Sycorax
Smash Ace
My friend @
Awstintacious
came up with an idea for Peach shield pressure, which I've tested out. I'm not entirely sure it's new, but it's his original thought. The idea is doing an FC Nair on an opponent's shield after having already done an FC aerial on their shield. For example, Peach lands an FC Fair, then, as soon as her lag is over, she does an FC Nair. In our opinion, it is a powerful option that opens up possibilities. It overhauls the traditional Rock-Paper-Scissors game Peach has with FC'd aerials on shield. Second Nair covers a lot of options. Here's the breakdown.
--- Standard Peach Shield Pressure ---
I'll first start with the original Peach shield pressure interaction. As we all know, Peach's Fair and Uair are maximally +4 on shield. Bair is can be set up easily to be +4, and Nair is maximally +3 (see this thread). This frame advantage allows Peach to do a lot of options on an opponent's shield because she has lots of frames to start a move before the opponent can act. Her first actionable frame can come up to 4 frames before the opponent's.
When I talk about first actionable frames, I am referring to the frame of input, not the first frame the move comes out on. For example, Peach is actionable on the fourth frame of Landing. She has 4 frames of landing lag on all of her FC aerials. On the fourth frame of her landing lag, she can input down on the c-stick to start dsmash on the next frame. Here's a table:
+-----------+---+---+---+---+---+---+---+---+---+
| Frame ... | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+-----------+---+---+---+---+---+---+---+---+---+
| Animation | L | L | L | L | D | D | D | D | D |
+-----------+---+---+---+---+---+---+---+---+---+
L = landing animation, D = dsmash animation.
On the 4th frame, dsmash is input. On the 5th it starts. On the 9th, it hits. In the case of a +4 aerial, Peach is actionable on frame 4 and the opponent is actionable on frame 8, in the table above. Whether we talk about which frame a move starts on or which frame the move is input on doesn't matter. It only shifts the frames forward or back one frame. If I say, "Input dsmash on frame 4," that's the same as saying, "Start dsmash on frame 5." IASA frames refer to the start of the next animation. Peach's jab, which is IASA frame 16, can be interrupted by an input on frame 15.
So Peach can get up to a 4 frame head start when she hits an opponent's shield. This gives her lots of time to start her moves before the opponent can act. There are lots of good options for Peach to choose, and there is counter-play to each of Peach's choices. In this tight window of interaction, there is no time to spend on reaction. The options of each player need to be pre-calculated and timed. You have entered an intense battle arena of Rock-Paper-Scissors and Yomi Layers. Common options for Peach after an FC'd aerial on shield are jab, grab, dsmash, and wait. Common responses include buffered roll, wait in shield, grab, and attack OoS.
Here is a matrix of the options and who wins:
+-----------+------+------+------+--------+
| Peach\Opp | Roll | Wait | Grab | Attack |
+-----------+------+------+------+--------+
| Jab ..... | P* . | O .. | P .. | P .... |
| Grab .... | P/O**| P .. | P .. | P~ ... |
| Dsmash .. | P*** | O+ . | P .. | P .... |
| Wait .... | P .. | ~_~ .| O .. | O .... |
+-----------+------+------+------+--------+
P=Peach wins, O=Opponent wins
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more to land dsmash
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
To understand why each option beats or loses to what, you must understand the frames of each option. Rolls are vulnerable for the first 3 frames. Relevant grabs take 7 frames (some take more). Options OoS vary; the fastest are usually 5 or 6 frames (Fox's shine OoS is 4). Frames on attacks can be looked up here. How frame positive Peach's aerial is will open her up to more of the opponent's options. It would behoove Peach players to know what each sort of frame positivity looks like and to practice getting fast aerials on shield.
This constitutes the standard RPS of Peach shield pressure:
For Peach, jab, dsmash, and grab are all effective options that cover loads of options and lose to at least one. Jab and dsmash (jab espeically) tend to be the favored options chosen by players currently.
Before I move on, I'd like to explain something about why jab is actually a terrible option for Peach despite being the most popular. She doesn't even need it to cover all of the opponent's options. She can mix up between grab and dsmash.
--- Jab ---
Jab is either not safe or Peach doesn't get much out of it. There is easy counterplay to it, and it can be done on reaction (kinda). Peach can either space the jab or not; that is, she can land far away from your shield with her FC aerial so that she is out of your grab range, or land close within your grab range.
+-----------+------+------+-----------+--------+
| Peach\Opp | Roll | Wait | ASDI+Grab | Attack |
+-----------+------+------+-----------+--------+
| Jab ..... | P* . | O .. | O ....... | P .... |
| Grab .... | P/O**| P .. | P ....... | P~ ... |
| Dsmash .. | P*** | O+ . | P ....... | P .... |
| Wait .... | P .. | ~_~ .| O ....... | O .... |
+-----------+------+------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more to land dsmash
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
If the opponent wants to roll because [reasons], they can buffer the roll and then immediately start ASDIing down and mashing grab. If they get the roll, good for them! If they get jabbed out of their roll, they get a grab. They can stop the mash once they see the roll succeed and do whatever out of roll. It's an option select almost. If Peach dsmashes, the opponent will eat a meaty dsmash.
The favorable options for the opponent become wait and roll. They can ASDI down+grab if they're expecting a jab. If not, do whatever they feel appropriate OoS. The favorable options for Peach become grab or dsmash. However, there are some situations of low frame positivity where grab and dsmash don't cover roll sufficiently. To cover roll, Peach needs to wait, but wait loses to almost all of the opponent's options. Using an FC Nair after her first aerial adds a new twist.
--- Second Nair on Shield ---
Now let's get to the new stuff! I call it second Nair on shield because it's a Nair and it comes second. It doesn't necessarily mean that a Nair was the first aerial used on shield. The idea is to, after landing an FC aerial on shield, dash and then use an instant FC Nair. It needs to be frame perfect to be legitimate (but opponents, most likely, won't be prepared for it so you have some wiggle room). Second Nair is technical, but doing an FC Nair after a previous FC aerial provides great advantages. First of all, it'll probably scare the **** out the opponent. Second of all, it covers roll and wait, and pseudo-covers grab and attack.
Here's the frame-by-frame breakdown of the inputs. It takes 11 frames to get out an FC Nair hitbox (1 frame of Dash, 5 frames of Kneebend, 1 frame of JumpF, 1 frame of Float, and 3 frames of start up on Nair). There is a frame of Dash in there to keep you close to your opponent when they slide back in shieldstun.
+-------+--------+-----------+
| Frame | Input .| Animation |
+-------+--------+-----------+
| ... 1 | Right .| Landing . | Right or left on the analog stick to dash.
| ... 2 | X+Down | Dash .... | You can actually input down as late as frame 8 to buffer the float.
| ... 3 | hold . | Kneebend .| Hold your jump and down inputs.
| ... 4 | hold . | Kneebend .|
| ... 5 | hold . | Kneebend .| Opponent becomes actionable on this frame.
| ... 6 | hold . | Kneebend .|
| ... 7 | hold . | Kneebend .|
| ... 8 | hold . | JumpF ... |
| ... 9 | A .... | Float ... | You need to let go of down.
| .. 10 | Down . | Nair .... |
| .. 11 | Down . | Nair .... |
| .. 12 | Down . | Nair hits |
+-------+--------+-----------+
It's the same timing as a normal instant FC Nair. You see Armada do them as hand-warmers; you can do them too. There is just a dash input right before it. You don't need to press down right after the dash either; you have some frames of leniency to get your analog stick to the down position to float. After a +4 FC aerial on shield, this gives your opponent 7 frames (+4 - 11 = -7) to act. An FC Nair on shield will maximally be +3 giving your opponent 8 frames to act. For this reason, I wouldn't suggest going for second Nair unless you think you're really frame positive.
With these 7 frames in mind, how does second Nair change the matrix? It may seem the same as dsmash but 11 frames instead of 5. Second Nair covers the same options as Dsmash and some others. Dsmash can cover roll, it for-sure covers grab OoS, attack OoS, and ASDI+grab; however, dsmash loses to waiting in shield. Second Nair covers the wait, and sacrifices coverage of attack OoS. Here is a breakdown of how Double Nair covers options:
+-----------+------+-------+-----------+--------+
| Peach\Opp | Roll | Wait. | ASDI+Grab | Attack |
+-----------+------+-------+-----------+--------+
| Jab ..... | P* . | O ... | O ....... | P .... |
| Grab .... | P/O**| P ... | P ....... | P~ ... |
| Dsmash .. | P*** | O+ .. | P ....... | P .... |
| Wait .... | P .. | ~_~ . | O ....... | O .... |
| 2nd Nair .| P .. | Reset | P~ ...... | P~ ... |
+-----------+------+-------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
Staleness matters for the shield pressure. Specifically, if your aerial does less than 13.43 damage, then you will lose a frame of shieldstun, and thus, have one frame fewer of advantage on shield. If your aerial does less than 11.195 damage, you will lose two frames of shieldstun. Unless you've been extremely trigger-happy and built up a lot of staleness, you can expect a staled aerial to do 1 fewer frame of shieldstun. Nair will do under 13.43 after one recent hit. Fair will do under 13.43 after two hits, generally. You can play around with Strongbad's Shieldstun Calculator to get a feel for how staleness works. It's incredibly hard to keep track of it in game. Staled Nair will be +2. Staled other aerial will be +3 maximally.
For all OoS options performed by the opponent, it is important to understand what sort of frame advantage Peach has from differently timed aerials and float heights. Only FC Fair and Uair can achieve +4 near to the ground (and Bair can achieve it if Peach floats for at least 3 frames and lets go of float when she starts the bair, see here). FC Fair can achieve +4 from almost any height because of it's long startup; it's the best :3. FC Nair is going to be maximally +3 on shield.
--- Conclusions ---
The final RPS looks like this:
+-----------+------+-------+-----------+--------+
| Peach\Opp | Roll | Wait. | ASDI+Grab | Attack |
+-----------+------+-------+-----------+--------+
| Jab ..... | P* . | O ... | O ....... | P .... |
| Grab .... | P/O**| P ... | P ....... | P~ ... |
| Dsmash .. | P*** | O+ .. | P ....... | P .... |
| Wait .... | P .. | ~_~ . | O ....... | O .... |
| 2nd Nair .| P .. | Reset | P~ ...... | P~ ... |
+-----------+------+-------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
The opponent likes to roll or wait still. They can throw in ASDI down+grab against low frame positivity, jabs, or second Nair. They can also attack OoS, but that loses to all other options :/
Peach still likes to go for grab and dsmash, but she can do second Nair to cover all options except against the most competent opponents. Even against competent opponents, it's still a mixup. The thing is opponents need to go for poor options, which lose to the standard grab/dsmash mixup, in order to cover second Nair.
The year is 20XX and that doesn't only apply to Fox and Falco. Second Nair is mildly technical by spacies' standards; however, it is completely doable with practice. Furthermore, counteracting it requires a fair amount of skill or luck on the part of the opponent. This means it can cover ALL OF YOUR OPPONENT'S OPTIONS.

--- Standard Peach Shield Pressure ---
I'll first start with the original Peach shield pressure interaction. As we all know, Peach's Fair and Uair are maximally +4 on shield. Bair is can be set up easily to be +4, and Nair is maximally +3 (see this thread). This frame advantage allows Peach to do a lot of options on an opponent's shield because she has lots of frames to start a move before the opponent can act. Her first actionable frame can come up to 4 frames before the opponent's.
When I talk about first actionable frames, I am referring to the frame of input, not the first frame the move comes out on. For example, Peach is actionable on the fourth frame of Landing. She has 4 frames of landing lag on all of her FC aerials. On the fourth frame of her landing lag, she can input down on the c-stick to start dsmash on the next frame. Here's a table:
+-----------+---+---+---+---+---+---+---+---+---+
| Frame ... | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+-----------+---+---+---+---+---+---+---+---+---+
| Animation | L | L | L | L | D | D | D | D | D |
+-----------+---+---+---+---+---+---+---+---+---+
L = landing animation, D = dsmash animation.
On the 4th frame, dsmash is input. On the 5th it starts. On the 9th, it hits. In the case of a +4 aerial, Peach is actionable on frame 4 and the opponent is actionable on frame 8, in the table above. Whether we talk about which frame a move starts on or which frame the move is input on doesn't matter. It only shifts the frames forward or back one frame. If I say, "Input dsmash on frame 4," that's the same as saying, "Start dsmash on frame 5." IASA frames refer to the start of the next animation. Peach's jab, which is IASA frame 16, can be interrupted by an input on frame 15.
So Peach can get up to a 4 frame head start when she hits an opponent's shield. This gives her lots of time to start her moves before the opponent can act. There are lots of good options for Peach to choose, and there is counter-play to each of Peach's choices. In this tight window of interaction, there is no time to spend on reaction. The options of each player need to be pre-calculated and timed. You have entered an intense battle arena of Rock-Paper-Scissors and Yomi Layers. Common options for Peach after an FC'd aerial on shield are jab, grab, dsmash, and wait. Common responses include buffered roll, wait in shield, grab, and attack OoS.
Here is a matrix of the options and who wins:
+-----------+------+------+------+--------+
| Peach\Opp | Roll | Wait | Grab | Attack |
+-----------+------+------+------+--------+
| Jab ..... | P* . | O .. | P .. | P .... |
| Grab .... | P/O**| P .. | P .. | P~ ... |
| Dsmash .. | P*** | O+ . | P .. | P .... |
| Wait .... | P .. | ~_~ .| O .. | O .... |
+-----------+------+------+------+--------+
P=Peach wins, O=Opponent wins
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more to land dsmash
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
To understand why each option beats or loses to what, you must understand the frames of each option. Rolls are vulnerable for the first 3 frames. Relevant grabs take 7 frames (some take more). Options OoS vary; the fastest are usually 5 or 6 frames (Fox's shine OoS is 4). Frames on attacks can be looked up here. How frame positive Peach's aerial is will open her up to more of the opponent's options. It would behoove Peach players to know what each sort of frame positivity looks like and to practice getting fast aerials on shield.
This constitutes the standard RPS of Peach shield pressure:
- If Peach thinks the opponent will roll, she should time a jab, dsmash, or wait.
- If Peach thinks the opponent will wait, she should grab.
- If Peach thinks the opponent will grab, she should jab, grab, or dsmash (most reward goes to grab probably).
- If Peach thinks the opponent will attack OoS, she should jab or dsmash.
- If the opponent thinks Peach will jab, they should wait and shield DI away.
- If the opponent thinks Peach will grab, they should buffer a roll or go for an attack OoS if they are technical enough.
- If the opponent thinks Peach will dsmash, they should wait and shield DI. Even small shields can survive this because the dsmash will tend to only hit once.
- If the opponent thinks Peach will wait, they should grab or attack OoS.
For Peach, jab, dsmash, and grab are all effective options that cover loads of options and lose to at least one. Jab and dsmash (jab espeically) tend to be the favored options chosen by players currently.
Before I move on, I'd like to explain something about why jab is actually a terrible option for Peach despite being the most popular. She doesn't even need it to cover all of the opponent's options. She can mix up between grab and dsmash.
--- Jab ---
Jab is either not safe or Peach doesn't get much out of it. There is easy counterplay to it, and it can be done on reaction (kinda). Peach can either space the jab or not; that is, she can land far away from your shield with her FC aerial so that she is out of your grab range, or land close within your grab range.
- If Peach does not space the jab, you can grab her every time. Do this by holding down on the analog stick, holding shield, and mashing Z or A to grab. This inputs ASDI down and grab. I suggest timing the input of the first grab of the mash to be the first actionable frame out of shieldstun. There are two scenarios.
- She hits you with jab. Perhaps you were trying to do something out of shield, such as grab or roll. If she hits you with a jab, you can ASDI down to the ground and grab before she is out of lag from her jab, even though you got hit.
- She hits your shield. Peach's first jab is -10 on shield, and her second jab is -11. This is plenty of time to grab.
- If Peach spaces the jab, she is still -10 or -11 on shield. You have 10 or 11 frames to do whatever, WD, jump, usmash OoS with Ness to go for the Yo-Yo glitch, etc. If you see her land her FC aerial far away on your shield, don't go for the ASDI+grab spam because you will most likely not be in range to grab.
+-----------+------+------+-----------+--------+
| Peach\Opp | Roll | Wait | ASDI+Grab | Attack |
+-----------+------+------+-----------+--------+
| Jab ..... | P* . | O .. | O ....... | P .... |
| Grab .... | P/O**| P .. | P ....... | P~ ... |
| Dsmash .. | P*** | O+ . | P ....... | P .... |
| Wait .... | P .. | ~_~ .| O ....... | O .... |
+-----------+------+------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more to land dsmash
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
If the opponent wants to roll because [reasons], they can buffer the roll and then immediately start ASDIing down and mashing grab. If they get the roll, good for them! If they get jabbed out of their roll, they get a grab. They can stop the mash once they see the roll succeed and do whatever out of roll. It's an option select almost. If Peach dsmashes, the opponent will eat a meaty dsmash.
The favorable options for the opponent become wait and roll. They can ASDI down+grab if they're expecting a jab. If not, do whatever they feel appropriate OoS. The favorable options for Peach become grab or dsmash. However, there are some situations of low frame positivity where grab and dsmash don't cover roll sufficiently. To cover roll, Peach needs to wait, but wait loses to almost all of the opponent's options. Using an FC Nair after her first aerial adds a new twist.
--- Second Nair on Shield ---
Now let's get to the new stuff! I call it second Nair on shield because it's a Nair and it comes second. It doesn't necessarily mean that a Nair was the first aerial used on shield. The idea is to, after landing an FC aerial on shield, dash and then use an instant FC Nair. It needs to be frame perfect to be legitimate (but opponents, most likely, won't be prepared for it so you have some wiggle room). Second Nair is technical, but doing an FC Nair after a previous FC aerial provides great advantages. First of all, it'll probably scare the **** out the opponent. Second of all, it covers roll and wait, and pseudo-covers grab and attack.
Here's the frame-by-frame breakdown of the inputs. It takes 11 frames to get out an FC Nair hitbox (1 frame of Dash, 5 frames of Kneebend, 1 frame of JumpF, 1 frame of Float, and 3 frames of start up on Nair). There is a frame of Dash in there to keep you close to your opponent when they slide back in shieldstun.
+-------+--------+-----------+
| Frame | Input .| Animation |
+-------+--------+-----------+
| ... 1 | Right .| Landing . | Right or left on the analog stick to dash.
| ... 2 | X+Down | Dash .... | You can actually input down as late as frame 8 to buffer the float.
| ... 3 | hold . | Kneebend .| Hold your jump and down inputs.
| ... 4 | hold . | Kneebend .|
| ... 5 | hold . | Kneebend .| Opponent becomes actionable on this frame.
| ... 6 | hold . | Kneebend .|
| ... 7 | hold . | Kneebend .|
| ... 8 | hold . | JumpF ... |
| ... 9 | A .... | Float ... | You need to let go of down.
| .. 10 | Down . | Nair .... |
| .. 11 | Down . | Nair .... |
| .. 12 | Down . | Nair hits |
+-------+--------+-----------+
It's the same timing as a normal instant FC Nair. You see Armada do them as hand-warmers; you can do them too. There is just a dash input right before it. You don't need to press down right after the dash either; you have some frames of leniency to get your analog stick to the down position to float. After a +4 FC aerial on shield, this gives your opponent 7 frames (+4 - 11 = -7) to act. An FC Nair on shield will maximally be +3 giving your opponent 8 frames to act. For this reason, I wouldn't suggest going for second Nair unless you think you're really frame positive.
With these 7 frames in mind, how does second Nair change the matrix? It may seem the same as dsmash but 11 frames instead of 5. Second Nair covers the same options as Dsmash and some others. Dsmash can cover roll, it for-sure covers grab OoS, attack OoS, and ASDI+grab; however, dsmash loses to waiting in shield. Second Nair covers the wait, and sacrifices coverage of attack OoS. Here is a breakdown of how Double Nair covers options:
- It covers roll not by hitting your opponent but by being a fast option. If your opponent opts to roll they will indeed go through the roll animation because you will have missed the 3 frames of vulnerability at the beginning of the roll. However, you will land and be actionable soon enough after the FC Nair to react to the roll and punish. After a +4 aerial, you will be actionable on the 11th frame of the opponent's roll. You will be actionable one frame later for each frame fewer of advantage you have. Most rolls take 31 frames, if not more, giving you 19 frames or more to do something.
- It pseudo-covers wait in shield by resetting the situation with Peach having +3 advantage. This is still advantageous for Peach, though, because the opponent now has a smaller shield, and a dsmash after the second Nair is more likely to shield poke. This means that after second Nair, dsmash covers all options of the opponent. Only shields that are very close to full right before the first aerial are likely to survive this dsmash after the second Nair.
- It loses to grab barely. Your opponent has 7 frames to get out a move and grabs come out in 7 frames (or more if the opponent's character sucks). The opponent needs to input the grab on their first actionable frame, the last frame of their shieldstun.
- It covers most attacks OoS. A few characters have OoS options that are 7 frames or fewer. Some notable ones are Fox's and Falco's shine, Sheik's Nair, Marth's UpB, and Samus's UpB. The timing is tight and most opponents will not be used to the sheildstun to achieve the correct timing. And against characters with bad OoS options, they are SOL. It is important to note that this attack OoS can't be done on reaction to Peach doing the second Nair. The opponent needs to know or feel the timing to act instantly out of shieldstun from the first aerial.
- Many opponents may be reluctant to try to attack OoS and rightfully so. If they guess wrong, they could be grabbed or dsmashed. If Fox or Falco try to shine, they could eat a meaty dsmash.
+-----------+------+-------+-----------+--------+
| Peach\Opp | Roll | Wait. | ASDI+Grab | Attack |
+-----------+------+-------+-----------+--------+
| Jab ..... | P* . | O ... | O ....... | P .... |
| Grab .... | P/O**| P ... | P ....... | P~ ... |
| Dsmash .. | P*** | O+ .. | P ....... | P .... |
| Wait .... | P .. | ~_~ . | O ....... | O .... |
| 2nd Nair .| P .. | Reset | P~ ...... | P~ ... |
+-----------+------+-------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
Staleness matters for the shield pressure. Specifically, if your aerial does less than 13.43 damage, then you will lose a frame of shieldstun, and thus, have one frame fewer of advantage on shield. If your aerial does less than 11.195 damage, you will lose two frames of shieldstun. Unless you've been extremely trigger-happy and built up a lot of staleness, you can expect a staled aerial to do 1 fewer frame of shieldstun. Nair will do under 13.43 after one recent hit. Fair will do under 13.43 after two hits, generally. You can play around with Strongbad's Shieldstun Calculator to get a feel for how staleness works. It's incredibly hard to keep track of it in game. Staled Nair will be +2. Staled other aerial will be +3 maximally.
For all OoS options performed by the opponent, it is important to understand what sort of frame advantage Peach has from differently timed aerials and float heights. Only FC Fair and Uair can achieve +4 near to the ground (and Bair can achieve it if Peach floats for at least 3 frames and lets go of float when she starts the bair, see here). FC Fair can achieve +4 from almost any height because of it's long startup; it's the best :3. FC Nair is going to be maximally +3 on shield.
--- Conclusions ---
The final RPS looks like this:
+-----------+------+-------+-----------+--------+
| Peach\Opp | Roll | Wait. | ASDI+Grab | Attack |
+-----------+------+-------+-----------+--------+
| Jab ..... | P* . | O ... | O ....... | P .... |
| Grab .... | P/O**| P ... | P ....... | P~ ... |
| Dsmash .. | P*** | O+ .. | P ....... | P .... |
| Wait .... | P .. | ~_~ . | O ....... | O .... |
| 2nd Nair .| P .. | Reset | P~ ...... | P~ ... |
+-----------+------+-------+-----------+--------+
*Peach needs to input the jab between being +1 and -1 on shield; if more than +1, she can delay to avoid hitting shield.
**Peach needs to be +4 exactly to land grab here
***Peach needs to be +2 or more
+Can survive most of the time if shield is big enough and with shield DI
~Some OoS options are technically fast enough, but are difficult and few people actually go for them. No attack options cover a grab after +4 advantage.
~_~ Stare into each other's soul
The opponent likes to roll or wait still. They can throw in ASDI down+grab against low frame positivity, jabs, or second Nair. They can also attack OoS, but that loses to all other options :/
Peach still likes to go for grab and dsmash, but she can do second Nair to cover all options except against the most competent opponents. Even against competent opponents, it's still a mixup. The thing is opponents need to go for poor options, which lose to the standard grab/dsmash mixup, in order to cover second Nair.
The year is 20XX and that doesn't only apply to Fox and Falco. Second Nair is mildly technical by spacies' standards; however, it is completely doable with practice. Furthermore, counteracting it requires a fair amount of skill or luck on the part of the opponent. This means it can cover ALL OF YOUR OPPONENT'S OPTIONS.
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