deepseadiva
Bodybuilding Magical Girl
So I was talking with Raz, and he told me some advice given to him from Anuar. "List all your options in every situation you could find yourself in". I took this and while bored in my Environmental Studies class I put pen to paper, listing every possible action I could take after landing a jab.
I filled a ****ing page.
What this did was open my mind to every single path I could take. A couple of these options I didn't realize existed, a few of these I hadn't fully considered, but most of them I've never even thought about utilizing. That's different now, and hopefully through this process I gain spontaneity, several useful mixups, but most importantly: a different perspective, and glimpses into parts of the game I hadn't seen before.
My findings, translated from my notebook with added frame data.
Key: Great, Good, Okay, Bad, Terrible
After hitting with a jab from the front:
Standard Movements
Nothing The wait and see approach does not work after hitting the opponent.
Crouch Peach's crouch hides her from close to nothing.
Walk Might come in handy against some lower ranged retaliations.
Dash Faster, but it's just a get away. Options from a dash are low.
Jump Obviously accompaniment from an aerial or other makes this better, but a simple jump instantly gets you out of the way of a lot.
Float Like jump, float opens options, but keeps you in range to use shorter ranged actions, like nair.
Footstool One of my unconsidered options. Not entirely safe from several popular reactions, but a very quick getaway.
Defensive Actions
Shield The safest option all around, shield protects from everything except grab and opens a world of counter-attacks via OOS.But since it is the best option, grab is very popular. Time for mixups.
Roll Really fast invincibility, but punishable.
- Interesting note: At a +0 frame advantage after landing jab, MK can dsmash before you can follow-up with anything stronger than a jab. It catches you before grab, ftilt, dash attack, or dsmash come out, and even before you're airborne from a jump. Forward roll dodges both hits though, and places you behind MK with a +3 frame advantage!
Spotdodge Really fast, but very punishable.
- Following that note from a roll, spotdodge offers a much more appetizing opportunity. Spotdodge dodges the front hit of MK's dsmash and grants a +9 frame advantage!
Airdodge Not my personal favorite, but jumping plus airdodging doesn't even avoid dsmash - a strong, but really slow reaction.
Grabs
Grab Incredibly rewarding, and one of her faster options, but at frame 6, a tad slow.
Dash Grab Same speed as a normal grab, but with added distance.
Dash Grab Same speed as a normal grab, but with added distance.
Pivot Grab Range doesn't matter much up-close, and with slower start-up Pivot Grab offers little else.
Standard Attacks
Jab 2 Combooooooooooo
Ftilt One of her faster options, but still slowish. Great reward though.
Utilt Pretty bad. Slow start-up, hitboxes too high to hit smaller-medium sized characters.
Dtilt At 12 frames, it's speed that really kills dtilt, but its sheer range, rewarding trajectory, and virtual laglessness make it work sometimes.
Smash Attacks
Fsmash Slow, but the hitboxes on the thing cover very well, with a fantastic award.
- charged Might freak some people out, but you really want to get that swing out as fast as possible since it's pretty slow.
- stutter step While still slow, the SS moves you back to move you out of the way of a lot retaliations.
Usmash A standing usmash doesn't do much, the good hitboxes on it have pitiful range. You'll only hit with the weak hits, if even that.
- charged "Let's make our worst-ranged move even slower!!"
- hyphen The reward on this is just too blatantly good if landed, and the hyphen movement gives it enough range to actually land.
Dsmash The quintessential GTFO move - not super fast, but at six frames, not at all bad. It even ducks under a couple moves and aerials.
- charged Like Mikey Lenetia said, dsmash is the only move in the game that gets weaker if you charge it.
Nair Not her fastest option directly from the ground (jump adds five frames), but nair is her fastest aerial and hits really hard and lasts a really long time.
- sh Takes advantage of the long duration and can be double-hit with.
- fh When not properly autocanceled, nair suffers from a lot of lag.
- gf Strong, quick, with the added benefit of canceling at any moment and horizontal chasing with float.
Fair Though slow, fair hits the hardest out of all her aerials with a gigantic autocancel window.
- sh Probably my favorite in the entire game. Jab to sh fair moves you away from the opponent while they're busy with a counter-hit (which misses), meanwhile you come back with a super strong fair hit.
- fh It'll catch some aerials, but fh fair works really well catching rolls and other tricky stuff you have to follow.
- gf Without the fast movement of jumps, gf fair is kinda unsafe up-close since it's so slow, but the shield pushback and retreat of the float work almost as well.
Bair Might be my own bias since I'm not a big bair spammer, but after landing a jab bair has less-than-average range in front of Peach... which is kinda important. You'll have to spend time after Peach has launched herself backwards to move forward and hit with the lasting hitboxes.
- sh You'll probably only hit with the weak hitbox, which has combo potential, but it's slow.
- fh I don't believe you can actually hit with this.
- gf Probably the best use for bair in such frontal confrontations is wasping out of the way to hit with something like fsmash - ala sh fair. Ground floating bair forward is slow, but workable if landed, even on shield.
Uair Uair has really bad horizontal range. Probably the worst aerial in this situation. Note: not considering the uair combo.
- sh Might catch an odd aerial or two, maybe.
- fh Actually, if you space inside the loop of Shuttle Loop, this will catch it! And similar to how bair works, uair shifts Peach's hurtbox and ends quickly - avoid an attack, then hit back during the attack's lag.
- gf Maybe works as a really crazy not-at-all-threatening mixup?
Dair Hitboxes everywherrrrrrrrreeeeeee
- sh It eats everything.
- fh It eats tall people and people who like to jump.
- gf It pokes shields foreverz.
Toad Really slow with a 10 frame startup, but interesting as a mix-up. But only as a mix-up.
- reversed Why. ...well, maybe if it's Falco and he decides to Phantasm behind you.
Peach Bomber When you can get heavily punished on reaction from being shielded, it tells you not to use this move often.
- slingshot Still slow, but the slingshot version moves you back, even if incrementally. Could be used to avoid some things maybe?
Parasol It's actually kinda speedy at frame 7, and it has some great hitboxes, but the cost of being in the air, with the slowest decent speed in the game, and having almost 40 frames of landing lag? Ewww.
Turnip Pull 29 frames of not being able to shield or attack isn't that great, but in conjunction with ATs, I think it's a very powerful mixup.
- standing Unless your opponent is conditioned into being scared of you up close, being frozen in place for almost 30 frames is a no-no.
- free pull This is basically all I do. Free pull away, glidetoss to escape or punish!
- dash pull Basically a run, but now you have a turnip.
-1 adv: Diddy, Sheik, Falco, Wolf, CF,
+0 adv: Bowser, Wario, Link, Ganondorf, MK, Fox, Pikachu, Squirtle, Ike, Sonic, ZSS
+1 adv: Mario, Yoshi, IC, Charizard, Lucas, Snake, DK
+2 adv: TL, DDD, Ivysaur, Ness, GW, ROB
+3 adv: Luigi, Peach, Zelda, Samus, Lucario, Marth
+4 adv: Kirby, Olimar
+7 adv: Jigglypuff
Important note: I'm assuming it's always a combo, but I'm not sure about jab 2. So, we have this cool frame advantage stuff on jab right? Notice how we have -1 against some characters? And 0+? And 1, 2, 3, 4, and 7+ on others? Can every character that we don't have +2 advantage on SHIELD before our second jab comes out? Guys, that's bad. Jab 2 has almost 20 frames of cooldown on shield.
Note: Peach's Fast Ground Options
Jab: Start-up: 1 | Active: 2-3 (2) | Cooldown: 4-19 (16) | Duration: 19 (Frame 2)
Dash Attack: Start-up: 1-5 (5) | Active: 6-9 (4), 17-19 (3) | Cooldown: 20-37 (17) | Duration: 37 (Frame 6)
Ftilt: Start-up: 1-5 (5) | Active: 6-16 (11) | Cooldown: 17-36 (20) | Duration: 36 (Frame 6)
Dsmash: Start-up: 1-5 (5) | Active: 6-7, 11-12, 16-17, 21-22 (2) | Cooldown: 23-44 (22) | Duration: 44 (Frame 6)
Grab: Start-up: 1-5 (5) | Active: 6-7 (2) | Cooldown: 8-29 (22) | Duration: 29 (Frame 6)
Short Hop + Nair: 1-5 Jump startup | 6 airborne | Start-up: 1-2 (2) | Active: strong hit 3-6 (4), weak hit 7-23 (17) | Cooldown: 24-49 (26) | Duration: 49 (Frame 8)
Note: MK's Popular and Fast Ground Options
Dtilt: 1-2 startup/3-4 hitbox out/5-15 cooldown (Frame 3)
Ftilt: 1-2 startup/3-4 1st hit hitbox out/5/6-7 2nd hit hitbox out/8/9-10 3rd hit hitbox out/11-40 cooldown (Frame 3)
Dash Attack: 1-4 startup/5-11 hitbox out/12-31 cooldown (Frame 5)
Grab: 1-5 startup/6-7 grab hitbox out/8-29 cooldown (Frame 6)
Dsmash: 1-4 startup/5-6 hitbox out/7-9/10-11 hitbox out/12-34 cooldown (Frame 5)
Shuttle Loop: 1-7 startup/5-8 invincibility frames/8-13 strong hitbox out/14-21/22-31 weak hitbox out (Frame 5 invincible, 8 hits)
Short Hop + Nair: 1-4 jump startup/5 airborne/1-2 nair startup/3-4 strong hitbox out/5-25 weak hitbox out/26-31 aerial cooldown (Frame 7)[/COLLAPSE]
Alright, OP complete. Now, if you divide the options into categories, you gain a much clearer picture.
After landing a jab:
Spam These Options
Shield
Jab 2
Bread & Butter
Jump+
Float+
Grab
Dash Grab
Ftilt
Stutter Step Fsmash
Dsmash
SH Nair
GF Nair
SH Fair
SH Dair
FH Dair
GF Dair
Interesting Stuff
Walk
Dash
Footstool
Roll
Spotdodge
Dtilt
Fsmash
Hyphen Usmash
FH Nair
FH Fair
GF Fair
GF Bair
FH Uair
Turnip Freepull
Turnip Dashpull
Strictly Mix-ups
Airdodge
Pivot Grab
Utilt
Charged Fsmash
Usmash
SH Bair
SH Uair
GF Uair
Toad
Slingshot Peach Bomber
Parasol
OMG NEVER
Nothing
Crouch
Charged Usmash
Charged Dsmash
FH Bair
B-Reversed Toad
Peach Bomber
Turnip Pull
You can take this a step further.
After landing a jab against MK, which ones of these avoids his fastest options (dtilt & ftilt frame 3)?
Spam These Options
Shield
Jab 2
Bread & Butter
Jump+
Float+
Grab
Dash Grab
Ftilt
Stutter Step Fsmash (Possibly get far away enough?)
Dsmash
SH Nair
GF Nair
SH Fair
SH Dair
FH Dair
GF Dair
Interesting Stuff
Walk (?)
Dash (?)
Footstool
Roll
Spotdodge
Dtilt
Fsmash
Hyphen Usmash
FH Nair
FH Fair
GF Fair
GF Bair
FH Uair
Turnip Freepull (?)
Turnip Dashpull (?)
Strictly Mix-ups
Airdodge
Pivot Grab
Utilt
Charged Fsmash
Usmash
SH Bair
SH Uair
GF Uair
Toad
Slingshot Peach Bomber(?)
Parasol
OMG NEVER
Nothing
Crouch
Charged Usmash
Charged Dsmash
FH Bair
B-Reversed Toad
Peach Bomber
Turnip Pull
So... we're not looking a lot. lol
Not to say we're in a bad position, we still have the advantage with strong options in jab 2, shield, and spotdodge at the very least - if the other actions don't move us out of the way quick enough (though doubtful). We have better options if MK goes for anything stronger though.
After landing a jab against MK, which of these avoids one of his strongest options (dsmash frame 5)?
Spam These Options
Shield
Jab 2
Bread & Butter
Jump+
Float+
Grab
Dash Grab
Ftilt
Stutter Step Fsmash (Possibly get far away enough?)
Dsmash
SH Nair
GF Nair
SH Fair
SH Dair
FH Dair
GF Dair
Interesting Stuff
Walk (?)
Dash (?)
Footstool
Roll
Spotdodge
Dtilt
Fsmash
Hyphen Usmash
FH Nair
FH Fair
GF Fair
GF Bair
FH Uair
Turnip Freepull (?)
Turnip Dashpull (?)
Strictly Mix-ups
Airdodge
Pivot Grab
Utilt
Charged Fsmash
Usmash
SH Bair
SH Uair
GF Uair
Toad
Slingshot Peach Bomber
Parasol
OMG NEVER
Nothing
Crouch
Charged Usmash
Charged Dsmash
FH Bair
B-Reversed Toad
Peach Bomber
Turnip Pull
Okay, maybe not. We just added roll to our options. But we're still good. What if MK decides to go a different route?
After landing a jab against MK, which of these avoids Shuttle Loop (inv frame 5, hits frame 8)?
Spam These Options
Shield
Jab 2
Bread & Butter
Jump+
Float+
Grab
Dash Grab
Ftilt
Stutter Step Fsmash (Spaced right?)
Dsmash
SH Nair
GF Nair
SH Fair
SH Dair
FH Dair
GF Dair
Interesting Stuff
Walk (?)
Dash (?)
Footstool (?)
Roll
Spotdodge
Dtilt
Fsmash
Hyphen Usmash
FH Nair
FH Fair
GF Fair
GF Bair
FH Uair
Turnip Freepull (?)
Turnip Dashpull (?)
Strictly Mix-ups
Airdodge
Pivot Grab
Utilt
Charged Fsmash
Usmash
SH Bair
SH Uair
GF Uair
Toad
Slingshot Peach Bomber(?)
Parasol
OMG NEVER
Nothing
Crouch
Charged Usmash
Charged Dsmash
FH Bair
B-Reversed Toad
Peach Bomber
Turnip Pull
Here's a ton of stuff, and a bit of it depends on spacing. Taking into account the actual loop inside of Shuttle Loop, you could actually jump inside and hit with an uair and even parasol! Possibly! Depends on spacing.