Peach's Shield Pressure
The point of this post is to explain the interactions between Peach at her opponent based on various frame advantaged shield pressure options. When Peach lands from an aerial performed out of float, she has considerably reduced landing lag compared to other characters. This allows her to achieve high frame advantage when she hits an opponent's shield, up to a 4 frame head start. For comparison, Falco's shorthop nair at your shield tends to be between -3 and -5 on shield. This massive frame advantage 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 precisely timed. You have entered an intense battle arena of Rock-Paper-Scissors and Yomi Layers.
The following table is meant to help you visualize timings and count frames to figure out what options work. The
h represents shieldhitlag. The
s means the opponent is in shieldstun.
P is the first frame Peach is actionable.
A is the first frame the opponent is actionable. Here is an example of how to use this. Say I want to dsmash Samus's shield after a +3 nair on shield. Will this work if Samus up-b's out of shield? I know Samus's up-b OoS becomes intangible on frame 2. Looking at the +3 row, I see my dsmash would start on frame 6 and come out on frame 10. Samus is actionable frame 9. If she up-b's OoS perfectly, she would become intangible on frame 10 which would avoid my dsmash. I cry.
Frame | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | ...
------+---+---+---+---+---+---+---+---+---+---+----+----+----
+4 .. | h | s | s | s | s | P | s | s | s | A | .. | .. | ...
+3 .. | h | s | s | s | s | s | P | s | s | A | .. | .. | ...
+2 .. | h | s | s | s | s | s | s | P | s | A | .. | .. | ...
+1 .. | h | s | s | s | s | s | s | s | P | A | .. | .. | ...
Here is another way to visualize the frames:
Frame | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
------+---+---+---+---+---+---+---+
+4 .. | P | s | s | s | A | ......
+3 .. | P | s | s | A | ...........
+2 .. | P | s | A | ..............
+1 .. | P | A | ...................
For each level of frame advantage, I created a matrix outlining which options "beat" what. One must always be careful when using the word "beat" since there are always numerous nuances and defensive options that could nullify an option under certain circumstances. There are also spacing requirements implicit in these charts. In the context of these matrices, "beat" should be interpreted solely in terms of timing. It is left up to you, the player, to understand the other unenumerable factors that go into these interactions.
A explanation should also be made for the last row of the charts labeled "non-commitment". This row is included to cover the option by Peach to either wait and delay an option or do something else like dash dance in front of the opponent's shield. Whoever wins in this scenario depends highly on the specific, variable time at which each player decides to commit to an option.
+4 Matrix
Peach\Opponent | Roll | Wait | ASDI Grab | Attack | Spot dodge | Jump
Jab |
P
| O | O |
P
|
P
|
P
Grab |
P
|
P
|
P
|
P
~ | O |
P
Dsmash |
P
| O* |
P
|
P
|
P
|
P
Non-commitment|
P
|O/P|O/P|O/P|
P
|O
~To beat grab, the attack must be active by frame 2 or intangible by frame 3.
*Opponent will win with proper shield DI and angling.
~_~ Stare into each other's souls
At this level of frame advantage, there is hardly a reason to do anything besides grab or dsmash. I cannot remember the last time I saw someone spot dodge against Peach's shield pressure, but some day that may start to happen. Because of that, I would bias my decisions toward always grabbing at this level of advantage until the opponent shows that they can beat that option.
In all honesty though, this matrix is unrealistic. It is hard for Peach to find a situation where she can set up a +4 FC aerial on shield. Her nair can theoretically be +4 on shield, but practically cannot because of weird ECB quirks. Bair can be +4, but jab and grab require turning around first effectively turning a +4 bair into a +3 (or worse) kind of FC aerial. Peach's fair is very easy to make +4 from many different float heights, but it is hard to make the opponent shield it instead of avoid it. Further, Peach prefers to use the lower hitboxes of fair to protect herself as she descends which will cause her FC fair to not be as frame advantaged. You can go for a +4 style fair though if you believe they would counter hit you.
Captain Falcon's spot dodge is actually very good against Peach's shield pressure. Even against a +4 aerial, his spot dodge will avoid grab and dsmash because of how he contorts his body into the z-axis. Further, his spot dodge intangibility lasts long enough to avoid all hits of dsmash. A buffered spot dodge will ASDI down a Jab attempt allowing him to escape that option too.
+3 Matrix
Peach\Opp|Roll|Wait|ASDI Grab|Attack|Spot dodge|Jump
Jab|
P
| O|O|
P
|
P
|
P
Grab|O|
P
|
P
|
P
~|O|
P
Dsmash|
P
|O*|
P
|
P
~|
P
|
P
Non-commitment|
P
|O/P|O/P|O/P|
P
|O
~To beat grab, the attack must be active by frame 3 or intangible by frame 4. To beat dsmash, the attack must be active by frame 1 or intangible by frame 2 (e.g. Samus or Bowser up-b's OoS).
*Opponent will win with proper shield DI and angling.
This matrix is very relevant since it applies to proper FC nair and bair turn around. Not much changes from the previous matrix except roll now beats grab and some attacks OoS now beat grab and dsmash. Many character's spot dodges are fast enough to avoid dsmash's first active frame but are too short to avoid the last active frames.
+2 Matrix
Peach\Opp|Roll|Wait|ASDI Grab|Attack|Spot dodge|Jump
Jab|
P
|O|O|
P
|
P
|
P
Grab|O|
P
|
P
|
P
~|O|
P
Dsmash|
P
|O*|
P
|
P
~|
P
|
P
Non-commitment|
P
|O/P|O/P|O/P|
P
|O
~To beat grab, the attack must be active by frame 4 or intangible by frame 5. To beat dsmash, the attack must be active by frame 2 or intangible by frame 3 (e.g. Samus or Bowser up-b's OoS).
*Opponent will win with proper shield DI and angling.
This matrix is relevant for standard Peach shield pressure with nair and bair where Peach fastfalls after shieldhitlag.
+1 Matrix
Peach\Opp|Roll|Wait|ASDI Grab|Attack|Spot dodge|Jump
Jab|
P
|O|O|
P
|
P
|
P
Grab|O|
P
|
P
|
P
~|O|
P
Dsmash|O|O*|
P
|
P
~|
P
|
P
^
Non-commitment|
P
|O/P|O/P|O/P|
P
|O
~To beat grab, the attack must be active by frame 5 or intangible by frame 6. To beat dsmash, the attack must be active by frame 3 or intangible by frame 4.
*Opponent will win with proper shield DI and angling.
^Characters with 3 frame jumpsquats can avoid dsmash except at very close spacings.
+0 Matrix
Peach\Opp|Roll|Wait|ASDI Grab|Attack|Spot dodge|Jump
Jab|
P
|O|O|
P
|O|
P
Grab|O|
P
|
P
/O|
P
~|O|O**
Dsmash|O|O*|
P
|
P
~|
P
|
P
^
Non-commitment|
P
|O/P|O/P|O/P|
P
|O
~To beat grab, the attack must be active by frame 6 or intangible by frame 7. To beat dsmash, the attack must be active by frame 4 or intangible by frame 5.
*Opponent will win with proper shield DI and angling.
^Characters with 4 frame jumpsquats can avoid dsmash except at very close spacings.
Whoever wins the grab depends on port priority.
**Some jumps can avoid grab depending on how fast the character's jumpsquat is, how small they are, and spacing (*cough cough* Fox).
When doing ground height float FC nairs or bairs and fastfalling after hitlag, sometimes you get this frame advantage instead of +2. I think this happens because Peach oscillates up and down slightly in float changing her landing time. At this frame advantage, moves OoS like Marth's up-b, and Falco's shine will beat grab. The biggest benefit of aiming for +3 or +4 aerials is getting leniency on your options or preventing certain options from certain characters. This brings me to another point...
Proper FC aerials/Critique of Armada's Shield Pressure:
Top Peach players, not only Armada, do not do perfect shield pressure with their FC aerials. They always float to the opponent's shield, aerial, and then fast fall
after hitlag. This method effectively loses them 1 to 3 frames of frame advantage. Their aerials are at best +2 on shield. The worst effect of this is that roll becomes a much better option for opponents to use.
To achieve maximally advantaged FC aerials, it is necessary to fast fall before the aerial connects. You need to let go of float as you are doing the aerial. You can let go of float and input the aerial on the same frame and still FC it, or let go right after the aerial. Soon after doing the aerial (ideally 1 frame after), input fast fall. Doing this with bair is fairly easy. In fact, it is possible to fall too quickly and land before the hitbox comes out. Doing this with nair is a bit harder. I recommend rolling your thumb from the X/Y button to the A button. Then, you have a 2 frame window input fast fall, either input it on the first frame of nair or the second. If you stay in float too long, it will eat you fast fall input.
There is a trade-off associated with trying to achieve maximally frame advantaged aerials on shield. It means forfeiting active frames on the aerial. When you are floating at someone with a bair and fast falling after hitlag, the hitbox stays out longer and higher up so it is more likely to beat or trade with something the opponent tries to do. If you do a bair that will be +4 on shield, it will only be active for 1 frame and only active very close to the ground. A +3 nair is similar. In the case of fair, achieving a +4 advantage means falling early with the fair in a way that it does not protect you as you are coming down. If the opponent chooses to attack you as you are falling, they will most likely stuff your fair. Situational awareness and paying attention to your opponent's habits are paramount for deciding what kind of aerials to use.
Practicing Proper FC aerials on shield:
The 20XX Training Hack Pack provides an easy way to tell how frame positive your FC aerials are using the Frame Counter. Set the frame counter to count frames of floating aerials. Note that the game considers a regular jump aerial different from an aerial done from float. When you are setting up the frame counter, make sure you count float aerials, and it does not matter if you fall from float while you are setting it up.
Once you have the aerials set up to be counted, try doing them on an opponent's shield. For nair, you want the frame counter to read as close to 4 as possible. A readout of 4 means you did a +3 nair which is the best you can get. A readout of 5 means it was +2, 6 means +1, etc. The formula is
7-[readout]=[frame advantage]. For bair, you want it to read as close to 6 as possible. A readout of 6 means you did a +4 bair which is the best you can get. A readout of 7 means it was +3, 8 means +2, etc. The formula is
10-[readout]=[frame advantage].
FC fair is a little more complicated. To get the best frame advantage, you can hit with either
frame 16 or
frame 17 of fair. It is more or less impossible to hit with later frames of fair and still get good frame advantage. To a trained eye, it is very obvious to distinguish between hitting with frame 16 and hitting with frame 17. If you hit with frame 16, you want the frame count readout to read as close to 16 as possible. The formula is
20-[readout]=[frame advantage]. If you hit with frame 17, you want the readout to read as close to 17 as possible. The formula is
21-[readout]=[frame advantage].
Another important thing to consider when practicing shield pressure is that you are acting as soon as possible after landing. I suggest counting frames for this. The landing animation from an FC aerial is the same as for an empty jump. It has 4 frames of inactionable lag although the animation is 30 frames long (IASA 5). Set up the frame counter to count
Landing animation frames. If you are acting as soon as possible out of
Landing, the counter should read 3 (since the
Landing animations counts from 0).