Matchup that are harder imho.
(first character is the rapist, second is the victim with a character that matters).
Game and watch vs Falco.
Ice climber vs sheik
Falco vs sheik
Mario vs Sheik.
Fox vs sheik.
Quoting the best peach in the nation imho.
"This match is extremely close, with my estimations being marth has a .5 or smaller advantage. Most of this advantage comes from the small, relative technical ease Marth has in this matchup compared to Peach (which becomes even more dilluted when both players are highly skilled) and general trend of neutral stages to favor Marth's character more strongly than Peach's. On Dreamland 64, this matchup becomes a +1 favor for Peach instead.
Both sides have to be extremely familiar with this match, because it requires a unique style. Peach has to play extremely defensively, using turnips to force marth into an offensive position. After gaining the initiative, Peach must play agressively, but not haphazardly. It's neccessary to stay close to Marth, but you also have to have patience, especially when Marth is airborne. Marth's aerials come out too quickly, have too much range, and too much priority for Peach to really challange. More-so than other matchups, Peach wins this one with careful play and waiting for your opponent to make a mistake, followed by capitalizing on it well. Peach can float out of shield into a f-air to counter shielded smashes, jump out of shield with a n-air to counter aerial moves that come too close, and use dash attack's priority and near-invincibility to catch Marth as he lands or jumps out of shield. Marth's advantage mostly stems from Peach's lack of range and Marth's ability to keep her at arm's length, with heavy utilization of grabs. She is also of convenient weight to combo with many moves.
Marth is most effective when he kills early, before peach breaks the 120 mark. After that, it becomes increasily difficult to kill her until upwards of 170 or higher, depending on the stage. Marth has strong mind games with his grab, as Peach must DI carefuly or get caught by a tip. Marth can wavedash->f-smash from throws in either dirrection if Peach DI's improperly. I've found the best way to counter this from Peach's perspective is to delay my DI until I see the beginning of Marth's throw animation. Spiking is a viable option against Peach, using invincibility from grabbing the edge and spiking her as she up-b's through Marth, or comboing her off the stage in the air and finishing with a Spike. Up-tilt needs to be used at higher percentages for a kill, if Marth is unable to connect with another killing blow as often happens. Another option for KOing past any of the comboable percentages is using up-b out of shield (turn around while you do it so you up-b away from Peach, hitting her with the back of it). It has remarkable punch when your opponent aproaches the mid-100's.
Peach is most effective against marth when played defensively, evasively, and at times, aggressively. Marth's horizontal recovery suffers when his momentum toward the stage is broken. This includes turnips, or any aerial off the stage. Strong edge-guarding makes or breaks this game for Peach. Marth can avoid most of this with intelligent recovery techniques, such as catching turnips that are thrown at him or using f-b to stall his descent long enough to avoid the danger. In a pinch, Marth can also attempt to spike a Peach that floats out to edge guard him, resulting in a mutual death. Dash attack is a remarkably useful tool against Marth in comparison to some other top tier match-ups against Peach, but you still need to mix it up with grabs so as to not become predictable. This is unfortunate, since Peach's grab is so lacking in range in comparison with Marth's. Dash dancing is also effective, considering the effectiveness of the dash attack. Anything that throws off your opponent's timing is useful to you" Sastopher.