• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Sassy Princess of Sarasaland: Daisy Discussion

Guybrush20X6

Creator of Lego Theory
Joined
May 22, 2012
Messages
15,882
NNID
Guybrush20X6
3DS FC
4253-3477-4804
Switch FC
SW-2140-7758-3904
Remember, a special's only major thing differing it from other moves is it can be used in ground and in air.
 

Ark of Silence101

Smash Master
Joined
May 5, 2015
Messages
3,028
Location
Tijuana, Mexico
NNID
ArkofSilence
Switch FC
8431-6297-7122
I was thinking something like a Peach VS Daisy match so as to 'settle the score' as to who is the tougher princess.
 

AwesomeAussie27

Banned via Warnings
Joined
Oct 12, 2015
Messages
15,260
NNID
AwesomeAussie27
3DS FC
4141-6335-9472
Switch FC
SW-6214-0583-2914
I was thinking something like a Peach VS Daisy match so as to 'settle the score' as to who is the tougher princess.
Yes, yes. This one would have to be an actual thing.

It would be a complete waste if it never came about.
 

Guybrush20X6

Creator of Lego Theory
Joined
May 22, 2012
Messages
15,882
NNID
Guybrush20X6
3DS FC
4253-3477-4804
Switch FC
SW-2140-7758-3904
Anyone picked up Minecraft on the Switch.

I'm not sure I can get back into it but in anycase, I'd better wait until they fix that glitch.
 

Tortilla Noggin

Smash Obsessed
Joined
May 13, 2015
Messages
20,726
Hey guys, have you seen this doing the rounds? It turns out that there was a Dr. Mario manga in 1990, and Daisy appeared in it.

Blast from the Past - Dr. Mario manga gives a wacky backstory to the puzzle game

The following info comes from the second entry in the Kodansha Media “KC Mario” series, called “Dr. Mario”

- Bowser cultivates the viruses in an attempt to conquer The Mushroom Kingdom
- once infected, the people of The Mushroom Kingdom laugh uncontrollably and cant’t stop
- Mario studies potential cures with the help of Princess Peach and Daisy
- the trio uses the Sky Pop to rain down capsules over the kingdom to save the day
- one virus escapes and infects Luigi
- Mario shrinks down in the Marine Pop to try and save him
- Bowser somehow also gets into Luigi’s body and Mario battles the viruses to save Luigi’s lif
There's a video here that gives a rundown on the manga (and a brief summary of the series that it's a part of), as well as explaining Daisy's place in it, and the series' Super Mario Land references.

I thought you all might like to see it. ;)
 

Ark of Silence101

Smash Master
Joined
May 5, 2015
Messages
3,028
Location
Tijuana, Mexico
NNID
ArkofSilence
Switch FC
8431-6297-7122
Hey guys, have you seen this doing the rounds? It turns out that there was a Dr. Mario manga in 1990, and Daisy appeared in it.



There's a video here that gives a rundown on the manga (and a brief summary of the series that it's a part of), as well as explaining Daisy's place in it, and the series' Super Mario Land references.

I thought you all might like to see it. ;)
Wow, who'd have thought? Nice finding out about this Tortilla! Btw, I won a match as :4dedede: with the ultimate disrespect about a week ago.
 

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
Anyone picked up Minecraft on the Switch.

I'm not sure I can get back into it but in anycase, I'd better wait until they fix that glitch.
Never played Minecraft, it does look interesting (and it's got Daisy)

The fandom and the voice chat is what worries me. I don't want to hear any annoying 12 year olds online. Call of Duty was bad enough.

Hey guys, have you seen this doing the rounds? It turns out that there was a Dr. Mario manga in 1990, and Daisy appeared in it.



There's a video here that gives a rundown on the manga (and a brief summary of the series that it's a part of), as well as explaining Daisy's place in it, and the series' Super Mario Land references.

I thought you all might like to see it. ;)
Cool beans.

Nice that Doc decided to pay Daisy a visit in his own manga.
 
Last edited:

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
If poor Doc doesn't get the boot again. I mean I use him over regular Mario, but doesn't seem likely that he will come back, but hey, one can still hope right?
Possibly, some characters can be low priority. Certain clones being one of them.

Either Doc can be last minute again or he's simply ignored. I mean, he's an easy to include character one way or the other.
 

Guybrush20X6

Creator of Lego Theory
Joined
May 22, 2012
Messages
15,882
NNID
Guybrush20X6
3DS FC
4253-3477-4804
Switch FC
SW-2140-7758-3904
Possibly, some characters can be low priority. Certain clones being one of them.

Either Doc can be last minute again or he's simply ignored. I mean, he's an easy to include character one way or the other.
Depends on if they start from scratch or not for the next one. Personally I think Smash 4 has a pretty set of base mechanics so I see no need to start again.

And for some flair, here's some Daisy art I found today.





 

Tortilla Noggin

Smash Obsessed
Joined
May 13, 2015
Messages
20,726
Anyone picked up Minecraft on the Switch.

I'm not sure I can get back into it but in anycase, I'd better wait until they fix that glitch.
I missed this post earlier, but if it's any help, in the time since you wrote it, they've already fixed it. ;)

Daisy in Minecraft ahoy, now without random unprovoked Home and Capture button presses! :laugh:
 
Last edited:

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
Depends on if they start from scratch or not for the next one. Personally I think Smash 4 has a pretty set of base mechanics so I see no need to start again.

And for some flair, here's some Daisy art I found today.





Nice, this is all cute.

I especially like the "Smashified" dress/sports hybrid costume.
 
Last edited:

AwesomeAussie27

Banned via Warnings
Joined
Oct 12, 2015
Messages
15,260
NNID
AwesomeAussie27
3DS FC
4141-6335-9472
Switch FC
SW-6214-0583-2914
Depends on if they start from scratch or not for the next one. Personally I think Smash 4 has a pretty set of base mechanics so I see no need to start again.

And for some flair, here's some Daisy art I found today.





Can I say all of them are cute?

I just can't choose one of them.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,323
Switch FC
SW-1597-979602774
What if Daisy got into Smash... and for her move set, she just uses a gun?
 

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
What if Daisy got into Smash... and for her move set, she just uses a gun?
It's going going to be the sci-fi guns from Mario Party if anything of that matter happened.

We all know Sakurai hates the real deal, except Bayonetta's magic guns. :troll:
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,323
Switch FC
SW-1597-979602774
Mario Party Popgun is as much canon as anything else you would pull for Daisy, so yeah
 

WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,593
Location
Somewhere Out There
Don't mind me dumping all of my musings about a canon moveset from a few pages ago riiiiight here:
(I also completed the Special Moves in the last set)
I'll add the Strikers set when it's done.

Since Poison Daisy isn't really the way to go, I wanted to continue making a general Daisy moveset, but because thinking of specific moves is really hard here's another one of my moveset design concepts.

Basically I've thought of all the elements a Daisy moveset could and should have when it comes to gameplay.

First is the ball.
Daisy must have a move where she summons a ball.
This way, she has a projectile that she can use to create comboes and extend her range
While the ball is potentially a great way to poke at mid-range, it'd require great technique to consistently aim the ball at the opponent.
On top of that, the ball can't be spammed, as it stays on stage and can't be automatically summoned when it's still on stage.
To prevent the core of Daisy moveset, well, sucking balls by lying on-stage all the time doing nothing, the ball could automatically bounce up if it hits the ground, either by the ball being or taking from Super Mario Land's Superball in that sense.
By letting the ball roam around the stage for so long, Daisy is forced to take the approach and take control of the ball in mid-range, mostly by the tools presented below and thus cannot camp with this powerful projectile by spamming it over and over.
Design-wise, it's to create a core to an unique athlete playstyle, where she's active and mobile without being a rushdown fighter.
Furthermore, it's an amazing way to portray her as the unique blend of aggressiveness and grace, as a technique class-fighter and to further her connection with Peach, who also uses a technical projectile.

Next is an upgraded ball
Of course, as the ball is the crux of her moveset, there should also be a way to upgrade the ball.
Aside from giving Daisy an in-fight objective and a way to let several other of her moves interact with the ball in a special way, it's also a way to further design her character and fighting role.

Giving the upgrade a Lip Stick-effect, for example, makes the ball an excellent damage dealer and creates pressure when combined with a heavy combo, however, it might also seem a bit passive, since the ball does the damage dealing and doesn't require Daisy to go in to capitalise on the damage increase.
In fact, it could very well be used in a zoning playstyle, using the slowly increasing damage to camp the clock as you have higher percentage

Perhaps more interesting would be to split the ball into three like the Torpedo in Super Mario Land.
It'd require Daisy to be more active if she wants to capitalise on the roaming balls by converting them into rapid volleys, but it might seem a bit gimmicky, turning Daisy more into a Pac-Man-esque character with a stage filled with traps than a Diddy Kong where a robust cqc character is spiced up with a projectile.

Of course existing effects, such as Stun or Trip could work as well, although the danger might lie in balance and/or uniqueness
A throwable projectile that trips might be too similar to Diddy, whereas a throwable projectile that stuns might make Daisy too good.

With the core laid down, let's continue with the next part of building Daisy's moveset: Mobility Specials
Since Daisy needs to get to the ball quickly or needs to space correctly easily, Daisy needs some mobility.
This mobility would be, compared to Peach's float, faster and less precise, meaning Daisy would ditch Peach's microspacing in favor of more rigorous spacing.
On top of adding to Daisy's athlete-style, with Daisy essentially gaining multiple jumps, they'd also have the function of keeping up with the ball and its weird angles.
Mobility specials can work in multiple ways, such as a horizontal dive or a third jump.

These mobility specials can also come with an auto-catch function
This auto-catch would create a smooth way to transition between an hypervolley/trapping style of a ball bouncing around, to a more reactionary style of throwing the ball when the time is right.
Alternatively, it might be a good way to reposition the ball in order to start a combo where you want.

Not only an auto-catch function could work, an auto-throw function could work as well, allowing Daisy to throw the ball in more directions than with the original move.
Alternatively, throwing the ball with this function might be a good trigger for the upgraded version of the ball.

Next is a piece of stage control, the ability to plant a garden
This garden can serve a few purposes:

First, it can trigger the ball upgrade: When the ball bounces in the garden (Outright throwing might not work due to that being a bit too easy), it turns into the upgraded version.
This way, Daisy's technique-side can show, since it gives a specific goal to where the ball needs to be goaded, aside from in the opponent's face.
On top of that, it could work for mobility, such as maybe avoiding the end lag on mobility moves by landing in the fresh flowers, but it could also work hurt the opponents' mobility slowing opponents stepping in the flowers, although I'd rather avoid implementing that part of the move in order to keep Daisy from getting a too powerful zoning tool that might allow her to get too passive.

Then there's an obvious move, but one that can change the dynamics in the moveset, which is the inclusion of powered up sports equipment
Really, the only unique thing about these is being a less subtle way to tack on the upgrade onto the ball, allowing Daisy to shoot a powerful ball at the opponent when the right time and the right angle aligns.

Last but not least, there's the wall.
The wall is perhaps the move that I should've started with, since it's relate to the balls the most.
First of all, it's a good way to bounce the ball in the desired direction.
Redirecting the ball might be hard sometimes, but a wall could help in that.
Put a wall on the ledge and the ball is less prone to getting blasted off, or for a more stylish trick, put a wall behind the opponent and throw the ball at him to potentionally hit twice.
Of course, since it's a wall, it can hinder the opponents' movement by putting a wall between you and the opponent.
This can also be used to keep the opponents from reaching the ball.
However, these applications might give Daisy a trap-character moniker too fast and might even turn her into a zoner.
A recurring theme in this design draft, sure, but I really don't want Daisy to be a zoner or a trapper even though she has projectiles.
But of course, it can also be used to help her mobility. Of course, Daisy can use the walls as a way to get higher up easier, but an eventual wall jump can also tremendously increase her mobility and ways to get around.

The wall can come in multiple flavors, as the wall can either spawn a few meters in front of Daisy like Zelda's charged Phantom-move or for a more technical move, Daisy can "plant" a small crystal/flower bud in one location. If she presses the button again, which can be anywhere, the mini-wall grows into a full-sized wall, blocking opponents.
This way Daisy can hinder opponents' movement, but also have greater control over the ball.

A fence can also be incorporated in the garden special.
Aside from having the same uses as a wall on a smaller scale, it can also be used to pinball a ball through the garden, with the garden, slowing opponents, fence, acting as an obstacle and the ball, damaging opponents, working together to limit the opponent's movement.
Also, the fence can be used to implement new mobility tricks for Daisy, such as allowing her to jump over the fence to perform a trick akin to Mario Kart, with her gaining a speed boost afterwards.

Some examples of moves.
Most moves not listed here are easy to guess, like a "Garden" special where she summons a garden, a "Flower Swing" move where she swings with a baseball bat/tennis racket/etc.

Some are more creative, so they're listed here.

Batadon Bastion (Category: Walls)
Two Batadons from Super Mario Land pop out out the ground a few metres next to Daisy, floating one Daisy head above the ground, one on each side of Daisy

Crystal Smash (Category: Walls)
Daisy summons a ring of crystals around her.

But some moves can also use multiple categories:

Flowerbed Return (Categories: Mobility, Garden, Auto-Catch)
Daisy dives forward a few metres, flowers appearing where she lands.
She automatically catches the ball if she's close.

Flower Glider (Categories: Mobility, Wall)
Daisy recovers using a Flower Glider.
Like Peach's Parasol, it knocks up opponents, but also the ball, making it a semi-wall
In order to add the Garden-category, flowers could appear where Daisy lands, as she smashes the big flower in the ground.

Flower Trampoline (Categories: Mobility, Wall, Auto-Catch, Auto-Throw, Garden)
Wooh, that's a biggy.
But I'll break it down.

Daisy jumps up by summoning a Flower Trampoline (Mobility)
Up until the peak, she can catch the ball (Auto-Cafch)
At her peak, she can throw the ball in three directions diagonally downwards (auto-throw)
A small garden appears where the auto-thrown ball lands (Garden)
The trampoline can be angled in three directions (diagonally up left, diagonally up right and upwards) and stays on stage, which causes balls that touch it to bounce in that direcfions (Wall)

Remind you, most of these moves and attributes are shown to be used by Daisy, so it's an unique moveset while keeping outrageous creative liberty away

This better spark some juicy discussion I spent three hours on this
Oh my these ideas are great!

The ball can be caught and held like Peach's vegs, Diddy's banana's and Pac-Man's fruit.
The Superball would bounce even higher than Dr. Mario's pills, though Sakurai can opt for a more generic soccer or tennis ball that bounces less.
I prefer the garden to serve bonuses in mobility to Daisy, such as cutting lag on moves, but to act like the normal ground to opponents.
This is to prevent Daisy to sit on her lazy butt and camp the opponent out.
And yeah, the B-move can be used for other purposes, such as the Flower Power Sports Equipment.
In my Strikers moveset, the B-Button is reserved for the Torpedo Strike once the ball is on field.

But the garden fence brings up a very interesting component, as it can act as a wall!
This way, a ZSS-like Flip Jump could work for Daisy as well, bringing mobility, summoning a garden with wall where she lands and potentionally acting like a different type of wall jump when done against the garden fence.
What's more, Daisy can bring a free-runner-flair to the fray by having a way to jump over the fence to gain a speed boost, not unlike tricks in the Mario Kart-series.

The walls can be anything really, as long as it's a viable way to keep the ball bouncing.
The "delayed wall" idea is absolutely genius and can also be visualised with a flower, with Daisy planting a seed and using Flower Power to make it grow and pop up the opponent, like Pac-Man's Trampoline!

To balance, a wall that can be put further away from Daisy would have to be charged, like Zelda's Down B.
Don't charge to quickly put a wall next to Daisy, charge longer to strategically put a wall further away.

I don't think fhe ball should go through shields, as I really like the idea of Daisy keeping to volley the same ball against a shielding opponent, forcing it to take action.
This way, the pressure stays on after the projectile thrown, a bit like Toon Link's Bombs.

Flowerbed Return might have a hitbox, like Daisy just knocking back opponents with the sports prop she's holding (A Tennis Racket to automatically volley away in incoming ball, or a baseball glove like on her trophy)
That said, I don't think the knockback should be the main draw to this move, but more of a way to leave Daisy not too vulnerable to counterattack.

Flower Trampoline acts more like Pac-Man's Trampoline, as the trampoline wouldn't fall to the ground and, if it would serve the purpose of pinball-wall, stay out longer than Sonic's Spring.



The garden would, to prevent unfair camping, have no negative effect on the opponents, and if it had, it would be a slowing effect, since effects like damage or even knockback would turn Daisy into a trapping character.



To be fair I had these ideas in my mind for longer, writing it all down is what took so long.

Gonna post full version of the Strikers set over at Make Your Move when it's done, gonna be super snazzy
Wall of Text: A write-up on the pros and cons of the different wall types in a Superball-centred moveset.

I wanted to make a moveset using the write-up posted above and everything fell in its place pretty fast.
Neutral B would be the Superball, Side B would be a Flowerbed Return, Up B would be an updated Flower Trampoline where the Trampoline itself would disappear right after the jump, as the move would already have the functions of catching the ball and throwing it in the garden easily, with Down B being a wall to bounce the ball.

Simple.
However, there are a few different types of walls to use, each with their own pros, cons and playstyle possibilities.

First is the many kinds of potential walls in function.
Should Daisy put a wall next to her, or should she be able to put out a wall farther away, like Zelda's Phantom?

@Luminario then mentioned the possibility of a 'delayed wall", not unlike Villager's Tree, although Daisy could sprout her wall from anywhere with the press of a button

Eventually I settled on two types of walls:

-The slide wall
-The delayed wall

The slide wall is a move that consists of three parts.
First is the charging, which dictates how far the wall would slide after releasing the charge.
This charge could either be Shadow Sneak-style, where the charge cannot be "held" and the more traditional charging style where Daisy can store the charge for later use.

Then is the sliding part.
This is where Daisy would summon the wall and slide it to its destination.
Without charge, this destination is relatively close to Daisy, whereas a charged slide wall would go the extra mile.

Lastly is the wall part, where the wall stays where it is, reflecting Superballs that bounce against it.

The slide wall is a more direct wall when it comes to reflecting Superballs, being able to intercept a ball quickly if Daisy slides it in the desired place in time.
This would allow for quick reflects, as Daisy would be able to put a wall where she needs to when she needs to from any part of the stage.

The quick reaction time can also be used to keep opponents away from the Superball, as Daisy can put up a wall between the opponent and the ball from anywhere from the stage as long as she has enough charge.

This quick reaction time can be emphasised even more with a move where the wall does not stay after being slided, instead reflecting balls that bounce against it as the ball is still sliding.
To balance it out, the charge can be held in order to have a quick way ready to intercept balls from across the stage.

The delayed wall would instead be more about strategy and pre-planning.
It would consist of three parts.

First is the "planting part"
Daisy would plant a small object on the ground that denotes where the wall is going to be.
This doesn't have to be a seed, just like the wall doesn't have to be a plant.
This wouldn't affect opponents, just like Villager's tree sprout doesn't (except when he uses that blasted custom sprout)

Then the sprouting part unfolds, as Daisy presses the button again to make the wall pop out of the ground.
This would damage and knockback opponents, but nothing too severe.

Then the wall would stay on the ground and reflect any Superballs that bounce against it.

Since Daisy can't swiftly put up a wall with this method, this one would be more about planning and strategy.
If you want to throw the ball, but also want it back, you can put down a wall there, throw a ball, and pop up the wall.
This way, Daisy can put up a wall after throwing a ball for surprising effects.

If you don't want the wall to act as a trap too much, especially since Daisy would be able to sprout it from across the stage, one could implement the requirement that the wall won't sprout when an opponent is close and would get hit.
This would prevent the wall to be used as a way to deter opponents instead of the wall being used to reflect the balls in the right direction.
However, this would not stop Daisy from using the rising wall as a way to get to a higher level to catch balls easier.

Second are the different ways of visually representing a wall.
What I mean by that is that we now have the concept of a wall-hitbox, but how would that hitbox look like in game?
I found three options to be the most likely:

Batadons:
For some Super Mario Land flair, the flying Easter Island statues are the way to go.

The sliding wall would involve a Batadon flying out of the ground before flying forwards to the destination.
The delayed wall would involve Daisy laying down a Ganchan, the rock enemy, which for the reasons of creative liberty changes into a Batadon when pressing the button again.

Functionally, their flying habits make aerial walls possible.
For the sliding wall, they could also pop out of the ground at their destination instead of sliding over the ground itself, damaging opponents, which could keep their zoning potential at a minimum and letting the wall be used for Superball-shenanigans only.
Visually, the walls are the most imposing of the three choices, which means it's hard (pun intended) to say opponents "can just run through it"
Unlike almost holographic "flower magic", one does not simply run through a statue.
This can get even more troublesome with the sliding wall, where an uncharged wall can put up an extra shield immediately.

The biggest con to them is the lack of Super Mario Land representation throughout the rest of the moveset.
Never is Daisy shown to be a summoner of Super Mario Land and although it's not unlikely that Daisy is capable of summoning her underlings, she's never shown to do so in Mario games or the moveset, making it clash with the rest of her portrayal

Crystal Smash
Of course when talking about walls in Daisy's arsenal of abilities, Crystal Smash deserves a mention.

For the sliding wall, there are two possibilities.
Either Daisy summons the wall in front of her and pushes it magically to the destination.
Or, resembling Shadow Sneak, the Crystal Wall would automatically pop out at the destination, again leaving out the camping possibilities of a wall shoving over the stage.

For the delayed wall, Daisy can summon the top of the crystal which shows itself completely with a second button press.

Pros are the possibility of a slide-less sliding wall, the fact it's a canonical ability to Daisy that isn't out of place in a sports moveset.
Cons are again the fact that opponents can't run or walk through and the fact Mario Strikers introduced a lot of abilities that are out of character and I feel Crystal Smash is one of them.
Functionally, another con is that crystals can't be summoned in the air, which means the real pinballing potential is left untapped.

Flower Magic
A bit generic compared to the others, but Daisy can also use her flower magic to summon a big flower to act as a wall.

For the sliding wall, Daisy can magically slide foward a big flower hologram magic thing.
For the delayed wall, Daisy can plant a seed, turning into a big flower when pressing the button again.

Pros are the fact that flower magic is not as solid as crystals or walls, and thus gives the possibilities of the wall not affecting opponents, the fact they fit into the flower-based moveset thematically and the fact they can be used to upgrade the ball and the fact flower magic can also be performed in the air to perform precise pinball shenanigans.

Cons are the flower magic's genericness, coupled with Daisy not using a flower wall canonically which gives this move a very "pulled a move out of the ***"-like feeling.

(Note: I'm sure it gets annoying that I constantly emphasise on my preference for Daisy to not have powerful defensive tools but walls and other terraforming is really rare in Smash and I don't want Daisy's schtick to be walls, but I want these walls to emphasise her playstyle of technical item player.
Thus, the walls, gardens etc's usefullness should be limited to increasing the depth of Daisy's mobility options and item play instead of being a tool on their own, especially since they're tools that would encourage an extremely passive playstyle on a character that is anything except passive.
Look at DeDeDe, R.O.B and Bowser Jr. All have a clear playstyle, but since they have a move that can trap, they're seen as trapping characters. Daisy, with a wall, would almost certainly be seen as trapping, almost zoning even, with this terraforming at her disposal
It's why I am still sceptical on a wall since it has defensive and trapping uses, albeit secondary in both the sliding and delayed wall types, with the sliding wall sliding opponents away in the initial slide, and the delayed wall acting as a trap in its first stage, with opponents that step on it being prone to being knocked back by Daisy activating stage two)
Hey.
Wanna see a moveset?
Okay.
Here goes.
My timezone causes me to miss the conversation
But my aim is getting better!
My aim is getting better!
You see it's funny because making a moveset is terrible


Neutral B: Superball
With this move, Daisy can throw a Superball.
A Superball bounces off every surface it touches, making it a hyperactive projectile, like Daisy.
The move can be angled in three ways.
By not angling, Daisy throws the Superball like a baseball fastball, affected by gravity.
By angling down, Daisy throws the Superball like Mario did in Super Mario Land, which in turn is like he throws a Fireball.
By angling up, Daisy serves the ball with a Tennis Racket, throwing the ball upwards before smashing it down with a tennis racket.

Daisy cannot throw a Superball if it's already on-stage (multiple Daisies in one match aside, of course), which means it cannot be spammed.
It does not vanish, only going away if it's thrown off-stage, in which case Daisy can throw a new one using this move.
Since it bounces off of every surface, the ball doesn't just lie around on the stage, instead always moving around the stage for the opponent and Daisy to keep in mind.
This gives Daisy's moveset both a technical and energetic flair, which obviously suits her to a tee.

Functionally, this move is Daisy's bread and butter move

Side B: Flowerbed Return
Daisy dives forward, holding a baseball glove in her hand to catch incoming projectiles.
On the ground, she also summons a flower garden where she lands.
Opponents that hit the glove are knocked back, but that doesn't stop Daisy in her move.

This move has three main functions.
First of all, it is Daisy's primary mobility move, since it's relatively safe and doesn't put Daisy into free-fall.
In a sense, she can use it like Peach's float, jumping through the air in order to space quickly, both to get in the opponents face to pressure it with the Superball and to get out of harms way in order to catch a ball.

Secondly, it's the only way for Daisy to put down a garden.
The garden helps Daisy's mobility in that she gains higher jumps when jumping from the garden, but also in the sense that Daisy's landing lag is cut in half if she lands in a garden.
For Flowerbed Return and Flower Trampoline, the landing lag is almost zero, meaning Daisy can jump to her heart's content to zip around the battlefield.

Gardens, unlike most elements of stage control, do not harm the opponent in any way.
They do not slow opponents nor do they damage them.

Flowerbed Return also has the function of automatically catching all projectiles that Daisy encounters.
For small projectiles that aren't items, such as Mario and Luigi's Fireballs, this means they get cancelled out by Daisy's glove.
However, item projectiles, such as Bananas, Bombs and Vegetables, but especially Superballs, get caught by Daisy and are then treated as normal in-hand items.
This way Daisy can easily reset the situation and rethink an approach with the Superball in-hand.

Up B : Flower Trampoline
Daisy jumps off of an holographic flower magic, catching the Superball if she touches it in her flight.
This jump can be angled in three directions.
If she catches a Superball in her arc, she takes it with her until the apex of her jump, where she can throw it in eight directions.
This move has multiple uses.
Aside from its obvious use as a recovery move, it's also a great way to not only snatch the ball from the air, but also to precisely reposition it due to the eight directions this move allows Daisy to throw the ball in,
This not only gives Daisy the opportunity to snipe the opponent, but also to throw it precisely into the garden and to aim it at a wall from the right angle.
Not only is Daisy rewarded with a new chance to reposition the Superball if she catches it, but she also doesn't get helpless if she catches the ball, even though she can't use specials after that.

Down B: Wonder Flower
Daisy winds her Wonder Flower racket from Mario Power Tennis, wifh more petals appearing on the racket as she charges.
If the button is pressed again, Daisy swings her racket, sending forward the petals in a flower-shaped pattern.
This can be done in four directions: directly upwards, diagonally upwards, purely horizontal and a special diagonally downwards direction where she jumps up and "smashes" the racket
The flower wall travels fast, but does not harm opponents.
Instead, it acts like a surface for the Superball to bounce off of.
Other projectiles aren't affected by this wall and neither are opponents or Daisy.
 

AwesomeAussie27

Banned via Warnings
Joined
Oct 12, 2015
Messages
15,260
NNID
AwesomeAussie27
3DS FC
4141-6335-9472
Switch FC
SW-6214-0583-2914
Meanwhile, Nintendo of America is celebrating a certain pink gold troll's birthday.

There was a problem fetching the tweet

Inb4 Orange Gold Daisy joins Mario Kart 9.

Don't mind me dumping all of my musings about a canon moveset from a few pages ago riiiiight here:
(I also completed the Special Moves in the last set)
I'll add the Strikers set when it's done.
Nice work. I still stand by this being the best moveset concept for Daisy.
 

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
Ninty plz ;-;

Why do you do the things you do?
As much as I hate to say it, it's honestly a likely scenario. Look at the baby princesses' inclusions in Wii (Baby Peach and Baby Daisy) and Baby Rosalina in 8.

Metal clones will be the norm since they are running out of heavy characters to use. I can feel the metal gargly Daisy yell coming this way.

On the bright side if Orange Gold Daisy is a thing, that should be her alt in Smash.
 

AndreaAC

Ridley's Propaganda Artist
Joined
Feb 9, 2014
Messages
24,550
Meanwhile, Nintendo of America is celebrating a certain pink gold troll's birthday.

There was a problem fetching the tweet

Inb4 Orange Gold Daisy joins Mario Kart 9.



Nice work. I still stand by this being the best moveset concept for Daisy.
I feel it like it is like this:
with Peach, and when Nintendo mentions her soulless metallic counterpart.

ALSO, xD A friend of mine showed me an image of the Mario/Rabbids Crossover thing, and there might be a chance that Tortilla Noggin Tortilla Noggin ' Daisy Rabbid comes true. .3. I really hope so!
 
Last edited:

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,451
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
As much as I hate to say it, it's honestly a likely scenario. Look at the baby princesses' inclusions in Wii (Baby Peach and Baby Daisy) and Baby Rosalina in 8.

Metal clones will be the norm since they are running out of heavy characters to use. I can feel the metal gargly Daisy yell coming this way.

On the bright side if Orange Gold Daisy is a thing, that should be her alt in Smash.
In that case, they might as well give everyone a Metal counterpart then. I dislike the practice, but at this point, I think they should go ahead and round out the remaining Babies as well.
 

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
I feel it like it is like this:
with Peach, and when Nintendo mentions her soulless metallic counterpart.

ALSO, xD A friend of mine showed me an image of the Mario/Rabbids Crossover thing, and there might be a chance that Tortilla Noggin Tortilla Noggin ' Daisy Rabbid comes true. .3. I really hope so!
Rabbid Daisy would look either really cute or really terrifying.

And the pic is an actual leak and not a fake one?
 

AwesomeAussie27

Banned via Warnings
Joined
Oct 12, 2015
Messages
15,260
NNID
AwesomeAussie27
3DS FC
4141-6335-9472
Switch FC
SW-6214-0583-2914
Rabbid Daisy would look either really cute or really terrifying.

And the pic is an actual leak and not a fake one?
Or just ugly.

I'm telling the truth.

As for the Rabbid pic, it could be real if that person is a reliable source. Hold on, I'll look for it.

Ninty plz ;-;

Why do you do the things you do?
Because Nintendo wants to make more characters and push them in other spinoffs. :troll:

Accept the reality that Orange Silver Daisy will be a thing in a future Mario & Sonic game. :evil:
 

AndreaAC

Ridley's Propaganda Artist
Joined
Feb 9, 2014
Messages
24,550
Rabbid Daisy would look either really cute or really terrifying.

And the pic is an actual leak and not a fake one?
PEACH RABBID.png
I mean, it looks REALLY good to be fake. O-O It was found in another thread in the boards, but I don't know where.
 
Last edited:

Yomi's Biggest Fan

See You Next Year, Baby
Joined
Sep 20, 2011
Messages
26,203
Location
Chicago, Illinois
NNID
Takamaru64
3DS FC
1375-7346-9605
Switch FC
SW-8277-6509-2593
I mean, it looks REALLY good to be fake. O-O It was found in another thread in the boards, but I don't know where.
> Millenial pandering
> Fits the Rabbids/Mario style
> Just as ugly as any other female Rabbid

Likely real. As if we don't already have enough proof that Mario + Rabbids Mushroom Kingdom Battle exists.

I still want my Daisy Rabbit. >:V

Because Nintendo wants to make more characters and push them in other spinoffs. :troll:

Accept the reality that Orange Silver Daisy will be a thing in a future Mario & Sonic game. :evil:
Trust me, I'm prepared.


Nintendo is too predictable. If Baby Daisy exists, then a metal version of Daisy will happen soon.
 

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,451
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
Or just ugly.

I'm telling the truth.

Because Nintendo wants to make more characters and push them in other spinoffs. :troll:

Accept the reality that Orange Silver Daisy will be a thing in a future Mario & Sonic game. :evil:
Agreed on the Rabbids.

As for the Metals and Babies:

We're missing Baby Bowser, Baby Wario, Baby Waluigi (doesn't exist, but they might as well make one right? :p), Baby DK, and Baby Yoshi.

For Metals(and maybe gemstones) we could get: Silver Luigi, Diamond Wario, Ruby Bowser, Topaz Daisy, Emerald Yoshi, Platinum Rosalina, Bronze DK, Sapphire Waluigi
 
Top Bottom