Almand
Smash Journeyman
- Joined
- Jan 20, 2018
- Messages
- 216
Daisy is being shown off in Nintendo Treehouse, so I've compiled a little list of stuff.
For reference:
-All values may or may not be accurate, so take them with a grain of salt.
-Frame Data is always in green, Damage in blue, any other relevant changes in purple.
-Frame Data begins when the first "whoosh" or "strike" effect appears, in the event that I can't find an instance of the move hitting on its first possible frame. I cannot reliably find data for ending frames (for most moves) or late hit frame data, since there is no way of knowing this for sure.
-All attacks' damage values are meant to reflect base damage (No 1v1 or Fresh bonuses)
-All Smashes are uncharged, but damage likely increases by 1.4x when charged (we don't know if SSBU is different from Smash 4 in this regard).
-Any unknown values are represented by a red ?.
-Special Instances (usually a possible inconsistency) are marked with a yellow symbol, such as * or ^.
-If you see any evidence proving my research false, please link me to the video showing it, and I will update this Master List with credit to you in orange. (Make sure all reference videos are in 60 FPS. For damage, just make sure the percents are easily visible. Thanks in advance! )
Without further ado, here we go!!!!
Jab 1: Active 2, FAF ?. Damage 2%.
Jab 2: Active 2, FAF ?. Damage 3%.
Dash Attack (Hit 1): Active 6, FAF ?. Damage 4%.
Dash Attack (Hit 2): Active ?, FAF ?. Damage 6%.
F-Tilt: Active 6, FAF 36. Damage ?%.
Up Tilt: Active ?, FAF ?. Damage ?%.
Down Tilt: Active 8, FAF 24. Damage ?%.
Smashes:
F-Smash: Active 15, FAF ?. Damage ?%. Daisy seems to only have the Golf Club?
Up Smash: Active 13, FAF 44. Damage ?%.
Down Smash (Loop Hits): Active 7, FAF ?. Damage 2%. Could become active earlier; dress fans out quite far and seems to have plenty of range, and Isabelle had a bit of distance. 6 loop hits.
Down Smash (Final Hit): Active ?, FAF ?. Damage 3%. Total: 15% uncharged. FAF is about 25 frames after final hit, but I can't get an exact number due to hitlag.
Aerials:
Nair (Early): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Nair (Late): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Fair: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Bair: Active 6, FAF ?. Landing Lag ?. Damage ?%. Has a flowery effect behind her. Possibly more range, possibly more power.
Bair (Late): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Up Air: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Up Air: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Dair (Loop Hits): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Dair (Final Hit): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Specials:
Toad: Active ?, FAF ?. Damage ?%. Toad seems to come out (as a tiny Toad) on frame 1, and gets to his full size on frame 3. When the counter window starts, however, is ambiguous.
Daisy Bomber: Active 12-, FAF ?. Damage ?%.
Parasol (Loop Hits): Active ?, FAF ?. Damage ?%.
Parasol (Final Hit): Active ?, FAF ?. Damage ?%.
Vegetable: Active ?, FAF 36. Damage ?%.
Grabs/Throws:
Standing Grab: Active ?, FAF ?.
Dash Grab: Active ?, FAF ?.
Pivot Grab: Active ?, FAF ?.
Pummel: Damage ?%.
F-Throw: Damage ?%.
Back Throw: Damage ?%.
Up Throw: Damage ?%.
Down Throw: Damage ?%.
There's not a ton to see, just FYI. Isabelle's damage was hard to calculate, since the decimal was blocked by the players' camera window. And, of course, most moves didn't actually hit their mark, of the few they actually showed well. As such, I dunno how useful this is. :/
But Down Tilt seems ridiculous, fr. 5 frames faster startup, 4 frames less endlag. Seems like a good kill confirm option, since the spiking property is gonna give it more hitstun.
For reference:
-All values may or may not be accurate, so take them with a grain of salt.
-Frame Data is always in green, Damage in blue, any other relevant changes in purple.
-Frame Data begins when the first "whoosh" or "strike" effect appears, in the event that I can't find an instance of the move hitting on its first possible frame. I cannot reliably find data for ending frames (for most moves) or late hit frame data, since there is no way of knowing this for sure.
-All attacks' damage values are meant to reflect base damage (No 1v1 or Fresh bonuses)
-All Smashes are uncharged, but damage likely increases by 1.4x when charged (we don't know if SSBU is different from Smash 4 in this regard).
-Any unknown values are represented by a red ?.
-Special Instances (usually a possible inconsistency) are marked with a yellow symbol, such as * or ^.
-If you see any evidence proving my research false, please link me to the video showing it, and I will update this Master List with credit to you in orange. (Make sure all reference videos are in 60 FPS. For damage, just make sure the percents are easily visible. Thanks in advance! )
Without further ado, here we go!!!!
Jab 1: Active 2, FAF ?. Damage 2%.
Jab 2: Active 2, FAF ?. Damage 3%.
Dash Attack (Hit 1): Active 6, FAF ?. Damage 4%.
Dash Attack (Hit 2): Active ?, FAF ?. Damage 6%.
F-Tilt: Active 6, FAF 36. Damage ?%.
Up Tilt: Active ?, FAF ?. Damage ?%.
Down Tilt: Active 8, FAF 24. Damage ?%.
Smashes:
F-Smash: Active 15, FAF ?. Damage ?%. Daisy seems to only have the Golf Club?
Up Smash: Active 13, FAF 44. Damage ?%.
Down Smash (Loop Hits): Active 7, FAF ?. Damage 2%. Could become active earlier; dress fans out quite far and seems to have plenty of range, and Isabelle had a bit of distance. 6 loop hits.
Down Smash (Final Hit): Active ?, FAF ?. Damage 3%. Total: 15% uncharged. FAF is about 25 frames after final hit, but I can't get an exact number due to hitlag.
Aerials:
Nair (Early): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Nair (Late): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Fair: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Bair: Active 6, FAF ?. Landing Lag ?. Damage ?%. Has a flowery effect behind her. Possibly more range, possibly more power.
Bair (Late): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Up Air: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Up Air: Active ?, FAF ?. Landing Lag ?. Damage ?%.
Dair (Loop Hits): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Dair (Final Hit): Active ?, FAF ?. Landing Lag ?. Damage ?%.
Specials:
Toad: Active ?, FAF ?. Damage ?%. Toad seems to come out (as a tiny Toad) on frame 1, and gets to his full size on frame 3. When the counter window starts, however, is ambiguous.
Daisy Bomber: Active 12-, FAF ?. Damage ?%.
Parasol (Loop Hits): Active ?, FAF ?. Damage ?%.
Parasol (Final Hit): Active ?, FAF ?. Damage ?%.
Vegetable: Active ?, FAF 36. Damage ?%.
Grabs/Throws:
Standing Grab: Active ?, FAF ?.
Dash Grab: Active ?, FAF ?.
Pivot Grab: Active ?, FAF ?.
Pummel: Damage ?%.
F-Throw: Damage ?%.
Back Throw: Damage ?%.
Up Throw: Damage ?%.
Down Throw: Damage ?%.
There's not a ton to see, just FYI. Isabelle's damage was hard to calculate, since the decimal was blocked by the players' camera window. And, of course, most moves didn't actually hit their mark, of the few they actually showed well. As such, I dunno how useful this is. :/
But Down Tilt seems ridiculous, fr. 5 frames faster startup, 4 frames less endlag. Seems like a good kill confirm option, since the spiking property is gonna give it more hitstun.
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