Overview
With Daisy's up special, Daisy Parasol, Daisy jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will. The first hit deals 3% damage, the second and the fifth hit deals 1% damage, the last hit and the open parasol deals 2% damage.
Prior to update 2.0.0, if up special's first hit is the only hit connecting to the opponent, it can kill foes at 0% when placed in the air.[1] Her up special can still be used at a kill move but at reasonably high percentages.
Like every up special, Daisy can use it as a recovery tool. The hitboxes from the parasol can hit the edgeguarder which happens to be it a good anti-edgeguarding tool.
Update History
- Daisy Parasol's multi hits have reduced knockback.
- This makes it less likely for the move to KO at 0%.
- Consecutive hits will connect better in some scenarios.
- It is now easier to grab ledges with Daisy Parasol.
- The launch angles of Daisy Parasol's multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.
- Daisy Parasol's hits connect more reliably.
- Daisy Parasol's late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.
- Daisy Parasol's linking hits connect more reliably.
Hitboxes
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
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Hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 0 | 100 | 160 | 5.0 | top | 0.0 | 5.0 | 5.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Standard | 0 | 100 | 130 | 4.0 | head | 0.0 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
Multihits (early) | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 160 | 4.0 | top | 0.0 | 10.0 to 8.0 | 8.0 to 7.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 80 | 1.5 | havel | 2.0 | 5.0 to 2.5 | 3.5 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 70 | 5.0 | havel | 0.0 | 6.5 to -1.0 | 0.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
Multihits (mid) | |||||||||||||||||||||||||||||||||||||||||||||||||
1 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 80 | 1.5 | havel | 2.0 | 5.0 to 2.5 | 3.5 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 70 | 5.0 | havel | 0.0 | 6.5 to -1.0 | 0.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
Multihits (late) | |||||||||||||||||||||||||||||||||||||||||||||||||
1 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 80 | 1.5 | havel | 2.0 | 5.0 to 2.5 | 3.5 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 5 | 1.0% | 0 | Forward | 0 | 100 | 70 | 5.0 | havel | 0.0 | 6.5 to -1.0 | 0.0 | 1.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
The late multihits use a position vector with offsets [6, 25] for 12 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Final hit | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 4.0% | 0 | Forward | 90 | 70 | 0 | 5.2 | havel | 0.0 | 4.5 | -2.0 to 2.0 | 3.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 4.0% | 0 | Forward | 90 | 70 | 0 | 3.0 | arml | 0.0 | 1.0 to -1.0 | 0.0 | 3.0× | 1.0× | 0% | Magic | All | All | ||||||||||||||||||||||||||||||
Open parasol | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 18 | 2.0% | 0 | Standard | 65 | 15 | 0 | 2.0 | havel | -3.1 to 3.1 | 6.5 | 0.0 | 0.0× | 1.0× | 0% | Parasol | All | All |
Timing
Attack
The move enables ledge grabs only from the front starting on frame 17. After the animation is finished, it transitions automatically into the open parasol portion.
Hit 1 | 7-9 |
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Multihits (early, mid, late) | 11-15, 16-21, 22-27 (rehit rate: 5) |
Final hit | 31-32 |
Animation length | 39 |
Open parasol
Daisy can drift horizontally during this animation, and can only grab ledges from the front. The parasol can be closed at any time, and will do so automatically if it has been open for more than 480 frames total.
Hitbox | 8- (rehit rate: 18) |
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Closing parasol
After the animation is finished, Daisy can open the parasol again, even during helplessness, unless the maximum open duration of 480 frames has been reached. Undergoing helplessness also allows Daisy to grab ledges from behind, unlike the rest of the move's states.
Animation length | 15 |
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Landing
Interruptible (open parasol) | 27 |
---|---|
Animation length (open parasol) | 40 |
Interruptible (closed parasol) | 41 |
Animation length (closed parasol) | 64 |
Open parasol | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Closed parasol |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Interruptible |
Parameters
Horizontal speed multiplier on startup | 0.67 |
---|---|
Startup gravity | 0.5 |
Stick sensitivity to angle | 0.625 |
Maximum angle deviation | 18° |
Grounded height multiplier | 0.95 |
Aerial height multiplier | 1 |
Air acceleration multiplier with parasol open | 1.2 |
Gravity multiplier with parasol open | 0.3 |
Maximum time with parasol open | 480 frames |
Helplessness air speed multiplier | 0.6 |
Landing lag | 40 frames |
References
- ^ EOE (2019-01-18). Peach & Daisy Gameplay Secrets - Smash Ultimate. Retrieved on 2022-11-30.
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