SSBU Icon.png

Daisy (SSBU)/Neutral aerial

Hitbox visualization showing Daisy's neutral aerial.

OverviewEdit

Also known as Daisy Spin (デイジースピン), 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.

If Daisy finds herself stunned from the opponent's move, she can perform an up aerial or a neutral aerial before hitting the ground since both of them can interrupt the landing lag at frame 8 along with neutral aerial, making it her fastest aerials to have the least landing lag.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 13.0% 0   Standard 20 90 0   3.0 handr 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 13.0% 0   Standard 20 90 0   3.0 handl 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 13.0% 0   Standard 20 90 0   2.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 6.0% 0   Standard 0 100 0   3.0 handr 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 6.0% 0   Standard 0 100 0   3.0 handl 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 5.0% 0   Standard 0 100 0   2.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-4
Clean hit 5-8
Late hit 9-19
Ending autocancel 36-
Interruptible 49
Animation length 57
                                                                                                                 
                                                                                                                 

Landing lagEdit

Interruptible 8
Animation length 26
                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible