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)