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Yuna
11-18-2004, 12:36 PM
Please post Peach Combos (even those who are only 2 moves) which can be done without the opponents being able to nair (except perhaps really slow characters like Bowser, then please say so).

Combos that I know work:

Dthrow into dsmash
Uthrow into dsmash (fastfallers at really low percentages)
Dashattacking. With some, you can juggle them using the DA if you hit them really hard, with others, you have to barely hit them.
Bairs outside of a stage, a very nasty killer.
Grounded A-attack (Royal Slap) into grab. Interruptable through a grounded A-attack.
Float-cancelled dairs into grabs/any smash.
Float-cancelled fairs into dashattack/turnip throw, watch out when playing against Mario and Doctor Mario. They are fast enough to actually cape the turnip.

I recently discovered this new combo, I haven't used it on a human yet, so I don't know if it'll work against human players:

Dashattack (again, consider who you combo, some you have to hit right on, others barely) into ftilt (Can Can Kick) into Usmash (Pirrouette)(Don't sweetspot them. Wait for them to come down pretty low) into fsmash.

I managed to get 44% on the characters that don't require barely-hit DA:s.

Elno1
11-18-2004, 01:54 PM
At like mid percentages you can up throw into nair.

Yuna
11-18-2004, 03:06 PM
Wheee, didn't know that. Secret intent behind topic working!

Shiri
11-18-2004, 06:10 PM
:beezo: Hmmm...well, there is this one OD combo I've been working on with Peach. I have yet to perfect it, though. It is designed for heavies (for their size) and fast-fallers (for their named nature). I know when I post this, someone's going to get upset and say how impossible it is, but it can be performed on humans as long as you do it to nigh-perfection. I've only really gotten it off twice on a human of decent skill. this combo has the potential to harvest close to 65% damage.

Requirements: Heavy or fast-falling character and a bad@$$ Peach!

Damage %: As close to 0% as possible for the starter variation. As close to 60% for the finisher variation.

Instructions: Here goes!

Starter variation (good for intimidation, damage rack-up)...

- Grab (no grab attack) into up-throw.
- Don't let them touch the ground. Intercept with headbutt.
- Now let them touch the ground. On the first bounce, hit them with a down-tilt.
- They should go up a little bit. On their descent, when they're about at Peach's eye level, float jump and perform her down-air attack while floating.
- Finish by dropping, but not touching the ground, and then using her Parasol. Don't forget that you get a free hit in if you wait for the enemy to bounce off the parasol after it's opened, but only one free hit.

Finisher variation (good for re-establishing dominanace and pace of the match in your favor)...

- Grab (you can attack if you want) into down-throw.
- Intercept them before landfall with a forward-tilt.
- Once they reach Peach again, float jump and perform her down-air attack while floating.
- Now, if you're feeling good about this finish, you can drop a little bit , but before touching ground, hit them with a smash Peach Bomber. If you prefer the standard approach, you can smack them with her forward-air, neutral-air, dash attack, or down-smash. The forward smash is rarely set up for this finish, but if you can land it, feel free.

Now, I know the first thing you guys must be thinking is directional influence, which is the practice of guiding your character through the air even though you might not have control over him or her. What you have to do if your enemy is using DI is to carefully walk to him or her and improvise slightly if you can't perform the same moves. For example, forward tilts come in handy if your opponent is using DI to land further in front of you. Be careful not to dash attack unless you really want to in the middle of this combo...dash attacks utterly KILL this combo, so you really shouldn't unless you really know what you're doing. It's a lot of work, but it usually pays off. I've rarely been able to land it, but when I have, satistaction is great! Good luck!

Elno1
11-19-2004, 01:03 AM
You said to let them hit the ground, but once they hit the ground they can tech it and get out of it, so i dont think it would work out to well.

Shiri
11-19-2004, 01:24 AM
:beezo: What you said is oh-so-true. I'm trying to find a variation that can expand on the starter without letting people tech out. Thanks for saying so, though.

Yuna
11-19-2004, 06:38 AM
I forgot to mention this combo that Mike G. seems fond of:

Uthrow/Fsmash into uair (1st jump) into bair (2nd jump) into Parasoll Attack (3rd jump).

Yeah, the teching, very annoying. Especially if you have a laggy c-stick and it takes a while to c-stick dsmash after a dthrow.

TiRune
12-07-2004, 05:12 PM
ugh, when do people ever learn that comboes arent a consistent thing in ssbm. most comboes should just be made up on the spot, and hardly any combo works in every situation. what you have to keep in mind is the opponent, opponents damage, direction of DI when hit and level surroundings. especially the damage and the DI direction of ur opponent make comboing something thats time/location bound, and not a string of keys you can paste on the boards.

Yuna
12-10-2004, 05:03 PM
But some are better than others and those should be mentioned. I said don't mention 2-hit combos that are just two moves chained together, but comboes such as uthrow into usmash/uair or dthrow into dsmash or floatcancelled dair into grab are really good combos. Don't work 100% of the time, but htey're still good combos and it's good to know that these are possible.

EVIL_Peach18
12-10-2004, 09:52 PM
forward throw chain grabs at from 0% are really good.