Sorry I somehow missed your post.
So what combos should I mostly try to do as Peach?
at low percents I love to use her dtilt to start combos, and I sometimes go for a Dtilt -> Float -> Nair -> Dtilt -> Float -> Uair and even get some more possible hits(I hate using the Gamepad compared to the GCC so I have the tendancy to easy screw up floating or doing an ariel by air dodging at times.)
I use her grab sometimes as well and try to get an Ftilt/Bair on them, but theres not much more she can get from it, if any at all.
The best way to find out her combos is to use her in Training mode and find combos for yourself. Other than I advise you to watch vids of other Peaches and EOE's excellent combo tutorial (or similar things). To help you out, her best combo starters are floating Dair, shorthop Dair, ground float Nair, ground float Uair (although a jumping Uair can work too, it has more lag than a ground float Uair), Dtilt and Dthrow. Even moves that don't combo still leave the opponent in a very good position for you to pressure (Bair, Fair, turnips etc.).
Anyway, as you can see a lot of moves can combo at low percents, which means you can convert into a combo when you get one hit in. Instead of constantly trying to hit with "that one combo starter" (for example Dair), you can also play a more spacing oriented playstyle, and then when you get one hit in (for example a ground float Nair), you can convert to a combo (in this case, do a dash attack/dash grab > Dthrow > Bair). Both "fishing for that one combo starter" and "converting to combos as they come" are valid strategies, but I feel the latter strategy makes you less predictable because you're making use of more moves and thus makes you play safer.
Learn her basic combos. Most of them are in EOE's vids but her basic combos are not hard to discover for yourself in Training Mode. Train yourself to immediately convert to a combo when you get one hit it. So, for example, when you get a Dair in, you should be trained enough to react with the appropriate follow-up (shorthop/don't shorthop,Nair/Fair/Bair/Uair, etc), or when you get a ground float Uair in, you should be able to immediately follow-up for another jumping Uair, or when you get a ground float Nair in, you should be prepared to follow up with a dash attack or dash grab, or when you get a Dtilt in, you should be prepared to follow up with... well anything you like, etc etc etc.
I met a fantastic Peach online who used their turnip game so efficiently and creatively morose then i ever known.
I never knew how well it could work with combos while still being able to possibly re-catch it.
I generally use them for hitting recovering opponents, some fake outs, or throwing 2 in the air, catching one and throwing it at the opponent then catch the other and do the same, or catch and throw the first one away and catch and throw the second one at them. I know i could use it to my advantage when they shield, acting like ill hit them, but idk how exactly.
Turnips are a good and fast spacing tool that leave you at advantage. Turnips are really good, and no Peach uses her turnips game to her fullest potential. I myself probably have the worst turnip game here. These things are really scary though because they allow you to control space and opponents don't want to get hit by them because, even if turnips don't have a huge reward, it still leaves them at a disadvantage. It eats approaches (Meta Knights hate it), is safe against wallers (Nesses hate it), forces approaches (Ganondorfs hate it), punishes landings (Yoshis hate it), allows you to approach (Sheiks hate it) and much more. Furthermove, jumping turnip throw combos either into a Nair if they're close to you or a Fair if they far from you (the latter one is possible at kill percents!!). Floating > dropping your float > turnip throw while landing > Dash Attack combos, although it can be incosistent to get at kill percents depending on spacing, timing and your opponents weight/fall speed. So many things to use... Your question made me realize there's too much about turnips we don't know yet.
Meanwhile I would like to ask a better use of Bair? People use it to weave in and out like wisping ive heard? how is this helpful and what advantage does this have over her other ariels? I mean in my eyes, its rather poor because of its high ending/landing lag and small range and not too great of knockback, but i have heard there is other uses for it.(I know how to auto-cancel it so you dont need to say that)
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Wasping was a Brawl tactic and is not in Smash 4.
Bair is a MUST USE. Ground float Bair does indeed have fair share of landing lag but it's fast the range is insane. It's an excellent out of shield option. Short hop Bair is simply amazing because it's safe, fast, has range and and can kill. Use shorthop Bairs more and you'll understand what's good about it. If your don't use Bair (or Nair), you're not making use of any of her fast aerials. Fast characters will overwhelm you.