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The Sassy Princess of Sarasaland: Daisy Discussion

Yomi's Biggest Fan

See You Next Year, Baby
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Hi, Princess Daisy Here and I'm Ready For Some Smashin'!







So.......Who’s Daisy?

Princess Daisy is the princess of Sarasaland and first appeared in the game Super Mario Land. She was created by Gunpei Yokoi, Shigeru Miyamoto's mentor.

Although Daisy is the ruler of Sarasaland, her current place of residence is in the Mushroom Kingdom. Daisy is known to be a tomboy, a fact first stated in her debut appearance. Daisy is represented by colors like yellow, orange and green. She has an affinity for flowers; her attire, special abilities, personal emblems and general representations are often flowers.

Years after her initial appearance, Daisy started appearing in more and more Mario games. This was due to the lack of human characters in the series. She now appears in the majority of Mario games, most often as a playable character. Daisy is good friends with Princess Peach, and she interacts positively with many other characters. This includes Luigi, who it has been hinted shares romantic feelings with Daisy. Daisy has appeared in forty Mario series games to date, and continues to do so regularly.






Why Should Daisy Be in Smash?

Despite being a very divisive character, Daisy is liked and well received by several Mario fans to the point that some like her as much as Peach. She had been highly requested as a choice of a female fighter mostly pre-Brawl and few post-Brawl - Smash 4 by these fans. She has been getting notable with the Smash fanbase, not to the same levels as Geno, but still a common name.

Though, some Smash fans would come up with misconceptions like "Daisy would be a clone" and "Daisy is already an alternate palette swap". That did not stop the Mario family (Mario, Luigi, and Wario) from having palettes based on each other. Though it's true the possibilities of her being a clone are there, but we just don't know if that's the case. Daisy had shown abilities far more unique than Peach and has a more masculine personality to go with her moveset.

She also could use abilities from Super Mario Land in her moveset since that's were she made her debut in the franchise. The more familiar yellow dress could be used to coincide with this, but there are other options for her. She would wear any sports outfit (The Tennis one being the more popular) to represent her appearances in the Mario games, while taking her many skills from such titles as well. That way, she could definitely be more unique compared to her pinker and girlier bestie.


Arguments Against Daisy


Daisy's Irrelevant!
Someone was late to the Mario Maker party.



I wouldn’t really say that considering the many appearances she had over the years. She may haven’t appeared in non-spinoff Mario game since Super Mario Land, but she’s still a popular character that had appeared in a wide variety of spinoffs.

She appeared in a majority of them whether it’s Mario Kart, Mario Tennis, Mario & Sonic at the Olympic Games, Mario Party, Itadaki Street, Mario Hoops, Mario Baseball, Mario Golf, Mario Strikers, or Mario Sports Mix. Waluigi, another fellow spinoff character, is similar with his appearances too since both were made to be partners of notable characters like Peach and Wario
respectively.

We don't know where Sakurai stands when it comes to spinoff characters, but we shouldn't knock her down like that very easily. While she does have her fair share of haters since her debut, she’s still beloved by a portion of the fanbase as a female character being good as or better than Peach.




Daisy is just Peach 2.0!



A very common complaint, but a good point to start with. Peach and Daisy are two completely different entities despite being partners in certain spinoffs. While it is partially true since Yokoi made her as a completely new princess for the new kingdom in Super Mario Land, that doesn’t mean that she’s very similar to Peach. She follows a flower motif, has a vastly different appearance (even more different since her redesign), and wears a different colored dress compared to fan favorite princess of the Mushroom Kingdom. There's nothing really wrong with them being visual counterparts since the same can be said for the Mario Brothers and Wario "Duo". Also, here’s this gem from the Super Mario Wiki:

“She can be described as energetic, cheerful, and confident. Daisy has a strong competitive drive, and in the face-of-defeat, she has shown hotheadedness, though most of the time she shows just disappointment and at other times, even optimism. She also has a sassy side, and in the past, she has shown-off to get her way. She is also prone to air-kisses during victory celebrations. A unique trait she retains is using various American English accents and slang. She has repeatedly used one-liners said in a Dixie accent, Valleyspeak, and even Ebonics. She also has a sassy side, tending to stand with her hands on her hips and being prone to showing off during victory celebrations.”

Half of everything mentioned (especially her speech patterns) is something that Peach herself had never done before or had such character traits.



Mario doesn't need any more reps!




That is basically a moot point since Mario is one of Nintendo’s most profitable and popular video game franchise in history.

While we can agree that there should be limited slots to how many characters should be added and which franchise should have the most playable representation, we can never have enough playable Mario characters due to how huge the franchise is.

In future Smash games, there’s still a decent chance that the Mario franchise could have even more playable reps for the fans. For the sake of variety, Daisy could be one of the greatest options to choose from since she could represent the spinoff Mario games with Waluigi.

That being said, Mario is popular enough to say that it’s never enough possible candidates to be playable and accepting the current 7 (Yoshi, Wario, and DK are treated as their own franchises) we have isn’t good enough.



There are already enough royal females in the roster as it is!


View attachment 80709

We already have plenty of swordsmen (with the addition of Robin, Cloud, Lucina, Shulk, Corrin and the return of Roy), so that’s another moot point. The only royal females we have are Peach and Zelda. I wouldn’t really call Rosalina and Palutena royal the slightest since they rule more than just a simple kingdom and they arguably have more power than any of the princesses. If we can accept a bunch of swordsmen and creatures in the roster, then there’s no harm in accepting the addition of another princess. As previously mentioned, Daisy acts WAY more than just a stereotypical princess and can brawl as much as she wants like a real party player.



The Story of Daisy

by ConnerTheWaffle.




Daisy Palette Swaps (Credit to Ziegs) and Support Badges





Daisy’s Sarasaland Supporters


Azure Warrior
Aussie the Shinobi
Jason the Yoshi
Luminario
Luigi_the_green_hero
Tortilla Noggin
Lord_Zero
WeirdChillFever
Ark of Silence 101
Lola Luftnagle
KeybladeSmasher
Thatkidwiththeafro
Bestmand902
Russell_SSB
dangeraaron10
Laniv
Ikenna
Kirbeh
smashkirby
SuperMii3D
MOI-ARI
RetroGamersGuru
LunchmanJ
CardiganBoy
Bowser-Daimao
ZestyÑ
P. Kay
TooBadWaluigiTime
Shinhed-echi
Slip33
rupan
christyalmeth
StarCrystal20
ThePocketPencil
gravitypuff
~ Valkyrie ~
Jubileus57
DaisyFanForGood
PhantomJoker
RosiePeaches
Shyy_Guy595
Goodgrief7541
Sean Wheeler
SonicBoom403
RosaPeach
BinWeevil28
Ed-boy







 
Last edited:

Yomi's Biggest Fan

See You Next Year, Baby
Joined
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Daisy's Fresh Moveset Lists

View attachment 82868


Nonnel's Daisy Moveset

Name: Princess Daisy of Sarasaland

Series: Mario

Role: Supporting

Power: 4/5-Good
Speed: 3/5-Average
Jump: 4-5-good
Throw Strength: 4
Weight: 103
Range: 2/5 (poor)

Jump Info: 3 Jumps, Gymnastic looking jumps



Standard Attacks

A: Straight punch
Rapid A: Boxing like punch combo
Dash A: Slides kicking the opponent knocking them down

Tilts

Forward Tilt: Front kick with flowery effect around it
Upward Tilt: Upper cut
Downward Tilt: Sweeps here leg in a 180

Smash Attacks

Forward Smash: Flower power Roundhouse kick basically a roundhouse with flowery effects around it.
Upward Smash: Flower Power upper cut
Downward Smash: Stomps releasing crystal spikes from the ground

Aerials

Neutral A: Upside down spin kick
Forward A: Flower power knee strike
Backward A: Prone double kick
Upward A: Upward punch
Downward A: Stomps with both feet downward. Really good K.O potential

Grabs

Grab: Head lock
Pummel: Headbutt
Forward: Flower power crescent kick
Backward: Flower power butt thwack
Upward: Tosses them in the air wit a upward 1-2 punch
Downward: Slams the foe on the ground and stomps on them

Special Moves

Neutral B: Flower Swing- Daisy's bat sprouts a flower on the end, and when she connects with the ball, it pops into its target. Once it gets closer to the ground, a flower garden starts to grow to slow down nearby foes. The move is chargeable.
Upward B: Bunny Flight- Daisy sprouts bunny ears from her crown and flies like Pit's Up Special. Based on the Carrot Power up from Super Mario Land.
Side B: Super Ball- Daisy shoots a large iron ball that bounces like a fireball, but causes major damage. Based on the Power Up of the same name from Super Mario Land.
Downward B: Crystal Smash-Daisy punches the ground to cause large orange crystals to pop out and spike anyone around her.

Final Smash: Crystal Mega Strike
A Striker Ball appears in front of Daisy as she kicks it into the air and jumps after it. Daisy glows blue and summons a gauntlet made up by crystal and punches the Striker Ball as it splits into 6 blue balls. The balls will bounce around the stage when they hit the ground and cause major damage and knockback to anyone hit by them. Then, Daisy lowers onto the stage and transforms back into her regular state.

Dodges

Sidestep Dodge: Side step
Forward Roll: Jump flip
Backward Roll: Back flip
Aerial Dodge: Aerial roll!

Taunts


Up: Aggressively yells "yeah YEAH!" with arms wide out in a "Bring it" sorta stance
Down: "Hi, I'm Daisy" waves at the camera
Side: "Hot stuff" tsssss

Winning animations


1 at 00:26 http://www.youtube.com/watch?v=pFNAyDJX7B4&feature=related

2 at 00:46 http://www.youtube.com/watch?v=pX1o9bwOK-w

3 Hi, I'm Daisy!

Losing animation
something like this


http://www.youtube.com/watch?v=vMEErjBkt8U&feature=related


Staindgrey's Daisy Moveset

---
Princess Daisy
The Will-Probably-Never-Happen (But Whatever) Moveset for Smash Fo(u)r Wii U/3DS.

Her appearance and moveset are based off of her various Mario spin-off appearances. This both embraces her tomboyish character and offers some overdue celebration for Nintendo's ongoing kart racing, party game and various sports series, which have netted nearly 200 million sales overall. I hope to make her entirely unique and distinct from the rest of the cast, and hopefully make y'all feel bad for not requesting Daisy more often. (<3)
---

Appearance

Her appearance would be based on her outfit in Super Mario Strikers for Gamecube. The color variation and extra clothing would be more appealing on a Smash Bros. character model than her usual sports game attire (considering how little of the screen she'll take up) and offers some cool options for color swaps.
While idling, she'd shift around on her feet as though unable to contain her energy. Her dash would resemble a simple sprint (much like how she would in Strikers, or 3-on-3 Hoops, etc.), as would her initial jump. Her second would be a back flip resembling the high jump animation in the Mario & Sonic at the Olympics. Walking would be a sassy hip-sway, and crouching would be a squat with her hands on the ground, as if ready to jump. Crawling would be a simple hands-and-knees crawl with her head down and cautious.
Her voice will be immediately recognizable and... well, Daisy-like. She'll be easy to annoy with if you spam the right voice cues, but that's what makes Daisy Daisy.
---

Specials

B -- Sports Strike (from Mario Sports Mix, Tennis, Sluggers & Golf)

Much like Peach's Fsmash, this will rotate among four different moves: a baseball bat swing at mid-level, a dodgeball throw at head level, a tennis racket swing at head-to-mid-level and a golf swing at low-to-head level. All of these moves would launch a ball across the stage and have accompanying sound effects. Daisy will shout, "Heads up!" when using it and, if it connects, Daisy will belt out, "HA-HA!" Regardless of connecting, the ball will vanish soon afterward. Can be done in the air without free fall. Not the quickest projectile, and isn't easily spammed, but it does good damage.

sideB -- Start Your Engines (from Mario Kart)

Daisy will appear in a standard kart, much like Wario's bike, only lower to the ground. Instead of going forward instantly, though, you'll hold B to charge the move (revving the engine). If you don't charge long enough, you'll slowly move forward without going very far. Charge a good amount, and she'll fly forward while yelling excitedly. Charge too long and, like in Mario Kart, she'll overload and stall. (This takes a really long time, though.) This can be used for horizontal recovery, but finishes in a free fall. And the kart disappears once the move is done.


upB -- Pole Vault (from Mario & Sonic at the Olympics)

From her spot, on the ground or in the air, she'll strike a pole forward and down and use it to propel her into the air at a 70 degree arc. Think of it like Rosalina's upB, only not quite as high. The pole tip itself is a meteor smash if it connects, but has a very small chance of hitting. As she goes upward and forward, she kicks her legs out in front of her to strike anyone in her path, though the knockback is minimal. She does not go into free fall afterward; instead, she is in a state like after Sonic's upB. This is primarily for recovery, rather than dependable damage.


downB -- Roll of the Dice (from Mario Party)

Daisy will strike a pose toward the screen with her arm raised in the air as a Mario Party die appears from thin air and quickly spins to a number. Works like WFT's Deep Breathing, only it doesn't require as much time and works at random. If she rolls a ten, she'll excitedly yell, "Yeah!" and gain a temporary buff, represented by a gently glowing aura on her body. If she rolls anything else, she'll pout, "Aww..." and gain no buff. The frequency of using this move will diminish her chances of gaining a buff, meaning: if you barely use it, you're very likely to roll a ten when you do, but if you overuse it, you're progressively less likely to roll a ten. This would add a neat wrinkle to competitive play, as players would need to plan when to try and use the buff.
---

Normals

Ground Moves

Fsmash -- A spinning elbow strike in the mid-to-high range.
Usmash -- A bicycle overhead kick. Somewhat like Fox's, but more vertical with little forward range.
Dsmash -- A break dance-like kicking move, a la DDR: Mario Mix. Strikes both sides consecutively.
Jab -- A three-part jab, much like ZSS's in Brawl.
Dash Attack -- A headbutt with her arms bent and weight leaning forward.



Aerials

Nair -- Similar to Zelda's spinning Nair, but with little green flowers twirling around her and a childish "Aha!"
Fair -- A frontal kick with upward knockback; looks like a soccer kick.
Bair -- A double-leg kick much like Mario's. Horizontal knockback.
Uair -- An uppercut. (Mainly just because I think I have too many leg moves.)
Dair -- Legs spread outward and she throws her fists downward, like Sakura from Street Fighter. Possible meteor smash.



Tilts

Ftilt -- Strikes forward in a downward arc with a fencing sword, a la Mario & Sonic at the Olympics.
Utilt -- Waves her hand over her head to cast an array of flowers. Little knockback. For setups.
Dtilt -- Tripping leg sweep, not as good for setups.



Throws
(Grabbing results in a headlock, pummels are noogies. Because that's so Daisy.)

Fthrow -- Knee-to-the-gut, forward knockback.

Bthrow -- Spin 180 degrees to throw backwards.

Uthrow -- Just tosses the character over her head like a sack of potatoes. Little knockback; meant for setting up aerial chains.

Dthrow -- Pushes the character down, all bully-like, and performs an elbow drop on him to launch upward.

---

Taunts

Up Taunt -- Her "DAISY!" quote from selecting her in Mario Kart 8 while hopping up excitedly. Because that's so spammable.

Side Taunt -- She shifts her weight from her heels to her toes with an orange and yellow umbrella held behind her head, humming casually before blowing a big pink bubble that pops on her face. After her eyes grow in surprise, she bends over and cleans it off with her hands.

Down Taunt -- She whips out a basketball and does a quick dribble maneuver (front, back, between the legs) before standing with a hand on her hip and the ball spinning on her finger. Then she tosses the ball behind her nonchalantly. Basketball sound effects ensue.

Winning Pose -- Much like getting a birdy in Mario Golf: World Tour, she twirls in a flurry of flower petals and reappears in her standard dress-- only her finishing pose leaves her flexing her bicep and winking at the screen, saying, "Yeah-eah!" in typical Daisy fashion.
---

Final Smash


Ripping her "Crystallized Daisy" Mega Strike straight from Strikers. When pressing B, she'll kick a soccer ball forward at a slight upward angle. If she hits someone with the ball then, much like Captain Falcon's final smash, that character will go off stage and land in front of a soccer goal. He/she will then cower in fear as Daisy rises into the air, silhouettes and glows, charges her fist and punches a flaming soccer ball directly at the character. He/she is then struck and thrown through the goal's net, then flies off screen for an instant KO once the final smash is over.
---
Aaannnnd... I think that's it! She's a medium-to-lightweight character with moderate speed and surprising power. Her specials are fun but not the fastest, and she relies on her aerial game more than her ground game-- but if you can land a smash, she's pretty freakin' strong. Her specials rely on timing and counting uses, which gives her a unique opportunity for strategy in a 1v1 setup. I tried to reference every one of her spin-off appearances in some way; I don't think I missed any.

Hope y'all enjoy it.

Laniv's Daisy Moveset

---
Daisy appears in her sports outfit with her classic dress as an alt. She uses items from the Mario spinoffs. (Kart, Party, Sports)
Daisy's main thing is that she uses two new elements: flowers (because, you know, Daisy) and crystals (from the Mario Strikers)

Jab: A simple PPK combo. Total 7%.
Forward Tilt: She kicks outward like Ganondorf. A flower effect occurs here. 9%.
Up Tilt: Daisy points upwards and a crystal spike pops up out of the ground. 7%.
Down Tilt: Daisy swipes downward with a crystal-encased hand. 8%
Dash Attack: Daisy gets a glove on her hand and dives for a ball. While she unfortunately fails to catch it, she herself does 11% and sends the opponent out in front of her, setting them up to be hit by the ball for 3% more.

Forward Smash: She winds up with her trusty baseball bat. When she swings, the bat sprouts a flower on the end, like her Star Swing in Mario Super Sluggers. The tip of the bat is the sweetspot, dealing 30% with huge knockback. However, hitting with the middle gives the the classic "PING" sound, but only 11%.
Up Smash: Daisy winds up her fist while charging, then punches a Mario Party dice block. Does 10% uncharged, 20% fully charged.
Down Smash: Daisy spreads out her arms like Lucario, and two traveling crystals slide along the ground one and a half Bowsers away from her. If they hit up close, 19%. As they travel away from her, they deal less damage, the least being 13%.

Neutral Aerial: Daisy pauses for a bit, then unleashes flowers around her, dealing 10% damage with moderate knockback. Great for clearing space around her.
Forward Aerial: A projectile, where Daisy kicks forward a ball from Mario Strikers. The ball deals 12% damage, and can be picked up and thrown like Samus' suit pieces.
Back Aerial: With a wink to the camera, Daisy sends three petals out behind her. Each petal dos 5%.
Up Aerial: Daisy does a crystal-powered flip kick upward for 19% damage. This, along with her down aerial, is a great finisher.
Down Aerial: Daisy gets a boost off a Pikachu-sized crystal, which drills downwards. It hits 6 times for 4% damage each time. This move not only drags the opponent down with the crystal, but if the crystal hits a platform, it becomes stuck there and can only be lifted up by Daisy as a heavy item. Other opponents can stand on the crystal.

Grab and Pummel: Daisy grabs the opponent by the scruff of the neck, being as in-your-face as she is. She shakes them for 3%.
Forward Throw: Daisy heaves the opponent forward with both hands, dealing 16%.
Back Throw: Daisy kicks the opponent backwards for 10%. But juuuust to make sure, she produces a Bob-omb from her pocket, and tosses it over her shoulder right at the hapless opponent for an extra 12%.
Down Throw: Daisy knocks the opponent down to the ground, and performs a flying elbow drop on them, burying them into the ground. 8%.
Up Throw: Daisy snaps her fingers, and suddenly a flower sprouts up from the ground and whisks the opponent up, up, and away! As Daisy says "Bye-bye!", the flower carries the opponent two Bowsers above her, for 11%, with a little pop upwards at the end.

Neutral Special--Flower Power: Daisy charges up a fist that can be stored for later use. When unleashed, Daisy lunges forward and punches. Anyone who is hit gets 25% initially, and gets the flower effect for 5 seconds after, dealing 1% per second.

Custom Neutral 1-- Haymaker Flower: Faster animation, but deals only 13%. It passes through the opponent and stuns them.
Custom Neutral 2-- Flower Flurry: If the move connects, Daisy hits the opponents five times before sending them away for 20%.

Side Special-- Daisy Kart: Daisy hops on a kart and shoots straight forward while shouting "Outta the way!" to anyone foolish enough to be standing there. It deals 17% and acts similarly to the Wario Bike, but indestructible and it does not remain on the stage. Daisy can press jump to dismount from the kart if she wishes. If Daisy is holding a throwing item while she uses Daisy Kart, she can still use it! If the attack is used in midair, a glider sprouts out of the kart, and Daisy can gently float down. She cannot jump out in midair.


Custom Side 1-- Daisy Bike: Providing an accurate simulation of Mario Kart Wii's online, Daisy hops on a motorbike (specifically the Mach Bike from Mario Kart Wii) and charges forward. This time Daisy deals 20% and moves faster, but no glider appears.
Custom Side 2-- Daisy Glide: The glider on the kart is much bigger. Daisy can now rise if the player holds up. However, it deals a piddly 8%.
Up Special-- Crystal Smash: Daisy shoots upward to meet a Strikers ball, and smashes it away with a crystallized hand. Anyone unfortunate enough to be in the way when Daisy smashes the ball is meteor smashed hard for 22%. This isn't the best recovery move, though: Daisy only flies a certain distance to meet the ball.

Custom Up 1-- Pop Fly Ball: Daisy moves almost completely vertical to catch a baseball. No damage here; this move is mainly for recovery.
Custom Up 2-- Crystal Vortex: Daisy moves slower to reach the Strikers ball. When she reaches it, opponents in proximity are sucked in and blasted away for 25%. The ball also explodes.

Down Special-- Flower Bed: Daisy focuses for a bit, and a flower bed appears where she stands. If an opponent walks over the bed of flowers they'll take steady chunks of damage as long as they stand there. If they stay there for too long, they experience inner peace from prolonged exposure to the garden, and drift off to sleep, completely vulnerable to any attacks. On the other hand, if Daisy stays there for long enough, she gets healed for up to 35%. However, an opponent can brave the risk of damage and sleep, and knock her away from the flowers. Only one flower bed can be on stage per Daisy, and it goes away after 10 seconds.


Custom Down 1-- Nipper Plant Bed: Calamity! As it happens, Daisy brought the wrong seeds and has planted a bed of Nipper Plants instead! This is only bad news for the opponents, as they will nibble and gnaw at the heels of anyone who comes close for 5%, while Daisy herself is unharmed. However, the Nipper Plants only last 5 seconds and there is no healing effect.
Custom Down 2-- Flowering Bed: If an opponent tries to stop and smell the roses here, they'll get plenty more than they bargained for. Opponents that step in this flowerbed get a flower on their head for their troubles.
Final Smash-- Crystal Prison: Having cracked a Smash Ball, Daisy floats up, and surrounds herself with crystals that orbit her. Other opponents become sucked in, and are bounced around inside for massive damage. After 10 seconds, the crystals explode, and all opponents are sent flying away.

Taunts
Up Taunt: Waves to the screen and shouts her infamous "Hi, I'm Daisy!" Easily spammable, too!
Side Taunt: She picks up a Mario Kart item box and peers into it.
Down Taunt: She tosses her hair and looks away with a "Hmph!"

Victory Poses
1. Twirls her bat and leans on it with a smug expression on her face.
2. The "Hot stuff!" taunt from Mario Strikers.
3. Jumps up in the air and lands on a giant flower. She winks at the camera.

Her losing pose has her clapping with a pouty expression.

Overview
Daisy is a very acrobatic character, being quick and strong in the air. Her only downsides are her light weight and poor recovery, so if she gets knocked off the stage, she'll have a hard

SG9000's Daisy Moveset

Note | Keep in mind that I imagined her with her Mario Strikers Charged design.

Speed | Around the same as ZSS, maybe slightly slower
Jump Height | Tied with ZSS.
Grab Range | Slightly shoter than Captain Falcon

Sidestep | Handstand (like Sheik's taunt, but much, much faster)
Forward Roll | Like Mario's, but slightly faster
Back Roll | Like ZSS's
Air Dodge | https://youtu.be/70xFTWguDOc?t=1m29s -> the part where she spins, but no slow motion

Neutral Attack | Left Hook -> Right Hook -> Roundhouse Kick
Side Tilt | The "Sparta Kick". Can be tilted.
Up tilt | Lifts her leg upwards. Good aerial combo starter.
Down Tilt | Same as ZSS. Can pseudo-crawl.
Dash Attack | Slides down while kicking upwards, then rolls backwards.

Neutral Aerial | Similar to Sheik and Mii Brawler. Is also a sex kick.
Forward Aerial | Same as Fox. Amazing combo tool.
Back Aerial | Same as Snake's Brawl Back Air. Great KO move.
Up Aerial | Same as ZSS, but with a lot more grace. Great juggle tool.
Down Aerial | Same as Sheik's up air, but downwards. Last kick can meteor.

Side Smash | Baseball bat similar to the one she had in the Mario baseball game. Has a flower when fully charged, which can flower opponents. Great KO tool.
Up Smash | Surrounds her fist with crystals and punches upwards as the crystals explodes. Her best KO moves if the stage's ceiling isn't too high.
Down Smash | Surrounds her fist with crystals and punches the ground, creating a wide shockwave.

Grab | Same animations as Peach, but a bit more aggressive.
Pummel | Headbutt

Forward Throw | Surrounds her fist with crystals, then punches the opponent's torso before the crystals explodes.
Back Throw | Same as Mario, but weaker and faster.
Up Throw | Surrounds her fist with crystals, then uppercuts.
Down Throw | Slams the opponent in the ground, burying it for a quarter of a second (15 frames).

Neutral Special 1 - Soccer Punch | A soccer ball from Mario Strikers Charged appears as Daisy punches it. Great range.
Neutral Special 2 - Super Ball | A Super Ball from Super Mario Land appears instead, which gives the move more power, but less range and speed.
Neutral Special 3 - Crystal Punch | No ball, only the punch. Think of it as a Daisy version of the Falcon Punch.

Side Special 1 - Hot Flower | Based of the Peach Bomber, but faster, weaker, and with an explosion!
Side Special 2 - Chill Out | Slower than Peach Bomber, but can freeze opponents.
Side Special 3 - Daisy Bomber | Similar to the Peach Bomber, but flowers instead of hearts.

Up Special 1 - Torpedo Strike | Similar to the Mii Brawler's Soaring Axe Kick, but the second hit (falling down), has incredibly powerful vertical knockback.
Up Special 2 - Rising Torpedo | Is weaker, goes higher, and neither falls down, nor has the second hit.
Up Special 3 - Torpedo | Vertical height is between 1 and 2 and the second hit is excatly like the Mii's Soaring Axe Kick

Down Special 1 - Rolling the Dice | A Mario Party die appears above her, showing a number between 1 and 6
Down Special 2 - Lucky Roll | Only 1s, 5s and 6s are available, 1 dealing 2 times more damage, 5 only lasts 5 seconds and 6 has a destructible sheild and is weaker.
Down Special 3 - Risk & Reward | Daisy can manually select the number, much like Shulk's Monado Arts, but it will give 10% damage, no matter the number and 2% every second if the number is higher than 2 for 10 seconds (+20%).

1 = 10% damage to Daisy (20% for Lucky Roll)
2 = Nothing...
3 = Daisy is faster for 10 seconds
4 = Daisy is stronger for 10 seconds
5 = Daisy is stronger AND faster for 10 seconds (5 seconds in Lucky Roll)
6 = A crystal sheild protects her from all attacks except grabs for 5 seconds
(indestructible, unless on Lucky Roll)

Final Smash - Empress Daisy | "Borrowing" Peach's Mega Strike from Mario Strikers Charged, she jumps up as she sprouts wings and a giant crown that looks like a halo. Then she curls up in a protective position before eleasing a flash from her wings, creating a shockwave similar, but much weaker than Tabuu's Off Waves.

Side Taunt | https://youtu.be/pFNAyDJX7B4?t=41s
Up Taunt | https://youtu.be/pFNAyDJX7B4?t=1m10s
Down Taunt | https://youtu.be/z8BNkrCT3Dw?t=1s

Entrance Animation | https://youtu.be/1rj34RSTqBE?t=1m4s
Win Animation 1 | https://youtu.be/pFNAyDJX7B4?t=54s
Win Animation 2 | https://youtu.be/70xFTWguDOc?t=1m27s -> remove Luigi
Win Animation 3 | https://youtu.be/pFNAyDJX7B4?t=26s -> she won't run though
Lose Animation | https://youtu.be/pFNAyDJX7B4?t=1m37s

Nintendotard's Moveset

Neutral Special - Flower Buff / Crystal Buff -

Daisy charges for about a second and a half and has either flower petals or crystal shards circling around her. Slightly similar to Shulk's Monado power each has its own properties to them.


FB: Daisy's Flower Buff allows her moves to be a lot more agile and easier to combo with. However they do less damage than without the buff and their knock back is lowered. The Flower Buff can be accessible for 10
seconds and takes the exact amount to recharge until use again. She can quickly change into Crystal Buff just pressing B again, but the second and a half charge time is still there.


CB: Daisy's Crystal Buff slows down her moves by making Daisy wind up for each move. She won't be able to get a lot of combos while in this buff, but her damage increase and knock back is increased. Like the Flower Buff, Crystal Buff lasts 10 seconds and will take 10 seconds to recharge. If Flower Buff is changed into Crystal Buff about 5 seconds in, it will only last that amount of time left (the second and a half charge will not add up to it)


Other notes: If either Flower Buff or Crystal Buff are cancelled back into Daisy's regular state, she will still have to wait 10 seconds before using either buff again. These buffs also change the properties of Daisy's other special moves.

Side Special - Tomboy Twirl / Wonder Flower / Crystal Slab
-

Depending if Daisy is using her buffs or not, this move will have different properties. The move itself involes Daisy spinning towards the direction the input is made. Here's a good idea on how the twirl looks itself as well as the final hit ( https://youtu.be/Ph_lbxLxmvQ?t=1m11s ).

TT: Not copying Peach Bomber whatsoever, Daisy instead does a miniature twirl that almost resembles R.O.B.'s Side Special, just a lot less spinning. Anyone caught in Daisy's twirl will receive damage. Something to note
about this move is that, like R.O.B.'s players will be slightly trapped if caught and the final hit knocks the opponent back

WF: Similar to Daisy's Offensive Shot in Mario Power Tennis, the flower petals enveloping Daisy form into a giant flower the size of a tennis racket. While Daisy is in her Flower Buff, the twirl itself no longer will hit the enemy, but there is a small windbox due to the petals spinning rapidly. Once the flower is formed, it tracks the opponent closest to it and rapidly hits them, hitting a maximum of 10 times. If there is no one around, the flower will wilt within 3 seconds. Good for edge-guarding. Will remove Daisy's Flower Buff once used.

CS: The twirl now takes a little longer to be completed. If anyone is in Daisy's way they will no longer be hit by the twirl, but pushed away from her. Once her twirl is complete, the crystal shards around her form a small crystal that quickly launches about the size of final destination. If it its anything it will be destroyed. Does great knock back if it connects. Will remove Crystal Buff once used.


Up Special - Leaping Daisy / Petal Breeze / Shard Spike

Daisy goes into a ball and back flips directly up. Has some horizontal control similar to Wario's Up Special in Brawl.

LD: Description above. Daisy gives herself a final push to make it up. While she is into a ball she can hit her opponents.
PB: Has a windbox the entire recovery. Much like her other moves comes out faster. No change in height is made
SS: Very similar to Leaping Daisy, but the final push she gives at the end will spike an opponent next to her. Small shards come flying down from both sides.

Down Special - Thorn Barrier / Flower Trap / Crystal Pillar - Daisy stomps her foot on the ground and depending on whether she has her buff or not, one of the following happen.
TB: Thorn Barrier acts a lot like Pit and Dark Pit's Guardian Orbitars, but do not reflect items. Large thorns surround her, taking the blow of whatever is trying to hit her. Is used for taking projectile hits, can even take a Falcon Punch if timed correctly.
FT: Once Daisy stomps her foot on the ground, a small flower bud is placed very close to her, around the same as Villager's sapling. If anyone steps on the flower bud, the bud engulfs the player. It does no damage, but gives Daisy a 2 second chance (default trapping, the higher the damage the more you have to struggle, like Jigglypuff's sing) to punish the opponent. Will not engulf if opponent jumps over it. Can only have one bulb at a time. If bulb is not activated, it will wilt within 5 seconds.
CP: A crystal pillar spikes from the ground up slightly farther away from Daisy. Think 2 Stage builder blocks from Brawl. The pilar itself is 3 stage builder blocks stacked together. It can punish people running and jumping towards her. Like all her Crystal Buff moves, it comes out a little sluggish.


Crystal Garden

The two rings on Daisy hands (in my moveset, Daisy has a flower ring and a crystal ring) glow bright, and as Daisy lifts her hand, huge vines grab the fighters in front of Daisy's line of vision and are engulfed by a giant teal crystal. Daisy
then forms her crystal hand and charges through each fighter that was captured in the crystal, shattering them and having teal petals fly from them. The fighters are sent flying shortly afterwards. Special Note: Daisy will crash through each crystal, but will stop at the last one to ensure that she has safe recovery.


Bowserlick's Moveset

Daisy Moveset
Daisy brings a ruthless gladiator/obstacle fighting style to Smash. Happy to be free of boring Princess bureaucratic duties, Daisy takes out her anger issues on the rest of the cast. She is a well-balanced fighter stat-wise, but uses projectile-based Smashes, floating bombs, flying blades and flaming tennis balls to overwhelm her enemies.

Daisy likes to fight with style. Her Down Special allows her to plant a Speed Ring from MarioKart Wii U either horizontal or in a vertical manner. While any character or projectile gets a speed boost from the ring, Daisy gets an extra-speed boost and a power boost signified by a flashy orange effect. Rings make excellent bulls-eyes to throw enemies through for extra-distance.

Her aerial attacks are good for set-ups for flashy sky-high combos as well as having a couple good power moves for the finisher.


Specials
(B) Flaming Shot: Daisy tosses a flaming tennis ball in front of her. There is a slight delay where the player can input the angle of the hit, before Daisy swings with a tennis racket.

The ball does not go as far as Pit’s arrow, but does more damage and can bounce once off a wall or floor.

Toward (B) Razor Petal: A metal platform shaped like a flower head with blades designed as petals appears below Daisy. She crouches low and goes forward at a decent speed. She can angle her craft up and down.

The blade goes the distance of Fox’s illusion before the blade disappears and the princess falls into helpless mode. The blade does multiple hits, with the last hit sending opponents behind Daisy.

Up (B) Fluff Bomb: Daisy pulls out a small Bo-omb attached to a Dandelion/Daisy puff (which makes the contraption look like a parachute-seed). Daisy goes not quite the distance of Peach’s umbrella attack before letting go of the seed.

While Daisy free falls, the seed bomb floats upwards where it can explode upon contact with a player.

Down (B) Mariokart Speed Ring: Daisy twirls around in place like a missile, while a ring from Mariokart Wii U forms around her. The ring can be shifted from a regular state to a vertical state and back again.

After a short time, Daisy shoots out like a missile with an orange glow effect, going about the distance of an Uncharged Luigi missile. The ring stays. She can have one ring out at a time. If she plants another ring, the previous one disappears.

Anyone or anything that goes through the rings gets a speed boost. However, Daisy or any of her projectiles gets an added speed and damage boost if propelled by a ring, symbolized by an orange light effect.

Daisy can use her ring to boost flaming tennis balls, propel her blade craft, leap higher with her bombs (which also float faster when released), add speed and power to her projectile smashes or boost her air speed for an accelerated aerial attack.

Smashes
Forward Smash Twirling Dropkick: Like Fox’s old Smash move from Smash 64, Daisy performs a dropkick while spinning. Go through a ring for extra distance and launching power.

Up Smash Bullet Bill Pluck: Not to be outdone by Peach, Daisy plucks a bullet bill from the ground which jets upwards a distance before exploding. Going through a ring gives this missile an extra boost of speed and power.

Down Smash Olympic Hammer Throw: From Mario and Sonic Olympic games, Daisy twirls in place while wielding an Olympic hammer (The hammer could look like a smaller Chain-Chomp to further reference the Mario universe). When the Smash is released, she tosses the Hammer/Chain Chomp in the direction it was aimed when let go.

A Smash that does damage when charging and has good KO damage when released.

Ground Attacks
(A) Karate Moves - Daisy performs a horizontal hand slice.
(A,A) Daisy performs a horizontal hand slice. She follows up with a downward hand chop.
(A,A,A) Daisy performs a horizontal hand slice. She follows up with a downward hand chop. She finishes with a forward palm that pushes the enemy away a good distance.

Dash (A) Turbo Boost – Daisy does a shoulder ram as turbo arrows from MarioKart appear on the floor beneath her, giving her a boost of acceleration. Not as strong as other shoulder rams such as Ganondorf or Samus’s ram, unless she goes through a ring.

Down (A) Somersault – Daisy performs a somersault which pops enemies upwards before returning to her crouch pose.

Up (A) Leaping Head-butt – Peach’s old Up tilt. Daisy performs a jumping head-butt.

Forward (A) Whirling Backhand – Daisy spins backwards and delivers a swinging backhand. Good power for a tilt.

Aerials
Forward (A) Soccer Kick – Daisy performs a large upwards kick as if launching a soccer ball. This move has decent power and is good for set-ups.

Back (A) Straight kick – Sends a rigid leg backwards to launch an opponent. Like a reverse Ryu’s Forward Smash performed in the air. Good power and sends the opponent on a straight path.

Up (A) Sky Kick – Peach’s old Upward kick from Melee and Brawl.

Down (A) Karate Chop – Daisy performs a downward karate chop. A nice quick attack and a weak meteor smash.

Neutral (A) T Punch – Daisy crosses her arms across her chest briefly before unfurling them into a punch on each side.


Throws
Daisy grabs with her hands.
Pummel Forehead Smash – Rams her forehead into the enemy

Down Throw Tantrum – Slams the opponent onto the ground and leaps in quick motion several times on their floored body as she turns red in the face. Pops up at the end.

Forward Throw Body Sled – Leaps onto her opponents and skates on their body upon the floor a distance, before stepping off. The opponent keeps sliding. Send them through a ring.

Up Throw Shoulder Press – Daisy faces the screen and does a shoulder press with the enemy, heaving them straight upwards. Why not throw them through a vertically aligned ring?

Back Throw Roundhouse – Swings the enemy behind her and performs a spinning roundhouse.

Ark of Silence's Moveset

Neutral Special: Flower Swing, Daisy tosses a baseball and swings at it with her baseball to fire a projectile. There is a sweetspot that lies in the middle of the attack that deals decent knockback and has the flower effect. But has a little start up with the beginning animation.

Side Special: Torpedo Strike, lounges forward with her knee, should it hit, will follow up with a kick that deals good damage and knockback but is not safe on shield.

Up Special: Flowerbed Return, rises upwards while covered in her signature flowers that deal minimal damage and push the opponent away, covers a good vertical distance.

Down Special: Crystal Smash, assumes a parrying stance, should she be hit while the counter frames are active, retaliates by slamming her fist tk the ground and making a crystal appear, power is dependent on knockback rather than damage.

StarCrystal20's Moveset



Attributes: Daisy can perform a triple jump, a reference to her double jump in Super Mario Run.

Aesthetics:
Daisy wears her classic dress as a stylistic choice and to differentiate her from Peach wearing her yellow palette on the stage. She still retains her current face, short hair, and crown.

SPECIAL MOVES
B: Dice Block - Holds it up while the number randomly changes. If u let go of the button, she throws it. The bigger the number, the bigger the explosion.

Side B: Sports Ball - She attacks with either a basketball, a volleyball, a baseball, or a soccer ball. All have different properties. Because it is randomly chosen it's hard to plan but also the opponent won't know which ball/direction the attack is going either.

Up B - Flower Glider - Unlike Peach's umbrella it doesn't go as high. But at least she has a triple jump.

Down B - Crystal Smash - a must have for any Daisy moveset lol.

Smash Attacks:
Side Smash: SHOUTS loudy! She says "WHOA" and it creates sound waves.
Up Smash: Makes a Pokey (cactus Mario enemy) rise up.
Down Smash: Makes a Thwomp appear and smash down (similar to Bayonetta's down Smash)

Air Attacks:
Nair: A swirl of petals.
Fair: Potted Piranha Plant.
Bair: Potted Piranha Plant.
Uair: Waves up pompoms from Mario Sports Mix

*She grabs/throws using a giant baseball mitt so her throw has a lot of range.

Overall her attacks have big hitboxes but her downside is that her play style is very luck-based and random, especially with her B and side B. She is also a bit floaty and easy to KO like Peach and Rosalina.

Kirby Dragons' Moveset


Daisy is the fastest of the Mario series characters. She's also faster than Donkey Kong, but not Diddy Kong.

Petals will often appear in Daisy's attacks (or be the attack). Each petal automatically does 1% damage.


    • Jab: Holds out her hand and hits with a petal. She can then create up to five more petals in a row, with a petal disappearing when a new one is created. There's a small gap between the first two petals.
    • Dash Attack: Flying knee, with her knee still under her dress. 4%.
    • Forward Tilt: Punches, in one of Daisy's strongest attacks. 8%.
    • Up Tilt: Swipes up her hand, sending three petals in different directions.
    • Down Tilt: Does a short range kick of 5%. Three petals will also hit in front of her leg.


    • Forward Smash: Rapidly attracts petals to her hands, creating a sphere in them. The sphere is comprised of thirty petals at full charge. When the charge is released, Daisy holds out the sphere and has it burst, with size dependent on the charge. It, of course, does 1% per petal.
    • Up Smash: Mimics an overhead baseball pitch, hitting with her hand. Knockback is straight forwards, as if the opponent was a baseball Daisy pitched. 10% uncharged.
    • Down Smash: Crystal Smash! Daisy punches the ground, causing rock spires to pop up on either side of her. Both sets of spires do 16% uncharged. The punch also damages, doing 9% uncharged.




    • Neutral Air: Kicks with one leg (3%), then does a shorter range back kick (2%).
    • Forward Air: Swings a bat (7%) that is followed by a trail of three petals.
    • Up Air: With a bit of lag, coats her hand with petals, then swipes up her hand. 9%, and one of Daisy's strongest attacks.
    • Back Air: Swings a bat (7%) that is followed by a trail of three petals.
    • Down Air: With a bit of lag, coats her foot with petals, then stomps down far and meteor smashes. 9%.


    • Grab: A mess of petals the same size as Daisy swirls in front of her. Opponents caught in it are pulled into Daisy's hand.
    • Pummel: Projects a full flower into the opponent's body. 2%.
    • Forward Throw: Jumps high and does a double kick into the opponent's body, sending them towards the ground. 8%.
    • Up Throw: Five thick flowers grow up from the ground to launch the opponent. 10%.
    • Back Throw: Throws two kicks. The first one (3%) has less range than the second (8%).
    • Down Throw: Flowers grow up and entangle the opponent, also delivering them 7%. Daisy then kicks them away for 4%.


    • Standard Special: Wonder Flower. Daisy holds up a tennis racket, which becomes surrounded by several petals. She'll then swing the racket forwards. It reflects projectiles, and causes 25%. It has great range.



    • Side Special: Flower Ball. Daisy throws a ball, comprised of seven petals, a long range. It's slightly affected by gravity. The ball does 7% on contact, then the petals split up and each hit.
    • Up Special: Flowerbed Return. Daisy creates a bed of flowers under her, launching her up. During this move, other characters that touch the bed are also launched up.



    • Down Special: Flower Shot. Daisy spins around, gaining a little bit of height. As she spins, a swirl of petals hits around her. Daisy then throws a basketball an average range, which is coated yellow. The basketball causes 11 damage, and sprouts a flower on the head of whoever it hits.



    • Final Smash: Crystallized Daisy. Daisy becomes surrounded in black crystals, and she kicks for 9%, trapping opponents. She'll deliver a series of fast crystal punches, eventually launching.



SuperMii3D's Moveset

Princess Daisy
View attachment 140329
Overview – A technical character in most sports games she appears in and an overall theme with flowers. Super athletic with a tomboyish attitude. Instead of wearing her typical dress, she will have her athlete's uniform on. Her move set will reflect upon these qualities.

Daisy is a fast character who can quickly deal a lot of damage. She has excellent recovery and can jump high but suffers from being killed very quickly, as she is one of the lightest characters in the game. She can combo well but can also easily get comboed herself since she is a fast faller. Her main draw is her unique ability to give her opponents flowers on their heads. Many of her attacks can do so, so she builds up damage quickly. To balance this quick damage output, she has trouble landing attacks that can successfully kill opponents. Her only reliable kill throw will kill at around 125% for average weight characters. Her Up Smash and Side Smash are her only other non-grab kill moves, so the rest of her move set will revolve around quickly racking up damage and setting up her opponents for a quick kill. She can also gimp quite easily as she has excellent off-stage play and some meteor attacks.


Basic Attacks

Princess Punch [Jab 1]: A basic royal punch that can connect with every tilt.

High Kick [Jab 2]: Daisy swiftly brings her leg out in an upward motion.

Fists of Frustration [Rapid Jab]: A barrage of punches that almost looks like flailing.

Ball Spike [Jab Release]: Daisy slams her fists on her opponent as if they were a volleyball. A sweet spot hit will meteor the opponent.

Ribbon Swing [Forward Tilt]: Daisy swings her Dancer’s Ribbon right out in front of her in a downwards motion. The Ribbon acts as a barrier destroying small projectiles. (Mario and Sonic at the Olympics)

Leg Sweep [Down Tilt]: Daisy sticks her leg out in front of her and tries to trip anyone in front of her. If struck with the final frames of her foot’s hit box, the opponent will have guaranteed trip.

Ribbon Dance [Up Tilt]: Daisy pulls out a Dancer’s Ribbon and quickly swings it above her. It covers her from above, but her sides are exposed. (Mario and Sonic at the Olympics)

Home Run Slide [Dash Attack]: Daisy slides on her back, very similar to the way Mario does. The very last frames of the attack do the most damage. (Mario Sluggers)

Aerial Attacks

Flower Shot [Neutral Air]: Daisy extends her arms out and her upper body is surrounded with flower petals for a multi-hit attack. Her legs and her head are exposed. (Mario Hoops 3 on 3)

Rhythmic Club [Forward Air]: Daisy stretches her arm out and spins a small Rhythmic Club. It has multiple hits, dealing some moderate damage. (Mario and Sonic at the Olympics)

Trick Pose [Back Air]: Daisy strikes a pose as seen in Mario Kart 8. Her arm and leg stick behind her, both of which deal damage. She also raises her other hand above her head, which also does damage. (Mario Kart 8)

Cheerleader [Up Air]: Daisy puts on a pair of pom-poms and shakes them above her twice. The second hit is stronger than the first. (Mario Sports Mix)

Skater’s Spin [Down Air]: Daisy performs a quick ice skater spin. The attack performs multiple hits and has a meteor effect on the last hit of the sweet spot [The tip of her feet]. (Mario and Sonic at the Winter Olympics)

Smash Attacks

Side Smash: Very similar to Peach, Daisy has a rotation of 3 items; a baseball bat [Long reach and most powerful, destroys projectiles], a Tennis Racket [Low damage, decent knockback, reflects projectiles], and Lip’s Stick (No knockback, average damage, stuns with stun lasting longer if charged more and opponent has high damage. No protection from projectiles] Rotation is always Bat, Racket, Lip Stick. Her Bat is her second most reliable kill move with the Racket being the third.

Koopa UpperKut [Up Smash]: A quick and powerful uppercut performed on Bowser in Mario Party 3. Her strongest attack and most reliable kill move, this punch will kill light opponents at 80% and heavier opponents at 120%. Its hitbox is only on her hand and will miss most opponents who crouch or are too small. Daisy begins to crouch as the attack is charged, which gives her a better chance at landing the attack. (Mario Party 3)

Piranha Plant Summon [Down Smash]: Daisy holds her arms in front of her face as she charges. The non-charged Down Smash will summon two small Piranha Plants (One on each side of her) that will only bite once. A charged Down Smash will summon two Piranha Plants half the size of Daisy that will bite twice. A fully charged Down Smash will cause Piranha Plants the height of Daisy to appear and bite 3 times. The move deals a load of damage but has horrible knockback. The last bite deals the most damage.

Special Attacks

Nipper Spore [Neutral Special]: Daisy pitches out a Nipper Spore, an enemy from Yoshi’s Island that floats down slowly. An opponent who touches a Nipper Spore will cause a flower to bloom on their head. Unlike in Yoshi’s Island, once the Nipper Spore hits the ground, it disappears. If the B button is held, Daisy can hold her pitching pose and aim the Nipper Spore in a series of 3 directions – Straight forward, diagonal or straight up. She can also face the other direction while holding her pitch. Only 2 Nipper Spores can be present at any time. (Yoshi’s Island)

Garden Slide [Side Special]: Daisy seemingly gets ready to run an athletic race. Holding the B button will allow her to keep this pose for a bit, with flowers swirling around her. Once the B button is released, she goes into a slide on her stomach with her hands held out in front of her. The longer the B button is held, the farther she slides. Getting caught by the slide puts the opponent into harsh hit stun. She leaves a trail of flowers behind her that last for about 2 seconds; contact with these flowers will leave a flower on the opponent’s head. (Mario Power Tennis)

Daisy Torpedo [Side Special in Air]: Daisy strikes a pose in the air and, with the B button held, charges, with flowers swirling around her. Once the B button is released, she launches herself in a vertical trajectory head first in whichever way she’s facing; this move is seemingly familiar, who did she learn it from?? She leaves a trail of flowers behind her, but unlike the grounded counterpart, the flowers only last half a second. These flowers will also leave a flower on an opponent’s head. On top of that, if she comes into contact with an opponent, she’ll immediately stop moving instead of continuously hitting them. The Daisy Torpedo will also have a small chance of bursting. The Burst version will always go farther and faster regardless of how charged the attack was. The Flower trail will not occur from the Burst, but anyone too close when the burst occurs will get a Flower on their head. Hitting a wall during a burst Daisy Torpedo will cause her crown to get lodged in the wall, causing her a few moments to recover her crown before she can get back into the fray.

Floaty Fluff [Up Special]: Daisy pulls out a Floaty Fluff Flower from Super Mario Galaxy 1. Like Peach’s Parasol, this attack will bring her diagonally upward in the direction she’s facing. Once the attack has reached has peaked, the flower will bloom and let Daisy slowly descent. The flower has one hit box, which is at the tip of the flower before it unfolds. This one hit box has decent knockback but won’t ever kill and gives any hit opponents a flower on their head. The flower is granted wind boxes to the sides of and above it once it opens. The flower has 3 petals which drift off fairly quickly. Once all 3 petals are gone, Daisy is sent into special fall. She can cancel the flower by pressing down on the control stick or performing an aerial attack, which also sends her into special fall. The flower can also be destroyed by opponent’s attacks, which will also send Daisy into special fall. (Super Mario Galaxy)

Crystal Smash [Down Special]: Daisy performs her Crystal Smash from Super Mario Strikers. She slams a fist on the ground and yellow crystals appear from the ground on both sides of her. These crystals deal damage and stun anyone who touches them, allowing Daisy to quickly follow up with a grab or a smash attack. The move has much longer end lag if no one gets hurt. In the air, she’ll quickly come straight down and slam the floor to perform the same move. (Super Mario Strikers)

Grabs

Magic Vine [Tether]: These classic vines from Super Mario Bros aid Daisy in grabbing her opponents from a distance. If she misses the vine will slump to the floor, and she’ll irritably pull it back to her in one swift, angry motion, which takes her some time to recover from. She can use this vine to grab the ledge from a distance. On her way back up, you can hear the vine climbing noises from Super Mario Bros.

Piranha Chomp [Pummel]: The vine transforms into a Piranha Plant and begins furiously biting the opponent. The pummel leaves a flower on the opponent’s head.

Cherry Bomb [Forward Throw]: Daisy slightly tosses her opponent in front of her and then gives them a hard kick. Kills at the edge of some stages at a high percent.

Drop Kick [Back Throw]: Daisy tosses her opponent behind her and gives them a nasty drop kick. More powerful than a Cherry Bomb but has more end lag.

Dice Destroyer [Up Throw]: Daisy tosses her opponent upwards which keeps them suspended in the air for a moment. She then punches them upwards. This move sends opponents straight up, useful for knocking them into Nipper Spores above you. Kills at a high percent when close to the top blast zone. (Mario Party)

Ground Pound [Down Throw]: Daisy grounds her opponent, quickly jumps over them and performs the famous Ground Pound. Her most reliable kill throw, this move finishes off average weight opponents at around 125%.

Final Smash

Garden Frenzy: A wooden picket fence sprouts from the ground on both sides of Daisy. Anyone caught within the fence will be wrapped in a growing vine that deals massive damage. Once the move is over, any unlucky victims to have been caught in it will also be asleep.

Taunts

Plant Party [Side Taunt]: Produces one of many plants; Flower, Piranha Plant, Floaty Fluff, Nipper Spore or Magic Vine. The Flower gets put away quickly, the Piranha Plants chomps around a bit before disappearing, the Floaty Fluff flies off, the Nipper Spore is dropped, and the Magic Vine grows straight up infinitely. This taunt can be cancelled at any time by shielding or dodging.

Cheerful Greeter [Up Taunt]: Signature “Hi, I’m Daisy!” is stated. Waves and winks at the screen.

Passionate Planter [Down Taunt]: Daisy gets on one knee and plants a small flower. The flower can come in a variety of colors: white, orange, yellow, red, blue. The flowers will disappear once Daisy has been KO’ed or the flowers comes in contact with fire. Up to 5 flowers can be planted. No effect on gameplay.


Daisy Character Trailer Ideas


As the princesses race off into the distance, we cut away to a fight elsewhere, on a Mario Kart stage, with a couple of other Nintendo royals - Bowser, and Dedede.

Suddenly, someone sends the soccer ball item hurtling into the ongoing battle - and it smacks Dedede in the face, since he's always good for a hilarious facial-expression.

The camera quickly zooms over to the off-screen newcomer, who had obviously been racing to get here: "Hi, I'm Daisy!", she cheerfully proclaims (presumably because this is a taunt), followed by an introductory tagline. You'll have to imagine one, because I can't think of a good one. :laugh:

Then you've got the customary showing of moves, and the first one has to be a reference to Daisy punching Bowser skyward in the Mario Party series. It'd be fun to have all of Daisy's opponents/team-mates* be royal characters, here.

*For example, Daisy, Peach, and Rosalina could be shown in a team battle against Bowser, Bowser Jr., and K. Rool, or suchlike.

 
Last edited:

AwesomeAussie27

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Some quick criticism. Some images are broken, it's best to fix them or remove them.

You might want to edit the swordsman part since it might sound a bit too harsh. If you get what I mean.

And honestly, I feel it's best to remove some of the movesets since these are from users who were completely inactive for years.

But it's good to have the old place back. You know what to do, I don't even need to say it.
 

Yomi's Biggest Fan

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Added both. I can't believe I'm having flash backs of 2014. This is a good feeling overall.

Some quick criticism. Some images are broken, it's best to fix them or remove them.

You might want to edit the swordsman part since it might sound a bit too harsh. If you get what I mean.

And honestly, I feel it's best to remove some of the movesets since these are from users who were completely inactive for years.

But it's good to have the old place back. You know what to do, I don't even need to say it.
Fair enough. I'll remove some of the broken images since it's best not to bring them back.

I see little wrong with it. Unless it feels too wordy, then sure. I'll fixed it since I've already changed enough from the original.

Eh. I see no point in doing it. Who knows, they can make their way back here after a while. It would be kind of disrespectful to do that. That depends if they will return.
 

Luminario

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Your guess is as good as mine
Daisy would be perfect. It's time to get all 3 Mario crowned queens in this game LET'S GO.
I'd really like Daisy's tomboy personality to come across in her design a bit in this game where her dress could be frayed at the end and her dash attack is her tripping over it.
On the topic of attacks I'd also love to see her mirror a few of Peach's moves. Give her Peach's old up tilt and uair and let one of her attacks like f smash be a crown punch like Peach's fair.
 

Yomi's Biggest Fan

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Daisy would be perfect. It's time to get all 3 Mario crowned queens in this game LET'S GO.
I'd really like Daisy's tomboy personality to come across in her design a bit in this game where her dress could be frayed at the end and her dash attack is her tripping over it.
On the topic of attacks I'd also love to see her mirror a few of Peach's moves. Give her Peach's old up tilt and uair and let one of her attacks like f smash be a crown punch like Peach's fair.
I really like your enthusiasm. We are off to a brand new start. Added you to the list.

That idea you have in really reflecting her personality in her character ins interesting. Frayed dress ends, showing little care for her dress during movement, being a little spunky (like her Charged counterpart), and pretty much the polar opposite of the girlier Peach "personality-wise".

I have no issues in her taking some old moves of Peach if they happen to fit her more. Crown punching sounds like it's right up Daisy's alley. Like where this is going.
 

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Ohh, it's still got that 'new subforum smell'.

I support.

I like this Daisy personality showing more. Plus the tripping over a frayed dress dash attack seems like a hybrid of Peach and Luigi.

And on the old forum I've made no secret that I like the idea of her playing like a hybrid of those two. Luigi physics, a peach float, pulling out tatanga instead of Toad, making a flower with her butt hit instead of a heart, and kart wheels instead of turnips and she'd be a great luigification that would be fairly easy to quickly program as well as being unique to Daisy.

Plus a little struggling Tatanga counter would be too much fun.

Final Smash? I'd say go with the mario land vehicles.
 

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Ohh, it's still got that 'new subforum smell'.

I support.

I like this Daisy personality showing more. Plus the tripping over a frayed dress dash attack seems like a hybrid of Peach and Luigi.

And on the old forum I've made no secret that I like the idea of her playing like a hybrid of those two. Luigi physics, a peach float, pulling out tatanga instead of Toad, making a flower with her butt hit instead of a heart, and kart wheels instead of turnips and she'd be a great luigification that would be fairly easy to quickly program as well as being unique to Daisy.

Plus a little struggling Tatanga counter would be too much fun.

Final Smash? I'd say go with the mario land vehicles.
Aaaaayyyyyyy there's a familiar face.

And agree, borrowing some elements wouldn't be too bad. Can't be any worse than being a literal clone a la Dark Pit.

And sign me up for the Sky Pop Plane Final Smash. Just as long as it comes with the funky theme.
 

Tortilla Noggin

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Hey hey! Just dropping in to continue my support for another favourite mould-breaking video game royal! :grin:

Let's enjoy this round of speculation while it lasts!

I'd really like Daisy's tomboy personality to come across in her design a bit in this game where her dress could be frayed at the end and her dash attack is her tripping over it.
I've seen lots of talk about moves and outfits over time, but rarely have I seen mentions of details like art and animation. I seriously love this idea - it fits Daisy to a tee.

For some reason, I can't help but picture this as being somewhat similar to Dedede's klutzy dash-attack, where he trips over and falls flat on his face. :laugh:
 

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HI I'M DAISY!

Ahem...as long as her move set has references to Super Mario Land, I'm cool with her.
 

Tortilla Noggin

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HI I'M DAISY!
You know, I really want this to be one of Daisy's taunts. I can just see it - she'd wave both hands/arms enthusiastically and grin about it, in complete contrast to Peach's (largely) more reserved taunts.

Actually, I've considered this one enough times that I've simply never thought about what the other two could be... :confused:
 
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HI I'M DAISY!

Ahem...as long as her move set has references to Super Mario Land, I'm cool with her.
Welcome back Zero. I hope you're off to a good start.

And I'm also in the camp that wants her as a sole Super Mario Land rep. It's all about being creative enough with them or giving her the right perks.

I still want Daisy & BunBun to be a thing (Cookie to whoever members that joke I've made). :troll:

You know, I really want this to be one of Daisy's taunts. I can just see it - she'd wave both hands/arms enthusiastically and grin about it, in complete contrast to Peach's (largely) more reserved taunts.

Actually, I've considered this one enough times that I've simply never thought about what the other two could be... :confused:
Probably some stuff that suit her personality.

Maybe the "Hot Stuff!" from Charged (assuming that's a little too spicy) with the second being a simple "Woooooohooooo!". Screaming and shouting are her forte after all.
 

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So we are back. For her moveset, I can picture something like this:
Side Special: Torpedo Strike, lounges forward with her knee, should it hit, will follow up with a kick that deals good damage and knockback but is not safe on shield.
Up Special: Flowerbud Return, rises upwards while covered in her signature flowers that deal minimal damage and push the opponent away, covers a good vertical distance.
Down Special: Crystal Smash, assumes a parrying stance, should she be hit while the counter frames are active, retaliates by slamming her fist tk the ground and making a crystal appear, power is dependent on knockback rather than damage.

I have no good ideas for a neutral special so I just left it out.
 

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So we are back. For her moveset, I can picture something like this:
Side Special: Torpedo Strike, lounges forward with her knee, should it hit, will follow up with a kick that deals good damage and knockback but is not safe on shield.
Up Special: Flowerbud Return, rises upwards while covered in her signature flowers that deal minimal damage and push the opponent away, covers a good vertical distance.
Down Special: Crystal Smash, assumes a parrying stance, should she be hit while the counter frames are active, retaliates by slamming her fist tk the ground and making a crystal appear, power is dependent on knockback rather than damage.

I have no good ideas for a neutral special so I just left it out.
This moveset is a good one. Love the Flowerbed Return idea.

For a neutral special, how does Flower Swing from Mario Superstar Baseball sound?
 

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Down Special: Crystal Smash, assumes a parrying stance, should she be hit while the counter frames are active, retaliates by slamming her fist tk the ground and making a crystal appear, power is dependent on knockback rather than damage.
Why a counter, though? This same move already mars about a fifth of the roster as it is, most of whom it doesn't fit at all. :p

It only exists because of an old need to find a one-move way to somehow represent a turn-based strategy game within a fighting game, and now a lot of characters who it doesn't fit have one, too. I don't really get why Daisy would need to have one - she's never been in a turn-based strategy game, to the best of my knowledge, and though Peach has one, it makes no sense for her, either*.

*I mean, if Peach could return 1.5x damage in one move like that in the Super Mario series, then there'd be no Super Mario series, because Bowser would never be able to catch her. :laugh:
 

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Also, note how we are the most viewed character support thread here.

Well Daisy is an infamous character, but I didn't expect this to get so much attention.
 

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This moveset is a good one. Love the Flowerbed Return idea.

For a neutral special, how does Flower Swing from Mario Superstar Baseball sound?
It's a nice idea overall, how about adding something like a sweetspot that lies in the middle of the attack that deals decent knockback and has the flower effect? But has a fair share of start up to compensate?
Why a counter, though? This same move already mars about a fifth of the roster as it is, most of whom it doesn't fit at all. :p

It only exists because of an old need to find a one-move way to somehow represent a turn-based strategy game within a fighting game, and now a lot of characters who it doesn't fit have one, too. I don't really get why Daisy would need to have one - she's never been in a turn-based strategy game, to the best of my knowledge, and though Peach has one, it makes no sense for her, either*.

*I mean, if Peach could return 1.5x damage in one move like that in the Super Mario series, then there'd be no Super Mario series, because Bowser would never be able to catch her. :laugh:
It's a defensive move in Strikers Charged and since counters are mainly defensive, I thought it would be a good idea.
 

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Ah, we're back I suppose?

This will be a great time to finish my Daisy Strikers set
Oh yeah, you talk about making that before.

Definitely looking forward to the final.

Welcome back WCF.

So we are back. For her moveset, I can picture something like this:
Side Special: Torpedo Strike, lounges forward with her knee, should it hit, will follow up with a kick that deals good damage and knockback but is not safe on shield.
Up Special: Flowerbud Return, rises upwards while covered in her signature flowers that deal minimal damage and push the opponent away, covers a good vertical distance.
Down Special: Crystal Smash, assumes a parrying stance, should she be hit while the counter frames are active, retaliates by slamming her fist tk the ground and making a crystal appear, power is dependent on knockback rather than damage.

I have no good ideas for a neutral special so I just left it out.
How about a Superball. Sure it's an out of place Super Mario Land reference, but it makes the most sense given her roots. Aussie's idea is also great if we want more Mario Baseball stuff.

I really like the rest of your moveset ideas Ark. Great to have you here.

Also, note how we are the most viewed character support thread here.

Well Daisy is an infamous character, but I didn't expect this to get so much attention.
What can I say, everybody is Crazy for Daisy.

Right? Riiiiiight? :lol:
 

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It's a nice idea overall, how about adding something like a sweetspot that lies in the middle of the attack that deals decent knockback and has the flower effect? But has a fair share of start up to compensate?
This can work. Still gives it the spirit of the original attack, rewarding you for the right distance and timing of the attack.

And I have no issue of Crystal Smash being a defensive move. Makes it less of a straight forward special IMO.


What can I say, everybody is Crazy for Daisy.

Right? Riiiiiight? :lol:
Look at my avatar and tell me what that says to you.
 

Tortilla Noggin

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It's a defensive move in Strikers Charged and since counters are mainly defensive, I thought it would be a good idea.
Oh, don't mind me. I just don't think that Smash's counters are very good or interesting from a game-design perspective - when one player has to prepare and aim an attack, but the other can time a single button-press to return 1.5x damage in exchange for no effort, there's something wrong, I feel.

I should stress that there's nothing wrong with your choice of it for this move, though, especially since there are so many of them in Smash already. I just don't like Smash's counters in general - they were a neat "Oh, that was a nice idea" novelty when one character brought them to the table and had an interesting reason for that, but I personally think that they're unfittingly overdone, now.

Look at my avatar and tell me what that says to you.
It says that a man doesn't like his hair-dye. :p
 
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I think it would be really cool if you could turn it into a move you use for defense without it being a counter

EDIT: My Neutral Special in that moveset would be a simple Soccer Ball-summoning move, so it can be kicked and flung around by the other Strikers-inspired moves.

EDIT: I think a Counter would be out of place and just as lazy as Corn's Down B, which was basically a lazy attempt of making a move around Corn's Full-Dragon Form.
 
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Tortilla Noggin

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I think it would be really cool if you could turn it into a move you use for defense without it being a counter
For some reason, my first thought upon reading this was of something that works like some sort of super-charged bumper, which does little to no damage, but which sends opponents flying about half-a-mile away. :laugh:
 

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Look at my avatar and tell me what that says to you.
Ephraim is ****ing pissed that he'll never be in Smash. :troll:

I know, both jokes are bad. Hopefully thinks won't be as crazy as the first one.

I think it would be really cool if you could turn it into a move you use for defense without it being a counter

EDIT: My Neutral Special in that moveset would be a simple Soccer Ball-summoning move, so it can be kicked and flung around by the other Strikers-inspired moves.
This. I see little reason to make that move a counter when we have enough of them. The crystals alone would serve as terrain that can essentially attack and defend you within each use. They should be invincible and pop back in like the original game instead of being left out a la Pac-Man's Hydrant.

Good idea. Though that can possibly conflict with the already existing Soccer Ball item.
 

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For some reason, my first thought upon reading this was of something that works like some sort of super-charged bumper, which does little to no damage, but which sends opponents flying about half-a-mile away. :laugh:
That'd get stupid in no time.

I love it.

EDIT: I don't see why a Soccer Summon wouldn't work, when Diddy summons the literal Banana item for his Down B
 
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Yomi's Biggest Fan

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That'd get stupid in no time.

I love it.

EDIT: I don't see why a Soccer Summon wouldn't work, when Diddy summons the literal Banana item for his Down B
Wow, you're right. When Diddy literally drops banana peels, I can't see why Daisy can't shoot Soccer Balls at all. Even Samus still has the Screw Attack as her Up Special despite the item existing to this day.
 

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Come on guys, do you seriously want Daisy to become the next Diddy Kong? :laugh:
That's probably not going to happen unless she gets an easily exploitable combo like Hoo Hah!

But we wouldn't want her to be hated by competitive Smash fans.
 

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That's probably not going to happen unless she gets an easily exploitable combo like Hoo Hah!

But we wouldn't want her to be hated by competitive Smash fans.
Both the casuals and hardcore hated to be crushed by a good Diddy Kong. lol

Anyways, I don't want Daisy to be top tier anyway. Perhaps being mid-tier should be fine?
 

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Both the casuals and hardcore hated to be crushed by a good Diddy Kong. lol

Anyways, I don't want Daisy to be top tier anyway. Perhaps being mid-tier should be fine?
Tiers are tiers IMO.

But making her broken for the sake of being broken would be terrible.
 

Tortilla Noggin

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You and your talks about good game design. :p
Well, it's important!

I don't think anyone'd be especially happy if Daisy got into the game, but was fundamentally broken. For example, as amusing as that "supercharged bumper" idea from earlier was, as WeirdChillFever WeirdChillFever noted, it'd get stupid pretty quickly. The fact is, it actually wouldn't be very fun - reason being, with Smash, you have to be aware that there can now be up to eight people playing as the same character, and of the challenges that brings with regard to mechanical interactions between characters, moves, and items.

Considering proper design principles provides some useful constraints to make moveset ideas more creative, come to think of it...
 
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Agreed. A fair Daisy is a good Daisy.

You and your talks about good game design. :p
Because good balance matters in any fighting game. Smash being no exception.

If no one likes Meta Knight's "skill" in Brawl, what makes you think that anyone would like Daisy being Mario Tennis Boo levels of overpowered.

Tortilla Noggin does have a point.
 
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I think Daisy would be pretty good, since mobility is a pretty important aspect of viability and most Daisy movesets involve both high mobility and a mobility special

Though I wouldn't want her to be "toxic", I secretly hope she'd be a top tier.
As much fun as Bowser Jr. is to play, he's bad and that's not good
 

Tortilla Noggin

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I think Daisy would be pretty good, since mobility is a pretty important aspect of viability and most Daisy movesets involve both high mobility and a mobility special

Though I wouldn't want her to be "toxic", I secretly hope she'd be a top tier.
As much fun as Bowser Jr. is to play, he's bad and that's not good
It only comes down to your own skill, in the end, not some imagined criteria for "viability". ;)
 
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