Daisy (SSBU): Difference between revisions

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==Differences from {{SSBU|Peach}}==
==Differences from {{SSBU|Peach}}==
Even amongst the [[Echo Fighters]] and other clones in the ''Super Smash Bros.'' series, Daisy has almost no functional differences from Peach. All of Daisy's basic attributes are identical to Peach's, in addition to all of her moves having identical animations, hitbox properties, and framedata. There are some extremely minor gameplay differences that may arise from certain interactions, with some of Daisy's animations shifting hurtboxes or slight character parameter differences having effects in [[Stage Builder]], but this is not enough to give her any notable advantage or disadvantage in battle. Choosing between the two princesses is entirely a matter of aesthetic preference.
Unlike all other Echo Fighters in the game, Daisy is exactly the same as Peach gameplay-wise. She has different idle and running animations and different particle effects for some moves, but no properties that make any practical difference. Otherwise, Daisy plays and acts identically to Peach, as such choosing one is entirely a matter of aesthetic preference.


Daisy has notable cosmetic differences which reflect her personality and theme, including some unique non-combat animations such as her idle pose and running animation, and bright orange daisy and petal effects in place of pink heart effects for several of her attacks. Daisy's [[Final Smash]], Daisy Blossom, has also been altered; Daisy summons giant daisies in place of peaches as [[food]] items with visuals and animated artwork being themed around herself.
In earlier versions, Daisy had an actual gameplay difference, as the turnips from [[Vegetable]] copied the knockback values from {{SSB4|Peach}} in ''SSB4'' instead of her new knockback values. After this difference was discovered several months after ''Ultimate'''s release, version {{SSBU|3.0.0}} removed this difference, leaving Daisy without any practical differences for any of her moves.
 
In earlier versions, Daisy had a notable gameplay difference, as the turnips from [[Vegetable]] copied the knockback values from {{SSB4|Peach}} in ''Smash 4'' instead of her new knockback values. After this difference was discovered several months after ''Ultimate'''s release, version {{SSBU|3.0.0}} removed this difference, leaving Daisy with no practical differences for any of her moves.  


===Aesthetics===
===Aesthetics===
*{{change|As with all other Echo Fighters, Daisy has different taunts and victory animations.}}
*{{change|As with all other Echo Fighters, Daisy has different taunts and victory animations.}}
*{{change|Daisy's [[on-screen appearance]] is different.}}
*{{change|Daisy's [[on-screen appearance]] is different.}}
*{{change|Daisy's defeated/No Contest animation is different, clapping faster and more enthusiastically than Peach.}}
*{{change|Daisy has a different No Contest animation.}}
*{{change|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.}}
*{{change|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.}}
**{{buff|Daisy crouches slightly during her idle animation. This makes her slightly harder to hit vertically.}}
**{{nerf|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 {{SSBU|Ice Climbers}}' [[up tilt]] will reliably connect on a standing Daisy but not a standing Peach, for instance.}}
*{{change|Daisy only has two unique idle animations like most other characters, compared to Peach's four.}}
*{{change|Daisy only has two unique idle animations like most other characters, compared to Peach's four.}}
*{{change|Daisy's dashing, braking and turnaround animations are different, resembling her run animation in ''{{s|supermariowiki|Mario Party 10}}'', though her initial dash animation is almost the same.}}
*{{change|Daisy's dashing and turnaround animations are different, resembling her run animation in ''{{s|supermariowiki|Mario Party 10}}'', though her initial dash animation is identical.}}
**{{nerf|Daisy's hurtbox is wider when she runs and when she reverses her running animation.}}
*{{change|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.}}
*{{change|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. These effects have different effect animations.}}
*{{change|Daisy is more expressive than Peach, appearing more cheerful in several attack and non-attack animations. She has facial animations for certain actions which Peach lacks them, including summoning an Assist Trophy or drowning.}}  
*{{change|Daisy vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to a few other characters such as {{SSBU|Link}} and {{SSBU|Palutena}}.}}
*{{change|Daisy vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to a few other characters such as {{SSBU|Link}} and {{SSBU|Palutena}}.}}
===Attributes===
*{{buff|Daisy crouches slightly during her idle animation. This makes her slightly harder to hit vertically.}}
**{{nerf|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 {{SSBU|Ice Climbers}}' [[up tilt]] will reliably connect on a standing Daisy but not a standing Peach, for instance.}}
*{{nerf|Daisy's hurtbox is wider when she runs and when she reverses her running animation.}}


===Ground attacks===
===Ground attacks===
*[[Up tilt]]
**{{change|In addition to having a flower effect, the effect and it's aura appear visibly larger than Peach's variant. This does not affect the move's properties or hitboxes.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|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.}}
**{{change|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.}}
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===Throws/other attacks===
===Throws/other attacks===
*{{change|A {{s|mariowiki|Blue Toad}} appears instead of {{s|mariowiki|Toad|character}} himself when Daisy grabs an opponent. It does not have an angry expression when he pummels the opponent.}}
*{{change|A {{s|mariowiki|Blue Toad}} appears instead of {{s|mariowiki|Toad|character}} himself when Daisy grabs an opponent.}}
*{{change|The sound effect when Daisy grabs an opponent is different, matching Peach's ''SSB4'' grab sound.}}
 
===Special moves===
===Special moves===
*{{b|Toad|move}}:
*{{b|Toad|move}}:
**{{change|A {{s|mariowiki|Blue Toad}} appears instead of {{s|mariowiki|Toad|character}} himself.}}
**{{change|A {{s|mariowiki|Blue Toad}} appears instead of {{s|mariowiki|Toad|character}} himself.}}
**{{change|Daisy smiles instead of looking terrified when the Blue Toad appears.}}
**{{change|Daisy smiles instead of looking terrified when the Blue Toad appears.}}
*[[Daisy Bomber]]
**{{change|In addition to having flower effects, the move has a larger, thicker trail following Daisy, with additional petals. This does not affect the move's hitbox.}}
*[[Daisy Parasol]]
**{{change|The animation for the parasol when Daisy is falling is slightly different.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|[[Daisy Blossom]] summons giant daisies instead of peaches, and is themed around Daisy herself.}}
**{{change|[[Daisy Blossom]] summons giant daisies instead of peaches, and is themed around Daisy herself.}}
**{{change|There five unique pieces of artwork for the move, compared to six for Peach Blossom.}}
===Misc.===
*{{change|Daisy uses a different animation for when being captured in Steve's Minecart.}}
*{{change|{{SSBU|Palutena}}'s [[Autoreticle]] move aims slightly to the left of Daisy's body when compared to Peach. (X offset 1 -> 0).}}
*{{buff|Daisy's Impact Run hitbox offset has been adjusted to match her unique running animation (Y-offset 12 -> 13.5), better covering her arms and giving the move slightly more vertical range.}}
*{{change|Daisy launches off barrel cannons at a slightly different trajectory.}}


==Update history==
==Update history==
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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=Royal Slap ({{ja|ロイヤルビンタ|Roiyaru Binta}}) / Royal Round-Trip Slap ({{ja|ロイヤル往復びんた|Roiyaru Ōfuku Binta}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Slaps the enemy twice with her {{rollover|leading arm|uses the left arm if facing right, and vice versa|?}}: 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 {{s|supermariowiki|Super Slap}} attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|neutraldesc=Slaps the enemy twice with her {{rollover|leading arm|uses the left arm if facing right, and vice versa|?}}: 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 {{s|supermariowiki|Super Slap}} attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|ftiltname=Can-Can Kick ({{ja|カンカンキック|Kankan Kikku}})
|ftiltname= 
|ftiltdmg=7% (early, clean leg), 8% (clean foot), 6% (late)
|ftiltdmg=7% (early, clean leg), 8% (clean foot), 6% (late)
|ftiltdesc=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.
|ftiltdesc=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.
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|utiltdmg=10% (blast), 8% (arm)
|utiltdmg=10% (blast), 8% (arm)
|utiltdesc=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.
|utiltdesc=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.
|dtiltname=Underfoot Kick ({{ja|足もとキック|Ashimoto Kikku}})
|dtiltname= 
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=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.
|dtiltdesc=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.
|dashname=Lady Push ({{ja|レディープッシュ|Redī Pusshu}})
|dashname= 
|dashdmg=4% (hit 1), 6% (hit 2)
|dashdmg=4% (hit 1), 6% (hit 2)
|dashdesc=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.
|dashdesc=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.
|fsmashname=Daisy Smash ({{ja|デイジースマッシュ|Deijī Sumasshu}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (frying pan), {{ChargedSmashDmgSSBU|15}} (golf club), {{ChargedSmashDmgSSBU|13.5}} (tennis racket)
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (frying pan), {{ChargedSmashDmgSSBU|15}} (golf club), {{ChargedSmashDmgSSBU|13.5}} (tennis racket)
|fsmashdesc=Strikes with a bludgeon, depending on the angle of the attack: angling it upward uses a [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Frying Pan|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 ''{{iw|supermariowiki|Mario Tennis|series}}'' games, and no angling uses the golf club from the ''{{iw|supermariowiki|Mario Golf|series}}'' 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.
|fsmashdesc=Strikes with a bludgeon, depending on the angle of the attack: angling it upward uses a [[supermariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars#Frying Pan|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 ''{{iw|supermariowiki|Mario Tennis|series}}'' games, and no angling uses the golf club from the ''{{iw|supermariowiki|Mario Golf|series}}'' 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.
|usmashname=Ribbon Dance ({{ja|リボンダンス|Ribon Dansu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|17}} (flower), {{ChargedSmashDmgSSBU|15}} (arm), {{ChargedSmashDmgSSBU|12}} (ribbon), {{ChargedSmashDmgSSBU|12}} (late flower), {{ChargedSmashDmgSSBU|10}} (late arm)
|usmashdmg={{ChargedSmashDmgSSBU|17}} (flower), {{ChargedSmashDmgSSBU|15}} (arm), {{ChargedSmashDmgSSBU|12}} (ribbon), {{ChargedSmashDmgSSBU|12}} (late flower), {{ChargedSmashDmgSSBU|10}} (late arm)
|usmashdesc=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).
|usmashdesc=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).
|dsmashname=Dress Edge ({{ja|ドレスエッジ|Doresu Ejji}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-6), {{ChargedSmashDmgSSBU|3}} (hit 7)
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-6), {{ChargedSmashDmgSSBU|3}} (hit 7)
|dsmashdesc=Daisy does a counterclockwise spin on her left leg and utilizes the edge of her dress, slashing multiple times.
|dsmashdesc=Daisy does a counterclockwise spin on her left leg and utilizes the edge of her dress, slashing multiple times.
|nairname=Daisy Spin ({{ja|デイジースピン|Deijī Supin}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|6}} (late arms), {{ShortHopDmgSSBU|5}} (late body)
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|6}} (late arms), {{ShortHopDmgSSBU|5}} (late body)
|nairdesc=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.
|nairdesc=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.
|fairname=Crown Knuckle ({{ja|クラウンナックル|Kuraun Nakkuru}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|15}} (crown), {{ShortHopDmgSSBU|14}} (arm)
|fairdmg={{ShortHopDmgSSBU|15}} (crown), {{ShortHopDmgSSBU|14}} (arm)
|fairdesc=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.
|fairdesc=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.
|bairname=Sky Hip ({{ja|スカイヒップ|Sukai Hippu}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|10.2}} (mid), {{ShortHopDmgSSBU|7}} (late)
|bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|10.2}} (mid), {{ShortHopDmgSSBU|7}} (late)
|bairdesc=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.
|bairdesc=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.
|uairname=Rainbow Bridge ({{ja|レインボーブリッジ|Reinbō Burijji}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|uairdesc=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.
|uairdesc=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.
|dairname=Super Piston Kick ({{ja|スーパーピストンキック|Sūpā Pisuton Kikku}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4)
|dairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4)
|dairdesc=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.
|dairdesc=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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with her arm. After grabbing an opponent, a Toad appears.
|grabdesc=Reaches out with her arm. After grabbing an opponent, a Toad appears.
|pummelname=Grab Toad Punch ({{ja|つかみキノピオパンチ|Tsukami Kinopio Panchi}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=The Toad punches the opponent.
|pummeldesc=The Toad punches the opponent.
|fthrowname=Toad Rocket ({{ja|キノピオロケット|Kinopio Rocketto}})
|fthrowname= 
|fthrowdmg=2% (hit 1), 8% (throw)
|fthrowdmg=2% (hit 1), 8% (throw)
|fthrowdesc=The Toad leaps forward, headbutting the opponent away.
|fthrowdesc=The Toad leaps forward, headbutting the opponent away.
|bthrowname=Iron Hip ({{ja|アイアンヒップ|Aian Hippu}})
|bthrowname= 
|bthrowdmg=2% (hit 1), 9% (throw)
|bthrowdmg=2% (hit 1), 9% (throw)
|bthrowdesc=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.
|bthrowdesc=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.
|uthrowname=Hand Toss ({{ja|ハンドトス|Hando Tosu}})
|uthrowname= 
|uthrowdmg=2% (hit 1), 6% (throw)
|uthrowdmg=2% (hit 1), 6% (throw)
|uthrowdesc=Puts opponent above her, and strikes them upward. The Toad leaps up with Daisy, but does not hit the opponent.
|uthrowdesc=Puts opponent above her, and strikes them upward. The Toad leaps up with Daisy, but does not hit the opponent.
|dthrowname=Toad Drop ({{ja|キノピオドロップ|Kinopio Doroppu}})
|dthrowname= 
|dthrowdmg=1% (hit 1), 7% (throw)
|dthrowdmg=1% (hit 1), 7% (throw)
|dthrowdesc=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.
|dthrowdesc=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.
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|nsname=Toad
|nsname=Toad
|nsdmg=3.5% (per hit)
|nsdmg=3.5% (per hit)
|nsdesc=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. If attacked from behind, Daisy and the Toad switch places. Direction can be switched manually, but it has strict timing.
|nsdesc=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.
|ssname=Daisy Bomber
|ssname=Daisy Bomber
|ssdmg=12%
|ssdmg=12%
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