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Daisy (SSBU)/Up smash

Hitbox visualization showing Daisy's up smash.

Overview

Daisy's up smash has no given name unlike Peach's up smash. Similar to Peach's up smash, Daisy raises her arm and twirls an orange ribbon. A flower appears at the tip of the ribbon, which is where the sweetspot is located. The ribbon hitbox deals 12.0% while the fully-charged ribbon hitbox 16.8% damage. The flower hitbox deals 17.0% while the fully-charged heart hitbox 23.8% damage. Her head and arm become intangible for the duration of the move (frames 14-20). Compared to forward smash, they have the same animation length and is faster than down smash. However, up smash's hitbox comes out 1 frame faster than forward smash. Compared to up tilt, up smash's hitbox comes out 5 frames later than up tilt. However, up smash deals more knockback than up tilt. Up smash is an anti-air that can hit opponents above her. When ledgetrapping, Daisy can cover the regular get-up or ledge attack with a vertically thrown turnip, then cover the ledge roll with the charging up smash. Up smash can be used to anticipate the opponent's option.

Hitboxes

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 17.0% 4.0   Standard 24 97 0   2.5 armr 7.0 to 2.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 15.0% 4.0   Standard 50 97 0   5.8 armr 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 12.0% 4.0   Standard 40 97 0   3.6 top 0.0 8.0 6.0 1.0× 1.0× 0%               Punch   All All            
3 0 0 12.0% 4.0   Standard 40 97 0   3.6 top 0.0 8.0 -6.0 1.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 10.0% 4.0   Standard 60 100 0   4.0 shoulderr 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 12.0% 4.0   Standard 60 100 0   5.0 handr 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

Timing

Charges between 9-10
Clean hit 14-16
Late hit 17-20
Head and lower arms intangible 14-20
Interruptible 45
Animation length 59
Hitboxes                                                                                                                       
Head and lower arms                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible