65:35 ICs, 6:4 if the Peach bone-walks every pull, every time.
Nana hates shielding. Peach can pressure their shield like no other character and although they do have a few options (like Usmash OOS) to stop her from doing this, she ultimately handles them better than they can handle her.
ICs can evade shield pressure by rolling to your further side and tilting (ie: if you're on the back on their head with dair, we roll to your back side) and ftilt angled up or utilt or just nair to end the pressure.
Once Nana is hit away from Popo, you just have to keep them separated. It's better to go after Popo initially and then work on Nana. Popo usually will chase you down and smack you away if you don't address him first.
True,
. However, if Peach lets Popo get close to Nana, you will be in for a few surprises ranging from synchporting away to eating a belay through your aerial, though.
Peach can actually kill in this MU because Nana is ******** and doesn't DI.
Pretty much Peach's only real advantage in this MU.
You can gimp them rather well too.
Yes and no. If you hit squall with a turnip from the top or bottom, you have a 50-50 shot of hitting Nana, which forces Popo into freefall, and that's the stock. Peach has no answer to belay or descending squall, though.
You can also nair out of Squall Hammer if they ever recover with it or do it for whatever reason.
Only if the IC does it wrong. It's exactly like tornado in that regard
Turnips go through blizzard (everyone knows this at this piont in the game).
ICs can grab most turnip throws (all but retreating and lagless) with the climber that doesn't get hit. If you're out of range though, definitely take the free damage through the ice.
You have to be quite good with your spacing and float - you don't want to land much unless you know its safe
This is the only reason ICs beat Peach. We can, using our aerials, force you to use your entire float time, then when you're landing, use a desynch to prevent it, and then move in slowly while you're out of jumps/float.
make sure to pull turnips SAFELY. once you get the lead on them you can camp and there's not a ton they can do about it. Conversely, if they have the lead on Peach, Peach is actually able to approach them and she can make comebacks.
Safe turnips are Peach's best tool here, especially if the ICs are already holding one. They're VERY hard to deal with while desynched, which is how good ICs will spend most of their time with Peach. Peach has a few approach gimmicks, but outside of that, I'm not sure how Peach can hope to approach. All of her aerials but dair get pivot grabbed. She cannot land anywhere near the ICs without getting grabbed, because her usual lag-free tricks like jab after fair don't work (Nana grab armors it). Peach has a very hard time dealing with desynched bair (which, at perfect range trades or beats Peach's fair)/blizzard wall camping.
i just stay at medium range, and poke at their shields and retreat. if there are platforms i will stay on them most of the match just poking at them with Dairs or Bairs if they approach.
Peach should try to stay out of medium range against the climbers. It's in there where blizzard setups and the like can eat a stock off a silly mistake. Up close, Peach has a good chance to outbox the climbers, and at long range, she's got turnips.
I actually rarely pull turnips in this matchup. Only under three circumstances, (1. If my opponent is using blizzard, 2. If my opponent is offstage or 3. If I'm on a platform)
You're a smart guy.
Bair facing towards them still has a hitbox on the front [abeilt weaker] but you can drop float FF it right after whiff/block for space.
Never bair the climbers unless they are in the air. Seriously.
Retreating Free Pulls and Bonewalks are amazinnnnnnnnnnnng [except when you mess up], and canceling it at the ledge of platforms into any air option is hella ****.
Yepp. This is all true, as long as "any air option" is "float dair at platform height".
Take ICs to Norfair or Brinstar (though we all have pocket somethings for those stages), the less flat, the better.
Do not take ICs to Delfino.
Ban FD, assuming NY/NJ ruleset: strike FD and BF. If the neutral list is larger, get rid of the static stages (FD, SV, BF, PS1, YI, LC in this order by my preference, though other ICs like YI a lot.).
Look for ICs to either be boring and CP a neutral, or take you somewhere like Delfino, Castle Siege, Halberd, or Frigate.
Hope this helps.