Daisy (SSBU)/Up special
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Overview[edit]
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[edit]
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[edit]
| 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 | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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% | 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% | 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% | 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% | 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% | 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% | 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% | 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% | 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% | 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% | |||||||||||||||||||||||||||||||||
