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.