilt (Early Hit)
(← or → + A)
8.4 7 1 29
Forward Tilt 8.4/8.4/9.6 8 2 27
Forward Tilt (Late Hit) 7.2 10 6 21
Up Tilt
(↑ + A)
9.6/12 9 5 24
Down Tilt
(↓ + A)
8.4 8 2 14

Dash Attack

Dash attack has great range and comes out fast. Its hitbox also stays out for a while, making it a good attack for punishing landings. Like most dash attacks, it is unsafe on shield, so don't be too reckless with it.

Forward Tilt

Daisy's forward tilt kicks up your opponent. The kicking animation is quite large, covering the entire front area she kicks from and above her. It is a good anti-air attack.

Up Tilt

Daisy's up tilt has great range, hitting well above the area over her head, so it can be used to catch landings.

Down Tilt

Daisy's down tilt lightly tosses your opponent into the air. It has little end lag and can will not knockback opponents very far even at high percents, making this a great combo starter. This attack is -8 on shield, making it just safe if timing and spacing are correct.

Smash Attacks

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Forward Smash (Frypan)
(Smash ← or → + A)
21.6 15 3 28
Forward Smash
(Golf Club)
21.6 15 3 28
Forward Smash
(Tennis Racket)
21.6 15 3 28
Up Smash (Hit 1)
(Smash ↑ + A)
20.4/18
14.4/14.4
14 3 28
Up Smash (Hit 2) 12/14.4 17 4 24
Down Smash (Hits 1-6
(Smash ↓ + A)
2.4/3.6/3.6 6/10/14
18/22/26
2/2/2
2/-9/2
47/43/39
35/42/27
Down Smash (Hit 7) 3.6 30 2 23

Forward Smash

Daisy's forward smash changes based on the angle you input. By changing the angle upward, downward, or straight forward (no shift), the weapon will change to either a golf club, tennis racket, or frying pan.

Shift Reach Damage KO %
No Shift (Golf Club) Long 18 131%
Horizontal Knockback
Shifted Up (Frying Pan) Short 21.6 108%
Vertical Knockback
Shifted Down (Tennis Racket) Short 16.2 122%
Horizontal Knockback (Slight Knockback)

The KO % was calculated by using Mario as the opponent.

Up Smash

Daisy's up smash has great upward range. The attack itself is similar to up tilt, but it comes out slower, so it is mainly only used when opponents have reached KO percent (or if you are certain it will connect, and you want a bigger punish).

Down Smash

Daisy's down smash comes out quick and has a lingering hitbox. It is mainly used to prevent opponents from grabbing the ledge, or to catch an opponent's roll.

Aerials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Air
(A + no direction while airborne)
15.6 5 4 40
Neutral Air (Weak Hit)
(A + no direction while airborne)
7.2/7.2/6 9 11 29
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
18/16.8 16 5 37
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
14.4 6 2 46
Back Air
(Weak Hit)
8.4 8 6 40
Up Air (Hit 1)
(↑ + A While Airborne)
4.8 10 1 35
Up Air (Late Hit 1) 4.8 11 1 34
Up Air (Late Hit 2) 4.8 12 2 32
Up Air (Hit 2) 7.2 15 1 30
Up Air (Hit 2, Late Hit 1) 7.2 16 2 28
Up Air (Hit 2, Late Hit 2) 7.2 18 2 26
Down Air (Hits 1-3)
(↓ + A While Airborne)
2.4 12/18/24 2 25/19/13
Down Air (Hit 4) 6.0 30 2 7

Neutral Air

Daisy's neutral air comes out fast and has very little endlag. It can be used as a get-off-me tool or as a out of shield option.

Forward Air

Daisy's forward air has a wide hitbox and high knockback, making it commonly used as a combo finisher or KO move. This move is -2/-3 on shield, making it extremely safe for shield pressure when properly spaced, so it's a great poking tool.

Back Air

Daisy's back air comes out fast. It has rather short range, but you can take advantage of its low landing lag with crouch+jump+bair+landing repeated quickly. This barrage is strong, but bair can also be combined with float to edgegaurd opponents. This attack is -6/-8 on shield, making it a safe move to pressure shields in some cases.

Up Air

Up air has long active frames and a wide hitbox, making it a powerful move for juggling opponents.

Down Air

Daisy's dair has a great hitbox. This lingering hitbox can be used for edgeguarding and preventing recoveries. The last hit of dair will also send your opponent upward, allowing you to start powerful combos. Dair is -6/-5 on shields, so when combined with float, it can be used to pressure shields.

Specials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Special
(B)
? 8 27 28
Side Special (Grounded starting animation)
(← or → + B)
0 13 15 35
Side Special (Aerial starting animation)
0 13 24 51
Side Special ()
14.4 1 2 17
Up Special
(↑ + B)
3.6 7 3 -9
Up Special (Multi-hit) 1.2 11 17 -27
Up Special (Last Hit) 4.8 31 2 -32
Down Special
(↓ + B)
2.4 11 -10 0

Neutral Special

Daisy's neutral special is a counter. Typically counters are great for edgeguarding exploitable recoveries, but Daisy already has a great edgeguarding option by attacking enemies in the air while floating. For enemies with predictable recoveries like Ike's side special or DK's up special, time it correctly and counter them.

Unlike other counters, it does not deal more damage depending on the move it counters.

Side Special

Daisy's side special comes out fast and can send your opponent flying to the side. Although it is unsafe on shield, it is sometimes tough to punish because of the way it bounces off. Note that if whiffed it is easy to punish, however.

Up Special

Daisy's up special will send your opponent into the air. This is not only a recovery move but a combo move as well. It can connect with down tilt at various percents. Daisy has an excellent recovery when her float ability and up special are combined, however note that if she is facing away from the ledge when up special is used, she will not be able to grab the ledge.

Down Special

Daisy's down special can only be used while on the ground, and it pulls up an item that can be used. The items are 1 of 8 types of turnips, Mr. Saturn (rare), or a Bomb-omb (very rare). The variety of turnips can vary greatly, but they are split into 4 different types in terms of damage. You can still pull a Mr. Saturn or Bomb-omb even if items are turned off.

Turnip Variants Damage
Normal (Eyes Half-closed,Line Eyes, White Eyes, Smiling) Around 10%
Wink Around 16%
Dot Eyes Around 23%
Stich Face Around 33%

Mr. Saturn can break shields, and Bomb-omb will KO very early, so use them wisely if you happen to pull one.

Grabs and Throws

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Pummel 1.56 1 1 5
Grab (Normal) - 6 2 29
Dash Grab - 9 2 34
Pivot Grab - 10 2 28
Forward Throw (Hitbox)
(← or → While Grabbing)
2.4 14 2 24
Forward Throw (Throw) 9.6 16 1 23
Back Throw (Hitbox)
(← or → While Grabbing)
2.4 20 2 28
Back Throw (Throw) 10.8 22 1 27
Up Throw (Hitbox)
(↑ While Grabbing)
2.4 19 7 24
Up Throw (Throw) 7.2 26 1 23
Down Throw (Hitbox)
(↓ While Grabbing)
1.2 34 -33 64
Down Throw (Throw) 8.4 43 1 21

Forward Throw

Daisy's forward throw is good for throwing your opponent off stage or gaining stage control.

Back Throw

Daisy's back throw can KO opponents at high percent.

Up Throw

Daisy's up throw can toss your opponent up into the air, so it is really only good against characters with very poor disadvantage.

Down Throw

Daisy's down throw will make your opponent slightly float behind you. After down throw, bair, nair, or up air can be easily connected, making down throw is the most viable of all of Daisy's throws, and the typical follow up for a grab.

Final Smash

Attack How to Use Effect
Daisy Blossom Press B after obtaining the Smash Ball Puts all opponents to sleep and deals damage to them. Opponents that are closer to Daisy will sleep longer and have more damage dealt to them. Several hearts will also show up that, when picked up, restore HP.

Daisy Balance Changes

Version 13.0.1 Balance Patch

Change
Side Special Made it easier to grab edges.

Version 4.0.0 Balance Patch

Change
Neutral Special When blocking an attack from the rear, Toad’s counterattack will hit opponents easier.
Up Special Shortened launch distance when the full combo doesn't connect.

Version 3.1.0 Balance Patch

Change
Neutral Attack 1 Made it easier to hit multiple times when continuing with Neutral Attack 2.
Side Smash Attack Extended launch distance with the golf club.
Forward Air Attack Shortened the launch distance.
Backward Throw Shortened the launch distance.
Side Special Increased vulnerability after hitting.
Up Special Made it easier to hit multiple times.
Down Special Increased vulnerability.

Version 3.0.0 Balance Patch

Change
Final Smash and FS Meter Reduced the amount of time opponents sleep.
Down Special The launch distance when hitting an opponent with a vegetable now matches Peach.
Reduced the vegetable’s power against shields.
Neutral Special When used continuously in the air, fall speed will not decrease after the first use.

Version 2.0.0 Balance Patch

Change
Up Special Shortened launch distance of repeated attacks.

How to Unlock Daisy

Unlocking Via Smash Mode
28th Fighter Unlocked
After unlocking Lucario, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 5 times using Fox.
Unlocking via World of Light
Dracula's Castle

There are three ways to unlock Daisy. Completing any of these, then defeating Daisy when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Daisy Alt Costumes and Skins

Daisy Reveal Trailer

Smash Ultimate Character Guides

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Air Speeds of All Characters Fast Fall Speeds of All Characters

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