in Super Smash Bros. Ultimate
|Final Smash||Daisy Blossom|
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 during the June 12th, 2018 E3 trailer. Daisy is Peach's Echo Fighter and was the first new Echo Fighter to be revealed, thus being classified as Fighter #13ε.
Deanna Mustard, Daisy's voice actress since Mario Golf: Toadstool Tour, reprises her role in all regions, albeit with repurposed voice clips from numerous Mario games, mainly Mario Kart Wii, Mario Kart 8, Mario Party 10, Super Mario Run and Mario Super Sluggers.
Daisy, alongside her base fighter Peach, is ranked 9th out of 82 on the current tier list, placing her in the S tier.
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 any character in his unlock tree, being the 5th character unlocked after Falco.
- Have Daisy join the player's party in World of Light.
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 below-average 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 compared to Peach, 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 Toad 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 butt; 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.
In direct comparison to Peach, Daisy has noticeably lower representation overall. Despite this, she receives decent results from the few players who use her, such as Umeki, and also shares Peach's positive competitive reception; both characters are collectively regarded as competitively viable high- or top-tier characters by professionals.
The only major gameplay difference between Daisy and Peach is that Daisy's altered idle and running animations somewhat alter her hurtbox shape compared to Peach's similar animations, but this does not have a significant enough impact on her gameplay or competitive viability. Otherwise, Daisy shares all of her basic attributes with Peach, and all of her moves have identical animations, hitbox properties, and frame data. Additionally, certain other parameters (see the "Misc." section) have been altered, but these differences are extremely situational even compared to the aforementioned hurtbox shifting resulting from altered animations, and have no relevance in competitive play due to involving non-legal stages or Spirits. Otherwise, Daisy plays and acts identically to Peach, and as such, choosing between one of the Princesses is entirely a matter of personal preference outside of extremely fringe circumstances.
While Daisy's gameplay differences are almost entirely nonexistent (and are insignificant enough to not make her better or worse in any matchup, unlike other Echo Fighters), she still has numerous aesthetic changes in spite of this, including some unique non-attack animations such as her altered idle and running animations as mentioned above, a blue Toad replacing Toad himself during her grab and neutral special, and bright orange flower and petal effects in place of Peach's pink heart effects for several of her attacks. Daisy's Final Smash, Daisy Blossom, has also been visually altered from Peach's Peach Blossom; Daisy summons giant daisies instead of peaches as food items, and the move features visuals and animated artwork directly themed around Daisy herself.
In earlier versions, Daisy had a notable gameplay difference, as the turnips from Vegetable copied the knockback values from Peach in SSB4 instead of the latter's new knockback values. After this difference was discovered several months after Ultimate's release, version 3.0.0 removed this difference, leaving Daisy without any practical differences for any of her moves.
- As with all other Echo Fighters, Daisy has different taunts and victory animations.
- Daisy's on-screen appearance is different.
- Daisy has a different No Contest animation.
- 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 has noticeably different facial expressions from Peach, generally appearing less angry and more cheerful during most of her animations.
- Daisy's dashing, braking, 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 visual effects for several of her attacks, including her dash attack, back aerial, up tilt, up smash, and side special, instead of hearts, referencing her flower-based abilities in several Mario games. These effects are also animated somewhat differently.
- 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.
- Daisy crouches slightly during her idle animation. This makes her slightly harder to hit vertically.
- Daisy's hurtbox is wider when she runs and when she reverses her running animation.
- Up tilt:
- The flower and petal effects during the move visually appear larger than Peach's corresponding heart-based visual effects.
- Dash attack:
- The visuals for dash attack, in addition to featuring petals instead of hearts, commences 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.
- Down smash
- When doing a clockwise spin, Daisy closes her eyes whereas Peach does not.
- 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.
- A Blue Toad appears instead of Toad himself when Daisy grabs an opponent. The Toad does not appear angry during Daisy's pummel.
- The sound effect when Daisy grabs an opponent is different, matching Peach's SSB4 grab sound.
- Daisy Bomber:
- The flower and petal effects visually appear larger than Peach's corresponding heart-based visual effects.
- Daisy Parasol:
- The parasol's animation when Daisy is gliding down is very slightly different.
- Final Smash:
- Daisy Blossom summons giant daisies instead of peaches, and is themed around Daisy herself.
- The total number of unique Daisy images that can appear during the move is slightly lower than the total amount of Peach images that can appear during Peach Blossom, going from six to five.
- Daisy uses a different animation when stuck inside of Steve's Minecart.
- Palutena's Autoreticle aims slightly further down on Daisy's "hip" bone compared to Peach (X offset: 1u → 0u).
- Daisy's Impact Run hitbox offset has been adjusted to match her different running animation (Y offset: 12u → 13.5u), better covering her arms and giving the spirit effect slightly more vertical range.
- Daisy launches out of Barrel Cannons from deeper into the cannon itself, leading to slightly different trajectories (e.g. less vertical distance when pointing up, or hitting walls later when horizontal).
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. While Daisy largely shares the same changes as Peach due to her being an Echo Fighter, there is one striking change that Daisy received, that change occurring in the update 3.0.0. Said update altered the knockback values of Vegetable to match Peach's variant. This change makes it better at comboing at lower percents and KOing at higher percents, but makes it worse at comboing at high percents. However, this change removed the only genuine gameplay difference between Daisy and Peach, now making Daisy a near 1:1 clone of Peach, with the only difference left being how her model and idle animation behaves.
Nonetheless, Peach and Daisy are both seen as high-tier characters in Ultimate, and the Princesses continue to gain incredible results in the competitive scene.
- Dash attack has reduced knockback scaling (140 → 130).
- The animation for Toad has been adjusted.
- 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.
- 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.
- 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).
- 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.
- Daisy Parasol's linking hits connect more reliably.
- 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.
- Daisy Bomber can grab edges for longer (frame 16-37 → frame 16 onwards).
- 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.
|Neutral attack||Royal Slap (ロイヤルビンタ) / Royal Round-Trip Slap (ロイヤル往復びんた)||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.|
|Forward tilt||Can-Can Kick (カンカンキック)||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||Royal Flower (ロイヤルフラワー)||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||Underfoot Kick (足もとキック)||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||Lady Push (レディープッシュ)||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||↗||Daisy Smash (デイジースマッシュ)||18% (frying pan)||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.|
|→||15% (golf club)|
|↘||13.5% (tennis racket)|
|Up smash||Ribbon Dance (リボンダンス)||17% (flower), 15% (arm), 12% (ribbon), 12% (late flower), 10% (late arm)||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||Dress Edge (ドレスエッジ)||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||Daisy Spin (デイジースピン)||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||Crown Knuckle (クラウンナックル)||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||Sky Hip (スカイヒップ)||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||Rainbow Bridge (レインボーブリッジ)||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||Super Piston Kick (スーパーピストンキック)||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||Grab (つかみ)||—||Reaches out with her arm. After grabbing an opponent, a Toad appears.|
|Pummel||Grab Toad Punch (つかみキノピオパンチ)||1.3%||The Toad punches the opponent.|
|Forward throw||Toad Rocket (キノピオロケット)||2% (hit 1), 8% (throw)||The Toad leaps forward, headbutting the opponent away.|
|Back throw||Iron Hip (アイアンヒップ)||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||Hand Toss (ハンドトス)||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||Toad Drop (キノピオドロップ)||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.|
|Floor attack (front)||7%||Swirls around in a similar fashion to Mario's down smash.|
|Floor attack (back)||7%||Swings her legs around.|
|Floor attack (trip)||5%||Two kicks to either side.|
|Edge attack||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. Toad releases 6 spores, dealing 21% if all spores hit. 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 stay asleep. Three giant flowers appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.|
- Appears spinning out of a shower of flower petals while holding a parasol similar to Peach's and enthusiastically waves to the camera, yelling "Yo-ooo!".
- 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.
- Stretches her arms above her head.
- Puts her hands on her hips and shakes them while winking.
|Cheer (English)||Cheer (Japanese/Chinese)||Cheer (Italian)||Cheer (Dutch)||Cheer (French)|
|Description||Prin - cess Dai - sy! *clap 3 times*||Da - i - sy!||Dai - sy! Dai - sy!||Dai - sy!||Dai - sy! Daiiii - sy!|
|Cheer (German)||Cheer (Spanish)||Cheer (Russian)||Cheer (Korean)|
|Description||Dai - sy!||Daisy! Daisy! Daaaai - sy!||Dai - sy! *clap 3 times*||Da - i - sy!|
- Left: Stretches her back towards her right side, then points skyward while exclaiming "Yeah!". The final pose resembles the end of her Eagle 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 does a fist pump with her right arm on her hip, all while smiling. Her teeth are visible in her smile. The pose she assumes at the end is similar 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 Eagle and Birdie animations in Mario Golf: World Tour.
In competitive play
Tier placement and history
At the beginning of Ultimate's metagame, players immediately recognized the viability of Peach and Daisy, due to having one of the best combo games in the game thanks to their down tilt, aerials, Vegetable, forward tilt, and up tilt serving as powerful combo starters to lead into difficult and technical high damaging float cancel combos. Due to this, the princesses were considered one of the best characters in the game, which was reflected in results garnered from Samsora, MuteAce, and Umeki. Even after nerfs in subsequent patches, the two were still considered to be top tier, thanks to Samsora's explosive performances throughout 2019.
However, a couple of factors have since hurt Peach and Daisy's perceptions in the community. First, the princesses lost some of their best players as Samsora was banned and Umeki's results declined as he became less active. In addition, characters the princesses were weak against, such as Cloud and Min Min, rose in the metagame, while the princesses' representation was never able to reach its 2019 peak. Her declining results and new weaknesses had led to some players such as Tweek and Dabuz to consider the character as only high tier. Nevertheless, MuteAce continued to bring Peach into top 8 at majors, and Ling had also seen strong performances with the characters. This has helped keep the princesses' reputation afloat, making Peach and Daisy ranked 9th on the first and current tier list.
Most historically significant players
- Kie - Tri-mains Peach with Palutena and Ice Climbers and is the best Peach player in Japan. Placed 7th at and Sumabato SP 11, 9th at Maesuma TOP 1, 17th at both Sumabato SP and EVO Japan 2020, and 25th at Umebura Japan Major 2019 with wins over players like Kome, Masashi, and Yoshidora. Ranked 52nd on the Japan Player Rankings.
- Leaf - The best Peach player in Mexico. Placed 7th at Smash Fest to the Sky, Tijuana At War 2022, Mexican Gaming Championship, and Smash Fest to the Sky, as well as 17th at Smash Factor 8 with wins over players such as Sparg0, Chag, and T3 DOM. Ranked 19th on the Mexican Power Rankings.
- Ling - One of the best Peach and Daisy players in the United States. Placed 1st at First Attack 2021, 3rd at First Attack 2019, 9th at both Defend the North 2019 and Riptide, and 17th at Glitch 8.5 - Konami Code with wins over players such as Light, ESAM, and MVD. Ranked 28th on the PGRU v3 NA.
- Meru - The best Peach player in Europe during the early metagame, and currently living in Japan. Placed 2nd at Tech Republic IV, ICARUS V and The Ultimate Performance 3, and 4th at both Valhalla II and Stunfest 2019 with wins over players such as Glutonny, HIKARU, and T. Ranked 5th on the European Smash Rankings.
- MuteAce - The best Peach player in the world post-pandemic. Placed 2nd at GENESIS 9, 3rd at Let's Make Moves Miami, CEO 2021 and Let's Make Big Moves 2022 and 5th at The Big House 10 with wins over players such as MkLeo, Sparg0 and acola. Ranked 13th on the PGRU v3 NA.
- Razo - One of the best Peach players in the United States. Placed 7th at Super Smashed Fest, 9th at both Thunder Smash 3: Clash of the Pandas and DreamHack Anaheim 2020, 17th at Mega Smash Mondays 240, and 33rd at GENESIS 7 with wins over players such as Shuton, Ned, and Lui$. Ranked 6th SoCal Ultimate Power Rankings.
- RobinGG - One of the best Peach players in Europe. Placed 2nd at both Calyptus Cup X: Purple Age and Calyptus Cup X: Powwer Up, 13th at VCA 2019, 17th at Syndicate 2019, and 25th at Albion 4 with wins over players such as Light, cyve, and Supahsemmie. Ranked 22nd on the European Smash Rankings.
- Samsora - The best Peach player in the world during the early metagame, but has since been banned. Placed 1st at both Shine 2019 and CEO Dreamland 2020, 2nd at Super Smash Con 2019, 3rd at GENESIS 7, and 4th at EVO 2019. Ranked 2nd on the Fall 2019 PGRU
- Umeki - The best Daisy player in the world. Placed 3rd at Umebura SP 6, 4th at Umebura SP, 9th at both Umebura SP 2 and Umebura SP 3, and 17th at 2GG: Kongo Saga with wins over players like MkLeo, Zackray, and Shuton. Ranked 35th on the Fall 2019 PGRU.
- Zinoto - Co-mained Peach with Palutena but currently mains Diddy Kong. Placed 2nd at Frosty Faustings XII 2020, 3rd at Combo Breaker 2019, 9th at Heart of Battle, 13th at The Big House 9, and 17th at Get On My Level 2019 with wins over players such as Aaron, Cosmos, and Kurama. Ranked 1st on the Michigan Ultimate Power Rankings.
Classic Mode: Sarasaland Represent!
Most of Daisy's opponents are princesses in their respective franchises.
|1||Zelda||Temple||Ocarina of Time Medley|
|2||Lucina||Castle Siege||Id (Purpose) (Remix)|
|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.
Humorously, all these enemies have deep, masculine voices.
|6||Peach||Princess Peach's Castle||Ground Theme - Super Mario Bros. (Melee)||Items do not appear.|
|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.|
Role in World 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.
|13ε||Daisy||10,600||Mushroom Kingdom U||Underground Theme - Super Mario Land|
Daisy's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Daisy has been unlocked. 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. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
In Spirit Battles
As the main opponent
|962||Lin||Xenoblade Chronicles Series||•Daisy
|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
|1,229||Idea||Soma Bringer||•Daisy (120 HP)||1,800||Reset Bomb Forest||•Health Recovery
•Move Speed ↓
|•You have reduced move speed when the enemy's at high damage
•The enemy is healed when the enemy's at high damage
|Attack - Soma Bringer|
|1,240||Mio & Mayu Amakura||Fatal Frame Series
Project Zero Series
|4,700||Luigi's Mansion||•Assist Trophy Enemies (Yuri Kozukata)||•Timed battle (2:00)
•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
|1,506||Kairi||Kingdom Hearts Series||•Daisy
|2,100||Tortimer Island||N/A||•Defeat the main fighter to win
•The enemy starts the battle with a Lip's Stick
|Hand in Hand|
As a minion
|133||Luigi (Mario Tennis Aces)||Mario Tennis Aces||•Luigi
|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 (80 HP)
•Daisy (80 HP)
|3,400||Gaur Plain (hazards off)||N/A||•Stamina battle
•The enemy's shield has extra durability
|Battle!! - Xenoblade Chronicles 2||Poppi QT|
|Tiger! Tiger![SB 1]|
|971||Poppi α||Xenoblade Chronicles Series||•Zero Suit Samus
•Mii Gunner (Moveset: 2123)
|3,800||Midgar (hazards off)||•Assist Trophy Enemies (Jeff)||•Hostile assist trophies will appear after a little while
•Reinforcements will appear after an enemy is KO'd
•The enemy starts the battle with a Beam Sword
|Still, Move Forward!||Poppi QT|
|1,315||Haru Okumura||Persona Series||•Villager
|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
|1,493||Peach (Mario Golf: Super Rush)||Mario Golf: Super Rush||•Peach
|4,200||Delfino Plaza (ocean pillar section)||•Item: Mario Kart
•Hazard: Heavy Wind
|•Defeat the main fighter to win
•Dangerously high winds are in effect after a little while
•The enemy favors side smash attacks
|Title Theme - Wii Sports Resort||Daisy|
- This alternative occurs when the corresponding DLC has been purchased and downloaded.
Fighter Showcase Video
- After the change to her Vegetables in 3.0.0, Daisy is the only character in the game to have all her moves function identically to another character (in this case Peach).
- As an Echo Fighter of Peach with an identical moveset, Daisy utilizes some abilities exclusive to Peach that Daisy herself never uses in the Mario series, such as floating and putting people to sleep.
- Many of Daisy's animations and artwork are reminiscent of her playable appearances in numerous Mario spin-offs:
- For example, Daisy's victory animations resemble her victory celebrations in Mario spin-offs such as Mario Golf: World Tour, Mario Tennis Aces, and Mario and Sonic at the Olympic Games.
- Another example is her down taunt, where she raises her hands on her hips, which resembles her artwork in Mario Kart 7 and Mario Party 10.
- Daisy's pose in the group artwork for Ultimate is based on her back throw animation.
- Oddly, the bottom lace of Daisy's dress vanishes when viewed from inside her dress. 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 around her collar.
- Daisy is the only newcomer who hangs on an edge with both hands instead of one.
- If Daisy crouches while holding a throwable item, her mouth will be open. Unlike Peach and most other characters, she will also blink periodically.
- Daisy, along with Chrom and Dark Samus, is one of three newcomers in Ultimate to not have a reveal trailer, instead being revealed by character number.
- Unusually, when Daisy uses her back throw against a character in the game when Peach is in the match, the same heart effects used in Peach's own attacks appear.
- 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.
- Discounting fighters who do not appear in any spirit battles, Daisy, Banjo & Kazooie, and Pichu are the only fighters to not possess any Ace or Legend-class spirit in Spirit battles.
- Daisy and Ridley are the only newcomers who were not shown being added to the panoramic group artwork (not counting Inkling, who was featured on the banner when it was initially shown off).