Daisy (SSBU)/Side special
Overview[edit]
Daisy's side special is Daisy Bomber. If Daisy connects to an opponent, Daisy will bounce off them and will fall to the ground. If Daisy misses the opponent, she will be left open; the move must not be used recklessly. However, an aerial Daisy Bomber has less landing lag. Daisy Bomber can KO near the blast zone.
Daisy will bounce off shields, making the move safe for shield pressure. She can follow up with a neutral aerial or forward aerial to poke the opponent's shield or when they drop their shield. Daisy can perform Daisy Bomber to tech chase opponents. Daisy can use Daisy Bomber to grab the ledge, otherwise hit opponents attempting to edgeguard her. Daisy can use the move to edgeguard opponents, but she can risk self-destruct.
Daisy can use side special to catch an opponent either getting up or rolling from the ledge. If Daisy misses the Daisy Bomber, she can still recover back to the stage safely.
Update History[edit]
- Daisy Bomber has more ending lag if it connects (FAF 19 → 25), though the period when the drift starts remains unchanged.
Hitboxes[edit]
ID | Radius | Bone | Offset | G | A | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Searchbox | |||||||||||||||||||||||
0 | 3.5 | hip | 0.0 | 0.0 | 0.0 |
Timing[edit]
Thrust[edit]
These timings apply if Daisy does not land during the move. Jostling is disabled during frames 12-36, while ledge grabs are enabled from the front starting on frame 16.
Searchbox | 12-36 |
---|---|
Interruptible | 88 |
Animation length | 88 |
On hit[edit]
Hitbox | 2-3 |
---|---|
Interruptible | 27 |
Animation length | 52 |
Landing[edit]
This animation applies if Daisy lands while the searchbox is active; otherwise, a normal landing occurs. When using the move on flat ground, Daisy usually lands on frame 29, allowing the move to be interrupted on frame 63.
Interruptible | 35 |
---|---|
Animation length | 43 |
Lag time |
Hitbox |
Interruptible |
Searchbox |
Parameters[edit]
Vertical speed multiplier before jump | 1.1 |
---|---|
Initial horizontal speed on jump | 2.9 (tilt input) 3.3 (smash input) |
Initial vertical speed on jump | 0.15 |
Gravity on jump | 0.04 |
Fall speed on jump | 1 |
Vertical speed multiplier on ending | 2 |
Air friction on ending | 0.1 |
Gravity on ending | 0.05 |
Air acceleration on ending | 0.05 |
Horizontal speed on hit | -0.95 |
Vertical speed on hit | 1.4 |
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