Editing Daisy (SSBU)

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==Attributes==
==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 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.
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 {{SSBU|Battlefield}}, {{SSBU|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.
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 {{SSBU|Battlefield}}, {{SSBU|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 {{SSBU|Sheik}} and {{SSBU|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 set up 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 attack]]s, 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 [[roll]]s and [[edge recovery]] options; and her up smash is a particularly powerful move when sweetspotted, while also granting [[intangibility]] to her head and arms.
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 {{SSBU|Sheik}} and {{SSBU|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 attack]]s, 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 [[roll]]s 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. {{b|Toad|move}} 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 {{SSBU|Ike}}'s [[Aether]] and {{SSBU|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 {{SSBU|Mario}}'s [[Cape]] or {{SSBU|Fox}}'s aptly-named {{b|Reflector|Fox}}. [[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]].
Her special moves have their uses as well. {{b|Toad|move}} 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 {{SSBU|Ike}}'s [[Aether]] and {{SSBU|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 {{SSBU|Mario}}'s [[Cape]] or {{SSBU|Fox}}'s aptly-named {{b|Reflector|Fox}}. [[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 {{SSBU|Shulk}} and {{SSBU|Cloud}} or zoners like {{SSBU|R.O.B.}} and {{SSBU|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.
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 {{SSBU|Shulk}} and {{SSBU|Cloud}} or zoners like {{SSBU|R.O.B.}} and {{SSBU|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.


==Differences from {{SSBU|Peach}}==
==Differences from {{SSBU|Peach}}==

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