Daisy vs Sonic

Sonic Matchup (Daisy)

Daisy vs Sonic

Daisy vs Sonic is most stable when you stop chasing on the ground, pre-cover his routes with float and turnip, and convert blocked spin pressure into guaranteed punishes and ledge carry.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

smashwiki frames Daisy as a float-based pressure character with exceptional aerial reward and Sonic as a speed specialist who alternates burst entries, disengages, and spin-based conditioning.
That means Daisy loses if she keeps trying to outrun Sonic on the ground. The matchup becomes much more manageable when float height and turnips are used to cover his travel lanes first, so he has to spin or drift through prepared space instead of open ground.
The practical win condition is to block Spin Dash, Spin Charge, Dash Attack, Fair, and similar commitments, take the shortest guaranteed punish with Up B, Nair, Bair, or grab, and then hold him in juggle or ledge sequences before he can reset full screen.
What helps Sonic most is sloppy preemptive swinging into spin, missed shield punishes, and giving up stage after finally stopping his approach.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDaisy OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (+1)
  • OOS Dair (+2)
Jab 22-16
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Jab 34-26
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Tilt6/8-20
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Up Tilt6(7)/13-20
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Tilt6-15
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
Dash Attack5-38
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Smash18-19
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Up Smash14…-29
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Smash12-34
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Neutral Air6-5/-6/-7
  • None
  • Up B (+2)
  • OOS Nair (+3)
Forward Air5/7/9/11/13/15-14/-14
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (+1)
Back Air13-10/-11
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (+3)
Up Air5/14-11/-9
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (+1)
Down Air17-17/-18
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+2)
Neutral B17—82-22 to -16
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Side B17+6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any)
  • None
Up B4-7
  • Up B (7f)
  • OOS Nair (+1)
  • OOS Bair (+2)
  • Grab (+3)
Down B15/17/19/21-33
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Spend less time hard-chasing on the ground and more time using float drift and turnips to pre-cover Sonic’s routes and landing zones.
  • After blocking Jab strings, tilts, Dash Attack, Fair, Dair, Neutral B, Up B, and similar pressure, take the shortest reliable punish first with Up B, Nair, Bair, or grab.
  • After each punish, convert into juggle coverage or ledge carry instead of cashing out one hit and letting neutral fully reset.
  • Take stocks by shrinking his exits at the ledge with float aerials, Up Smash, Dair, and item pressure rather than relying on random center-stage callouts.

Actions to Avoid

  • Trying to play a pure grounded chase game against the fastest runner in the cast.
  • Swinging preemptively into spin pressure and letting Sonic punish your whiff or shield response every time.
  • Missing obvious punishes on blocked Spin Dash, Spin Charge, or landing aerials and handing back the space for free.
  • Letting him escape to center after a juggle or corner situation instead of extending the advantage state.

Reference Links

Related Pages