Here you go:
Against Peach
On turnips:
I think it's better to let her pull turnips.
-You can nair through them, and if you use Z, you can catch and drop turnips and THEN nair. If you mess up the timing, you still nair through the turnip.
-When she has a turnip, she doesn't have a dash attack or a grab. She also might try to jump at you more for aerial turnip to float cancel fair, which you'll nair straight through and juggle.
- i think you said it yourself. shield is not the proper response to turnips (unless you have a lot of stage to play with then shield instant queue roll back is ok). nair through turnips. retreating sh fair turnips...FH fair turnips to various spacings but be careful of peach getting under. Most important thing. Don't always do the same thing. Peach can vary what she does to hit your response to the turnips..when you do get through, make it count
- Weaving in and out of dash attack range still denies turnip pulling with solid reactions iirc.
- Dtilt is good when approaching/zoning her and also when she pulls a turnip.
You don't have to move forward when you Dtilt since Peach can't really beat the move without massive foresight lol. I just usually do it when I dtilt because I'm more or less confident she won't attack/dodge well enough if I do use it.
-You can occassionally hit her right as she's pulling a turnip.
-Peach slows down tremendously when she pulls turnips. Won't see them doing crazy dash dancing or anything when they pull 'em.
- Keep in mind this is theory bros once again someone playing at a perfect game this is how it should end up for the Marth.
Peach example:
Dash dance just out of dash attack range, if she tries to pull a turnip run up grab/ run in dtilt. Most peach mains know good marth's will do this so they have to give up a little stage space in order to try and bait the marth, however if the marth player is patient he'll just wait for her to either dash attack early or try to pull a turnip. A LOT of players will cumble under the pressure and jump and float. From that position you have the advantage, get close to her but not so close that she can fall down and fair you. From that position you can get close to her and then full jump fair or run under her and sh uair. It's a bad position for peach because eventually she'll run out of float AND she cant change direction with her float very well at all.
- Approaching Peach air to air is okay as a mixup and generally serves to make her not come into you as hard later because she respects your options(unless he starts/started rambo'ing me which was funny) and then you just wreck em on the ground. If you can't hit a Peach out of the way you are either misjudging your character, not conditioning your opponent well, or they simply don't want to actually zone close to you(they should lose to you taking free stage in this last case.)
- PP your recovery against peach is so smart, in always afraid of getting hyper dsmashed, what do?
If Peach could Dsmash then don't swing moving into her when she's on the ground. If she's in the air then counter vs Fair tricks vs shield breaker vs regular getups.
- Yeah I like hitting turnip-holding Peach. Only thing she can do assuming I'm playing decently is turnip OOS and lol if I can't beat that then I deserve to lose.
- Very good for you: Final Destination (let's you abuse her horrible landings to the fullest, uthrow leaves her a super bad position because there are no platforms to help her out), Yoshi's Story (sword covers everywhere, tipper kills super early)
Good/Decent: Pokemon Stadium (Marth covers side plats really well, so uthrowing her still puts her in an awful position; the stage gives you decent kill power too, but the transformations can be troublesome for Marth)
Even/Ok: Battlefield is....good. You cover a lot with your sword, but platforms help her some when you get her above you...Not much to say
Bad for you: Dreamland (Obvious lack of coverage, lack of kill power completely, platforms here are safer for her than on any other stage)
I honestly don't know about FoD. Sword covers a lot of room, but Peach likes this stage in general....someone else will have ideas on it, I'm sure.
- for peach, you should ban DL64 and CP her to FD or PS. I would take FD first unless the peach has a particularly good turnip game, in which case PS might be better.
i mean basically she's going to ban one against you anyway so just take the other.
edit: absolutely do not take her to BF. it's easily her second best stage in this MU.
- Yoshis
Stadium
FD
FoD
Battlefield
Dreamland
Somethin like that. I strike DL and BF usually.
Stadium v FD is a really tough choice though. Stadium is slightly better stage v stage, but the risk of a stitch/bomb is really annoying. Killing with uairs and utilts at reasonable percentages is pretty ****ing baller tho.
BF sucks cause the platform heights are booty.
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You approach Peach if you think she's gonna stay grounded and not really try to counterattack you at all. Then you can do whatever you want. I like poking with Dtilt for all parts of this strategy.
Turnips eh I don't have a perfect answer to them yet. If you kinda rush Peach she can usually get away and snipe you but if you hang back she gets a free approach. Just know if you stay on top of her you can get grabs and shield stabs when Peach is shielding and shouldn't be far away when she pulls. If you got hit first then just try to stand your ground and make Peach throw from far away/the wrong direction so you can dodge.
Uthrow, Dtilt'ing then taking stage, hitting her into the air, Fthrowing and moving to where she lands, those are some good ways to have followups.
I dunno how to DI peach combos but up kinda saves me or at least lets me stall LOL
- General anti-peach:
http://smashboards.com/threads/offi...rs-stuff-thread.118998/page-328#post-15623632
- Anti Turnips:
http://smashboards.com/threads/offi...rs-stuff-thread.118998/page-329#post-15625091
http://smashboards.com/threads/offi...rs-stuff-thread.118998/page-329#post-15629146