nyuuzyou/wikis huggingface dataset:
Cymul

A Cymul (, Cymul) is an enemy in Super Smash Bros. Brawls Subspace Emissary mode. 
==Enemy description==
Cymuls resemble gray spheres that have blue triangular eyes and a quartet of shield-like reflective appendages around their bodies. This enemy first appears at and resurfaces at The Research Facility (Part II) following a sixteen-level hiatus. It can reflect most projectiles, the lone exception being Trophy Stands. Reflected projectiles deal 1.1x damage. If a player goes near, it will spin its reflector parts wildly, attacking the opponent. The last hit will deal much more knockback than the other hits. A Cymul can also lap around a platform or just move vertically and horizontally.
==Damage taken==
==Trophy==
==Gallery==
CymulIdle.jpg|Its idle position.
CymulReflectingPosition.jpg|Its reflecting position. 
==Trivia==
*Cymul's reflection has a damage limit, like other reflectors in the game. Projectiles with damages that exceed that limit will simply pass through the Cymul, without damaging it or being reflected.
*Cymul's trophy description states that its reflected attacks are the same strength as Fox's Reflector, when in fact the reflection multiplier is much lower.
==Names in other languages==
Category:Common enemies
Category:Super Smash Bros. universe
Category:Trophies (SSBB)
Cyndaquil

Cyndaquil (, Hinoarashi) is a creature from the media franchise.
==Origin==
 is the basic Fire-type of , and is categorized within the Pokédex at #155 as the "Fire Mouse Pokémon". It evolves into at level 14 and then into at level 36. In Pokemon Legends Arceus, Cyndaquil still evolves into Quilava, but then later evolves into the Fire/Ghost type Hisuian Typhlosion. It can learn by level-up or, starting with , with in every game where it appears.
==In Super Smash Bros. Melee==
===As a Poké Ball Pokémon===
When summoned from a Poké Ball, Cyndaquil will hop into the air and use Flamethrower, shooting fire from its back. Anyone that is caught in the attack's range will take consistent flame damage similar to 's Fire Breath. It's optimal to grab an opponent while facing Cyndaquil, creating a "trap" of sorts that allows the opponent to take as much damage as possible. Flamethrower has a small attack radius, so it is relatively easy to avoid otherwise. To add, Cyndaquil can be knocked off the stage by any character (even the summoner) using attacks or items, similar to Marill and Chansey. Nothing is awarded for defeating Cyndaquil. Cyndaquil's attack does not harm the summoner.
===Trophy===
Cyndaquil features as a collectible trophy, unlocked as one of the 100+ trophies that can be collected randomly during normal play, such as in the Trophy Lottery and throughout the various Single-player Regular Matches.
==In Super Smash Bros. Brawl==
Cyndaquil does not return as a Poké Ball Pokémon, but it still appears as a trophy.
===Trophy===
Category:Trophies (SSBM)
Category:Trophies (SSBB)
DK Barrel

The DK Barrel (, DK Barrel) is an item from the universe.
==In Super Smash Bros.==
 bursts out of a DK Barrel as his on-screen appearance.
==In Super Smash Bros. Brawl==
A DK Barrel appears as a sticker. and both appear out of DK Barrels as their on-screen appearance.
===Sticker===
Name	Game 	Effect	Fighter(s)
 	Donkey Kong Country	+53 	
==In Super Smash Bros. 4==
 and 's on-screen appearances once again feature them breaking out of these barrels. DK Barrels appear in SSB4 in two main roles.
===In Smash Tour===
In Smash Tour, DK Barrel is a red item. A player can use a DK Barrel at the beginning of a battle to have another one of their acquired characters join them in the battle as a CPU ally.
===Trophy===
The DK Barrel trophy appears in both versions.
==In Super Smash Bros. Ultimate==
 and once again break out of DK Barrels during their on-screen appearances.
==Origin==
DK Barrels appear in every game of the Donkey Kong Country series. In the first DKC game, breaking a DK Barrel would allow Donkey Kong or Diddy Kong to regain the other as a partner. Later games would have other Kongs that could be retrieved from DK Barrels to serve as partners, including Dixie Kong, , and .
DK and Diddy being able to burst out of the DK Barrels on their own in Smash Bros. contrasts their home games, in which they, and the other Kongs, could only break out of the barrels when they are thrown by another Kong.
==Gallery==
DonkeyKongOnScreenAppearanceSSB.gif|Donkey Kong appearing from a DK Barrel in Smash 64.
DonkeyKongOnScreenAppearanceSSBB.gif|Donkey Kong appearing from a DK Barrel in Brawl.
DiddyKongOnScreenAppearanceSSBB.gif|Diddy Kong appearing from a DK Barrel in Brawl.
DonkeyKongOnScreenAppearanceSSB4.gif|Donkey Kong appearing from a DK Barrel in Smash 4.
DiddyKongOnScreenAppearanceSSB4.gif|Diddy Kong appearing from a DK Barrel in Smash 4.
DonkeyKongOnScreenAppearanceSSBU.gif|Donkey Kong appearing from a DK Barrel in Ultimate.
DiddyKongOnScreenAppearanceSSBU.gif|Diddy Kong appearing from a DK Barrel in Ultimate.
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Stickers
DK Island (World of Light)

DK Island (, DK Island) is a sub-world found in The Light Realm within Adventure Mode in Super Smash Bros. Ultimate. It is located on the east side of the map. It is themed after the world map for in the original . At the end of the path is this world's captured fighter, . The area's background music is .
==Spirits==
The spirits found here are all from the Donkey Kong series. Spirits are ordered by when they are encountered in the sub-world.
Spirit	Spirit	Spirit	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
159 	 	• 	 	1,700 	 	•Defense ↑ 	•The enemy has increased defense•The enemy starts the battle with a Rocket Belt 	 	
140 	 	• 	 	9,700 	Jungle Japes 	•Hazard: Slumber Floor	•The floor is sleep-inducing 	 	
160 	 	• 	 	1,800 	The Great Cave Offensive (Ω form)	•Item: Unira 	•The enemy's throwing-type items have increased power 	 	
151 	 	• 	 	3,600 	Great Bay 	•Buoyancy Reduced 	•You can't swim•The enemy's dash attacks have increased power•The enemy favors dash attacks	 	
141 	 	• • • 	 	9,000 	 	•Item: Bullet Bill 	•The enemy is easily distracted by items 	 	
142 	 	• 	 	3,800 	Kongo Falls 	•Item: Bananas 	•The enemy starts the battle with a Banana Gun•The enemy has increased move speed 	 	
==Shopping==
The one shopping location in this sub-world, Funky Kong's Shack is unlocked once the player defeats the Funky Kong spirit battle. This shop tends to have spirits connected to vehicles or transportation.
Master spirit	Master spirit	Master spirit 	Master spirit	Shopping	Shopping	Shopping	Shopping	Shopping	Shopping	Shopping
No. 	Image 	Name 	Series 	Facility	Music 	 	 	 	 	
141 	 	Donkey Kong Series	Funky Kong's Shack
Tends to have spirits connected to vehicles or transportation.	 	 	 	 	 	 	
==Captured Fighter==
The one captured fighter that can be freed within this sub-world, , is found after defeating all spirits in the sub-world beforehand.
No.	Image	Name	Type	Power	Stage 	Music
36 	 	 	 	9,000	Kongo Jungle Ω	
==Names in other languages==
==Trivia==
*The sign above Cranky's Cabin now displays the word "Cranky", instead of the Nintendo logo originally used in Donkey Kong Country.
Category:Super Smash Bros. Ultimate
Category:Donkey Kong universe
DUMMY

DUMMY is a stage in Super Smash Bros. Melee which can only be found via Action Replay. When activated in the , it crashes the game because the game does not specify a pointer for background music. This can be rectified through another hack that presumably forces the game to present the stage without background music. DUMMY is primarily composed of empty space over a black background, save for a lone invisible platform in the center that can only be seen using the debug menu. 
Contrary to popular belief, the stage does have a standard set of blast lines, although they are located extremely far from the stage's center; as a result, the game will crash before players come in contact with them, due to the game being unable to process the character's position on the screen.
While other unplayable stages, such as TEST or ICETOP, were likely used for programming tests or acted as potential ideas for playable stages, DUMMY's purpose is unknown and no information within the games suggests what its intended purpose was. It has been speculated, however, that the stage is used for the results screen.
==Trivia==
*It is actually possible to play on DUMMY outside of the debug menu, but the player needs the hack mentioned above, or the game will crash. To do this, one must simply do the Master Hand glitch on the Target Test menu. The reason it loads DUMMY is because the game assigns a stage ID to each character to load their Target Test. Master Hand, however, was never intended to be playable, so the game sets his stage ID to 0, which just happens to be DUMMY's ID.
Category:Stages
Category:Stages (SSBM)
Category:Super Smash Bros. universe
Category:Hacking
Category:Hacked stages
es:DUMMY
Daisy (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	6-7
Late hit 	8-13
Ending autocancel 	30-
Interruptible 	54
Animation length 	63
|-
===Landing lag===
Interruptible 	12
Animation length	29
Category:Daisy (SSBU)
Category:Back aerials (SSBU)
Daisy (SSBU)/Back throw

==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-22
Hitbox 	20-21
Throw release 	22
Turnaround 	45
Interruptible 	50
Animation length	64
|-
Category:Daisy (SSBU)
Category:Back throws (SSBU)
Daisy (SSBU)/Dash attack

==Overview==
Also known as Lady Push (), Daisy creates orange magical sparks of flowers in her hands. 
==Update History==
 
*
==Hitboxes==
! Shieldstun
|2.9x
|2.9x
|2.9x
|2.9x
|—
|—
|}
==Timing==
Hit 1 	6-9
Hit 2 	17-19
Interruptible 	38
Animation length	51
Category:Daisy (SSBU)
Category:Dash attacks (SSBU)
Daisy (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-11
Hits 1-3 	12-13, 18-19, 24-25
Hit 4 	30-31
Ending autocancel 	38-
Interruptible 	39
Animation length 	47
|-
===Landing lag===
Interruptible 	9
Animation length	25
Category:Daisy (SSBU)
Category:Down aerials (SSBU)
Daisy (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hits 1-6 	6-7, 10-11, 14-15, 18-19, 22-23, 26-27
Hit 7 	30-31
Interruptible 	55
Animation length	69
Category:Daisy (SSBU)
Category:Down smashes (SSBU)
Daisy (SSBU)/Down special

==Overview==
With Daisy's down special, plucks a Vegetable from Super Mario Bros. 2 from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Daisy can rarely pull out Mr. Saturns and Bob-ombs.
It is a decent edgeguarding tool as it can disrupt an opponent's recovery. If the turnip bounces back on the opponent and the turnip is close to Daisy's hand, she can air grab the turnip and throw it back at the opponent.
In competitive play, it is common for Daisy players to use the down special at the start of the game. After KOing an opponent, they take advantage of the time interval for the opponent to get back on stage by using the down special until they get the desired item; if they do not have enough time, they will use the item they have.
=== Grin, Stare, Closed Eyes, Surprised, Happy ===
=== Wink ===
=== Dot-Eyes ===
=== Stitch-Face ===
=== Mr. Saturn ===
=== Bob-omb ===
==Update History==
 
*
**
*
 
*
==Hitboxes==
Each turnip type has a unique base damage defined in their parameters. Per the item throw damage formula, the effective damage of each item is equal to the following:
*Turnips: base damage - 0.5 + throw speed * 2.5
*Bob-omb: 25 - 0.4 + throw speed * 3
*Mr. Saturn: 5 - 0.4 + throw speed * 1.5
===Turnip===
|}
===Bob-omb===
|}
|}
===Mr. Saturn===
|}
==Timing==
The move can only be used on the ground and if Daisy is not already holding an item.
Turnip generated	1
Interruptible 	40
Animation length	61
==Parameters==
===Move===
Active turnip limit 	10
Chance of getting an item 	1%
Relative odds of getting a Bob-omb 	2 (0.4%)
Relative odds of getting a Mr. Saturn	3 (0.6%)
===Item===
These parameters only apply to turnips.
Lifetime 	180 frames
Throw speed multiplier 	
Size multiplier 	1.3
Base damage modifier for item throw damage 	-0.5
Multiplier to item throw speed for additional damage	2.5
Gravity 	0.085
Falling speed 	2.8
Friction 	0.0025 (aerial)0.03 (grounded)
Horizontal speed multiplier when bouncing off 	0.2 (floor)0.3 (wall)0.5 (ceiling)0.11 (target)
Vertical speed multiplier when bouncing off 	0.55 (floor)-0.1 (wall)0.3 (ceiling)0.11 (target)
Added vertical speed when bouncing off 	1.3 (wall)1.1 (target)
Minimum speed to bounce off terrain 	0.2
Collision detection box half-lengths 	3 (width)2.5 (height)
Pickup detection box lengths 	6 (width)5 (height)
Effect when shielded 	Vanishes
====Turnip differences====
Parameter 	Turnip type	Turnip type	Turnip type	Turnip type	Turnip type	Turnip type	Turnip type	Turnip type
Parameter 	Grin 	Stare 	Closed eyes	Surprised 	Happy 	Wink 	Dot-eyes 	Stitch-face
Base damage 	5% 	5% 	5% 	5% 	5% 	10% 	16% 	24%
Relative odds of appearing 	35 	6 	5 	3 	3 	4 	1 	1
Effective chance of appearing	60.35% 	10.35% 	8.62% 	5.17% 	5.17% 	6.9% 	1.72% 	1.72%
== References ==
Category:Daisy (SSBU)
Category:Down special moves (SSBU)
Daisy (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-20
Intangibility (2nd grab)	1-16
Intangibility (3rd grab)	1-10
Hitbox 	18-20
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Daisy (SSBU)
Category:Edge attacks (SSBU)
Daisy (SSBU)/Final Smash

==Overview==
Daisy's Final Smash is Daisy Blossom. Daisy performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. The opponent can get away from the Final Smash if they are not on-screen when Daisy Blossom is in action. While performing the Final Smash, three giant daisies appear, healing 20%. While asleep, Daisy can choose how she can kill her opponent such as take advantage of charging her forward smash to the maximum (or hit them straight away if they are about to wake up). It must be noted that the sleeping victims will mash the buttons to wake up.
Regardless on the position of the opponent, the Final Smash will still take effect. If the opponent is stalling midair while the Final Smash takes effect, they will fall vertically until they reach the ground then sleep. Daisy can take advantage of this effect if her opponents are off-stage and are right above a bottomless pit which can KO any opponent regardless of their percentage.
== Update History ==
 
* 
==Hitboxes==
|}
==Timing==
Damaging Hit 	40-61
Clean sleep 	62-140
Late sleep 	141-230
Interruptible 	248
Animation length	255
Category:Daisy (SSBU)
Category:Final Smashes (SSBU)
Daisy (SSBU)/Forward aerial

==Overview==
Also known as Crown Knuckle (), Daisy grabs the crown off her head and strikes with it in a vertical arc with red and turquoise magic sparkles emerging from the crown.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Hitboxes 	16-20
Ending autocancel 	41-
Interruptible 	58
Animation length 	75
|-
===Landing lag===
Interruptible 	14
Animation length	29
Category:Daisy (SSBU)
Category:Forward aerials (SSBU)
Daisy (SSBU)/Forward smash

Daisy forward smash hitbox visualizations	Daisy forward smash hitbox visualizations	Daisy forward smash hitbox visualizations	Daisy forward smash hitbox visualizations	Daisy forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
=== Frying pan ===
=== Golf club ===
=== Tennis racket ===
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Not angled (golf club)===
Charges between 	5-6
Clean hit 	15-16
Late hit 	17
Interruptible 	46
Animation length	59
===Angled (frying pan and tennis racket)===
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	46
Animation length	59
Category:Daisy (SSBU)
Category:Forward smashes (SSBU)
Daisy (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	37
Animation length	49
===Dash grab===
Grab 	9-10
Interruptible 	45
Animation length	56
===Pivot grab===
Grab 	10-11
Interruptible 	40
Animation length	55
Category:Daisy (SSBU)
Category:Grabs (SSBU)
Daisy (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Royal Slap 	
Neutral attack 2 	Royal Round-Trip Slap	
Forward tilt 	Can-Can Kick 	
Up tilt 	Royal Flower 	
Down tilt 	Underfoot Kick 	
Dash attack 	Lady Push 	
Forward smash (frying pan) 	Daisy Smash 	
Forward smash (golf club) 	Daisy Smash 	
Forward smash (tennis racket)	Daisy Smash 	
Up smash 	Ribbon Dance 	
Down smash 	Dress Edge 	
Neutral aerial 	Daisy Spin 	
Forward aerial 	Crown Knuckle 	
Back aerial 	Sky Hip 	
Up aerial 	Rainbow Bridge 	
Down aerial 	Super Piston Kick 	
Neutral special 	Toad 	
Neutral special spores 	Toad 	(unavailable)
Side special 	Daisy Bomber 	
Side special (hit) 	Daisy Bomber 	
Up special rising 	Daisy Parasol 	
Up special falling 	Daisy Parasol 	
Up special ledge grab 	Daisy Parasol 	
Down special 	Vegetable 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Toad Punch 	
Forward throw 	Toad Rocket 	
Back throw 	Iron Hip 	
Up throw 	Hand Toss 	
Down throw 	Toad Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Ledge hang 	 	
Ledge grab 	 	
Final Smash 	Daisy Blossom 	
Category:Daisy (SSBU)
Category:Hitboxes (SSBU)
Daisy (SSBU)/Neutral aerial

==Overview==
Also known as Daisy Spin (), 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-8
Late hit 	9-19
Ending autocancel 	36-
Interruptible 	49
Animation length 	57
|-
===Landing lag===
Interruptible 	8
Animation length	26
Category:Daisy (SSBU)
Category:Neutral aerials (SSBU)
Daisy (SSBU)/Neutral attack

==Overview==
Daisy's neutral attack consists of 2 quick slaps from a single hand. It deals 5.0% in total.
For the technical data of each individual hit, see:
*Daisy (SSBU)/Neutral attack/Hit 1
*Daisy (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	2
Jab 2 	8-9
Interruptible 	28, 36
Animation lengths	37, 43
|-
Category:Daisy (SSBU)
Category:Neutral attacks (SSBU)
Daisy (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	2
Continuability 	Held on hit or tapped	7-30
Continuability 	Held without hitting 	14
Interruptible 	Interruptible 	28
Animation length	Animation length 	37
|-
Category:Daisy (SSBU)
Category:Neutral attacks (SSBU)
Daisy (SSBU)/Neutral special

==Overview==
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
===Counter===
Intangibility 	8-10
Counter 	9-34
Interruptible 	63
Animation length	69
|-
===Hit===
Intangibility 	1-3
Spores 	3-18, 6-21, 9-24, 12-27, 15-30, 18-33
Interruptible 	61
Animation length	62
|-
|-
|-
|-
|-
|-
|-
==Parameters==
===Move===
Horizontal speed divisor on startup	2
Initial vertical speed 	0
Gravity 	0.025
Fall speed 	0.7
Air friction 	0.0025
Counter bubble size 	9u
Counter hitlag on activation 	18 frames
Toad spore offsets 	[-1, 4, 0]
===Spores===
Initial speed 	10 to 15
Friction 	0.7
Maximum random trajectory deviation	40°
Lifetime 	16 frames
Category:Daisy (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Category:Counterattacks (SSBU)
Daisy (SSBU)/Pummel

==Overview==
For her pummel, Daisy has a Toad jab the opponent with his fist for her. The move's speed and damage output is average overall. 
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	21
Category:Daisy (SSBU)
Category:Pummels (SSBU)
Daisy (SSBU)/Side special

==Overview==
Daisy's side special is Daisy Bomber. 
==Update History==
 
*
==Hitboxes==
|}
|}
==Timing==
===Thrust===
These timings apply if Daisy does not land during the move. Jostling is disabled during frames 12-36, while ledge grabs are enabled from the front starting on frame 16.
Searchbox 	12-36
Interruptible 	88
Animation length	88
===On hit===
Hitbox 	2-3
Interruptible 	27
Animation length	52
===Landing===
This animation applies if Daisy lands while the searchbox is active; otherwise, a normal landing occurs. When using the move on flat ground, Daisy usually lands on frame 29, allowing the move to be interrupted on frame 63.
Interruptible 	35
Animation length	43
==Parameters==
Vertical speed multiplier before jump	1.1
Initial horizontal speed on jump 	2.9 (tilt input)3.3 (smash input)
Initial vertical speed on jump 	0.15
Gravity on jump 	0.04
Fall speed on jump 	1
Vertical speed multiplier on ending 	2
Air friction on ending 	0.1
Gravity on ending 	0.05
Air acceleration on ending 	0.05
Horizontal speed on hit 	-0.95
Vertical speed on hit 	1.4
Category:Daisy (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Daisy (SSBU)/Up aerial

==Overview==
Also known as the Rainbow Bridge (), Daisy's up aerial has her swipe above her head with her arms from left to right, creating two magic rainbow trails. It is a decent juggling tool, especially given the move's disjoint and power. It can be used to catch foes stalling in midair.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-4
Hit 1 (early, mid, late)	10, 11, 12-13
Hit 2 (early, mid, late)	15, 16-17, 18-19
Ending autocancel 	41-
Interruptible 	46
Animation length 	53
|-
===Landing lag===
Interruptible 	8
Animation length	26
Category:Daisy (SSBU)
Category:Up aerials (SSBU)
Daisy (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Clean hit 	14-16
Late hit 	17-20
Head and lower arms intangible	14-20
Interruptible 	45
Animation length 	59
!Hitboxes 
|-
!Head and lower arms 
Category:Daisy (SSBU)
Category:Up smashes (SSBU)
Daisy (SSBU)/Up special

==Overview==
==Update History==
 
*
**
**
*
 
*
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs only from the front starting on frame 17. After the animation is finished, it transitions automatically into the open parasol portion.
Hit 1 	7-9
Multihits (early, mid, late)	11-15, 16-21, 22-27 (rehit rate: 5)
Final hit 	31-32
Animation length 	39
===Open parasol===
Daisy can drift horizontally during this animation, and can only grab ledges from the front. The parasol can be closed at any time, and will do so automatically if it has been open for more than 480 frames total.
Hitbox	8- (rehit rate: 18)
===Closing parasol===
After the animation is finished, Daisy can open the parasol again, even during helplessness, unless the maximum open duration of 480 frames has been reached. Undergoing helplessness also allows Daisy to grab ledges from behind, unlike the rest of the move's states.
Animation length	15
===Landing===
Interruptible (open parasol) 	27
Animation length (open parasol) 	40
Interruptible (closed parasol) 	41
Animation length (closed parasol)	64
!Open parasol 
|-
!Closed parasol 
==Parameters==
Horizontal speed multiplier on startup 	0.67
Startup gravity 	0.5
Stick sensitivity to angle 	0.625
Maximum angle deviation 	18°
Grounded height multiplier 	0.95
Aerial height multiplier 	1
Air acceleration multiplier with parasol open	1.2
Gravity multiplier with parasol open 	0.3
Maximum time with parasol open 	480 frames
Helplessness air speed multiplier 	0.6
Landing lag 	
== References ==
Category:Daisy (SSBU)
Category:Up special moves (SSBU)
Daisy (SSBU)/Up tilt

==Overview==
Known as Royal Flower (), Daisy extends her arm upward, creating a discharge of orange magic in the form of a daisy flower. 
==Hitboxes==
|}
==Timing==
Hitboxes 	9-13
Interruptible 	38
Animation length	39
Category:Daisy (SSBU)
Category:Up tilts (SSBU)