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I'm slowly figuring out Peach, but could still use help

Heero Yuy

#sweg
Joined
Jan 27, 2013
Messages
945
Location
In your closet
Hey! I just want a few critiques on one or two of these videos. My friends Altex and Darklite are aggressive and patient Peaches respectively and would like to know more what I'm doing right/wrong in this matchup. Please mute the videos btw since we're just having side conversations in the side. Any advice is appreciated no matter how harsh. Thanks!

vs Darklite:

https://www.youtube.com/watch?v=B3LmsqCapx8

vs Altex:

https://youtu.be/DuoOZUJHMTg
 
Last edited:

1000g2g3g4g800999

Smash Journeyman
Joined
Jul 21, 2012
Messages
368
Location
Earth
Watching: vs. Darklite:
Dashdancing and lasers are very good vs Peach, she's not good at dealing with them. If Peach is closer and grounded, don't be afraid to shield. After dash attack, Peach's approaches moving forward just get slower and take even more time. Try not to rely on fullhops to stay safe as much. unless you can also create horizontal space wavelanding on a platform. If you have the time to fullhop out of the way, you probably have time to wavedash out of the way, and definitely have time to do the more basic escape options (whether or not you can punish after those is a different story).

You're doing a lot of earlier nairs, which I understand may be in an attempt to beat out some approach by Peach, but these are ridiculously unsafe from the ranges you're doing them should Peach decide to block, and even more unsafe vs. CC. It's also probably not going to beat dash attack.
The jabs are also working, just beware of CC. If Peach CC's the jab, you're pretty much screwed.

From the ledge, when Peach is floating like that, you shouldn't drill, even if she's going all the way forward. Get right at the ledge onstage as quickly as possible, and shield or roll if she approaches (shield with di forward is safer). Otherwise, attack from that position rather than with a double jump from the ledge.

Don't do moves that knock Peach down when she's in the air, keep her up.
Try to stay close enough to Peach that you can always punish turnip pulls if you aren't lasering.
Bair to keep Peach off of you. You could also utilt more.

Just take your waveshines when you get them, try to finish with grab usmash, dsmash (at the ledge) or utilt at most percents. Stay on the ground more or go to platforms when she has a turnip. Beat the weaker ones with aerials. If she's approaching while she throws a turnip, you can use reflector at later percents/versus stronger turnips.

In general, you don't need to jump as much in the neutral, dash attack is by far Peach's fastest way to close ground between you.

If Peach has to recover from super low, but is close to right under the stage horizontally speaking, you can jump (or if you're on a platform, wavedash or drop) behind the parasol hitbox and snatch the ledge without conflict.

Do more retreating aerials if you're going to pressure her with them, or try to get behind her, though she's a bit better at dealing with people behind than a lot of other characters.
Watching: vs. Altex:
OMG, THE UTILTS. Looking good so far on the first stock. Still a fairly early nair, but given his percent and closeness, not a big deal. Rolling in vs. Peach if she's just dashing isn't the best, though it was at the ledge so not exactly the best situation. Peach lacks the speed to cover rolls away when she's not in range to hit you from where she is, and it probably wouldn't hurt to wait a little. If you see her turn around to face away from you, roll away is going to be fairly safe even from the ledge against most players. It's better to just avoid these situations alltogether though. Avoid early nairs, especially at lower percents, so you don't get CCed. If she's just CCing and dsmashing in place do some retreating aerials, preferably bair, or drill if she doesn't SDI.

Try not to jump when Peach is close, again. You double lasered and got FC faired for it. Beware of Peach's double jump to quickly change direction, and her horizontal mobility off of platforms. If Peach is FC fairing, you're usually best off moving out of the way as quickly as possible. Run under her if you're close horizontally, she's above the height you can laser from (or really, roughly around the height of bf platforms) and doing so would get you good position. Give the float some respectable space if your ground moves can't hit it, and be ready to move out of the way.

If you see Peach floating at that near bf platform height during a tech-chase, she's almost always waiting for a getup attack. Just wait, or roll in the direction away from where she's currently drifting (assuming she's directly above or almost directly above).

Please do not waveshine nair after setting up the waveshine at 0, Lol.

When hitting Peach out of the air from below, it's usually preferable to do so in a way where you don't end up right next to her unless you can absolutely continue a combo from this position. Nairing to platforms at low percents tends to be less safe.

Okay, that's a lot of illusion from the ledge. If Peach isn't right there, don't be afraid to do an invincibility refresh or two. Alternatively, if you can do them frame perfect, you don't have to care too much about Peach being there.

Looking at the second game two stocks in, not a lot say that I haven't already said.

Respect the range of fair, don't worry too much about Peach's speed on the ground. Just because Peach can't shield doesn't mean you should laser, pay attention to how close she is (or do retreating lasers). Do less CC vulnerable things (like high nairs and jabs vs grounded Peaches, though the latter works better whenever she isn't/can't CC, and also don't go for either at 0)., and maybe drill more (and not when she's in the air). Waiting more could also help. The circle camping was done well.

Things to expect from Peach players: Retreating fairs when floating above the ledge; dash attack when they want to hit you moving, jumping, lasering etc. Punish this until you make them respect that you can punish it.

Get out of there immediately more float situations, and don't be afraid to try to punish higher floats OoS should the need come.

Utilt and bair more.

All aerials are safer retreating.

Grab is your friend.

Try not to land next to Peach at lower percents when you can't guarantee that you'll land a combo.

Try to jump less, and avoid fullhopping if you can't waveland to a platform when rising. Work on replacing jumps for evasion with wavedashes or dashes where possible (if you still want to be able to punish).

Going directly under or under and behind Peach isn't very good for her.
 
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