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Super Smash Bros. Ultimate

Daisy (SSBU)

Revision as of 00:36, November 27, 2020 by Diddy Kongstar (talk | contribs) (The Classic Mode table shouldn't be sortable since it's the same order everytime and doesn't take up most of the page)
This article is about Daisy's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Princess Daisy; for information on the character of whom Daisy is an Echo Fighter, see Peach (SSBU).
Daisy
in Super Smash Bros. Ultimate
Daisy SSBU.png
MarioSymbol.svg
Universe Mario
Availability Unlockable
Final Smash Daisy Blossom
Daisy (SSBU)

Daisy (デイジー, Daisy) is a playable character in Super Smash Bros. Ultimate. She was revealed as a newcomer alongside Inkling and Ridley on June 12th, 2018. She is an Echo Fighter of Peach, thus being classified as fighter #13ε.

Deanna Mustard, Daisy's voice actress since Mario Golf: Toadstool Tour, reprises her role in all regions, albeit via repurposed voice clips from Mario Kart Wii, Mario Super Sluggers, Mario Party 9, Mario Kart 8, Mario Party 10, Mario & Sonic at the Rio 2016 Olympic Games and Super Mario Run.

How to unlock

Complete one of the following:

  • Play VS. matches, with Daisy being the 28th character to be unlocked.
  • Clear Classic Mode with Fox or anyone in his unlock tree, being the fifth character unlocked after Falco.
  • Have Daisy join the player's party in World of Light.

With the exception of the third method, Daisy must then be defeated on Figure-8 Circuit.

Attributes

Daisy is Peach's Echo Fighter; as such, she directly inherits Peach's moveset, attributes and animations without major modifications. Just like Peach, Daisy is a somewhat light character with somewhat below-average horizontal mobility and poor jump height who is extremely floaty, but possesses the second-best air acceleration in the game and retains Peach's unique floating ability. Curiously, Daisy's idle animation has her assuming a very slightly lower stance, but her arms are further stretched out, meaning that her horizontal hurtbox is wider while standing.

Just like Peach, Daisy's aerial game is one of her greatest strengths. Her retention of Peach's floating ability grants her the power to hover at any height she chooses, giving her a distinct advantage in combat. Floating also helps her to control space; floating low to the ground and using retreating aerials makes her difficult to punish, and this greatly helps her own approach as well, because with good spacing, she can attack the opponent's shield with little fear of reprisal. Float can increase her mobility and movement options, allowing her to frustrate her opponents with quick and unpredictable mixups. Additionally, floating aids Daisy's off-stage presence when combined with her slow falling speed, despite her low jumps and the high ending lag of her aerial attacks (except for down aerial); not only does it help her cover certain angles when edgeguarding, it can also be used to aid her horizontal recovery or potentially even allow her to go underneath stages such as Battlefield, Final Destination, Smashville or Town and City. Neutral aerial is her fastest aerial with the lowest landing lag, and deals an impressively high amount of damage despite its speed while also possessing a decently long duration; when combined with her ability to float close to the ground, neutral aerial's combination of fast startup, low base knockback and low landing lag makes it an incredibly good combo tool at lower percents that can even lead into itself with enough technical skill, especially after a down tilt, while its damage output and knockback scaling ensures that it still has decent KO potential at higher ones. Her forward aerial is her slowest aerial attack, but it is also her strongest one, and it can be used while floating to "fish" for a kill with relative safety, especially given its disjointed hitbox and fairly low landing lag relative to its strength; however, it possesses a weaker sourspot on her arm. Her back aerial possesses a decent combination of fast startup with good range and power in addition to being her most reliable follow-up from a down throw, and although it suffers from notable ending lag compared to other back aerials, Daisy's float and slow falling speed compensate for this. Up aerial hits twice and is impressively disjointed, while the first hit can potentially drag down opponents after a short hop height down aerial for grounded follow-ups; however, its horizontal range compared to Daisy's other aerial attacks is somewhat lacking. Finally, her down aerial has the lowest ending lag of all her aerial attacks, and can be used as a potential combo starter at low to middle percents thanks to the final hit's vertical angle.

Comparatively, her grounded attacks are less effective in direct comparison, but are not without utility. Neutral attack comes out on frame 2, making it not only Daisy's fastest attack, but also one of the fastest neutral attacks in the entire game; conversely, it is fairly weak compared to other two-hit jabs. Up tilt has a disjointed hitbox above her and can be used as an anti-air attack. Forward tilt is a potential follow-up from down throw, has decent horizontal and vertical range while being disjointed, and interestingly has a vertical launch angle much like Sheik and Yoshi's forward tilts. Down tilt is her fastest tilt attack, and while it is less disjointed than her other tilts, it possesses decent combo potential; with sufficient technical skill, it is possible to follow up the move with multiple neutral aerials performed from ground-level floats. Dash attack is relatively fast and decently disjointed, with the first hit reliably leading into the second, and it can also serve as a potential KO move at very high percents. She has a decent grab game, as her down throw can be followed up with a back aerial, forward tilt or neutral aerial, forward and back throws can easily setup edgeguards, and back throw can even serve as a KO move at extremely high percents. Daisy also has a potent if somewhat situational set of smash attacks, all of them possessing reasonably good range: her forward smash can be angled up or down, giving her access to three different weapons (golf club if unangled, frying pan if angled up, or tennis racket if angled down), each with their own useful properties; down smash is a multi-hit attack good for catching rolls and edge recovery options; and her up smash is a particularly powerful move when sweetspotted, while also granting intangibility to her head and arms.

Her special moves have their uses as well. Toad is a counterattack where if either Daisy or the Toad are attacked, the latter will retaliate with spores hitting multiple times; like most other counterattacks, the move can be used as an edgeguarding tool against certain recovery moves with damaging hitboxes, most notably Ike's Aether and Chrom's Soaring Slash. Unlike most other counterattacks, Toad does not scale relative to the strength of the attack countered, while the Toad's spores can be curiously be reflected or absorbed, the former of the latter two in particular rendering the move useless against many reflectors, such as Mario's Cape or Fox's aptly-named Reflector. Daisy Bomber is a move where Daisy lunges forward and strikes with her rear end; it can be used as a horizontal recovery option in addition to her aforementioned floating ability, its travel distance is increased if the move is smash-inputted, and in addition to being decently strong if successfully landed, it is also very difficult to punish out of shield because of how she rebounds after successfully hitting a target, though it suffers from high ending lag if whiffed. Daisy Parasol is a serviceable vertical recovery move, and can be used as an out-of-shield option thanks to its fast startup and decent range. It is also fairly difficult to contest from above thanks to its large disjoint above her and lingering hitbox if the parasol is kept open after ascending. Finally, Vegetable serves as her projectile, and as a throwable item, it is quite a versatile one; the move also has a 1/250 chance of spawning a powerful Bob-omb and a 1/166 chance of spawning a shield-shattering Mr. Saturn.

Despite her strengths, Daisy is not without her weaknesses, all shared with Peach. Faster opponents may be able to overwhelm her before she can begin throwing vegetables or otherwise defend herself. If thrown into the air, she can have difficulty landing, and when combined with her floatiness, this makes her susceptible to juggling and vertical combos. Daisy's ability to approach suffers against swordfighters like Shulk and Cloud or zoners like R.O.B. and Samus, as she lacks the agility to get in close before they can hit her. Her recovery, while very good, is also a potential point of failure, as while she can travel a great deal of horizontal distance, she can also be left vulnerable if forced to rely on Daisy Parasol and her vertical recovery is average at best (discounting the incredibly dangerous and situational Bob-omb), as well as predictable. Additionally, her vegetables, being item projectiles, can be picked up by opponents and used against her, despite being fairly useful overall.

Compared to Peach, Daisy has lower representation in comparison. Despite this, she receives decent results from the few players who use her, such as Umeki, and also shares Peach's positive competitive reception, as both characters are collectively regarded as viable top-tier characters.

Differences from Peach

Unlike all other Echo Fighters in the game, Daisy is exactly the same as Peach gameplay-wise, with all of her major differences (barring her altered hurtbox shapes during her idle and running animations) being purely aesthetic; this essentially means that Daisy is comparable to an alternate costume of Peach with a separate character slot.

In earlier versions, Daisy's only actual gameplay difference was that the turnips from Vegetable had different knockback values from the ones from Peach's version of the move; in version 3.0.0, this difference was removed, rendering Daisy identical to Peach.

Aesthetics

  •   As with all other Echo Fighters, Daisy has different taunts and victory animations.
  •   Daisy's on-screen appearance is different.
  •   Daisy has a more energetic idle stance, with her arms held up by her side, and different idle poses. However, she reverts to Peach's idle animation when picking up light items.
  •   Daisy only has two unique idle animations like most other characters, compared to Peach's four.
  •   Daisy's dashing and turnaround animations are different, resembling her run animation in Mario Party 10, though her initial dash animation is identical.
  •   Daisy has flower and petal effects for several of her attacks, including her dash attack, back aerial, up tilt, up smash and side special, instead of hearts.
  •   Daisy vocalizes upon waking up from sleep status when not suffering from any knockback, similar to a few other characters such as Link and Palutena.

Attributes

  •   Daisy crouches slightly during her idle animation. This makes her slightly harder to hit vertically.
    •   However, Daisy's idle animation having her arms held up by her side expands her hurtbox, making her easier to hit horizontally. This means that the Ice Climbers' up tilt will reliably connect on a standing Daisy but not a standing Peach, for instance.
  •   Daisy's hurtbox is wider when she runs and when she reverses her running animation.

Ground attacks

  • Dash attack:
    •   The visuals for dash attack, in addition to featuring petals instead of hearts, commence one frame earlier than Peach's. This in particular causes the second hit to appear to come out late.
  • Forward smash:
    •   The tennis racket has a different design, matching the one she uses in the original Mario Tennis for the Nintendo 64.

Aerial attacks

  • Forward aerial:
    •   The sparkles emerging from Daisy's crown are pink and green instead of red and turquoise, matching the colors of Daisy's crown jewels.

Throws/other attacks

  •   A Blue Toad appears instead of Toad himself when Daisy grabs an opponent.

Special moves

  • Toad:
    •   A Blue Toad appears instead of Toad himself.
    •   Daisy smiles instead of looking terrified when the Blue Toad appears.
  • Final Smash:
    •   Daisy Blossom summons giant daisies instead of peaches, and is themed around Daisy herself.

Update history

Much like her original parent, Daisy has been largely nerfed overall, and also became the first full clone character to receive more nerfs than buffs. Additionally, update 3.0.0 altered the knockback values of Vegetable to match Peach's variant, removing the only genuine gameplay difference between the two.

  1.1.0

  •   Dash attack has reduced knockback scaling (140 → 130).
  •   The animation for Toad has been adjusted.

  2.0.0

  •   Daisy Parasol's multi hits have reduced knockback (FKB: 180/160 → 160/130 (hit 1), 90 → 80/70 (hits 2-5)).
    •   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.
  •   Daisy Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.

  3.0.0

  •   Toad no longer stalls continuously in the air after the first use.
  •   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.
  •   Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making it identical to Peach's variant. This improves its combo potential at lower percents, and its KOing and gimping potential at higher ones.
    •   However, this limits the move's combo potential at higher percents.
  •   Vegetable deals less shield damage (0 → -2.5).
  •   Daisy Blossom has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).
  •   The animations for Daisy's ledge attack and swinging animation have been adjusted.

  3.1.0

  •   Daisy's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
  •   Neutral attack 1 connects into neutral attack 2 more reliably.
  •   Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.
  •   Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
  •   Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
  •   Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.
  •   Daisy Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
  •   Daisy Parasol's hits connect more reliably.
  •   Vegetable has more ending lag (FAF 37 → 40).

  4.0.0

  •   Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.
  •   Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.
  •   Toad's counterattack connects more easily when blocking an attack from behind.
  •   Daisy Parasol's late loop hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

  5.0.0

  8.0.0

  •   Pummel has a larger hitbox (4.5u → 5.5u) that is placed further horizontally (Z offset: 5.8u → 6.8u), allowing it to connect more consistently.
  •   Created a visual glitch where Daisy's dress become shortened under certain circumstances.

Moveset

  • Daisy can float for 2.5 seconds.

For a gallery of Daisy's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% Slaps the enemy twice with her leading arm: the first being an inward forehand slap, and the second being an outward backhand slap. The first hit can lock. The move is similar to Peach's Super Slap attack in Super Mario RPG: Legend of the Seven Stars.
3%
Forward tilt   7% (early, clean leg), 8% (clean foot), 6% (late) Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos and juggles.
Up tilt   10% (blast), 8% (arm) Extends her arm upward, creating a discharge of orange magic in the form of a flower. May be based on Peach's initial appearance in Melee's intro cutscene.
Down tilt   7% A low sweep kick. This move meteor smashes grounded opponents. It has very good combo potential at low to mid percents, most infamously leading into multiple fast-fallen neutral aerials performed from ground-height floats at lower percents, though many other follow-ups are possible instead.
Dash attack   4% (hit 1), 6% (hit 2) Creating magical sparks in her hands, Daisy strikes with both arms extended forward, then quickly spreads her arms out. A relatively quick dash attack with good range that can serve as a situational KO move at higher percents.
Forward smash   18% (frying pan), 15% (golf club), 13.5% (tennis racket) Strikes with a bludgeon, depending on the angle of the attack: angling it upward uses a frying pan like the one used by Peach in Super Mario RPG: Legend of the Seven Stars, angling it downward uses the tennis racket from the Mario Tennis games, and no angling uses the golf club from the Mario Golf games. Each weapon has different properties—the frying pan has more vertical knockback (and the most damage), the golf club has more diagonal knockback (and the most range), and the tennis racket has more horizontal knockback and is a strong semi-spike.
Up smash   12% (ribbon), 17% (flower) Raises her arm and twirls an orange ribbon. A flower appears at the tip of the ribbon, which is where the sweetspot is located. Her head and arm become intangible for the duration of the move (frames 14-20).
Down smash   2% (hits 1-6), 3% (hit 7) Daisy does a counterclockwise spin on her left leg and utilizes the edge of her dress, slashing multiple times.
Neutral aerial   13% (clean), 6% (late arms), 5% (late body) Spins around at an angle with arms extended, dealing damage to her left and right sides. The late hit can lock. Daisy's fastest aerial attack, coming out on frame 5, as well as the one with the lowest amount of landing lag. Its low base knockback, combined with its fast startup and low landing lag, make it an extremely effective combo tool, especially when combined with her floating ability and the clean hit's impressively high damage output for a neutral aerial. Despite this, the clean hit's damage output and knockback scaling is sufficient to allow for it to have decent horizontal KO potential at higher percents.
Forward aerial   15% (crown), 14% (arm) Daisy grabs the crown off her head and strikes with it in a vertical arc with pink and green magic sparkles emerging from the crown. Has the slowest startup out of all her aerial attacks. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later.
Back aerial   12% (clean), 10.2% (mid), 7% (late) Daisy strikes behind her by thrusting her rear. She creates a flower, although it is aesthetic, and possesses no hitbox. At low percentages, even the clean hit can lock.
Up aerial   4% (hit 1), 6% (hit 2) Swipes above her head with her arms from left to right, creating two magic rainbow trails. A decent juggling tool, especially given the move's disjoint and power. The first hit can also be used to drag down aerial opponents, particularly after a down aerial done from a float at short hop height at lower percents. When low floating, only the second hit will hit medium to large opponents, while small characters avoid it entirely.
Down aerial   2% (hits 1-3), 5% (hit 4) Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. Has incredibly low landing lag for a down aerial, and is a decent combo starter at low to mid percents if performed from a float at short hop height.
Grab   Reaches out with her arm. After grabbing an opponent, a Toad appears.
Pummel   1.3% The Toad punches the opponent.
Forward throw   2% (hit 1), 8% (throw) The Toad leaps forward, headbutting the opponent away.
Back throw   2% (hit 1), 9% (throw) Places opponent behind her and bumps them away with her rear. The Toad is present, mimicking her rear thrust, but does not contribute any damage. The strongest of Daisy's throws.
Up throw   2% (hit 1), 6% (throw) Puts opponent above her, and strikes them upward. The Toad leaps up with Daisy, but does not hit the opponent.
Down throw   1% (hit 1), 7% (throw) After putting the opponent on the ground, the Toad leaps up and headbutts them, sending them upwards and behind Daisy. Good for starting combos, as it can lead to her back aerial and forward tilt at low to mid percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swirls around in a similar fashion to Mario's down smash.
Floor attack (back)
Floor getups (back)
  7% Swings her legs around.
Floor attack (trip)
Floor getups (trip)
  5% Two kicks to either side.
Edge attack
Edge getups
  9% While getting up, swipes forward with a hand at ground level.
Neutral special Toad 3.5% (per hit) Daisy covers her ears and turns away as a Toad appears in front of her, arms spread out. If hit, the Toad will retaliate with a spray of spores, and Daisy will wince. If attacked from behind, Daisy and the Toad switch places. Direction can be switched manually, but it has strict timing.
Side special Daisy Bomber 12% Daisy lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
Up special Daisy Parasol 3% (first hit), 1% (hits 2-5), 2% (last hit), 2% (open) Daisy jumps upward and then opens a parasol similar to Peach's, 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.
Down special Vegetable Varies Plucks a Vegetable from Super Mario Bros. 2 from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Daisy can rarely pull out Mr. Saturns and Bob-ombs.
Final Smash Daisy Blossom 30% (close), 20% (mid), 10% (far) Daisy performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant flowers appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.
Vegetable Damage Data
Face Power Level Chance
Grin 5 60.14%
Stare 5 10.14%
Closed Eyes 5 8.62%
Surprised 5 5.17%
Happy 5 5.14%
Wink 10 6.89%
Dot-Eyes 16 1.72%
Stitch-Face 24 1.72%
Mr. Saturn 7~9% 0.6%
Bob-omb 25~36% 0.4%

On-screen appearance

  • Appears spinning out of a shower of flower petals and enthusiastically waves to the camera, yelling "Yo-ooo!".

Taunts

  • Up taunt: Raises her left arm up while saying "Woo-hoo!". Resembles her official artwork.
  • Side taunt: Spins around once and gives a peace sign, saying "Yeah!" as she finishes.
  • Down taunt: Places her hands on her hips while letting out a small grunt. Resembles her official artwork from Mario Kart 7.

Idle poses

  • Stretches her arms above her head.
  • Puts her hands on her hips and shakes them while winking.

Victory poses

  • Left: Stretches her back towards her right side, then points skyward while exclaiming "Yeah!". The final pose resembles the end of her Hole-in-One animation in Mario Golf: World Tour, albeit mirrored.
  • Up: Jumps for joy twice (assuming the same pose as in her official render during the second jump) while exclaiming "Whoo-hoo!", then poses with her right arm on her hip and her left arm bent, all while smiling. Her teeth are visible in her smile. The pose she assumes at the end is identical to that of Peach's "Up" victory animation.
  • Right: Twirls into the scene while exclaiming "Whoo!", then winks with a sideways peace sign. The initial twirling resembles her Hole-in-One and Birdie animations in Mario Golf: World Tour.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

In competitive play

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: Sarasaland Represent!

 
Daisy's congratulations screen.

Most of Daisy's opponents are princesses in their respective franchise.

Round Opponent Stage Music Notes
1   Zelda Temple Ocarina of Time Medley
2   Lucina Castle Siege Id (Purpose)
3   Rosalina & Luma Mario Galaxy Rosalina in the Observatory / Luma's Theme
4   Corrin Coliseum Lost in Thoughts All Alone (Remix)
5   Mii Brawler (×2)   Mii Swordfighter (x2)   Mii Gunner (x2) Peach's Castle Underwater Theme - Super Mario Bros. Horde Battle.
6   Peach Princess Peach's Castle Ground Theme - Super Mario Bros. (Melee)
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Daisy has Mario Tennis / Mario Golf accompany the credits.

Role in World of Light

 
Finding Daisy in World of Light

Although Daisy does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Daisy was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She is found in the Dracula's Castle sub-area where she is guarded by a ghost; the nearby Dry Bowser spirit must be freed to access the cannon able to destroy the ghost.

Fighter Battle

No. Image Name Type Power Stage Music
13ε Daisy
 
Attack
10,600 Mushroom Kingdom U Underground Theme - Super Mario Land

Template:-

Spirit

Daisy's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Daisy in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
962 Lin Xenoblade Chronicles Series Daisy  
Mega Man  
R.O.B.  
 
1,600 Shadow Moses Island N/A •Defeat the main fighter to win
•The enemy starts the battle with a Drill
Xenoblade Chronicles Medley
1,117 Tennis Player Tennis Daisy  
 
2,200 Pokémon Stadium (Ω form) •Assist Trophy Enemies (Color TV-Game 15) •Hostile assist trophies will appear
•The enemy favors side smash attacks
Tennis (Training)
1,229 Idea Soma Bringer Daisy  
 
1,800 Reset Bomb Forest •Health Recovery
•Move Speed ↓
•Item: Timer
•You have reduced move speed when the enemy's at high damage
Stamina battle
•The enemy is healed when the enemy's at high damage
Attack - Soma Bringer
1,240 Mio & Mayu Amakura Fatal Frame Series Daisy  
Peach  
 
4,700 Luigi's Mansion •Assist Trophy Enemies (Yuri Kozukata) •Timed battle
•Hostile assist trophies will appear when the enemy's at high damage
•The enemy tends to avoid conflict
On the Hunt -Gloomy Manor Ver.- (Instrumental) Mio Amakura
1,297 Risky Boots Shantae Series Daisy  
 
3,800 Pirate Ship •Bob-omb Festival
•Item: Exploding Types
•Bob-ombs will rain from the sky after a little while
•The enemy is easily distracted by items
Molgera

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
133 Luigi (Mario Tennis Aces) Mario Tennis Aces Luigi  
Daisy  
 
3,400 Pokémon Stadium 2 (hazards off) N/A •The enemy favors smash attacks Stadium Theme - Mario Tennis Aces Daisy
970 Tora Xenoblade Chronicles Series Jigglypuff  
Daisy  
 
3,400 Gaur Plain (hazards off) N/A Stamina battle
•The enemy's shield has extra durability
Battle!! - Xenoblade Chronicles 2 Poppi
1,315 Haru Okumura Persona Series Villager  
•Giant Daisy  
 
2,300 Tomodachi Life (Ω form) •Item Tidal Wave •Defeat the main fighter to win
•Certain items will appear in large numbers after a little while
Last Surprise Milady

Alternate costumes

 
               

Gallery

Character showcase video

Trivia

 
Daisy's unique expression when crouching while holding a small item.
  • Daisy is the first and so far only clone to not have any mechanical differences from her base fighter.
    • Richter and Dark Samus also do not have any major changes to their attack properties or attributes either, but they have different elemental properties for certain attacks.
    • However, her Vegetables had different knockback values prior to 3.0.0.
    • Similarly, Daisy is also the first and so far only Mario series clone to not to be based on Mario.
  • As an Echo Fighter of Peach with an identical moveset, Daisy utilizes several abilities exclusive to Peach that she never uses in the Mario series, such as floating, the use of a frying pan, and putting people to sleep.
    • Despite utilizing a Toad in her neutral special, grabs, and throws, Daisy has no affiliation with them in the Mario games. However, in Mario Strikers Charged, Daisy uses Blue Toad sidekicks as part of her soccer team, like in Ultimate. Additionally, if she defeats Bowser in Super Mario Run, she rescues Toad as a reward.
    • Aside from a unique color scheme for the Peach Parasol glider in Mario Kart 7, Mario Kart 8, and Mario Kart 8 Deluxe (which is shared with Baby Daisy in the latter two games), Daisy has never been shown using a parasol similar to Peach's.
      • It should be noted one of Daisy's artworks from Mario Party 3 has her hovering midair with an umbrella like Peach. However, this refers to the Parasol Plummet minigame, where all characters, not just Peach, use umbrellas while descending.
  • Many of Daisy's animations and artwork are reminiscent of her playable appearances in numerous Mario spin-offs:
  • Daisy's pose in the group artwork for Ultimate is based on her back throw animation.
  • Daisy is one of only two newcomers in Ultimate to not have splash art and an introduction tagline, the other being Inkling.
  • Daisy is the only Ultimate newcomer revealed during E3 to not be playable in the E3 demo.
    • Additionally, she is also the only newcomer revealed there to not appear in any of the veterans' galleries on the official website.
  • Daisy is the only Echo Fighter to be featured on the full version of the box art.
  • Daisy and Dark Samus are the only Echo Fighters to be cloned from female characters.
  • Daisy was the first character to be shown on the new victory screen.
  • Daisy is among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than specifically recorded for a Smash game. She shares this trait with Banjo & Kazooie, Rosalina & Luma, Bowser Jr., Yoshi, Inkling, Sonic, Young Link, Toon Link, and Min Min.
    • Additionally, Daisy is the only Echo Fighter to have this distinction.
  • Daisy is the only newcomer (and only Echo Fighter) who uses both hands while hanging on an edge.
    • She is also the only one who cannot meteor smash with any of her aerial attacks at all. Although Joker's down aerial does not meteor smash under normal circumstances, doing so is possible when Arsene is active.
  • Daisy is one of five characters whose unlocking battle in World of Light is not on either Final Destination or an Ω form. The other four are Peach, King K. Rool, Toon Link, and Mii Gunner.
  • Daisy's winking expression is not mirrored as she always winks with her left eye, regardless of which direction she's facing. This also applies to Peach and Jigglypuff.
    • She also winks with her left eye in one of her victory poses.
    • In Jigglypuff's case, this only applies whenever it winces one eye from taking damage.
  • Oddly, the bottom lace at Daisy's dress vanishes when viewed from inside her dress.[1] This was not present in her early gameplay screenshots, most notably the third screenshot of her attacking Link.
    • Additionally, looking closely at Daisy's neck reveals a small gap in around her collar.[2]
  • The underside of Daisy's dress is not obscured by shadows, unlike Peach's dress. Instead, the section where Daisy's undergarments would be seen is textured black. This could most easily be noticed, via use of a visual glitch in early versions of the game, where Daisy's dress could react abnormally to winds from certain stages and Nikki Assist Trophy, causing it partially vanish and revealing the texture as a result. [3][4]
  • If Daisy crouches while holding a throwable item, her mouth will be open.
  • Interestingly, one of the clips used in the Final Smash segment of the How to Play video shows Daisy using Daisy Blossom on Mario Galaxy instead of Peach. This is possibly due to her status as a newcomer, as that segment also showed Simon and Incineroar using their respective Final Smashes.
  • Oddly, despite being a newcomer, internal files of voice clips for Daisy's on-screen appearance and Daisy Bomber are organized by three-number codes (e.g. "009" in case of her on-screen appearance) instead of having a descriptor on them (e.g. "furafura" for the stun voice clip), akin to those for special moves, Final Smashes, and on-screen appearances of many veteran characters, most prominently the ones whose voice clips are ported from Super Smash Bros. Brawl (except Meta Knight and including her base, Peach) as well as few others such as Kirby and Ness, which in turn was how all veterans (except Meta Knight, Pit, Mewtwo and Roy) plus Rosalina & Luma's such voice clips within Super Smash Bros. for Wii U's files were named. Palutena shares a similar (but not entirely the same) oddity with her smash attacks.
    • In King Dedede's case, this does not apply to voice clips for Dede-Rush; and in Robin's case, this only applies to the voice clip used when his tomes are broken.
  • Daisy, the Ice Climbers, Duck Hunt, R.O.B., and Ken are only non-DLC characters who do not appear in more than one spirit battles from their home series. Dr. Mario does not appear in any Mario spirit battles at all, and Cloud doesn't appear either since only spirits from the Final Fantasy universe are his fighter spirits. This is not counting Olimar, who appears only in the Mockiwi spirit battle as himself, but is fought in other spirit battles as Alph.
  • Unusually, when Daisy uses her back throw against Peach, the same heart effects used in Peach's own attacks appear. This appears to be an oversight, as this does not happen when Daisy uses her back throw against any other character in the game (herself included), nor does it occur when Peach uses her back throw against any character in the game.
  • Oddly, Daisy's crown in her white alternate costume is colored gold on the character selection screen and versus splash screen, but it turns silver (much like Rosalina's) in-game.

References