Daisy (SSBU)/Neutral aerial
Daisy spins around at a 45-degree angle with arms extended. A clean float-cancelled neutral aerial or full hop neutral aerial deals 13.0% damage. The late hit of the arms deals 6.0% damage. The late hit of the body deals 5.0% damage. Neutral aerial is Daisy's fastest aerial attack, coming out on frame 5 and has the least amount of landing lag tied with up aerial. A float-cancelled neutral aerial can kill lightweights above 130% close to Final Destination.
The late hit of the neutral aerial can lock an opponent when they missed the tech. Neutral aerial can act as a combo breaker, if the opponent continues hitting Daisy, she can immediately perform a neutral aerial to push opponents away from her. Due to neutral aerial as one of her moves with the least landing lag, Daisy can immediately perform neutral aerial before touching the ground; allowing Daisy to not miss the tech. Daisy can float off-stage and perform a neutral aerial to prevent opponents from getting back onto the stage. When going deep off-stage, neutral aerial can gimp opponents with poor vertical recovery. Daisy can jump cancel fast fall to perform an aggressive diving neutral aerial, it can be useful to jump over projectiles (such as Wolf's Blaster) and hit the opponent.
Neutral aerial can combo into a down tilt. Down tilt can also combo into multiple float-cancelled neutral aerials. Opponents can escape the neutral aerial string by jumping, shielding or using a combo breaker move. The opponent can rack up damage from down tilt to float-cancelled neutral aerial to a grab or a down tilt, two float-cancelled neutral aerials to dash attack. At low percentages, down throw can combo into a short hop neutral aerial if the opponent is above Daisy.