Meru.
I like spicy food
- Joined
- Dec 24, 2008
- Messages
- 3,835
- Location
- The Netherlands, sometimes Japan
- NNID
- Merudi
- 3DS FC
- 0963-1622-2801
Peach Boards Overview (WIP)
Peach Frame Data
As you can still it's still very ugly and unfinished. We shall finish it in time, little by little :3.
Moves Overview
BASIC ATTACKS
Jab
Peach does a quick two-hit slap. Jab hits on frame 2, which means it’s one of the fastest moves in the game and the fastest move she has. Jab 2 puts your opponent far enough for you to catch your breath, but close enough to continue pressuring them. Unlike many other jabs however, jab1 cannot safely combo into a grab or other moves.
Jab is usually used after another move to cover you. You can use it after smashes such as Usmash or Fsmash to counter your opponent's punish attempts. Jab is used very often after ground float Nair. Nair is only -2 on shield, so if you jab immediately after doing ground float, Jab will beat their attempt to shieldgrab you. Keep in mind that jab is very unsafe, so if they hold shield, they can punish jab's lag. If they hold shield, grab them. In summary, it works like this:
Nair their shield:
Does your opponent shieldgrab or try another out of shield option?
If yes -> jab will slap them before they can do it.
Does your opponent hold their shield after your Nair?
If yes -> grab them.
In this way, jab can punish many grab attempts.
Strengths
Combos From:Neutral Air
Combos To:N/A
Frame Data:
Jab1 Active Frames: 2-3 FAF: 28 2%
Jab2 Active Frames: 2-3 FAF: 30 3%
Dash Attack
Peach does a running, sparkly, 2-hit, shove. This move comes out fast and it actually kills at very decent percentages! Tip: you can perform an instant Dash Attack by tapping Dash and doing a Dsmash. This way you will be able to do a Dash Attack instantly from neutral. (Applicable to every character.)
Dash Attack is an important move in Peach's arsenal. This move is amazing for punishing. This move comes out fast, has some serious range and a disjointed hitbox, and you can do it out a Dash (duh). Laggy smashes or moves, rolls, landings, dashes… everything can be punished by Dash Attack!
Everything that is -13 on shield can in theory be punished with Dash Attack, although some moves are harder to react to than others (ZSS Ftilt is -13, but it's so fast that it's hard to punish consistently). Most smashes (except for the safe ones like Meta Knight's Fsmash, Ganon's Usmash etc) are unsafe however, and can be punished consistently with Dash Attack. Don't let Mario get away with that Usmash, you can always punish it with Dash Attack out of shield!
This move can also be used as a fast ground mid-range option, something Peach does not have a lot of. Coming out on frame 6, this move is fast and combined with its very good range, you may sometimes want to use this move to hit your opponent at mid-range. I wouldn’t recommend using it too much because it’s unsafe on shield and whiff. Be sure you’re actually going to hit your opponent.
If you space it well and hit the opponent’s shield with the tip of disjointed hitbox, you can avoid shield grabs or OoS Usmashes. However, due to the nature of the move, it’s very hard to space it decently.
Strengths
Combos From: Neutral Air
Combos To: N/A
Frame Data:
Active Frames: 6-9, 17-19 FAF: 38 4% - 6%
Forward Tilt
Peach does a high kick. It's used often after a Dthrow at very low percents. It's decently fast, but it suffers from a lot of lag, which keeps many players from using this move.
Ftilt is not used very often by Peach players. Aside from the horrendous lag, the range is a bit lacking for an Ftilt when compared to other very good Ftilts like ZSS or Fox. The good thing, however, is that it can serve as a good anti-aerial. On top of that, the tip can kill at about 155% without rage, so at high percents or with a lot of rage you might score some surprising kills with it.
Strengths
Combos From: Down Tilt, Down Throw
Combos To: Parasol
Frame Data:
Active Frames: 8-15 FAF: 37 7/8%
Up tilt: Peach summons hearts above her. With its disjoint, this move is decent at poking opponents standing on platforms. The sweetspot of the move is located in her body. Similarly to Ftilt, however, it comes with a fair share of lag.
Utilt is rarely used because of it's lack of horizontal range, the hitbox not staying out very long for an anti-air, its horrendous lag and poor reward unless hit with the sweetspot (which is very hard). You can use Utilt when they happen to be on top of you and you want a quick hitbox out to hit them. Otherwise, there's not much use to this move.
Strengths
Weaknesses
Combos From:Down Tilt
Combos To: Parasol
Frame Data:
Active Frames: 9-13 FAF: 38 8/10%
Down Tilt
Peach does a low slap at her opponent's feet. The amount of hitstun this move has is pretty ridiculous making this an amazing combo starter. At high percents, this leads to a Fair, Uair or, perhaps most reliable of all, Parasol for the kill.
Strengths
· This move is one of the most ranged and has the least lag out of all of her ground attacks, making it a very decent spacing tool against grounded opponents.
· The reward on this move is great. Because of the hitstun, you are always guaranteed to get a follow-up until about 160% (without rage). At a higher percent, Dtilt combos into Parasol for guaranteed kills. If you have rage, Parasol can kill at a surprisingly early percent!
Weaknesses
· Hitting on frame 13, it comes out pretty late.
· Only hits grounded opponents.
Combos From: Nothing
Combos To: EVERYTHING
Remember:Down Tilt → Ground Float Neutral Air, Down Tilt → Up Air, Down Tilt → Forward Air, Down Tilt → Down Air, Down Tilt → Parasol, Uair Spike > Dtilt
Frame Data:
Active Frames: 13-14 FAF: 28 7% Arm Intangibility: 9-14
SMASH ATTACKS
Forward Smash:
Peach whacks her opponent with a Frying Pan, Golf Club, or Tennis Racket. Fsmash range is disjointed (duh). All Smashes are good killing options, although one better than the other. The Golf Club comes in a set order: Tennis Racket → Golf Club → Frying Pan.
Strengths
· The Frying Pan deals the most damage, knockback and shieldstun of all Fsmashes. It can score kills very early and reliably. Thanks to its high damage, it leaves you at the least frame disadvantage of all Fsmashes.
· The Tennis Racket kills the earliest if you’re close to the ledge thanks to its horizontal angle. Its angle can also make it very hard for opponents to recover and is great for setting up an edgeguard.
· The Golf Club is one of her most ranged moves in general. Both the horizontal and vertical range are great. It can even hit opponents standing at Battlefield’s platforms!
· Aside from being a good killing options, All smashes serve as good anti-aerials because of their wide hitbox (especially Golf Club’s hitbox is very big).
Weaknesses
· Frying Pan has the least range.
· Racket deals the least damage and shieldstun, and from the middle of the stage kills much later than Pan and only a little bit earlier than Golf Club.
· Golf Club is generally the worst at killing.
· Being a Fsmash it comes out pretty slow (frame 15) and has considerable lag.
Combos From: Down Tilt
Combos To: N/A
Remember: Down Tilt → Forward Smash
Frame Data:
Active Frames: 15-17 FAF: 46 Frying Pan 18% Golf Club 15% Tennis Racket 13%
Up Smash:Peach does a twirl with a gymnast ribbon. This is hands-down her strongest move when it's sweet-spotted. This single move can change entire games. It can also poke through some platforms.
Strengths
· The sweetspot is SUPER STRONG, and the sourspot kills pretty early too. Always look for opportunities to hit with this moves. Looks for rolls, spotdodges, landings, ledge rolls and shorthops.
· Decent vertical range (with invincibility on the her arm and head on frame 14-20) makes it easier to hit on characters with high shorthops such as ZSS or Ike.
· Can be done out of shield instantly by inputting Jump > Usmash. This gives you a frame 14 punish. Usmash out of shield all unsafe Dash Attacks!
Weakness
· Unsafe. You can sometimes get away with it because of its high shieldstun/pushback, but if the opponent reacts fast enough you’re likely to be punished.
· A bit poor horizontal range.
Combos From:Down TiltCombos To:N/A
Remember: Down Tilt → Up Smash
Frame Data:
Active Frames: 14-20 FAF: 45 12/15/17% Arm and Head Intangibility Frames: 14-20
Down Smash:Peach spins around in her dress. It deals knockback on the last hit.
Strengths
· Super long duration making it an excellent roll and spotdodge killer. The hitbox lasts for 21 frames!
· Fast start-up. Good for punishes stuff like spotdodges if you’re unsure whether Usmash/Fsmash will make it on time to hit them.
· Hits in front of her as well as behind her.
Weaknesses
· BY FAR the most unsafe move she has. If this get shielded at mid to high percentages, consider yourself dead. This move is at least -20 on shield. It can be punished easily with slightly charged Fsmashes. Make sure this move doesn’t get shielded!
· Its range isn’t spectacular by any means.
·
Combos From:N/ACombos To:N/A
Remember: The duration of the move is longer than a spotdodge.
Frame Data:Active Frames: 6-22, 26-27
FAF: 55
Max Damage: 14% (uncharged)
AERIALS
Aerials: the best part of Peach. Before we get to the aerials, here’s one thing I would like to say that applies to all of her aerials: while I may say that Nair comes out on frame 5, and Fair on frame 16, remember that you have to jump before doing aerials (duh), and jumping takes 5 frames. This means that you have to add five frames to the start-up of your aerials if you want to do them from a grounded position. So, a ground float Nair comes out on frame 10 from a standing position, a not on frame 5. Needless to say, if your already in the air, the jumpsquat start-up frames do not apply (since you don’t have to jump), and your Nair will come out on frame 5.
Neutral Air:
Peach spins around in the air. This move comes out pretty fast and has low landing lag, making it one of her safest options on shield. It's one of her fastest out of shield options and is great at punishing. You’re likely going to be using this move a lot, especially its ground float variant.
Strengths:
· Low start-up and low landing lag. Ground Float Nair is only -6 on shield! If you space it well, or float a bit backwards before landing you should be safe. Vs. opponent who do not react quick enough you can sometimes even get a grab of a shielded Nair! If you expect your opponent to grab, jabbing them might be a good idea, or land outside their grab range and punish their whiffed grab.
· Ground Float Nair combos into a dash attack or follows up into a grab.
· Decently strong.
· Hitboxes cover her whole body. Against character who like to full hop or stay airborne a lot, shorthopping or fullhopping Nair can be a pretty good option.
· Good OoS option. It’s fast and hits both behind as well as in front of her. In order to increase its range, float pressing forward (or backward, depending on where your opponent stands) AND down at the same time, instead of only down. You will float a bit towards your opponent while doing Nair. If you do it will, ground float Nair OoS has more range than jab or grab OoS (it’s a bit slower though)
· Long duration.
Weaknesses
· Lacks a little bit in the range department. This move will have to be used in close quarter combat. Another good option is dashing towards your opponent and then do a ground float Nair, but unlike moves such as Fair or Bair, you will be throwing yourself to your opponent.
Combos From: Down Tilt, Down Air, Up Air
Combos To: Jab, Dash Attack
Remember: Down Air → Neutral Air, Neutral Air → Grab, Down Tilt → Neutral Air, Neutral Air → Jab, Neutral Air → Dash Attack
Frame Data:
Active Frames: 5-19 FAF: 49 Max Damage: 13% Landing Lag Frames: 11
AERIALS AND THROWS ARE NOT DONE YET.
Specials
Why does the first hit of UpB kill sometimes? Is it possible to autocancel your SideB? What kind of turnips and items can you pull? Everything you ever wanted to know about side specials is written in @Mikey Lenetia and @Peachkid's excellent and very detailed specials attacks guide. All credits go to them!
Peach Frame Data
THE OPENING POST IS STILL A WORK IN PROGRESS!!!
As you can still it's still very ugly and unfinished. We shall finish it in time, little by little :3.
Moves Overview
BASIC ATTACKS
Jab
Peach does a quick two-hit slap. Jab hits on frame 2, which means it’s one of the fastest moves in the game and the fastest move she has. Jab 2 puts your opponent far enough for you to catch your breath, but close enough to continue pressuring them. Unlike many other jabs however, jab1 cannot safely combo into a grab or other moves.
Jab is usually used after another move to cover you. You can use it after smashes such as Usmash or Fsmash to counter your opponent's punish attempts. Jab is used very often after ground float Nair. Nair is only -2 on shield, so if you jab immediately after doing ground float, Jab will beat their attempt to shieldgrab you. Keep in mind that jab is very unsafe, so if they hold shield, they can punish jab's lag. If they hold shield, grab them. In summary, it works like this:
Nair their shield:
Does your opponent shieldgrab or try another out of shield option?
If yes -> jab will slap them before they can do it.
Does your opponent hold their shield after your Nair?
If yes -> grab them.
In this way, jab can punish many grab attempts.
Strengths
- Due to its fast start-up, this move is excellent to get people of you. If you feel you’re getting pressured a lot, using this move will help you a lot.
- When getting approached, especially by a fast character, jab may stop their approaching attempts.
- Compared to many other jabs, its range is poor.
- Laggy. You can sometimes get away unpunished if you space it perfectly, but otherwise you will usually get shieldgrabbed.
Combos From:Neutral Air
Combos To:N/A
Frame Data:
Jab1 Active Frames: 2-3 FAF: 28 2%
Jab2 Active Frames: 2-3 FAF: 30 3%
Dash Attack
Peach does a running, sparkly, 2-hit, shove. This move comes out fast and it actually kills at very decent percentages! Tip: you can perform an instant Dash Attack by tapping Dash and doing a Dsmash. This way you will be able to do a Dash Attack instantly from neutral. (Applicable to every character.)
Dash Attack is an important move in Peach's arsenal. This move is amazing for punishing. This move comes out fast, has some serious range and a disjointed hitbox, and you can do it out a Dash (duh). Laggy smashes or moves, rolls, landings, dashes… everything can be punished by Dash Attack!
Everything that is -13 on shield can in theory be punished with Dash Attack, although some moves are harder to react to than others (ZSS Ftilt is -13, but it's so fast that it's hard to punish consistently). Most smashes (except for the safe ones like Meta Knight's Fsmash, Ganon's Usmash etc) are unsafe however, and can be punished consistently with Dash Attack. Don't let Mario get away with that Usmash, you can always punish it with Dash Attack out of shield!
This move can also be used as a fast ground mid-range option, something Peach does not have a lot of. Coming out on frame 6, this move is fast and combined with its very good range, you may sometimes want to use this move to hit your opponent at mid-range. I wouldn’t recommend using it too much because it’s unsafe on shield and whiff. Be sure you’re actually going to hit your opponent.
If you space it well and hit the opponent’s shield with the tip of disjointed hitbox, you can avoid shield grabs or OoS Usmashes. However, due to the nature of the move, it’s very hard to space it decently.
Strengths
- Fast start-up (frame 6)
- Great range (disjointed)
- Kills (from about 145% without rage)
- This move is unsafe. It’s about -13 on block, which means you’re open to grabs and some Usmashes.
- Opponents will sometimes fall out of it. Always be prepared for this. You can sometimes score a Jab, Ftilt or Grab on them if they fall out of it, or you can just shield their punishing attempts, or you can react to their rolls/second jump etc.
Combos From: Neutral Air
Combos To: N/A
Frame Data:
Active Frames: 6-9, 17-19 FAF: 38 4% - 6%
Forward Tilt
Peach does a high kick. It's used often after a Dthrow at very low percents. It's decently fast, but it suffers from a lot of lag, which keeps many players from using this move.
Ftilt is not used very often by Peach players. Aside from the horrendous lag, the range is a bit lacking for an Ftilt when compared to other very good Ftilts like ZSS or Fox. The good thing, however, is that it can serve as a good anti-aerial. On top of that, the tip can kill at about 155% without rage, so at high percents or with a lot of rage you might score some surprising kills with it.
Strengths
- Decently fast (frame 7 early hitbox, frame 8 tip)
- Good anti-air hitbox, that also lingers (hits till frame 15)
- This move has some serious lag. It’s not a safe poke.
Combos From: Down Tilt, Down Throw
Combos To: Parasol
Frame Data:
Active Frames: 8-15 FAF: 37 7/8%
Up tilt: Peach summons hearts above her. With its disjoint, this move is decent at poking opponents standing on platforms. The sweetspot of the move is located in her body. Similarly to Ftilt, however, it comes with a fair share of lag.
Utilt is rarely used because of it's lack of horizontal range, the hitbox not staying out very long for an anti-air, its horrendous lag and poor reward unless hit with the sweetspot (which is very hard). You can use Utilt when they happen to be on top of you and you want a quick hitbox out to hit them. Otherwise, there's not much use to this move.
Strengths
- Good range on top of her.
- Okay-ish start-up
- Sweetspot is strong
Weaknesses
- Very laggy
- Low reward on sourspot
- Sweetspot is nearly impossible to hit with
- Bad horizontal range
Combos From:Down Tilt
Combos To: Parasol
Frame Data:
Active Frames: 9-13 FAF: 38 8/10%
Down Tilt
Peach does a low slap at her opponent's feet. The amount of hitstun this move has is pretty ridiculous making this an amazing combo starter. At high percents, this leads to a Fair, Uair or, perhaps most reliable of all, Parasol for the kill.
Strengths
· This move is one of the most ranged and has the least lag out of all of her ground attacks, making it a very decent spacing tool against grounded opponents.
· The reward on this move is great. Because of the hitstun, you are always guaranteed to get a follow-up until about 160% (without rage). At a higher percent, Dtilt combos into Parasol for guaranteed kills. If you have rage, Parasol can kill at a surprisingly early percent!
Weaknesses
· Hitting on frame 13, it comes out pretty late.
· Only hits grounded opponents.
Combos From: Nothing
Combos To: EVERYTHING
Remember:Down Tilt → Ground Float Neutral Air, Down Tilt → Up Air, Down Tilt → Forward Air, Down Tilt → Down Air, Down Tilt → Parasol, Uair Spike > Dtilt
Frame Data:
Active Frames: 13-14 FAF: 28 7% Arm Intangibility: 9-14
SMASH ATTACKS
Forward Smash:
Peach whacks her opponent with a Frying Pan, Golf Club, or Tennis Racket. Fsmash range is disjointed (duh). All Smashes are good killing options, although one better than the other. The Golf Club comes in a set order: Tennis Racket → Golf Club → Frying Pan.
Strengths
· The Frying Pan deals the most damage, knockback and shieldstun of all Fsmashes. It can score kills very early and reliably. Thanks to its high damage, it leaves you at the least frame disadvantage of all Fsmashes.
· The Tennis Racket kills the earliest if you’re close to the ledge thanks to its horizontal angle. Its angle can also make it very hard for opponents to recover and is great for setting up an edgeguard.
· The Golf Club is one of her most ranged moves in general. Both the horizontal and vertical range are great. It can even hit opponents standing at Battlefield’s platforms!
· Aside from being a good killing options, All smashes serve as good anti-aerials because of their wide hitbox (especially Golf Club’s hitbox is very big).
Weaknesses
· Frying Pan has the least range.
· Racket deals the least damage and shieldstun, and from the middle of the stage kills much later than Pan and only a little bit earlier than Golf Club.
· Golf Club is generally the worst at killing.
· Being a Fsmash it comes out pretty slow (frame 15) and has considerable lag.
Combos From: Down Tilt
Combos To: N/A
Remember: Down Tilt → Forward Smash
Frame Data:
Active Frames: 15-17 FAF: 46 Frying Pan 18% Golf Club 15% Tennis Racket 13%
Up Smash:Peach does a twirl with a gymnast ribbon. This is hands-down her strongest move when it's sweet-spotted. This single move can change entire games. It can also poke through some platforms.
Strengths
· The sweetspot is SUPER STRONG, and the sourspot kills pretty early too. Always look for opportunities to hit with this moves. Looks for rolls, spotdodges, landings, ledge rolls and shorthops.
· Decent vertical range (with invincibility on the her arm and head on frame 14-20) makes it easier to hit on characters with high shorthops such as ZSS or Ike.
· Can be done out of shield instantly by inputting Jump > Usmash. This gives you a frame 14 punish. Usmash out of shield all unsafe Dash Attacks!
Weakness
· Unsafe. You can sometimes get away with it because of its high shieldstun/pushback, but if the opponent reacts fast enough you’re likely to be punished.
· A bit poor horizontal range.
Combos From:Down TiltCombos To:N/A
Remember: Down Tilt → Up Smash
Frame Data:
Active Frames: 14-20 FAF: 45 12/15/17% Arm and Head Intangibility Frames: 14-20
Down Smash:Peach spins around in her dress. It deals knockback on the last hit.
Strengths
· Super long duration making it an excellent roll and spotdodge killer. The hitbox lasts for 21 frames!
· Fast start-up. Good for punishes stuff like spotdodges if you’re unsure whether Usmash/Fsmash will make it on time to hit them.
· Hits in front of her as well as behind her.
Weaknesses
· BY FAR the most unsafe move she has. If this get shielded at mid to high percentages, consider yourself dead. This move is at least -20 on shield. It can be punished easily with slightly charged Fsmashes. Make sure this move doesn’t get shielded!
· Its range isn’t spectacular by any means.
·
Combos From:N/ACombos To:N/A
Remember: The duration of the move is longer than a spotdodge.
Frame Data:Active Frames: 6-22, 26-27
FAF: 55
Max Damage: 14% (uncharged)
AERIALS
Aerials: the best part of Peach. Before we get to the aerials, here’s one thing I would like to say that applies to all of her aerials: while I may say that Nair comes out on frame 5, and Fair on frame 16, remember that you have to jump before doing aerials (duh), and jumping takes 5 frames. This means that you have to add five frames to the start-up of your aerials if you want to do them from a grounded position. So, a ground float Nair comes out on frame 10 from a standing position, a not on frame 5. Needless to say, if your already in the air, the jumpsquat start-up frames do not apply (since you don’t have to jump), and your Nair will come out on frame 5.
Neutral Air:
Peach spins around in the air. This move comes out pretty fast and has low landing lag, making it one of her safest options on shield. It's one of her fastest out of shield options and is great at punishing. You’re likely going to be using this move a lot, especially its ground float variant.
Strengths:
· Low start-up and low landing lag. Ground Float Nair is only -6 on shield! If you space it well, or float a bit backwards before landing you should be safe. Vs. opponent who do not react quick enough you can sometimes even get a grab of a shielded Nair! If you expect your opponent to grab, jabbing them might be a good idea, or land outside their grab range and punish their whiffed grab.
· Ground Float Nair combos into a dash attack or follows up into a grab.
· Decently strong.
· Hitboxes cover her whole body. Against character who like to full hop or stay airborne a lot, shorthopping or fullhopping Nair can be a pretty good option.
· Good OoS option. It’s fast and hits both behind as well as in front of her. In order to increase its range, float pressing forward (or backward, depending on where your opponent stands) AND down at the same time, instead of only down. You will float a bit towards your opponent while doing Nair. If you do it will, ground float Nair OoS has more range than jab or grab OoS (it’s a bit slower though)
· Long duration.
Weaknesses
· Lacks a little bit in the range department. This move will have to be used in close quarter combat. Another good option is dashing towards your opponent and then do a ground float Nair, but unlike moves such as Fair or Bair, you will be throwing yourself to your opponent.
Combos From: Down Tilt, Down Air, Up Air
Combos To: Jab, Dash Attack
Remember: Down Air → Neutral Air, Neutral Air → Grab, Down Tilt → Neutral Air, Neutral Air → Jab, Neutral Air → Dash Attack
Frame Data:
Active Frames: 5-19 FAF: 49 Max Damage: 13% Landing Lag Frames: 11
AERIALS AND THROWS ARE NOT DONE YET.
Specials
Why does the first hit of UpB kill sometimes? Is it possible to autocancel your SideB? What kind of turnips and items can you pull? Everything you ever wanted to know about side specials is written in @Mikey Lenetia and @Peachkid's excellent and very detailed specials attacks guide. All credits go to them!
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