Properties: Height is roughly between Charizard’s and Samus’ heights. About as wide as Snake or Link at the widest point. Is somewhat lighter than would be expected, but not extremely so. Play style involves keeping the opponent at a distance with Daitoryo’s long-reaching moves.
Neutral Physical: Hits with pine branch for small damage. Only an AA combo, rather than an AAA combo. Does approximately 4% damage for the first hit and 6% for the second. Based off of basic pine cards from the December suit, only a double combo because there are only two commons in said suit)
Side Physical: Kicks the ground and sends a flurry of maple leaves forward. Has good range and may trip opponent. Does only 1% damage per leaf, but there are several leaves. Not the best knockback. (based off of the October Maple leaf commons)
Up Physical: Daitoryo waves some bush clover branches in a sweeping motion over his head (from front to back). Decent, but not amazing knockback that can be used for combos. Does about 9% damage. (based off of the July bush clover commons)
Down Physical: Causes a small peony bush to sprout directly in front of Daitoryo (butterflies fly out from it as well, but don’t do damage or interact with the opponent). Sends opponents almost directly upwards. Does approximately 11% damage and good knockback, but is predictable and has some frame lag. (based off of the June peony commons)
Dash Attack: Pulls out a chrysanthemum bouquet and swings it as he dashes (based off of the September chrysanthemums)
Up Smash: Thrusts an umbrella into the air and opens it (as it opens, a frog comes out for purely for humor’s sake). Does good damage and knockback, but has some beginning lag. (based off of Rain Man’s umbrella and frog)
Side Smash: Swings a fairly bulky paulownia branch forward at the opponent. Heavy damage and knockback. (based off of the January paulownias)
Down Smash: Makes tall susuki grass sprout from the ground on one side of him and a small willow tree on the other. The grass sends opponents diagonally up and away from Daitoryo, while the willow simply hits them upwards. (based off of the susuki grass and willow common cards)
Neutral Aerial: Daitoryo spins around (somewhat like Zelda) in the air and irises fly out of his sleeves. Poor knockback and decent damage, but good range. (based off of the May irises)
Forward Aerial: Swings a large plain in front of him in an arch shape. (poetry ribbon does more damage, but is rarer) can hit easily, but is not very powerful. (based off of the ribbon cards)
Back Aerial: Snaps a large plain behind him like a whip. Hits very hard and with good range, but is extremely difficult to sweetspot. (based off of the ribbon cards)
Up Aerial: Wisteria vines grow from out of Daitoryo’s sleeves and go straight upwards. These vines are hard to sweetspot, but they provide a decent killing move. Does only 3% damage and minimal knockback when not sweetspotted, but will do 11% with very good knockback when they do.
Down Aerial: Hits whatever is in front of him with a plank from an eight plank bridge. Has spiking properties. (based on the May “animal” card)
Neutral Special: Throws poetry sake cup at the opponent. Does surprisingly high damage, but is very small and difficult to hit opponents with. (based off of the September poetry sake cup “animal” wildcard)
Side Special: Summons a boar, deer, and butterflies that run quickly as a herd across the stage until they disappears. High damage and knockback, but easily avoided, as they will only run straight. (based off of the July, October, and June animal cards and the Ino-Shika-Cho group.)
Up Special: Summons multiple types of birds that fly sporadically upwards and grabs onto a crane that lifts Daitoryo about as efficiently as Pit’s up special. Damage done to opponents depends on the birds that hit them. (based off of the various animal cards for January, February, April, August, and November.)
Down Special: Holds up the jinmaku (camp curtain) to absorb enemy projectiles. Does not deflect or heal the user. (based off of the March “bright” card)
Grab: Wraps with plain red ribbon and pulls in. (based on the ribbon cards)
Hit: Smacks the other character like one would deal out a card.
Up Throw: Throws character into the air and uses two poetry ribbons to smack them midair.
Forward Throw: Throws character forward and whips them with the blue ribbon.
Back Throw: Throws characters backwards and whips them with blue ribbon.
Down Throw: Throws onto the ground and whips with poetry ribbon.
Final Smash: Summons Chinese Phoenix which attacks the entire stage with fire. The stage’s background becomes red with a completely white circle as the moon as this is happening.