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Guide to learning Princess Peach (Competitive) Updated 4/25/10

Dark.Pch

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Dark.Pch
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Guide to learning Princess Peach (Competitive)

Alright I decided to take the time and make a guide on how to use Peach well. This guide is not like others. I wont explain what % her attacks do and all. I will explain steps that you need to work on to get good with Peach.

Index-

1. Learn what your character (Peach) is like
2. Peaches problems in brawl
3. Peaches strengths in brawl
4. Learn control over Peach
5. Floating
6. Edgeguarding
7. Spacing
8. Approaching
9. Second jump tricks
10. Advance Techs
11. Turnip pressure
12. Turnip Damage with range
13. Turnip juggle
14. Combos
15. Learn your match ups
16. Lasering Falco
17. Dark.Pch strat to kill better
18. How to use your upthrow
19. Fsmash and their uses
20. Using turnips the right way
21. Killing with Peach (advance)
22. How to use Dtilt
23. Common Mistakes


Updates:

Turnip Juggle

second post contains match up info from me with Falco, Pika, Lucario, ZZS and IC.

1- Learn what your character (Peach) is like:

Peach was not like she was in melee at. Some of her strong points in melee got weak in brawl. And cause of that, many have just giving up on her. I will say its more of a pain to win with Peach now. Its no easy task at all. But once you get settled with what she can and cant do, the rest is up to you. Don't be fooled by people bashing Peach, you will hear that alot. Peach has potential. But it takes alot of work with this character. so if you dont wanna work that hard with Peach, this is not the character for you. And wishing she was like melee wont get you anywhere. Also Peach is a defensive time of character. If you plan to go offensive with her, make sure you understand Your taking a risk and that you know how to handle yourself. Peach can be played offensive. But you have to play with care. Not just throwing out attacks and hoping it will it. game is based on skills, not lucky shots. think about all your moves. Don't just attack out of random and have no idea if you are gonna hit. make sure you are gonna land the attack

Changes from Melee to brawl:

* Dash attack does two hits
* Down Smash has been incredibly nerfed (less damage + range + knockback)
* Turnips disappear when they hit a shield or attack
* Larger chance of pulling a Beam Sword, Bob-omb, or Mr. Saturn when Vegetable is used
* Aerials have less lag
* Aerial movement speed has decreased, no longer in the Top 5 like it was in Melee
* Peach Bomber releases a cloud of hearts instead of an explosion (possibly a homage to Super Princess Peach)
* Parasol design is from Super Paper Mario
* Second jump has become much shorter with lesser animations
* Peach Bomber covers more distance than in Melee
* Similar to the Peach Bomber, her up-tilt now releases a small cloud of hearts instead of a headbutt
* Parasol does more horizontal recovery
* Parasol and Toad can KO now
* Different Voice Actress. (Peach was voiced by Jen Taylor in Melee, while Samantha Kelly voices Peach in Brawl)
* New, carefree walk animation.
* Updated look from recent appearances
* Back Air and N-Air does two hits if angled correctly
* Forward throw has been nerfed


2- Peaches problems in brawl: A- Killing with Peach.

So lets start with what her problems are in brawl. For one thing, Some may have trouble killing with peach. or setting up for the final blow. problem is sometimes you have to use the moves you would need to finishes your enemy off to begin with. But using the moves alot makes it weaker. So in a sense, it is hard to kill with peach. But depending on how you play, that task can be reduce. But also keep in mind on how smart your enemy is.

B- Her recovery.
You can be left a sitting duck in the air with Peach. Recovering from the skies back to the stage can be a problem as well since she fall slow in the air. You can get juggled easy cause of this. So you need to be very careful when recovering to the stage. And when you land while in your Up-B animation, you will lag. Its not like melee when you touch the floor and you can move right after. So recover with care. also a tip, when you are coming down from the skies and did not use your Up-B, Dont try to attack while recovering. Its safe to just try to land without getting hit. a times you may be able to get a dair or w/e air attack in. But make sure you know you can hit. get the timing and spacing down right. Cause just doing that your putting yourself at risk for a KO. Your mission at this point is to land safe on the stage.

C- Dsmash.
One of the many reasons People complain about Peach or left her. Her Dsmash got weak. and cant kill. Its pretty much the same as in melee, but you cant kill with it and has less power.

D- No Float Cancel.
FC (Float cancel) was one of the best things Peach had in melee. it was about 80% of her game. She does not have that anymore. And so people wont get confused, FC is when you Float, do an air attack, then land and there is no lag after. Now it may seem like when you Float then do an air attack and land, you dont lag at all. Reason for that is if you land at the right time, you will auto cancel the move, so you can attack right after. try landing a Fair at different times while floating and watch you lag. So there is no FC for Peach.

E- Easily KO'ed.
You can die pretty quick with Peach due to her lightweight. there are some characters that can kill you at crazy %. So you have to be aware of that and be careful with how you handle yourself against them.

D- Her second jump.
it barely has any height. so you wont really get anywhere with it at all. But it does have its uses. Keep reading and you will see further in this guide.

Cons:

* Floaty.
* Slow dash speed (4th slowest dash speed in the game).
* Vertical recovery is rather poor.
* Shortest vertical mid-air jump in the game (Slightly shorter than Link's & Ganondorf's)
* Noticeable ending lag if you fail to connect with Peach Bomber.
* Dies vertically at relatively low percents.
* Her Turnips disappear once they hit a shield, which removes the possibility of using a turnip again
* hard to KO at moderate percentages
* Vegetables can be used against her


3- Peaches strengths in brawl:

A- Speed
Peach is a lil faster now in brawl. This is what I kinda wanted from her. A lil speed. I suggest you take this to your advantage. Combine her speed with your strats and use it well. it can mean alot on the battlefield.

B- Floating.
The best thing Peach has in this game IMO and what makes her play style so unique. Learn to Float and do air attacks with it. At the right height of floating, you can be immune to group attacks, and your air attacks can nail your enemy. Learn to control your floating. This is one of her keys to victory.

C-Kill Moves.

Though it may be a pain to kill with Peach at times, she does have a few kill options.

**= Can kill well with and mostly used for a finisher
* Can Kill but not as great as a kill move with 2 starts

- Fair **
- Bair **
- Nair
- Uair*
- Dair (% has to be quite high. Best to catch them in the air with it to make it a lil easier to kill with)
- Utilt **
- Ftilt *
- Dtilt (% has to be quite high)
- Fsmash **
- F-B (High damage or gimps)
-Up-B (% has to be pretty high. But this type of task can be easier if you do it high in the air or on a platform)
- Usmash**
- Turnips(Yes I am serious....turnips)**
- Toad (Yes......toad, but the % of the enemy has to be pretty darn high and it depends on character and stage.)

Now remember that this all depends on:
- How many times you used the attack
- Stage
- character you are playing
- the % or the enemy
- What part of the stage you are on when you unleashed the attack.

So now you guys know what type of character she is, her good and bad sides as well. Once you understood all of this fully, lets put Peach to work.

D- Turnips
Another good thing about Peach. You can do so many things with turnips. Its a another big part of Peaches style. you can attack in the air while floating and still have one in your hand. It can lead to set ups. Traps. Play around with it and thing of creative strats. also here is a tip that can go a long way. When you have a turnip in your hand, your enemy is now put on the defensive for they dont wanna get hit with it. Now you can use that to your advantage with tricks and playing with the enemies head.

Pros:

* Can Float.
* Auto-Floating allows use of aerials at ground level, allowing for a highly-integrated ground and air game, and removing the need for dashing


* Between the float, her second jump, her parasol, and small contributions by the Peach Bomber and Toad, she has one of the longest and most versatile horizontal recoveries in the game.
* Her Turnips are useful projectiles, especially for edgeguarding.
* There is a chance of pulling a Bob-omb or Beam Sword when using Vegetable.
* There is a 1/58 chance that she can pull a Vegetable that deals 30% damage or more.
* Down Smash is quick and has several powerful, high priority hits.
* Neutral attack slap is good for disrupting combos and grabs, as well as starting combos of her own.
* When Parasol is canceled in midair, it can be opened up again.
* Forward Aerial Crown Slap is a great horizontal killer.
* Turnips can be used over and over.
* Can Glide Toss her Turnips.
* Turnips disappear once they touch a shield
* Remarkably long horizontal recovery if her float is intact
* Quick, effective close-up game
* Amazing edgeguarder
* Can chain throw medium-heavy weight characters with Down Throw
* Turnips are excellent for camping, lead ins, and edgeguarding
* D-tilt can meteor smash opponents in the air trying to recover back to stages



4- Learn control over Peach:

With steps 1-3, you already have a good idea of how Peach is and what she can do. Now now its time to get use to the fell of Peach. Think about what is best at the moment you execute an attack, move. Learn the timing of your attacks. the range. hit boxes. Moving Peach around and getting use to her speed of play on the field. Know when your attacks end and the range of them. This can help you in many ways in a fight. Also helps you make the right choices in a fight depend on how close you are to your enemy and the % they have. Also platforms play a role in this as well. Once you feel smooth using peach, your already on the right track.


5- Floating:

So now you got the hang of Peach. Your use to all of her attacks. range, etc. Peach feels like second nature to you. a reflex. But there is something else you have to get use to as well. you now have to combine all of that with some floating. Floating into air attacks Is a great way to deal some damage. it makes it harder for your enemy to hit you while at the same time. You can hit them with not much trouble. Here is what you get out of floating:

- You become hard to hit.
- Great for evasion
- Great to approach.
- Great for spacing
- You can get by projectiles just by floating over them.
- You can evade and attack at the same time.

From VaNz:

"yeah, it's a technique that most people already know about given that it was a staple technique for melee peach users.

it can be useful in brawl as well for

- Spaced Fair > land + roll dodge away
- D-air sheild pokes really well from the "low float" (that's what i've always called it)
- Uair land > Utilt
- moving in with a kill move ready (Nair, Fair, Bair)
- using it as a mindgame to create the illusion that you are going to attack. (my favorite method) you can use this method many ways. such as approaching with float, quickly land, and that rush w/ dash grab. or weave in and out draw out an attack, say.. marth's Fsmash, than punish."


But to do all of this you gotta have good control of floating. The height that you float matters how one can hit you. Also how you can not be touched so easy while you unleash your air attacks. When floating try to float at the height of the enemies head. Thats usually the safe zone. then Kick them with a Dair. Make her feet touch the head of the enemy. They cant touch you with ground attack. (Be aware that some characters have ground attacks that can hit you out of floating so you have to space yourself well in this case.) also some heights of floating may not work all the time. So switch it up when the time comes.


6- Edgeguarding:

Peach is one of the best edge guards in the game. Her floating and turnips combined can lead to great ways to edgeguard. You can set up traps with turnips. and if they manage to avoid the turnips, they still have to deal with you, which then you follow up with something after the turnip. though some characters are a pain to keep out the stage. So learn how your enemy recovers and then take it from there. This may take some time to get use to. So dont stress it. But learn ways to keep your enemy out. be creative and play it smart.


7- Spacing

Peach is great at spacing. And mixed with her Floating Where you can move back and fourth when you please, Peach can be harder to hit then people think. Fair and Back air are good for spacing. For those not good or familiar with spacing with peach here is how it goes. When you Float and do a fair or bair, Move back a lil. Now if you miss or they sheild your attack, they cant really punish you for it cause you backed away while attacking, thus your to hard to hit. Try to hit with the tip of the attack. Your wont be that close to get punished if you miss or they block your attack. Also the height where you float depends on this kind of spacing. You can also space on the ground. Just by hitting with the tip of your attacks. Spacing may take some time to get use too. so just work at how you aim your attacks.


8- Approaching:

Peach has many ways to approach. It all depends on character cause some can kill some of your approaches. Here is a list of a Few.

- Fair
- FC>Fair
- Dair
- FC>Dair
- FC>Nair
- Turnip>Fair
- FC>Turnip>Fair
- Bair
- Glide tossing
- Nair

Advance approaches:

- Glide toss> FC>Nair
- Glide toss>reverse Bair
- Glide toss>Nair
- Glide toss>Grab
- Reverse Glide toss> Dsmash or Fsmash
- Reverse Glide toss> Bair



9- Second jump tricks:

While her second jump has barley any height, it has great uses on the edge. you can ledge hop to Fair or Nair. You can also stall on the edge till you see an opening to get back on. If you did not waste your second jump, you can let go of the edge, jump back soon after you let go and Float to an air attack and take it from there. And if you have a turnip in your hand while you are hanging, you can use the second jump to get back on while you throw it on the stage. another good way to recover.


10-Advance Techs:

Peach has alot of advance techs that she can use and help her out in battle. Here is the list of them and how it is done as well as a video to show you how it looks like.

[Glide Tossing]- As soon as you roll, toss the turnip up, down, left, or right and you will glide in the direction you rolled and toss the turnip. its easier if you use the c-stick to toss the turnip. You can glide toss foward or backwards. and toss the turnip in any direction you want.

Video- http://www.youtube.com/watch?v=w_-qWE3N84g

[Dtilt Cancel Glide]- If you Dtilt with Peach and time a move right as she pulls back, you will glide backwards while doing your attack. You can do this with jumping too. Takes practice but once you get the hang of it, its quite easy. And it is good for spacing.

Video- http://www.youtube.com/watch?v=6DKbKcTIlPI&feature=related

[Turnip Cancel]- You can pull a turnip out and cancel the animation half way off a platform or the edge. Run to the edge of the platform or edge and pull a turnip, as soon as you do it, hold it to the stick to the direction you was running. Done right and you can pull one off the edge/platform.

Here is the trick to do it, that people fail to realize or noticed. Just Run and pull a turnip towards the middle of the stage................Ok, Now do it but this time, after you pluck a turnip, Hold the control stick Foward. Noticed how Peach slides.

Now Run towards the edge, get a turnip and as soon as she goes to pull one out, hold the stick foward, and Peach will slide off and get a turnip. Thats how you REALLY do it. some people run to the edge and pull one out but dont hold the control stick foward. Thus you wont slide and can't turnip cancel.

Video- http://www.youtube.com/watch?v=hvFUOowcLa0&NR=1

[Turnip free Pull]- Video explains it all plus a couple of bonus tricks

Video- http://www.youtube.com/watch?v=FieBCZAn_o0

[Floatland]- If you did not waste your float, you can do this by jumping off the edge and float. As soon as you hop off the edge., let go of it.

Video- http://www.youtube.com/watch?v=iPYB1zqJ810

[Dtilt Spike]- Here is a video explaining how to get a spike off of her Dtilt And Yes, this can be done off the edge for an official spike. For those who have trouble reading the text on the video:

You have to Dtilt Before it comes in contact with the enemy. if you do it as soon as your enemy is about to touch the floor, you won't spike with the Dtilt.

Video:
http://www.youtube.com/watch?v=rfafXVa9Xmk&fmt=18

[Reverse Peach bomber and Toad Technique. (Fair ledge cancel *bonus*)]- To do reverse bomber, you have to dash. And as soon as you hit B, quickly tap the stick in the other direction. Done right, You will F-B the other way from your dash animation.

For the reverse toad, Do you a dash and hit the control stick the other way. As soon as you tap the stick, let go of it quickly and hit B. Done right Peach will stop and toad in the other direction.

If you do a fair on stage from the edge fast enough, you can attack with Fair and it will auto cancel and you can do w/e you want right after. fair is the only air move that lags if you land at the wrong. if you unleash the attack and Peach's arm does not swing all the way down a few frames before the attack is over, you will lag.

Video:
http://www.youtube.com/watch?v=K2MD77y4eqw&feature=channel_page&fmt=18



11- Turnip pressure.

I was playing A friend of mine not too long ago in a Peach ditto when I Started doing what I call the "turnip Pressure" I did this out of random and it seem like it would do some justice.

Basiclly how you do it is you Fair>Turnip>Jab> repeat the cycle from your Fair. The trick is, you have to grab the turnip within the jab OR if you are fast enough you can jab, then grab it and do a Fair then throw the turnip to a jab. Its good to pressure the shield and it eats the shield Pretty well. And then it makes it easy to shield stab, thus a free hit even when they shield. I jab one time to a Fair. You can jab twice but It may slow down the Pressure and also you cant get your Fair out fast enough as if you were to jab once. But Here is a trick with that.

if you hit them or thier shield with a turnip and you jab twice, If you can get the turnip with in the second Jab then you can throw it to a space Fair then go on with the pressure.

Ha ha, This is something I just came up with trying to be creative with Peach and make up random stuff. But I think its pretty cool and very useful.

EDIT- I thought of another way to do it. you can just Turnip to Fair and repeat Catch the turnip within the Fair. then throw it, then repeat it. Space yourself well and you will see just how hard it is to get hit, at the same time thier shield is getting eaten alive. Another good way to pressure and get a free hit off thier shield.


12- Turnip Damage with range:

The closer you are to the enemy when you throw them, the more damage it does. I noticed this while I was playing with the help menu. Here is a list of how much Power Each turnip has thrown up close when you throw it and smash throw it.

Regular turnips: =)
Regular throw- 9%
Smash throw- 12%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 7%
Thrown in the air with smash throw-7%

Ditto turnip:
Regular throw- 19%
Smash throw- 22%
Thrown with a lil more space in between with a regular throw- 15%
Thrown with a lil more space in between with a Smash throw- 16%
Thrown in the air with a regular throw- 17%
Thrown in the air with smash throw-17%

Bored/tired turnip: -.-
Regular throw- 9%
Smash throw- 12%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 7%
Thrown in the air with smash throw-7%

Winky/ow turnip: ;o
Regular throw- 13%
Smash throw- 16%
Thrown with a lil more space in between with a regular throw- 9%
Thrown with a lil more space in between with a Smash throw- 10%
Thrown in the air with a regular throw- 11%
Thrown in the air with smash throw-11%

Shocked turnip: O.O
Regular throw- 9%
Smash throw- 12%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 7%
Thrown in the air with smash throw-7%

Sleepy turnip: -_-
Regular throw- 9%
Smash throw- 12%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 7%
Thrown in the air with smash throw-7%

Laughing turnip :D
Regular throw- 9%
Smash throw- 12%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 7%
Thrown in the air with smash throw-7%

Stichface: X_X
Regular throw- 37%
Smash throw- 40%
Thrown with a lil more space in between with a regular throw- 33%
Thrown with a lil more space in between with a Smash throw- 32%
Thrown in the air with a regular throw- 31%
Thrown in the air with smash throw-31%

Bonus- items

Mr. Saturn-
Regular throw- 6%
Smash throw- 8%
Thrown with a lil more space in between with a regular throw- 5%
Thrown with a lil more space in between with a Smash throw- 6%
Thrown in the air with a regular throw- 5%
Thrown in the air with smash throw-6%

Beam sword-
Regular throw- 12%
Smash throw- 15%
Thrown with a lil more space in between with a regular throw- 12%
Thrown with a lil more space in between with a Smash throw- 15%
Thrown in the air with a regular throw- 12%
Thrown in the air with smash throw-12%

Bomb-
Regular throw- 32%
Smash throw- 35%
Thrown with a lil more space in between with a regular throw- 31%
Thrown with a lil more space in between with a Smash throw- 35%
Thrown in the air with a regular throw- 33%
Thrown in the air with smash throw-34%

So good distance with glide tossing matters and the space with you and your enemy to get good damage off of turnips. These can be one of the most powerful projectiles in the game and good at racking damage, and can be used again. So if you spam them on someone and they cry about it, screw em. What you may lack in killing, you make up for racking up damage, like with turnips, then go in for the kill.


13- Turnip Juggle

Few of you may have heard of me talking about this. Now what is it exactly for those that don't know? Well it's just as the title says. You are juggling turnips. You can juggle up to three at a time. Here is how it is done and its uses,

You grab a turnip, toss it up, grab another one, toss that up, then jump and Z grab the first you toss and toss it up again and do the same for the second. Then grab another. If you want you chain 2 turnip juggles and toss it off stage, so you have 2 turnips going out at the anemy, then you can follw up with an assult. You can aslo link a turnip juggle to a turnip cancel off stages. To cover more vertical range. And even horizontal range. Then go in for an assult of bait moves/airdodges and attack. You can have about three turnips guarding the air at once. Even 4. You would have to tunip juggle, Then platform cancel a turnip and toss it up. Then run back and quickly do it again as the turnip is about to come down and durnip cancel to a Z drop and grab the air. Do you realize how much you have covered? Just picture it for a min.

Working with this some more, I noticed you can do it with three. Here is how. Grab a turnip, toss it up, grab another and toss it up. Grab a third one and toss it up. Now remember the first one you toss? By the time you toss the third one, the first will be in your face. But you won't have time to Z grab it. Sp Just Tap A. And Peach will just grab it. Then toss it up agaib. And repeat with the other 2. Once you toss that last one for a second time, it will vanish in the air. And this is where you start from step one to perform the juggle.

Now, when you catch the third one with her Jab, you can jump, toss it in the air and then isntantly Z grab the other 2 and toss them in the air. Ether way you will create a nice wall if done correctly. three turnips at a time if you do this correctly will be on stage. And at least one will always be on the stage no matter what.

Now here is a lil somthing I thought of with this. I was praticeing this in training mode. When I said to myself "I have all these turnips out here at once. it be nice to send an army of them off the stage to the enemy at one time" So was thinking how this can be done. And I figure it out. There is something called instant throw. it's where you grab an item by air dodging and quicky toss it. Like as soon as you grab it from an air dodge. it takes pratice and timing. but it is not that hard.

So How would this work out? Start the tunip juggle. When you grab the third one with her Jab, toss it out the stage quickly. Then instant throw the last 2 that come down. You will send a barrage of turnips at the enemy. making it a pain to get back. And can time an edgehog or an air assult for the K.O Can even lead to a gimp. From doing this, 2 turnips can be right close to each other back to back. And there be a lil distance between the other one. So incase people wanna be bold and dodge or even catch one air bor., they still have 1-2 more turnips to deal with. I call this one "the turnip barrage"

Now this is really putting that instant throw to use. Also from the turnip juggle, You can create a temperary wall in front of you. When you toss all three in the air, get them and jump, Z-drop and then do the same with the others. You can do this while move back a lil for evasion. Or to set stuff up. Be creative with it.

I love doing all this. Edgeguarding has never been more fun. You can also do the juggle with turnip cancles off the platforms/edges. Like on battlefield. turnip cancel off the top platform, then do the same off the other. Then start the juggle grounded. You may be able to have more then three turnips on the statr for more longer juggles. his is good of characters are over the stage comming down. if done on the top platform on battlefield. Do the turnip cancels in this direction:

----------->
<---------

Or

<--------
------->

That way it is all lined up before you touch the ground. But you can go in a straight directions from platforms if you wanna keep a lil wave going. This also has it's uses. And for faster juggles, do this with the instant toss. Takes time getting use to all of this and you need goof reaction speed. if you are slow while doing all of this, It wont work too well.


14- Combos:

Peach is good at racking up damage quick with the combos she has in this came. mostly do to her Dair. Here are a list of them

Basic combos

-Dthrow>uptilt
-Dair>Nair
-Dair>Uair
-Dair>Fair
-Dair>Bair
-Jab>Dtilt
-Jab>grab
-Jab>Nair
-Jab>Nair
-Turnip>fair
-Turnip>Nair

Advance combos ( you would need good control of Peach and her floating as well)-

*= Depends on where your enemy is/goes after the first or second hit of the combo

-*Dair>Dair>Fair
-Dair>Dair
-Dair>Dair>Dair
-Dair>Dair>Dair>Uair
-*Dair>Dair>Dair>Uair>Up-B
-*Dair>Dair>falling Dair>Usmash/Utilt/Up-B
-*Dthrow>Ftilt>Uptilt/Usmash/Up-B
-*Dthrow>Ftilt>Jab>grab>Dthrow>Utilt/Uair/Up-B
-Bair>grab
-Fair>Jab>grab> (look at the list of what you can do after grabs)
-*Falling Dair>Jab>(look at the list of what you can do after jabs/grabs)
-*Falling Dair> Usmash/Utilt/Up-B/Nair/Bair


15- Learn your match ups.

Now that you know all of this, your final step to having a good Peach is learning how to fight the characters in the game. But all this stuff to use and learn how to fight different characters. Learn what works, doesn't work. maybe you need to be defensive more than anything. have different strats for the characters you fight against. If something is not working switch it up. Use all the tools you learn worked on and learn to help you in these fights. Some characters are hell for peach, so it will take time to finally figure out your own way to handle them and win. And it will be no easy task at all. Different players of skill play characters different. so you will always have to get use to what is going on. But if you know how to deal with the character, thats half the battle. The other half is how the player uses that character against you. and its up to you to figure out a way to deal with it even if you know the match up.


16- Lasering Falco

He can easily shoot you down. So being in the air 2 much is not always a good option. So your bound to the ground most of the time. But I did notice the pattern of the camping.

If Falco shots a laser grounded, he can't move. he will lag while putting the gun away. Now while he shoots in the air, he wont lag will firing. Even if he touches the ground while in the middle of firing, it will cancel out the lag, so he can do anything he wants soon after.

limit your floating here when getting close to him. You can Float to get to falco but you pretty much leave yourself open and you have to be high in the air. And if you come down with a Fair. It can be quite obvious and Falco will just roll away or run and lazer some more.

When Falco shoots on in the air, that is your chance to get a few feet close to him. You can get a turnip the first time. Second time he shoots in the air, you can run or glide toss to get close. In order for falco to keep lasering you he has to jump in the air to get close or retreat. Him being in the air is your chance to get close or get a turnip.

Floating at normal height will get you shot down and being too high will not do much to get a clean shot on falco. And falling to a Fair is too obvious. But what you can do if do a falling Dair to him in certiain cases. though I dont recommended it too much. But the Dair stabs shields so its a lil tatic to keep in mind if you know where he is gonna go.

Also when Falco is doing a falling laser, You can get hit trying to get close by ground. But I think you can crouch or pull at turnip at this time to evade the falling laser. though this may not always work depending on the falling height he shoots.


17- Dark.Pch strat to kill better

Save your moves that you need for killing. Use lots of jabs, get damage off of grabbing. When you grab them don't always launch them so fast. Kick them a few good times then toss them. N-air cant kill so well so use that alot. Dair helps since its not a Kill move. Space dtilts. And turnips. Once you get them to a good % Now you can fely on your kills moves like Fsmash and Up smash. Your fair and bairs, even upairs. uptilt as well. Try to save your most important moves to kill. Cause when you get them to that good %, all of your kill moves will be at full power. And it will be less of a struggle to kill


18- How to use your upthrow

At 50% and over, you really can't combo into anything. if you was to Fthrow them and Back throw them, then what. They are out of your range. and have to repeat the process of approaching them again. When you up throw them, They are over you, you can use turnips to at least hit them, or make it harder for them to touch the floor. And set up to land an attack on them. This is the more better ways to hit someone after a throw. This is center stage though. Near the edge you can just toss them out. but with some characters, Like DDD, DK, you are not gonna kill them off of a throw. So the hell with that right? Toss them up and get extra hits of of turnips, and even if that dont hit, they have to worry about evading them and then you hitting them while trying to land saftley to the floor. They will still Be in your attack range for turnips and even finishers more than any other throw at 50%+


19- Fsmash and their uses
Racket:


it is good for killing horizontally. and it launches you really quick when you sweetspot it., Also it can be a semi spike cause while you travel, you get sent downward a lil. In melee it was like that as well. But in melee the Racket laucnhed you more downard. In brawl that distance was reduced a lil. This is good against Fast fallers/heavy characters. I have killed a DeDeDe at 110-120 with this move sweetspotted. he just got launched. This move can also be used against light characters to kill them well. But has the best affect of fastfallers/heavy characters.

Golf club:


It can be a good kill move but not all that as much as a racket. This usually depends on the DI and where you hit with the golf club. That move pakcs a punch sweetspotted. That move usually sends people both vertical and horizontal.

Pan:

This move Also packs heat, But launches you mainly upward. This is usually best for light characters to get the best kills off.

While all moves have different affect for all types of characters,the problem is it just comes out at random, you can't tell what move you will get. But the good thing to it is, you will never be ready to DI in the proper direction. So that makes up for it.



20- Using turnips the right way

turnips are not a weapon for damage. You just don't get one and toss them hoping to hit one. Turnips are a damm mindgame. Just by holding a turnip in your hand. You are already toying with your opponents head. When you get one, it buts your opponent on the defense cause they do not wanna get hit. You did not have to do anything to them to screw with them. Turnips are a tool to mess with the mind and THEN get your damage off.

"pluck turnip"
"toss it"

NO!^ There is about maybe 6 steps before you toss it. Also Peach can fight with items in her hand via floating. And she can bring that Floating to the ground for more of a confusing. Your opponent won't be able to tell when you will toss the damm turnip. She is like the drunken master. Maybe His wife, w/e. Just holding that thing in your hand can lead to so much confusing. Hell, might even confuse the hell out of you. Yes it is that serious.


21- Killing with Peach (advance)

Yes Peach is not one of the best killers. But I tell you this, Nether are characters like Falco. Yet cause there is a lot more to this character, he can make up for it. I'll let Falco players explain that situation.

First in the words of Mikey Lenetia:

"One thing to use an aggressive style is to know EXACTLY when moves will work and when they won't, and not limiting yourself to only a few moves because of them not doing a lot of damage.

Jabs, dair, turnips, dash attack, grabs, everything HAS to be used so that when you finally get around to the higher percents, they'll do a heck of a lot more. Don't worry about using powerful moves, but... don't abuse them. What I mean by what I say is that you have to have a mix of the weaker attacks that don't send far(including down smash, I CAN'T STRESS THIS ENOUGH, it's useful!) with the ones that do.

That way, even though you're aggressive and moving in and out of range, they really won't know what's going to come out. Also, the most important point that goes for Peach, in my opinion, across the board. Just because they're at percents that things like fair and usmash will kill doesn't mean it's then time to break out the killers. One, to keep them guessing even more and making it actually easier to land a fresh killer. Two, you also build enough damage so something they don't expect, like say uair, will kill."

Now words from me:

Save your moves that you need for killing. Use lots of jabs, get damage off of grabbing. When you grab them don't always launch them so fast. Kick them a few good times then toss them. N-air cant kill so well so use that alot. Dair helps since its not a Kill move. Space dtilts. And turnips. Once you get them to a good % Now you can fely on your kills moves like Fsmash and Up smash. Your fair and bairs, even upairs. uptilt as well. Try to save your most important moves to kill. Cause when you get them to that good %, all of your kill moves will be at full power. And it will be less of a struggle to kill.

Also Her upthrow can be a good tool for Killing.

"What, an Upthrow? the hell, How, that throw sucks and people hardly use it."

Oh? Well let me explain. At 50% and over, you really can't combo into anything. if you was to Fthrow them and Back throw them, then what. They are out of your range. and have to repeat the process of approaching them again. When you up throw them, They are over you, you can use turnips to at least hit them, or make it harder for them to touch the floor. And set up to land an attack on them. This is the more better ways to hit someone after a throw. This is center stage though. Near the edge you can just toss them out. but with some characters, Like DDD, DK, you are not gonna kill them off of a throw. So the hell with that right? Toss them up and get extra hits of of turnips, and even if that dont hit, they have to worry about evading them and then you hitting them while trying to land saftley to the floor. They will still Be in your attack range for turnips and even finishers more than any other throw at 50%+

Also she is good at racking up damage in w ways. Her Attacks and turnips. If you are gonna spam anything. it should not be your fair. it should be:

-Nair
-Dair
-Dtilt
-Jab
-Dsmash
-Turnips
-Grabs
-Up-B, used right and I am dead serious. 12% of damage I believe and good knock back at the final hit so you can't get punished for it that easy.
-Bair (sometimes.)
Uptilt (sometimes)
Uair (sometimes)

Now look at this list here. What is missing from here? Thats right, her kill options:
Fair
Fsmash
Upsmash.

The moves that have (somestimes) in them are moves that can kill as well but sometines are used to rack up damage, like within comboes. Now when I say spamm I don't mean be a dunce with the moves. uses them wall and with a brain to get some hits off. Then you still got your kill moves to kill earlier than expected. You can't just play Peach to play her. if your character can't just boldly kill, you can;t just go swinging attacks and playing so typical. This is why Peach does not get anywhere and people don't really see what she is about. Thus she is bias on her self and against characters. As well as people saying the typical stuff about her for over a year now.

"how can Peach rack up damage quick and early?"

Besides the chain grab we have:

Basic combos

-Dthrow>uptilt
-Dair>Nair
-Dair>Uair
-Dair>Fair
-Dair>Bair
-Jab>Dtilt
-Jab>grab
-Jab>Nair
-Jab>Nair
-Turnip>fair
-Turnip>Nair

Advance combos ( you would need good control of Peach and her floating as well)-

*= Depends on where your enemy is/goes after the first or second hit of the combo

-*Dair>Dair>Fair
-Dair>Dair
-Dair>Dair>Dair
-Dair>Dair>Dair>Uair
-*Dair>Dair>Dair>Uair>Up-B
-*Dair>Dair>falling Dair>Usmash/Utilt/Up-B
-*Dthrow>Ftilt>Uptilt/Usmash/Up-B
-*Dthrow>Ftilt>Jab>grab>Dthrow>Utilt/Uair/Up-B
-Bair>grab
-Fair>Jab>grab> (look at the list of what you can do after grabs)
-*Falling Dair>Jab>(look at the list of what you can do after jabs/grabs)
-*Falling Dair> Usmash/Utilt/Up-B/Nair/Bair

Now look at the list of moves I said to use alot that have (sometimes) in them. Then look at the combo list. Makes since to why it has (sometimes) next to them right you might already be using the move to get damage. So the won' be fresh for kill. other times they will.

Peach is like Chess, you just CAN'T go in there and say "ok, I wanna get this pawn with my rook" When there is a pawn right by it that can take you out. Now in Brawl terms.

You can just go swinging all your kill moves and all. You can get all the hits you wan't. Then when you get to that kill %, you are in trouble, you can't kill them at % they should be dead. And that sucks for you, and you already not a solid killer. oh man. then your enemy is gonna take you out easy. So you have to think how you gonna keep them kill moves fresh, and get your damage by new means. Peach and chess have something in common so you know.


22- How to use Dtilt

For one thing, you got the Dtilt Slide. It helps with my spacing and evasion. You get 2 things out of this. Really three cause you can counter attack. This is what I do with it:

Dtilt>slide>Jab
Dtilt>slide>Fsmash
Dtilt>slide>Ground Float>Fair
Dtilt>slide>Ground Float>Nair
Dtilt>slide>Turnip>Glide toss>Dtilt>slide> w/e you want after
Dtilt>slide>Toad (mindgame material)
Dtilt>slide>reverse bair
Dtilt>slide>Dair (if they come to you and wanna attack from the ground.)
Dtilt>slide>Dtilt>Slide>w/e

All this leads to many things and can be mixed and match. You can get pressure, spacing, evasion, and counter attacking all at once. And thanks to Peach's range, It would be hard for people to touch you. This is really effective against fast characters. This one thing improves Peach spacing by alot to create this annoying wall.


23- Ledge options

When on the ledge you do have options to get back on. You can Legde hop on to the stage to Jab if you feel your enemy is waiting to strike. Or do a jab combo, like Jab to w/e. Float under the stage to a Uair or Fair. You can Ledge hop on the stage to an auto canceled Fair. (need to have quick fingers for this.) Time a ledge hop to a toad if you think the enemy will strike then up-B to grab it again. You can ledge hop to Nair and do w/e from there. For stalls or bluffs you can let go of the ledge, go below and up-B over and over again. Yor pull back and F-B to the stage. (but be aware you can risk getting hit with this, so you have to be smart about it and know what you are doing)


24- Common Mistakes

Here are some quotes from the boards and common mistakes people make and think. Then under it stating what is wrong here.

Fair: "To be fair peach's Fair is a good kill move.........it's just always stale"

It's always stales cause Peach players would do anything to a Fair. That is one of Peachs abused moves from a typical Peach player. That is why it is always stale. I explained this already. It's not stale cause of the character. it is stale cause of the player.

" In related news, Peach has to "abuse" her FAir. Peach can't space worth a **** outside of her FAir, basically requiring its consistent use and making it no better a kill option than her weaker kill moves once that time comes. That's not a player flaw, that's a character flaw."

Who, who in the world said You have to abuse her fair? I can space like a God and not have to use that move to do it. She has more spacing options than that one move:

Bair
Nair (Yes I am serious ask NinjaLink how I spaced the hell out of him with this move. wether short hopping or ground floating
Ftilt
Dtilt (plus I can slide back to add spacing x2? What????????)

You don't have to abuse that move, get your spacing up with Peach or learn more about it.

Again its the players fault for not playing and thinking on point, not the character.
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I noticed that alot of people players are aggressive. like 95% of them. really when they first start her out. Peach is a character you can't be risking stuff. You can't be playing aggressive so loose when this increases the chances of not killing the enemy. This also increases punishment, and meta will have a freaking field day with you. Peach is a character you seriously need a defense and ground game with.

Peachs good quiality will be the end of you. What do I mean by that?:

Fair: Good move with Range and one of her beast killing moves and godly spacing tool that can be auto canceled.

It ends you because: people will be expecting it, you will be using it alot. you just cost yourself a killing move. You will get baited and be predictable. Most Fair to jabs. This is good but doing this over and over (really double jabbing) the player can just jab you our of shield. I do this to Peach players who go in for Fair to double jabs.

Floating: Good for evasion and being immune to most ground attacks while dishing out yours and you become hard to hit. Mix it up for shield pressure.

This sucks for you cause you will be doing this alot. Going for the obvious dairs or Fair to jabs. In nearly all Peach dittos I been in, all I do most of the time is uptilt out my shield to end all this. And other characters will hurt you more for it. You are also slow in floating speed. So if someone has a good roll, they will just be doing that and the match won't go anywhere (Lucario anyone?)

Dsmash: Good speed and has good priority and shield pokes. And has muti hits. Ok move to eat shields.

This move will end you cause most will do anything to a Dsmash.

- Fair>jab (all that was blocked) so Peach player gets scared and they roll/side step>dsmash
- Dair drop>Dsmash
-Roll/side step, Dsmash.
-On a platform>Dsmash

A few or many examples. Smart players will know this and will just get at you for it.

Turnips: So much you can do with them I have no need to explain the good on this.

This will end you because most just wanna get turnips so bad. In some Peach dittos I know when a player would go for a turnip so when they run I case them and keep going cause I would know they pull away and turnip. So that was a free grab or attack for me. Also people just like tossing them or floating to a turnip toss and Fair. All this and more is too expected.

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The next one would be people going on about the player behind tuff match ups. this destroys the true vision about looking and understanding the character fully in the match up. THEN, go on about the player behind them. The next thing is people abusing good moves of Peach, which people expect so much from her and just bait it, and then it's done

- Floating to Dairs
- Fair
- Dsmash
- Usmash (when a character is coming back on stage most Peach players rentlessly go for the move. Player weaves it and you open for a counter air/ground attack.
- Aggressive play

What? why I say aggressive? as I said before, no many are aggressive, this is getting rally old. You are not gonna get anyway with this, seen to many times. And it hurts Peach, she can't kill well. Being aggressive leads to:

- Obviously gameplay of Peach people will just shut down
- You are making it harder to kill than it should be
- You make a mistake and you are done, Peach is not fast, so you can't cover up or break away well from a mistake.
- Easy to punish.
- no to poor defense/ground game.

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Floating too much. makes you slow and you have no quick horizontal attack out side Nair. But the enemy has to be really close to you. Aside from that, You can be easy to hit with projectiles. And it is not hard to see what you are gonna do when coming to your enemy. You are nealy a sitting duck when floating.

-Your speed is reduced
-Easy to hit with Projectile/long range attacks
-Easy to read on incoming attacks
-Lil Horizontal Protection





I believe this concluded my guide on Peach. Remember, its hard to win with Peach against good players and the characters used. Peach is not easy to win with. It will take some time. and don't stress it if you lose. To get it right, you have to get it wrong first. play people who can abuse your mistakes alot. Good players. That will help you realize that what you are doing is costing you the match. And you will learn to switch up and think of a way to get at them. With hard work, Peach does her damage. and pretty damm good at that. It took me nearly 2 months to get to the level with peach that I am now. and that was not easy. I got beat alot and bad too. And I still feel I have many things to work on with my Peach. So take my word for it, Peach is gonna be hard work. But if you set your mind to it and work hard at it, you will slowly see improvement in your game. And will be a great Peach player that can beat the hell out of these characters that are so called the best. Its not impossible. Just work as hard as you can no matter how many times you lose. till you get it right and go for the win. Practice makes perfect.
 

Dark.Pch

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Guide to learning Princess Peach (Competitive) Updated 10/12/09

This section is for my match up input. I go in depth and into detail with match ups that I know well, So expect LOTS to read and essays. And of course if none agree with what is said here, then you can just always use the match up discussion and talk about your stuff there.

Meta Knight:

This match up is a game of cat and mouse. You are always the mouse and can never be the cat, at all. You dare try being the cat, you are asking to get the crap beating out of you. (this applies to Marth as well) how does a mouse come out victorious from a cat? If you ever watch tom and jerry, the way Jerry handles tom. thats how you are suppose to do it here.

You have no buissness approaching meta. At all. Let him come to you. You can attack him from distance. He can't If he wants to hurt you, he has to come to you. Plus need to keep your Kill moves fresh. Meta is not that heavy and lucky for us, he can die well from us.

Lot's have been said here so I'll just add what you need in this match.

- Patience. If you play aggressive, throw this match out the window, you are not winning. Patience is important here for you don't need to be approaching meta. learn to be defensive, playing aggressive will have meta end you sooner than you expect. Certain characters you need to play aggressive. meta is NOT one of them. He is not having that.

- Evasion. You need to have good evasion when Meta is all over you. Once meta gets his hits in and is on you, he can stay on your azz and even kill you for it. So you need to know how to break away. With platforms this makes it hard, but easier at the same time. Learn how to break free him his pressure/rampage. Once you do, you can start the process of getting damage from turnips and having him come to you.

- Spacing. This is also important. With you have good spacing, it will make it hard for meta to touch you. His range is not that good. Only time he has decent range is his Ftilt and and think Fsmash. Bait his moves and space yours. Done right, you can break his crap and hit him. Add turnips to your spacing if in fear you kill moves will get weak. Just don't pick them up at the wrong time.

- Speed/quick relfexes. This is one of the reasons I find meta fun to play against. Cause with him, I have to play so fast. somewhat reminds me of melee. Don't stay in one place for too long. Don't roll alot, you will just eat a Dsmash or move into his attacks. Make it hard for meta to pin point you. This can reduce the chance or stupid kills he can get on you. This is also important cause his range is not all that. Meta hits your shield, recat as fast as possible with a counter attack. Meta sidesteps? short hop Dair or FC>bair if looking the other way. See meata rolling on to the stage? Reverse Fsmash him. But be quick about it all. The faster you are, the more problems meta will have. More than expected. Even for a character like Peach.

To me these are the 4 most important factors for beating this broken character. The most important one to me I would say is patience. Even if you suck at the last 3, patience can make up for it. Use these 4 things and use them as combinations. Or all at once if you are good at them.

Becareful when you have distance. Cause most will tornado to you. really when you wanna glide toss. so that is why when there is distance, I move in slowly and don't really bother getting a turnip. Cause they would tornado to you. And if he spamms Nado, limit the use of turnips and be aware of a tornado when you have a distance between you two. Turnips are a must and do help. But careful when getting one, really when he is at a distance he can reach you with tornado.

This pretty much goes for anything else you do, cause he you can do an air attack and meta can just tornado you out of it. Keep your eyes on meta all the time. Also I don't see many people doing this, and I seriously don't get why. But when Meta tornados your shield, aim it to where he is. Done right, Meta can NOT shield stab you, then punish out the shield with a grab or dash attack out of shield. Hell, even Jab him out of shield. This is what I always do to meta,s who tornado me and I shield. Seriously, your shield is more godly then you think.

And Metas to spot dodge to Dsmashes are typical metas. They will do anything to that move cause it is quick, so of course people will abuse it. Thats why I just short hop Dair and tell them to p[ack it up. But smart metas would replace that with Up-B out of shield or Nairs. Sometimes Fairs.

Ways to Deal with the Tornado:

(Distance tornado rush)- This is when a Meta spaces or camps moves like down air and know you won't move into them. So at this time a Peach would usually get a turnip. Then they move in with a tornado and hit you. Or if you are close to them and run away to get space or a turnip, a tornado would follow. So be aware of this. And get ready to Fsmash him.

(Tornado wall)- Ok I don't see many people doing this and I seriously don't know why. When Meta tornados your shield, MOVE your shield to where he is. Do this and meta will NOT, thats correct, NOT, shield stab you. No matter how small it is. Peach is not a big, fat character. She is one of the many few that can get away with this. From there, Dash attack out of shield, Ground float out of shield to an air attack. Or grab. Depends on how far he lands away from you.

(Tornado counter reversal)- If you ever get caught in it, Tap the contol stick up as fast as you can and the jump button. You will be able to jump out of it. Things I do is I jump out and float. Then Dair him and hits him out of it. Or jump and when he tornado is over and he falls to the floor, I fall right after and Dair or Nair. I can break out of that move like 80% of the time now.

(Tornado Break)- You can break the tornado by aiming for the for corners of the move. While People like Edreese do it with Bairs. I do it fair airs (just easier for me). All turnips can break the tornado. You have to play basket ball now. If you can shoot a turnip in the center of the move, it will clap him out of it. No matter what turnip it is. You gotta go for them three pointers. I was telling Mikey about this. Also if you are on a stage with platforms and he tornados, you can use the platforms to get above him and throw one straight down inside. Sometimes I just jump over meta and throw a turnip down. Really them spammy ones.

getting back on the stage is a pain. Don't test metas moves while recovering. Just leave them alone. To avoid a fight is not to start one. So don't Cause you gonna leave yourself open and take hits. Just chill out and move in and out in the air. Screw trying to fight him in the air cause you mostly likely gonna lose when returning. Just worry about getting back and don't abuse your air dodge out of fear when he is near you, you will take easy hits. Just move in and out and don't rush to get back on stage. You will be surprised on how this simple crap works.

Don't keep trying to get or focus on turnips so much. Cause you will just be open for a tornado. Most of these metas will just space moves and see if you would try and rush in and get hit. If not then the next thing is to see if you would run off to a turnip or float to some air attack, thats when they go in for the tornado. So just keep your eye on meta at all times.

If meta glides attacks you, toad it. screw trying to go and hit him with an air attack. Just toad it. if he does it out the shield and goes to glide attack. Toad it. If you seem him recovering to the stage glide attacking, go out and toad him. You 2 things can happen

- Meta takes the hit
- he does nothing and goes through you (In fear he would get spores to the face)

Ether way it is good for you. Now if he wants to cancel his up-B, You already got him where you want him. Why? Cause not you got that ******* second guessing wether or not to strike or not. And tokk away one of his best killing options. Not if you feel he catches on and he would cancel his glide attack when you go near him, you can just go out and nair him. I say Nair cause that move is not all that for killing, so why burn a kill move and stale it if he is not gonna die to begin with, save that free hit for a move like Nair. Now you can mess with his head about glide attack. or even attack out of the shield with up-B. Mindgames

Space your moves correctly. Make sure your spacing is good. Not ok but GOOD. Go beyond good and you are in better shape. meta can't punish you at all if you shace your air attacks. For Fsmashes it depends on distances with what ever Fsmash you get. A fsmash can push people back, and if then wanna come in after you from shield, Jab meta. He can't hit you. The slick thing he would try to do is the typical up-B. Weave when meta gets near you or roll away. No punishment for meta to take advantage of there. Space glide tosses out of shield too.

The next thing is master ground floating your air attacks. I was doing thise to metas and it becomes hard for meta to hit you or punish out of shield. the best way to take on meta is on the ground. His ground game is not all that compared to his air game. This applies for Marth and lucario. You see how good they are in the air compair to the ground? his is where they start the ****. So best thing to do? Not give them that option. This can also apply to having a good ground game.

So if you people don't ground float alot, I suggest you start busting out your wiis and get to doing that. Do that until it is second nature. Increase your reaction time. And start dound it out of shield. Sometimes when you do it out of the shield, people can shield before your attacks hit. This is dude to the distance of the spacing of the enemies attack. So pat close attacking to this. If this happens roll away. Don't stay near meta. Though this may not be a wise choice ether, and I will let you know why.

Your shield is really important to beating meta. After you ground float a move or space one, shield cause meta would usually attack. There is no way the are grabbing you. After they attack, you can dish out yours by jumping out of shield or ground floating out of it. Not this is if meta goes in on you. if he spaces the moves, just get the hell out of there. Leave meta alone swining at the air. he can't do anything to you and you should not be greedy to wanna hit him. Go get a turnip Or just watch what he does next.

I know you Peach's love the air alot. If you wanna beat this clown, limit that. Learn to take him on the ground. Even if you are in the air, you can fight him on the ground. Meta is not that quick in the air. and it is hard to beat his moves in the air. Remember this. What goes up. must come down. Meta has to touch the floor some times. You can bring your air game to the ground and it makes your spacing and combat speed much better if you was air born.

His shield, gets beating up bad and he becomes easy to hit out of it. his shield does not hold out long to pressure. Anyone who can pressure meta well can pund on him. and arent we lucky that Peach is a beast at pressure? But learn to do it right.

As for recovering, this may sound stupid as hell ut it works, and when I told a few of my other students to do this, they see a difference. When you are comming back and meta is near you, don't do anything at all. Just move away. Most metas (that are smart anyway) love to just sit there and abuse air dodges, and since ours is utter crap, thats what they look for. then get you. remeber, he is not quick in the air. if you have good reaction time, you can see an assult comming that hit him. Don't **** your pants and get scared, then air dodge. Your air dodge is not atool for evasion. it's mind game. the best thing you can do with this character is pull away. You give meta nothing to react too. So he has to make the first blow. Then you can ether air dodge or time an attack.

If you can ane meta is not near you when coming back, recover low. its not that easy for characters (yes even meta) to hit you from below. Now if meta is under you.my lil tip of pulling away wont do much. So you have 2 choices. Timne a dair, or time a air dodge. Some times in this case you CAN pull away to get that postion to do what I just said above. So don't think you alway can't when he is right there.

And learn my trick I call the turnip juggle. You grab a turnip, toss it up, grab another one, toss that up, then jump and Z grab the first you toss and toss it up again and do the same for the second. Then grab another. If you want you chain 2 turnip juggles and toss it off stage, so you have 2 turnips going out at the anemy, then you can follw up with an assult. You can aslo link a turnip juggle to a turnip cancel off stages. To cover more vertical range. And even horizontal range. Then go in for an assult of bait moves/airdodges and attack. You can have about three turnips guarding the air at once. Even 4. You would have to tunip juggle, Then platform cancel a turnip and toss it up. Then run back and quickly do it again as the turnip is about to come down and durnip cancel to a Z drop and grab the air. Do you realize how much you have covered? Just picture it for a min.

Spacing can Make it hard for meta to hit you. His air moves don't have much range. Dsmash is quick but can leave him open. And Fsmash is not that fast. but does have range. His Ftilt and Dtilt have range. So look out for that. But he has to be in a netural position for that. Now with these moves let turnips geat with this, not your hands. if you can't get one at the time, just leave him alone. You dont always have to swing at meta. And you reallt dont need to be in the air against him nether. Seriously, you don't.

Tunrips slow him down and he is not quick in the air to begin with. so start using my turnip juggle. wether on stage or on stage. Get to work on that. And learn to fight with a turnip in hand. People expect to many typical things from this character, like a turnip toss to a Fair then jab or Dsmash. You don't always have to those the turnip first. Fight with it in your hand. i can increase your pressure game . For if you are ground floating and spacing moves, you can tossa turnip inbetween and thencan start more pressure, stop an attack or bait moves. metas don't like thier shield being pounded alot. To Bad Blondes in Pink dresses dont give a damm.

Meta is not a lost cause when Peach fight him. He seriously is not. He is hard to deal with. But what people fail to realize is that Peach has alot of tolls that can do seriously damage. Thing is, no oneis abusing them at all. and even have typical game play with Peach. and people have already gone seen all this crap. So give them something that they can see, but can't figure out or deal with at all. Or something they can't expect.


So outside the typical match up on meta, you really wanna take this fool down? Use all that I said here. But you will ailat this if

- You have poor control of Peach
- Reaction time is slow
- Spacing is not good.
- Ground floating and doing it out of shield is not good.

And most important. Don't let this character get to you. If you see a big d\man or some player using meta on you, who gives a ****. They can feel safe all they want and have all that confidence in the world cause he is meta fighing a Peach. Cause I beat when one finds out they have to play a Peach, they are so relaxed, and like. "yea, I got this not much to worry about, I'm a big name and I have meta, it's all good" Don't worry about all of that, thats how big names or high tier placers are. Just wild out on them. Worry about your game. All that will turn into sweat drops on your opponent when they are about to lose and wonder wtf just happend. Underation is the greatest weapon. And feeling safe is the worst feeling you can have. Lets see if you can understand what I mean by this...........what, I can't give you all the answers. Gotta learn how to think for yourselves.


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Marth

Marth has less range than before. And he cant combo like he did in melee. Or chain grab for lil gimp kills. His combos you can just air dodge. What weakness thoses Marth have in this fight. For one thing, his recovery got nerfed. And he is not that hard to edgeguard nether. But thats not his weakness.

Turnips are the way to go when not near him. He can swat them all he wants, he is ether gonna get hit or get caught with a follow up if the player is smart.

Peach has to space herself just as much as Marth. Cause He have a sword. Also, Marth cant fight under him. Thats another weakness he has. Now, how to abuse it? Simple. Dont play the average Peach. Play smart. Don't Dsmash every time you side step of flinch. Dont roll back and fourth to everything Marth does cause your scared to get Fsmashed or grabbed. Marths will wait for your reaction, then when you roll, sidestep or Dsmash, we will retaliate with a grab of Fsmash.

Marth now love his F-B so they will use that alot. And for spacing. Some marth may F-B you then stop in the middle of it. Wait for you to roll or side step then retaliate. They can also do F-B then in the middle just Jab you or Dtilt you, then start it up again or wait for you to do something then react to what you do and you get punished. Or he can just finish the combo and Down B you for the last F-B hit and stab your shield. Really good for spacing if Marth is too close and fears of getting grabbed or attack out of the shield.

If Marth is too close. Peach Can actually Grab Marth in between the F-B combo with good time at the start of it. or roll behind him and punish Marth if quick enough with a Grab, Dtilt, Dsmash, etc. You can also grab Marth in between his Jabs.

If you did not jump and he catches you with F-B combos, you can float in the middle of it and get behind him and bair him. I do it all the time.

Use your turnips wisley. Dont just throw it once you get it then go in with a FC-Fair. such a common Peach move that people will know what to do. and when you hit thier shield, the Peach may Jab after. Play it smart. bluff the Marth. Mindgames. Think ahead. Turnip pillar him (if you know what that is) Or jump and Z drop the turnip and grab him. Mix up how you go at Marth.

And Watch out for his Fair. it it hits your shield and he spaced it, he can do w/e he wants soon after. Cause that Move has no lag. And his Up air as well. so Be careful when over him. Timed Down airs can stop his up airs. And a Good air game can do damage to Marth. Her Dair is good at shield pressure, eating and stabbing the shield. You can even fast fall through the shield with her Dair and you can get a hit of and stab the shield better depending on the size of the shield and the timing on how you fast fall the Dair.

Marth is really Good at spacing. so you gotta learn how to get past that. Turnips is one way, and well timed attacks when he does his. Peachs Back air comes out fast and has range. Not to mention it got buffed and hits 2 times. So that is a bonus. Its a really good move for spacing. And can beat his attacks if you time it right. Her Fair as well.

Know what attacks you can do out the shield when he hits yours. if spaced, best thing you can do is maybe Fsmash out the shield. and even if you miss, you space yourself, so you have time to retreat before Marth gets you. FC>Nairs out the shield work wonders if he is close enough.it all depends on his spacing and if he is behind you or in front. Rolling is good but you can be punished for that cause the Marth may catch on............or fact is, you have no choice but to roll. Though you can try to dash attack out of the shield. Since it has priority and hits twice. Decent range too.

Marth can be a sitting duck when recovering. aim well with turnips. or time Back airs or Fairs off the stage to hit him It works and when it hits, thats it, Marth is done. You can run to the edge, Jump and throw a turnip the other way. so now you face the stage. then back air him. and Peach can come back to the stage no problem cause you still have your second jump to float then up-B back to safety.

And their combat speed is nearly the same. Peach got faster so you can take advantage of her speed with quick thinking.

Learn what Marth looks for in this match up. common habits Peach players have Marths will look for it and try to punish.

- dont roll alot.

- Don't always Turnip to FC>Fair.

- Dont Dsmash everytime you flinch or get scared.

- dont dash attack alot. get some grabs in there, cant stress that enough. Then Mix and Match your grabs with Dash attacks. and vice versa.

- Think ahead. Be aware of what Marth is abusing that you do. think clearly when your close to him. Dont spam the same stuff over and over.

Peach can attack him from distance with turnips. She does not have to get close to deal Damage to Marth. While Marth has to get close. Marth has More Range that Peach Up close....a sword. So it be stupid to rush and and such with poor spacing. Thats why I keep my distance and space against him. Same with Roy In Melee. I dont rush him. he has a sword so I cant just rush in at him. Even tough Peach destroys roy. So watching out for his sword and looking for his reaction game does not mean he controls the match 24/7

Well for defense, She can attack out the shield with her turnips. And use the Glide toss to get near as well. Also she has the turnip pillar that can be used defensive. Her floating out the shield for a quick attack or retreat while attacking as also another way of defense. And may not mean much but.....toad if you know Marth while come at you with Fairs or F-B.

Her Dair is good for pressure and can lead to lots of things.

Also Peach is one of the characters that can edgeguard him well and even gimp him with one.

Marth is a character you dont wanna rush at all. Best to bait him and abuse his mistakes. You rush a good Marth you are gonna pay clearly. I dont recommend being aggressive against Marth. leaning to the defensive side is the way to go.

Peach can do well against Marth upclose. With her jabs and Dsmash, Marth does the most damage when he is spacing. That's one of his main games. Also, Marth has a hard time when characters are under him. He can't fight very well when over people. So take advantage of that.
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DDD

DDD Can chain grab Peach at any percent. Peach and Marth are the easiest characters for DDD to chaingrab. If DDD Does it right, your not getting out. Only way you are breaking free is if DDD messes up on it.

This fight is all about spacing. Space your moves as much as you can. His Range when he spaces can be a pain. If you miss space just for a sec, your gonna get grabbed. Space your moves and pressure his shield as much as possible. You can pressure him better than he can do you.

I dont care how big he is or his speed. DDD is not the character you wanna rush. Cause his grabs are insane. So you mess up once, even through jabs, your gonna get grabbed.

This can lead to a campfest so if you lose your cool easy in fights, your in trouble. Also due to the fact that he does not die so easy. So if your gonna go Fair happy, expect him to live no matter how many times you get him off the stage.

What you wanna do is just rack up damage. Then once he is at a good %, then get some kill moves off him. just do basic combos if you can get them in (yes now I recommend you go combo happy on him) to get some damage off. Since Nair cant really kill DDD that well, but had decent power, use it out the shield alot, or in general if you can. Get some jabs, Dairs, Nairs and grabs in there to start off when he is below 100% Just be quick and get him with those hits, and some turnips. Save your B/U/Nair for after or close to 100%. Also if you can get a pillar off him then go for it. also helps rack up damage and eats the shield (BUT SPACE IT CAUSE HE CAN GRAB YOU IF YOU SCREW IT UP)

When you grab him, dont throw him right away. Kick him a few good times then toss him. He is not gonna die so why not rack up some damage while he is in your grip. For throw options at mid % or higher, just throw him Up. Why? Cause for one thing, Fthrow won't kill him and he will also DI it so he will be at a point where turnips wont hit him, or you for that matter. Now if you throw him up, he is easier to hit with turnips cause he is above field range and you can hit him with turnips easy. And he is not all that fast while airborn. Its kinda slow. Your not gonna kill him off of throws so keep him at a range where you can attack him and get a finisher off. But you can sneak Fthrows in as well and it can screw up thier DI. And will get launched foward in stead of going high up off of the fthrow. And from there it wont be hard to snipe him with turnips or a finisher.

If there are waddledees while in your range, get rid of them. To leave them around the stage, you will regret it. But you can also use them to your advantage. Jab them to refresh your moves. So if a DDD is camping you, he is helping you refresh your moves.

Don't be in the air too much. Cause it can be clearly seen what you are gonna do. And DDD will just be rolling away. Though making it hard to hit him, no matter how big he is. And you won't be getting anywhere. Mix both your air and ground game. (I recommend you get your ground game on point if you don't have a good one. or your gonna have some trouble. You cant always be in the air)

Get your grabs in there. you can do the most and the easiest damage off of him off your grabs. Mix them up. with your dash attacks. Actually, I limit my dash attacks here. Don't use them so much here.

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Falco:

Falco is not easy to handed. You can say shield thru lasers, don't get grabbed and his smash are easy to see coming. But you think against Falcos that know what they are doing are gonna let you pull that off? I dont know if you fought D1 Falco with Peach hova, but his Falco is no joke. He can camp you and knows how to fight you in general. So his falco is skilly even in both.

Your air game is really gonna be limited here.You full hop, Falco can too and shoot you down.

- Dont pick up a turnip.

- Don't jump

- Don't Float to him.

I move while on the ground. power shield his lazers and then move close to him. From there, I let D1 react. Why?

- He wont short hop lazer me from that close. And if he does, he will eat a Jab, dash attack or or Ftilt

- he will expect me too attack. So he might sidestep or roll. Then after I bait him to do it, I take it from there. (but if the player catches on, they might just attack you instantly. So it is up to you to figure out how to handle this)

You can pressure Falco better then he can pressure you. Once you pound that shield Falco cant do much when you are close. Only things he can do is sidestep or roll. His shield is just about done. So he cant use it anymore. But Then falco (if he breaks away from you) will resort to camping to get his shield back up. Thats when you start the process all over again.

Falco will really test out your ground game. You will need it. And if its poor, you're in deep trouble. He can't kill all that well. Only moves he has is Dsmash and Fsmash (which is not Fast) Oh and upsmash But It does not kill that well (dont quote me on this, I am assumeing from my experience) And his pressure game is good. Not all that but its decent enough. And while he can't kill well. He can rack up damage. pretty well.

My rules for fighting falco in general:

- Have a good ground game, this is a must.

- Learn to power shield.

- limit the use of turnips. (yes I am serious)

- Don't try to go all Dair happy from distance. That's easy **** for falco

- Don't be agressive unless you're close to him for pressure.

The main thing here with Falco is his lasers. And smart falcos will know when to laser you. Peachs best quality in this game is her air game. and that gets taken away. So a solid ground game is needed here. If he camps you, you have to appraoch him from the ground. You dont have much of a choice. You have to move in with your shield. You can get close to falco this way without eating a laser. Once you get close to falco he has to stop with the lasers. If not, you can dash attack him when he does an aerial shot laser and hit him.

If he stops He has about three options

1- F-B
2- Throw the first punch, let you react and he reponse
3- Let you throw the first punch and he reacts and you respond.

If Falco likes to Laser and when you get a certain distance and F-B through you, time a grounded floated Nair. If he wants to do it over you, get to a certain distance with your shield then run the other way so you can follow his F-B and dash attack him as he lands.

This is how you deal with it. You need good reaction time. Also keep in mind how smart the player is and how smart you are in general. cause for options 2 and 3, it relys on that. But played right, you can stop and pound him for this nonsense. Just don't rush him and limit turnip use. This match can take some time.

Falco can also screw you over when recovering. and put you in a position where he can set you up for a kill. So save you jump when you are sent flying. and if you have too, eat a few lasers will falling. Use F-B and toad to get some feet closer to the stage. When you thing you need to use your second jump, use it and float back to the stage. Save your jumps.


If you can space in front of falco, they you are good on the pressure. He does not have a fast attack from the from that you can quickly abuse you out of the shield. The Fair is a lil risky since it lags when landing. His Nair is Fast but with good spacing he cant get to you that quick out of the shield.

Space your Dairs. When I say space, I mean move away from the enemy when the Dairs are about to finish up.Then land to the next quick thing you can do:

- Jabs (recomended)
- Ftilt
- Dsmash ( Eh, depends)
- If your quick enough, grab
- Nair
- FC>Nair
- Reverse FC> Bair
- Reverse Bair

Now with all of this I just gave, Mix and match it for pressure. If you have a turnip in your hand. this adds to a lil more pressure.

Now you can space your Dair behind him, but this has to be well done and fast reaction cause Falco's bair is quick. Now you can do the same things as if you space Dairs in front of falco. Just remember Falco has speed behind him.

One good way I just thought of to edge guard falco, is if you see him Up-B to the stage, go in there and told him of you can. If you know your enemy well, you can do this while you hang on the edge. tap down. as soon as you do it, use your jump right away. Tap the stick in the oppisite direction you are looking and toad. This can be a lil risky so I would not recommend this.......actually this is more of the flashy type so Idk. But if he is off the stage and you see him Up-B, you can toad him and he is done, since his recovery sucks.

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Lucario:

Take him on the ground. if you see him going for Fairs or Dairs, leave him Be. You can beat thoses moves with your air attacks, but it is hard, and just end up taking up hits you could have avoided. Glide toss to jabs to start the **** on the ground. if he is close enough to you when he goes for air attacks, Nair him.

Camp Lucario. And limt your air battles. He will mostly win thoses and start his combos. if you try going aggressive on him, he will just be rolling away. You can get your hits off but as soon as one of you break free from attacking range, get away from him.

You can take him to the air with good timing but the range on his moves are a lil too much and cover his front/back side. Thats why it is best you to get carried away with air battles to take uneeded damage. Jab combos work for if he wants to roll alot and you have time to react and punish. Or get away from him when he wants to roll then attack.

Dont get to combo happy on him cause they tend to get over you and Dair. And it is a hard move to beat when you are in the air under him. The sides too sometimes but depends on the angle you are too him. If you starting dishing out hits on him and he somehow gets over you try to get a nair on him, if not, just stop and get away from him.

All this is important cause as he takes more hit, he gets stronger, same time it is hard to kill him unless you do awsome edgeguarding. So he has one advantage and gains another as you pound on him. And for the risk of screwing up and dieing early, it is best you try and take the least amount of hits as possible. Cause when it is time to go in to kill him and he is at high %, it gets danagerous. And if you screw up trying to kill him and he hits you, it will hurt.

Don't float too much and short hop moves alot. Lucario has a stupid roll so if you float too much, he has no problem getting away from you and leaving yourself open for a hit.

Glide toss to him to jab pressre/combos. Don't stay in one place for too long, his roll, remember.

DI away from him. Some times people tend to keep the control stick too lucario cause of them getting sent off stage. But this also depends on your % and his. Cause his fair has weak knock back so easy to chain it with others. And is he has high percent, he can't change attacks that well since his attacks get stronger. You should be able to Nair him out before his Nair kicks in like you was doing before. I don't think his Nair is that quick to make it legit.

when you get damage off him, run away, dont stay on him for too long cause he is just gonna roll and you are left open. get your hits off and once ether of you break distance, leave him alone and camp. Move in slowly while camping and start the pressure. Repeat till a stock/match is done.

for kill move options and how to kill well with Peach, Look at my guide for killing above. Edguarding him, set him up with a turnip wall or tosses off stage to snipe him, then time eddge hogs. But don't burn your jump. cause if he makes it back, do the float land trick and grab/attack him. or Float on stage to an air attack. If you float land, just grab him, get damagane and toss him off stage. repeat this proces still he can't make it back or you calp him with a finisher from the ledge.

Jab him once then short hop dairs, he would usually roll into it. Don't waste double jabbing, gonna leave yourself open. Jab once to w/e pressure game you can start off. They like to roll alot so staying on one spot is bad. If you can predict where he is gonna roll, then to a Jab and scare his ***, then go to the spot he is gonna roll and attack/brag him.

Short hop your moves. its best to keep up with lucario is he wants to get roll happy, since you are a lol faster than floating and pressure game is a lil better. If he is in the air times turnip tosees or glide tosses to bring him fown. and when you get close, just start the hit and run game.

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Pikachu:


If pika uses his Quick attack cancels on you, attack out of your shield if he lands near you. But expect follow ups after the quick attacks. i usually do an instand FC>Nair to shut that game down.But this is not easy. and can throw you off track. This is why you should not play aggressive against Pika and try to catch him. He can mix this up with Nairs which makes it hard to hit him and you get countered attack. Same with other of his air attacks.

Pika does not really have a solid approach on you, nor many options for it. But you do so you beat him there. when Pika starts his combos, he is good at sticking to Peach due to her weight. This would be his air game mostly. But you also got the combos on him. So its 50/50 on this part. Though it is a lot harder for pika to keep it up. But when he does, it becomes a pain in the ***.

Makes 2 main solid kills on Peach are his Upsmash and thunder. Don't get thunder while off the stage, you will die quickly. Anther once throw me off, than ran next to me and thundered. I was near his body i believe and I died on battle field around 52 or 62%. reason for this was it sent me side ways more than upward. You have more kill options if you keep your moves fresh. And he won't b e on the stage for too long.

Dsmash wont kill you until you are at High %. unless the Dsmash sends you upward then he catches you with thunder. But you can Smash DI out of it. Fsmash you can live that pretty well if you DI up and to the stage.

Edgeguarding him if not that much of a problem. Snip or Zdrop turnips. If you have quick reactions, you can tell where pika is gonna go when coming back to the stage. so it is not that hard to punish or even gimp him out of his recovery. I can try to snipe you with a turnip and mess up your angle of going for the edge. then I can grab it soon after. you would have no choice but to aim to get on stage, as soon as you do and you land near me I can hope on and grab you, send you back out, or FC>nair you off the stage. Also from the sniping if you are too far off, I just time a edge hog and you fall to your demise.

T-jolts will not prevent you from executing a worthwhile float approach. i can just float over then, and if you jump while doing it, I can run under or just full hope them then float at any level I want to get at you. If you try glide toss while Pika is abusing the t-jolts,would you glide toss into a t-jolt? Not really. Cause 2 things can happen.

- I will hit you with a turnip before you get another out.

- Turnip will block the Jolt and I can just attack/Grab you. You will be open for a hit. if you do it in the air. I can glide toss under it and get close to you. if I perfect shield a jolt I can attack you. if I wanna be really gay about it, i'll just Up-B out of my shield. If I perfect shield a jolt and you come at me I can:

Up-B (If near me close enough to do it)
Jab
Ftilt
Uptilt (yes I am serious if you do it at the hit of the hit box.)

If he spamms you:

- Toss a turnip over the jolts to get to pika, he will have to stop no matter what

- Float over then

- use the platforms to get close.

- Power shield and then move in till you get colse enough for him to stop.

Fair is not hard for me to land on pika. Slow you down with turnips, and time my attacks right and pika will east some Fairs. Also If Pika Fairs me from medium range, a Ftilt is fast enough to get you. Same with her jab cause it is quick, also has range and priority. your Fair also leads and I can punish easy out of my shield. also for peach:

Approaches:
- Fair
- FC>Fair
- Dair
- FC>Dair
- FC>Nair
- Turnip>Fair
- FC>Turnip>Fair
- Bair
- Glide tossing
- Nair

Advance approaches:

- Glide toss> FC>Nair
- Glide toss>reverse Bair
- Glide toss>Nair
- Glide toss>Grab
- Reverse Glide toss> Dsmash or Fsmash
- Reverse Glide toss> Bair

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ZSS:

When She starts out with armor parts, Don't worry alot about turnips. Cause you could go to get one and she will hit you in the process with an armor part. Worry about paying attention to her and her armor parts. Also When she has one in her hand, She can not use and Normal attacks, just special ones. Once those parts are out the way, then focus on going about the fight the natural way.

Peach has quicker spacing/pressure than ZZS. Peach Fair has more range then ZSS air attacks but it is not faster. So it becomes a pain to compete with those moves and clap her out of it. it be best not to be floating or in the air so much. This is the best way for her to kill you. It be best not to try to fight with her in the air alot or test her moves. Retreating F-B can also be a problem. But in the air, ZSS is weak from below her. This can be a good time to juggle her and pressure her from there with Glided toss turnips upwards to up-airs or w/e you can hit her with. This gets her good with Stages with Platforms. For this Case, BattleField is my main stage for this girl.

ZSS is not killing Peach early with that whip. That move, I have yet to die early from it unless it is off stage. But that move is not killing me early. Only moves that are killing Peach well are her bair and Fair. And this is usually when or stage or in the air. Peach has more options to kill ZSS better than ZSS has on her.

Grounded would be a better choice to take her on. You can get her well with Short hopped Dairs and Jab-w/e. She can take you on on the ground well too. Quick moves she has on the ground is her jab and uptilt. But with your spacing and evasion, you can avoid both. Your up close combat speed can leave her cornered or not much to do. And her shield will be getting eating or she will be taking lots of hits. And all this can get her in the air, which is good for you if you are able to start your damage under and launch her out of stage. She can also Start her BS if she lands a Dsmash or a N-B. Then get you in the air and Just chain attacks to get you out.

Peach can be all over ZSS with her mix up of jab combos and spacing speed. As well as quick, upclose combat. Her air juggles like getting hit with up-airs and all that crap? Peach players keep trying to test those moves. Just leave it alone and back away. Like I been saying when it comes to DK, wolf and DDD bair. Don't try to test that move and just leave it alone. You do this and it reduces the chances of getting juggled. Just leave it alone and worry about getting back on stage. Not being so aggressive of hitting the enemy while returning.

When She is out the stage, you can edgeguard her well.

If ZSS Is High- Make it rain turnips to snip her and bring her down some. And if she goes above the stage, Glide toss turnips upward to follow her and follow up from there to get her back out.

If ZSS is Mid level- Toss turnips up ward or go out the stage and toss them up then cover the front of you with floated air attacks. But Beware sometimes ZSS can D-B to go over you or hit you if anything. That is why you have that turnip you lancuhed in the air for help/baiting.

If ZSS is below- Peach can actually gimp her. With mixed Z drops and off stage assults. Turnip cancel off the stage and Z drop and grab the ledge when she goes for it. If Her whip Somehow goes for the ledge, the turnip will snipe her from below and then that be your chance to grab it. From above, ZSS does not have good protection from below her. So Make it rain turnips to snipe her from the air and bring her down some. then while he gets in your range to hit her, you time turnip (or turnip bluffs) to air assults and keep her out. Also If ZSS was to use her whip to grab the stage. You can Float next to the ledge and Dair her right when she comes up. Or time a turnip toss downward and just grab the ledge.

ZSS can't deal well with Peach pressure. If you can stay on her, her shield will be eatin or she will be taking damage.

If you are in the air with her, don't do anything. Just pull away from her. Don't bother landing AND trying to attack her. Just pull away while landing.

You can camp her better than she can camp you. Glide tosses from the ground to get close then followed with Jabs help. And you have more ways to approach then she does.

If she is spacing her F-B, have a turnip in hand and powershield it, then glide toss to get close. Then do a jab combo.

If she spaces bairs on your shield over and over, when the bair hits the shield, jump and chase her to a Fair. You can hit her before a bair comes out again

ZSS upair is 4 frames Peachs dair is 12. So you win in speed. But there is a loop hole here. it's called "first come, first served"

Peach Dair last for 39 frames. All 4 of her kicks hit boxes last for 2 frames. The attacks all her kicks land are as follow:

Hits on Frame: 12, 18, 24, 30. So if I dish out my move first as you come up to Upair me, I can hit you as you go for your upair. This also depends wether I fast fall (if you wanna space) or not (if you just wanna go in and hit me).

Now this is a good way to beat the move, but this is why I said you would have a better time hitting us. each of her kicks are 6 frames apart. And your upair is 4. So you have 2 frames to hit up inbetween. With a -2 risk if you timing is off. Thus this is why you hit us out of that move.

So that is why I said you have a better chance of hitting us out of the move. You are not totally safe when you upair us and think we can't do anything about it. We can. But if you understood what I explained just now, you have like a 60-70% chance of hitting us out. While We have 30-40% chance to stop you. If Peach has no choice, she has to rely on that % to hit you out of it to save herself. Other wise, peach should not test ZSS in the air and just pull away. Thats what I do when I am in the air with ZSS, just pull away from her and leave her alone.

Peach is fast enough to catch rolls. If you are getting pressured to a point you have to roll, I can point point where you would roll. And if I guess correctly, I can catch you to an attack or grab.If I am on you shield and pounding you with moves you have to roll to get away. You spot touch, you leave yourself open. Short hopped Dairs abuse Spot dodges so way. One of the best moves in the game to punish it. If you side step my move is still out even after ZSS sidestep animation ends. And the only punishment you have out of shield is her uptilt. But this is if Peach wants to stay over you and pound your shield with mutiple Dairs. So inbetween them, ZSS can uptilt and hit her out of it. If I short hop and pressure you, ZSS cant do anything except roll.

On the ground, Peach withs. Same time she can bring her air game to the ground for more pressure. And her spacing is hard to deal with when done on point.

Edgeguarding is another battle Peach wins this. Me abusing ledge frames with her float, attacks and turnip cancels off stage, Peach can make it a ***** for ZSS to make it back on the stage. Sje can be gimped and abuse invinc frames so Peach can guard the ledge longer. If you try to come back with a D-B, time Fsmashes or simple way, Uptilt takes care of that.


----------------------------------------------------------------------------------------------------------------------------------------------------------

IC:

The best killing option ICE have is a 0-death chain grab. Peach limts that option cause she is a hard character to grab. And on top of that, Peach can easily seperate them.

Her turnips go through the blizzard so she can stop that blizzard nonsense. he can even camp them done correctly. Ice blocks stay grounded. Even when lauched in the air. I have a versitale projectile. A turnip. And if you was to shoot ice blocks to stop me from getting turnips, platforms help with this.

Peach can dance on thier shield and they not have much options about it except roll away. If I am in front of them and Dair to a fast fall Nair and jab, they cant do anything about it. Thier grab connects on frame 7. You are getting hit if you try to grab me out of a nair. My jab is 2 frames. I connect with a Nair on yourt shield, you are stuck in it for three frames. And the shield advantage is -7 Which means you have to do something that is & frames or less to hit me. and you get screwed over cause it takes 7 frames to drop your shield. but the hit stun on the shield, which makes it longer. Which is why Peach auto cancelling her moves to Jab is nearly broken. You cant do anything spaced. Best you wait till she jabs twice or roll away. But this is why Peach should usually jab once unless after one jab or an air attack, be wanny be stubburn and try to grab her.

If I danced on their shield while floating:

The first hit of dair comes out on frame 12. If you block all the hits of her dair and tried to get inbetween the second one:

12-7=5

7= time it takes to drop shield
12= the frame her first hit of Dair comes out.
5= an attack you have to do 5 frames or less top hit her before the dair hits you.
But then there is shield stun. As weak as it is in this game, it counts. The shield stun of her last hit is 1. So now you need a 4 frame move to hit her out of inbetween Dair. IC don't have one move that can stop this from the ground that is 4 frames or less. Only think They can do is roll. When under Peach you have no option to punish me or counter attack. And when you get away from me........no grabs.

Peach up close in an air fight beat all of IC moves with Nair. Peach bair and IC Nair is the same frame. So first come, first served. or wait till one attack is dished out. From studying the hit boxes, I think Peach Bair has a lil more range then IC Nair. And Fair has more range then all of thier air attacks. So if Peach is spacing well, IC are losing lots of air rights. They get Peach good when they are below her with Uair. Thats the only air fight they win. Peach up air can beat out thier Dair. My Uair is 8 frames. IC Dair is 9. And Upair has more range. Or Peach can just uptilt it. There is no Dair in the game that beats Peach Uptilt.

When they are off stage, good edguarding can screw them up. And can be gimped with a good turnip game and abusing edge invis frames.

Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21


- jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility.
I can float next to the edge if I did not burn my jump and then grab it once again if they try to grab it. Increasing my time to guard that ledge. I an also Float to a Nair near the ledge while still invisible. Her nair is 3 frames. Then can grab the ledge to get a lil more invis frames. Thats about 2 secs or a lil more of you not being able to touch that ledge. If I turnip cancel off the ledge and toss it up or z drop it if you are below, they can get gimped or become really hard to get back on. If all goes wrong, I think Nana wont be able to grab the ledge even if the player makes it back.

There also might be times where IC way try to recover with F-B since it can sometimes be hard to hit them out of it. if they do it close to the ledge and aim for the stage. I can instandly float on to the stage and back air you out. Or even Nair. If I float to land I have 7 frames that can not be touched. Bair is 6 frames and Nair is 3. With Peach being one of the best edegaurders in this game, she has many options to keep one out. And IC dont have much options to make it back on stage, and easy for Peach to snip out of. And you can be gimped out of your recovery.

And if She needed to switch up, to bring more speed since floating is slow and can leave her open on the sides, Peach does not need to be floating to diars to get at you. I can easliely short hop and space them so you can try and Uptilt or even upsmash out of shield. I can to this to Jabs or w/e I want. To have you in the shield and eating it. Them keep the pressure going till I seperate you. So with Blizzard taken care of, I out range you and can space the hell out of you when close, making it hard for you to land a clean shot on me. If you choose to retrat and Blizzard, smart thing for Peach to do is camp you while moving in slowly. to a point you are forced to fight.

Also, Nana is never the target unless her and popo are seperated. When they are together, the Player is the target, not the AI. When they get broken apart, the player should be worring about Nana until popo comes in to save her and sneak attack you. Then your focus goes back to the player. Seriously going after Nana all the time is seriously stupid.

Peach has a good pressure game and can seperate them well without having much to worry about. If the Peach knows the match up well, IC lose.

Here is a lil trick you can do. If the IC are sending a trail of ice blocks at you and you need a turnip, blok one and jump out of the shield. Then get behind the next trail of ice blocks and get behind it. walk/run with it, and once it vanishes, turnip cancel off the ledge to get a turnip. Do this if you are on a stage like FD and want to go to them with a turnip. Having a turnip can help stop this and stop them from doing a blizzard when you wanna approach since turnips go through them.

Rundown:

- You are not hard to seperate.
- You are not hard to gimp.
- You are not hard to edgeguard
- Good pressure game is hard to deal with
- Get out ranged.
- Done right, we can camp you since our turnips go through blizzard.
- You can't Grab Peach that easy, face facts.


 

Peachkid

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kudos dark this will sure help alot of newcomers to her royal majesty :p
 

ShengNu

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WOOT i hope this gets stickied cant wait to get my wii back -_- and get into using her better :D

thanx dark peach ^^*
 

Meadow

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THanks for the guide, Dark Pch. It's very well written and I've already tried to incorporate some of the tips you put in :D
 

Kiederen

Smash Cadet
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Thanks for the great guide!

I have a question though:

In your experience, what characters gave you the hardest time? You mentioned that some match ups are particularly tough, but never elaborated further.
 

Dark.Pch

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Thanks for the great guide!

I have a question though:

In your experience, what characters gave you the hardest time? You mentioned that some match ups are particularly tough, but never elaborated further.
Characters that give ME a hard time are:

Snake
Meta
DK
DDD

Thats it for now.
 

Blu-ninja

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hey dark....so far, what stages in general have helped give you advantages as well as dis-advantages?

In my opinion,delfino,battlefield and Orpehon have worked pretty well.
 

Dark.Pch

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It depends on who I am fighting.

But I usually Pick any stage that is big since Peach can get KO pretty fast.

I personally don't like small stages at all unless I am fighting a character that cant K.O that well.
 

Morrigan

/!\<br>\¡/
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Luigi's Mansion is a great level for Peach because the enemy is usually forced to play around her area. IIRC someone said this a long time ago. Lemme check.

InterimOfZeal said:
Nah, Peach's ftilt is a GREAT move, and shuts down a lot of Sonic's mindless approaches. You can still RAR bairs, spincharge, grab her, and, in general, **** her on any stage that's open. I tried taking a Peach to Luigi's Mansion for jab lock goodness, and found out that it's actually a really good stage for her, since it forces opponents to play in her zone. So there's some info for you guys, if you didn't already know it.
 

hova

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Characters that give ME a hard time are:

Snake
Meta
DK
DDD

Thats it for now.
i don't get it. why Snake, DK, and DDD?

Peach can potentially **** all three of them.


i'm really not too fond of this guide, it just seems like a bunch of vague statements that pretty much breakdown to 'practice, play and get better'

maybe it's just too basic for me, i guess some brand new players could get use out of it
 

Lucrece

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Hopefully this will teach the Peach haters to shut up about her sucking.
What the hell are you talking about? Essentially, what this guide is saying is "Peach sucks terribly; but, if you play smart, you can win some times" in a sugarcoated way.

I love Peach; it's a pity that the moronic Sakurai felt that she needed extreme nerfing, while Marth received minimal nerfs.
 

Dark.Pch

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I dont see what this guide bashing is about. Its clearly about how to use the character? If you expected a guide where I teach you mindgames and stuff, your mistaken. I'm not gonna explain the range of her attack and all that data. Cause its already been made to threads. I'm showing here how to use Peach well.

Peach does not suck. She has her nefs and all but she does not suck. When Peach is used on point she is a problem to deal with, I dont care if you camp her or use characters like Meta and snake against her. She does her damage in the right hands. People just to see it cause what Peaches have these people bashing her play? Bet its ones that dont use her affective. I play lots of people all over with peach and show them that Peach is good enough to own. I know what I am doing.

Now no more about how Peach sucks and all. I did not make this thread for that and I clearly dont want a fight about it. Anyone who got a problem with it PM me or come see me on AIM/YIM/MSN and I'll take care of your problem myself.

Peach is too good for brawl. Nuff said.
 

Morrigan

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peach is actually pretty good to me. the only thing i hate about her is how light she is.
Yep, I get mad when I get KO'd at 70%, that's ****ing insane. That's why I choose big stages.
 

chaotic002

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I just started using peach and i would like to know if i am better off using my mk in tournaments or peach i get the feeling that using peach in a tournament would be really risky especially if the people there are good. please reply
 

BurtonEarny

Smash Ace
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dark this guide is sweet. Too bad its wasnt around when I was first starting with her...
 

Morrigan

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dark this guide is sweet. Too bad its wasnt around when I was first starting with her...
There are some good threads doooown there, check the other pages aswell and you may find something interesting.
 

deepseadiva

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Yay! Now all the Peach nubs can come here instead of splashing the boards with "I'm new to Peach" threads. *dances*
Good guide Dark.
 

Dark.Pch

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Im gonna try to get this thread a sticky. I'm also gonna update this thread with things like all the techs Peach can do.
 

~Peachy~

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Wow.... awesome guide. It covers almost-all of the basics and even deeper aspects of Peach. I Love it!:)
 
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