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The NEW Peach Guide + New Noob Guide

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
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3DS FC
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THE NEW PEACH GUIDE

INTRODUCTION
Welcome to the new Peach guide! The purpose of this guide is to provide a definitive and constantly up-to-date resource documenting every aspect of the Peach character in Super Smash Bros Brawl. This guide will cover all of her basic information and statistics, along with in-depth strategies and numbers - all within the context of competitive Smash. We in the Peach Back Room hope you enjoy and put the material below to good use!

TABLE OF CONTENTS

  1. Intro to Peach
  2. The Noob Guide
  3. Physics and Stats
  4. Moveset
  5. Advanced Techniques
  6. Chaingrabs
  7. Vegetables In-Depth
  8. Match-Ups
  9. Stages
  10. Melee Peach vs Brawl Peach Comparison
  11. Credits
INTRO TO PEACH
"If you don't wanna work that hard, this is not the character for you."
- Dark.Pch
Despite her initial appearance, and contrary to popular belief, Peach is a very decent character in Brawl. Peach is known for her unique float ability, effective and combo-heavy air game, safe shield pressuring capabilities, breakneck close quarters options, and random game-breaking death turnips and items. Negatively, Peach is known for her incredibly weak kill options, her light weight, and her steep learning curve.

Peach only wins in the hands of a player strictly disciplined to play on precision alone. Exact spacing, adaptive pressure, and patience are absolute requirements when playing Peach. After the first 40%, Peach's freebies are gone - the player is now required to keep a lightweight alive, and to kill without kill moves. Make it work.

Strengths

  • Float
  • Projectile item
  • Attacks safe on block
  • Random chance to pull a Bomb-omb, Beam Sword, Mr. Saturn or Stitchface
  • Lengthy horizontal recovery
  • Large variety of combos
  • Chaingrab on about half of cast
Weaknesses

  • Lack of easily-landed powerful kill moves
  • Lightweight
  • Poor vertical recovery
  • Very slow fall speed
  • Slow dash speed
Current Tier List Position

S: Meta Knight
A: Diddy Kong, Snake, Falco
B: Marth, Wario, Ice Climbers, Olimar, Pikachu
C: Lucario, King Dedede, Zero Suit Samus, Mr. Game & Watch, Toon Link
D: Fox, Wolf, Peach
E: Donkey Kong, Kirby, R.O.B., Pit, Sonic
F: Ike, Sheik/Zelda, Luigi, Sheik, Ness, Yoshi, Pokémon Trainer
G: Lucas, Mario, Bowser, Samus, Captain Falcon
H: Link, Jigglypuff, Zelda, Ganondorf

See: Official BBR Tier List v6

The Noob Guide
[COLLAPSE=The Noob Guide]Welcome to the Noob’s Guide to Peach! This segment of the guide will be a more thorough tour for anyone new to playing Peach. We'll cover what Peach can do, what her best attacks are, how to kill and survive, and answer frequently asked questions. Go ahead and slide your cursor over to Peach on the roster and let’s begin.

If you are extremely new, not just to Peach but to Brawl as well, I also recommend this guide to explain some of the terminology used below.

"What can this ***** do?"

This character is capable stuff like this:

One of Peach’s best features, and honestly her saving grace, is the fact she floats after you jump. She suspends in the air for about three seconds, during which she can attack and move backwards and forwards. She is the only character in the entire game that can do this. It confuses the **** out of people, so use it often, and use it wisely.

Basic procedure is to float at head-height, and combo dair into another dair, and then even another dair. This does about 50%. At higher levels, this combo is very escapable, but the basics of the combo lend themselves unto other more advanced strings. More experienced Peach players commonly float dair into an uair and then an utilt, a 40% combo which is almost impossible to escape.

Peach can also float on the floor by holding the jump button while pressing down on the control stick. This gives Peach the unique ability to bring her aerials to the ground, and most importantly allows her to cancel her moves as quickly as she throws them out. This subtle but devastating benefit is what allows Peach to even consider playing with the big boys. It makes her fast, it makes her impenetrable if played perfectly, and if used at top levels, gives her the power to do a 70% inescapable death combo.

So that’s what Peach can do, but we won’t be learning that all now. Right now if there was any single advice you could be given as a new Peach player it’s this: learn to control Peach. This includes:

  • Understanding how to float at different levels and on the ground
  • When to cancel her aerials so as to have no lag (out of float and jumps)
  • Learning how to glidetoss and her other basic ATs
A good player knows how to control their character. Simple, but often forgotten.

"What are Peach's good moves?"

Peach has been described as a jack-of-all-trades. Her moveset is varied enough to combat most of the cast evenly as long as some creativity is employed, but here are her widely considered “good” moves:

Dair
Insanely intimidating, this move is broken at early levels of play. Dair, both out of a float and a shorthop, combos into uair and then utilt, as well as everything. Spam the **** out of dair, and tap dance your way to victory.

Basic Dair combos:
Dair > Fair
Dair > Nair
Dair > Uair
Dair > Bair
Dair > Ftilt
Dair > Fsmash
Dair > Usmash
Dair > Dair > Dair
Dair > Uair > Uair
Dair > Uair > Utilt
Dair > Uair > Usmash
Dair > Falling Dair > Usmash/Utilt/Up B

There are numerous strings outside of these, and you are encouraged to make-up your own. Once your opponents start escaping these combos, learn to read their DI and punish them even further!

Fair
Fair is considered by some as Peach's best move. It has huge range, kills, and combos, but more than any of her moves, control and spacing of Peach’s fair is crucial. You're going to want to throw out fair and land at the correct time to autocancel it - removing all the lag you would otherwise be punished for suffering. You can do this from a shorthop, from float, or even on the edge. In this video example, note the difference in speed when the player autocancels fair properly.

Fair’s other benefit is its safety even when shielded. If you fair someone’s shield, and you autocancel it correctly, you can launch a jab before they can do anything. Few characters have little to combat this, making this really really broken, even at higher levels.

Turnips
As are most projectiles, turnips are very very good. The obvious strategy is to just run away and throw turnips all day, and this works fairly well. Pull and throw as many as you can! Besides the camping advantage, you also have a small chance of pulling a bomb, a super strong turnip, a light saber, and a Mr. Saturn item. So it’s a good idea to maximize your chances by pulling as many as you can.

Getting into higher levels, turnips begin to be one of Peach’s most important tools. Glidetossing her turnips (by rolling and instantly throwing) moves Peach much faster than before, and allows her to combo into grabs and other moves.

Jab
This is Peach’s fastest move, and it will come in very handy whenever you and your opponent are up close. Mash jab whenever you’re scared, and 8 out of 10 times, Peach will be faster than the opponent. Combine with grab, and Peach has a fierce close-quarters game. Combine with stronger punishes like dair, fair, or dsmash and Peach is terrifying. This is one of her strongest aspects. Use it!

Nair
One of her fastest moves, it’s one of her best out-of-shield moves, and her go-to combo breaker. If your shield is ever touched, just jump and nair immediately. It’s almost a universal answer. If you’re ever being comboed, just mash the A button and it will more than likely break you out. The move kills well too, making it very scary to touch Peach at high percents.

Bair
Bair is really fast, really big, does a lot of damage, and even kills. The big test with bair is how well you space it. It will be the introduction to a lot of the deeper aspects of Brawl, including general spacing and zoning, proper-autocanceling into other moves (such as dsmash and grab), retreating so as not to get grabbed when shielded, and landing behind people so as not to get punished. When mastered, bair is lauded as one of her best moves by Peach players.

"What are important ATs?"

By far, Peach's most important advanced technique is the glidetoss. Peach is very much a slow dainty character, but glidetossing allows here to move quickly away or toward the opponent. There are five types of glidetosses: forward, backward, reverse, upward, and downward. To glidetoss, cancel the start of a roll with an item throw.

Concerning certain characters, Peach's downthrow chaingrab is also an essential AT to know. It is a free 30% on Falco, Meta Knight, Fox, Snake, King Dedede, and several others. For more in-depth info, check the chaingrab section of the guide below.

Those are the only "necessary" ATs Peach players should know. The AT section of the guide below explains a dozen more advanced techniques. While none of them are needed to succeed, they give you that many more options when mastered.

Tutorial: http://www.youtube.com/watch?v=FBWef-vV8cY

"How do you kill with Peach?"

These are Peach’s earliest killing attacks and were tested on Mario from the center of FD without DI.

  • Bomb-omb 36%
  • Usmash (sweet) 80%
  • Usmash 93%
  • Fsmash Racket (sweet) 105%
  • Beam Sword (thrown) 118%
  • Fair 133%
  • Fsmash Pan 135%
  • Ftilt (sweet) 139%
  • Fsmash Club 140%
  • Bair 150%
  • Beam Sword (fsmash) 150%
  • Nair 151%
  • Utilt 158%
  • Uair 161%
  • Dtilt 174%
Usmash kills very early, but the hit is very small and difficult to land. If you ever get the opportunity to land it, be it the opponent is on a platform, or is trying to land near or on top of you, an early usmash might win you the game!

Fair is the easiest kill though, since it’s strong, safe, and very easy to hit with. But since it will be used so often, it might be weak by the time the opponent is at 150%, making killing with Peach very frustrating. One answer is to save it. Instead of using fair all match, use more turnips, jabs, and other aerials. When you land a grab, be sure to pummel them once or twice, as this will restore fair. If saved well, fair can kill fairly reasonably.

Fsmash is her other favorite option. Alongside fair, fsmash is her biggest attack, but with a random mechanic that might screw you over a few times. The tennis racket is very weak unless the very tip hits, so it might be in your best interest to cycle it out when you’re not busy fighting the opponent.

Outside of outright knocking-out your opponent Peach is decent at gimping characters trying to recover to the stage. Usually, Peach players float off stage to attack with an aerial or turnip, being careful to save and use their second jump to get back on stage safely. Floating next to a ledge is a fantastic way to gimp an opponent. Upon releasing float, Peach is instantaneously grabbing the ledge, immediately gimping all tether recoveries, and making it very difficult for a lot of the cast to grab the ledge.

Turnips are also very important gimping tools. Throwing them at recovering opponents forces them to alter their trajectory, making them easier to predict. In this video example against Marth, you can block his up-b with a turnip and hog the ledge.

Keep in mind that the opponents weight, directional influence, and damage percent, along with stage position and especially move decay, all play a part when KOing the opponent. Uair usually kills much earlier than listed, since it is used higher in the air. A sweet spotted fsmash racket can kill at 60% near the edge of the stage. Fair, while almost universally considered her best KO move, will likely be very stale by high percents.

"How do you DI with Peach?"

To DI correctly with Peach, in general, the procedure is:

[All while aiming toward the upper corners from the instant you are hit.]
GET HIT -> Uair (fastfall'd) -> Double Jump

Check out Swordgard's DI and Survival Guide for more info.

"How do you recover with Peach?"

Peach's recovery consists of five separate elements.

  • Second Jump
  • Float
  • Peach Bomber
  • Toad
  • Parasol
The major flaw with this collection is that none of these moves have exceptional vertical distance. Horizontal distance is covered wholesomely between float, Peach Bomber, and Parasol. Second jump is usually delegated to momentum canceling, but it can give a bit of horizontal movement (it provides near non-existent height). Peach Bomber launches Peach an excellent distance to the side and also sweet-spots the edge. Toad is used as a one-time air stall, also providing a miniature hop. Parasol is the main recovery tool, providing normally very adequate vertical reach. It sweet spots from a very far distance, and it contains a hitbox on the tip which knocks off ledge-hogging enemies allowing Peach to grab a hold (though opponents can dodge it with properly timed ledge invincibility). The Parasol can still grab the ledge backwards if it is pressed downward to close.

Note: Parasol suffers a landing penalty if Peach ever closes the parasol - it is not removed if reopened. Also known as RCO lag or the third jump glitch, the penalty is added frames of lag whenever next touching ground. Exactly 15 extra frames from a soft landing, 30 from a hard landing.

Common Mistakes

Giving up early.
Peach has been described as difficult by players, but Illmatic seems to have worded it best.
There are soo many common mistakes you can run into when playing as Peach. First of all she's a draining character, she requires alot of patience, practice, and technicality to really understand her. You can be playing superb one day and the next lose to a random. One common mistake in my opinion would be thinking a matchup is near impossible - or giving up on the character too soon. You have to realize (like stated before) she's different from all the rest and requires a certain mindset to play.
Glidetossing forward into shield.
Hitting with a glidetoss is always rewarding, but hitting a shield with a glidetoss is going to be punished easily by a shield grab, or an even worse out-of-shield attack. Think MK dsmash. A Peach with a turnip is obviously going to glidetoss, so be cautious and don't approach recklessly.

Using dair too much.
Dair is a pretty fantastic move, but spamming it too much, or using it in incorrect situations is going to get you swatted away repeatedly. Don't always float in with a dair, opponents can just move away and punish. It has poor horizontal range and starts-up relatively slowly. Spacing with other moves like bair and nair usually gets the job done if you're falling into that pattern.

Using fair too much, making it stale and weak for killing.
Spamming fair throughout a match is going to make it weak around killing time. To circumvent this, realize you don't have to abuse fair as much and replace your fair usage with more bair, nair, ftilt, dtilt, jabs, grabs, and turnips. Even a single grab with a few pummels restores fair up by three out nine slots. Try to save fair for when it is really important.

Abusing Peach Bomber.
Peach Bomber can seem like a spontaneous and powerful approach, but the truth is the move can be punished severely if missed. Especially if the opponent merely shields. Be very cautious and sparing when using this move.

Being predictable and falling into patterns.
Good opponents expect certain things from a Peach. They expect fair followed by jabs, turnip pulls, dair coming down, and notoriously approaching with floating dairs. Good opponents will also predict and punish these common tactics with ease. Thankfully, Peach is capable of multiple mix-ups to bring spontaneity and unpredictability to your game. Instead of jabbing after fair, try grabbing. Instead of pulling a turnip, ftilt. Instead of approaching with dair, approach with bair. Watch videos, but most importantly try to think outside the box.[/COLLAPSE]PHYSICS AND STATS
[COLLAPSE=Weight, Air Speed, Spotdodge Data, Etc.]Fitting for a princess, Peach is a light and floaty character. Unfortunately, this limits her basic movement options, but thanks to floating and advanced techniques such as glidetossing, Peach is kept from being a completly slowed character.

Peach cannot wall jump.
Peach cannot wall cling.
Peach cannot crawl.

Weight
Peach is 26th on the weight list and is the 10th lightest character below Toon Link and above Marth.
[Collapse=Weight List]1. Bowser (120)
2. Donkey Kong (116)
3. Snake (113)
4. King Dedede (112)
5. Charizard (110)
6. Ganondorf (109)
7. Samus (108)
8. Wario (107)
8. Yoshi (107)
10. R.O.B. (106)
11. Ike (105)
12. Captain Falcon (104)
12. Link (104)
14. Wolf (102)
15. Ivysaur (100)
15. Lucario (100)
17. Mario (98)
18. Luigi (97)
19. Sonic (95)
20. Lucas (94)
20. Ness (94)
20. Pit (94)
23. Diddy Kong (93)
24. Ice Climbers (92)
24. Toon Link (92)
26. Peach (90)
27. Marth (87)
28. Sheik (85)
28. Zelda (85)
30. Falco (82)
30. Olimar (82)
32. Zero Suit Samus (81)
33. Fox (80)
34. Meta Knight (79)
34. Pikachu (79)
36. Kirby (78)
37. Mr. Game & Watch (75)
37. Squirtle (75)
39. Jigglypuff (68)[/Collapse]
Air Speed
Peach is 24th on the air speed list and is one of the 9th slowest characters below Pikachu and above Ganondorf.
[COLLAPSE=Air Speed List]1. Yoshi (1.32)
2. Jigglypuff (1.27)
3. Wario (1.22)
3. Wolf (1.22)
5. Captain Falcon (1.18)
6. Sonic (1.11)
7. Donkey Kong (1.08)
7. Mr. Game & Watch (1.08)
7. Squirtle (1.08)
10. Lucas (1.05)
11. Bowser (1.03)
11. Marth (1.03)
11. Zero Suit Samus (1.03)
14. Charizard (0.99)
14. Lucario (0.99)
14. Samus (0.99)
14. Zelda (0.99)
18. Ness (0.96)
19. Mario (0.94)
19. Snake (0.94)
19. Toon Link (0.94)
22. Ike (0.92)
23. Pikachu (0.91)
24. Falco (0.89)
24. Fox (0.89)
24. Peach (0.89)
24. Pit (0.89)
24. R.O.B. (0.89)
29. Ganondorf (0.85)
29. Kirby (0.85)
29. Sheik (0.85)
32. Diddy Kong (0.83)
33. Olimar (0.82)
34. Link (0.81)
35. Ice Climbers (0.77)
36. Ivysaur (0.75)
36. Meta Knight (0.75)
38. Luigi (0.73)
39. King Dedede (0.66)[/COLLAPSE]
Fall Speed
Peach is 38th on the fall speed list and is the 2nd slowest faller below Samus and above Jigglypuff.
[COLLAPSE=Fall Speed List]1. King Dedede (2.73)
2. Link (2.67)
3. Captain Falcon (2.57)
4. Fox (2.56)
5. Snake (2.42)
6. Falco (2.39)
7. Pikachu (2.38)
8. Ganondorf (2.31)
8. Ike (2.31)
10. Donkey Kong (2.21)
10. Sheik (2.21)
12. Marth (2.10)
12. Squirtle (2.10)
14. Diddy Kong (2.00)
14. Sonic (2.00)
14. Zero Suit Samus (2.00)
17. Pit (1.99)
18. Wario (1.96)
19. Bowser (1.95)
19. Meta Knight (1.95)
21. Lucas (1.92)
22. Kirby (1.90)
22. Toon Link (1.90)
22. Wolf (1.90)
25. Charizard (1.89)
25. Ivysaur (1.89)
27. Ness (1.83)
28. Olimar (1.82)
29. Yoshi (1.81)
30. Mario (1.79)
31. Mr. Game & Watch (1.74)
32. Luigi (1.71)
33. Ice Climbers (1.68)
33. Lucario (1.68)
33. R.O.B. (1.68)
36. Zelda (1.58)
37. Samus (1.50)
38. Peach (1.47)
39. Jigglypuff (1.37)[/COLLAPSE]
Walk Speed
Peach is 29th on the walk speed list and is one of the 7th slowest walkers below Ike and above Captain Falcon.
[COLLAPSE=Walk Speed List]1. Marth (1.5)
2. Fox (1.45)
3. Sonic (1.40)
4. Zero Suit Samus (1.33)
5. Sheik (1.30)
5. Wolf (1.30)
7. Falco (1.28)
8. Diddy Kong (1.25)
9. Pikachu (1.24)
10. Meta Knight (1.22)
10. Toon Link (1.22)
12. Donkey Kong (1.20)
12. Link (1.20)
12. Squirtle (1.20)
15. Pit (1.18)
16. Yoshi (1.15)
17. Mario (1.10)
17. Mr. Game & Watch (1.10)
17. R.O.B. (1.10)
20. Luigi (1.08)
21. Ivysaur (1.05)
21. Samus (1.05)
23. Lucario (1.00)
24. Ice Climbers (0.96)
25. King Dedede (0.95)
25. Kirby (0.95)
27. Olimar (0.90)
28. Ike (0.88)
29. Ness (0.86)
29. Peach (0.86)
31. Captain Falcon (0.85)
31. Wario (0.85)
33. Snake (0.84)
34. Lucas (0.82)
35. Bowser (0.80)
35. Zelda (0.80)
37. Ganondorf (0.73)
38. Charizard (0.70)
38. Jigglypuff (0.70)[/COLLAPSE]
Running Speed
Peach is 31st on the running speed list and is one of the 6th slowest runners below Squirtle and above Luigi.
[Collapse=Running Speed List]1. Sonic (3.50)
2. Captain Falcon (2.18)
3. Fox (2.08)
4. Zero Suit Samus (1.93)
5. Sheik (1.92)
6. Meta Knight (1.85)
7. Charizard (1.80)
8. Pikachu (1.76)
9. Diddy Kong (1.72)
10. Marth (1.70)
11. Yoshi (1.68)
12. Toon Link (1.65)
13. Donkey Kong (1.62)
14. Pit (1.58)
15. Mr. Game & Watch (1.55)
16. Bowser (1.53)
17. Ivysaur (1.50)
17. Lucas (1.50)
17. Mario (1.50)
17. R.O.B. (1.50)
21. Samus (1.45)
22. Falco (1.43)
23. Lucario (1.41)
24. Olimar (1.40)
24. Wolf (1.40)
26. Ice Climbers (1.39)
26. Ness (1.39)
28. Ike (1.37)
28. Kirby (1.37)
28. Squirtle (1.37)
31. Peach (1.35)
31. Snake (1.35)
31. Wario (1.35)
34. Luigi (1.34)
35. Link (1.33)
36. King Dedede (1.22)
36. Zelda (1.22)
38. Ganondorf (1.16)
39. Jigglypuff (1.10)[/Collapse]
Spot Dodge
Peach has an average spotdodge.
[Collapse=Spot Dodge List]2-20 / 22 Link
2-20 / 22 Pikachu
2-20 / 22 Falco
2-20 / 22 Yoshi
2-20 / 22 Toon Link
2-20 / 24 Marth

2-20 / 25 Mario
2-20 / 25 Samus
2-20 / 25 Zero Suit Samus
2-20 / 25 Kirby
2-20 / 25 Fox
2-20 / 25 Game & Watch
2-20 / 25 Luigi
2-20 / 25 Diddy
2-20 / 25 Zelda
2-20 / 25 Sheik
2-20 / 25 Pit
2-20 / 25 Metaknight
2-20 / 25 Squirtle
2-20 / 25 Ivysaur
2-20 / 25 Charizard
2-20 / 25 Ike
2-20 / 25 Snake
2-20 / 25 Peach
2-20 / 25 Ganondorf
2-20 / 25 Ice Climbers
2-20 / 25 Wolf
2-20 / 25 Lucario
2-20 / 25 Ness
2-20 / 25 Sonic
2-20 / 25 Wario
2-20 / 25 R.O.B
2-20 / 25 Captain Falcon
2-20 / 25 Lucas

3-20 / 25 Olimar
3-16 / 25 Jigglypuff
2-20 / 27 King Dedede
2-23 / 30 Donkey Kong
3-24 / 32 Bowser[/Collapse]
Forward Roll
Peach has an above average forward roll.
[Collapse=Forward Roll List]5-12 / 23 Metaknight
4-19 / 27 Lucario
4-17 / 27 Pit
4-15 / 27 Zero Suit Samus
4-19 / 29 Diddy
4-19 / 29 Squirtle

4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Peach
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Captain Falcon
4-19 / 31 Lucas

3-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 Ivysaur
4-19 / 32 King Dedede
4-19 / 32 Olimar

4-19 / 33 Ike
4-21 / 34 R.O.B
4-19 / 34 Yoshi
4-19 / 35 Charizard
4-19 / 35 Marth
4-19 / 35 G&W
4-17 / 35 Snake

4-21 / 37 Wario
4-19 / 37 Link
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/Collapse]
Back Roll
Peach has an above average back roll, though it starts one frame later then most.
[Collapse=Back Roll List]4-19 / 27 Lucario
4-19 / 29 Diddy
4-19 / 29 Squirtle

4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Lucas
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Captain Falcon
5-20 / 31 Peach

4-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 King Dedede
4-19 / 32 Ivysaur
4-19 / 32 Olimar
4-17 / 32 Pit

4-19 / 33 Snake
4-12 / 33 Metaknight
4-21 / 34 R.O.B
4-23 / 35 Marth
4-19 / 35 G&W
4-19 / 36 Charizard

4-21 / 37 Wario
4-19 / 37 Ike
4-19 / 37 Link
4-19 / 37 Zero Suit Samus
4-19 / 37 Yoshi
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/Collapse]
Airdodge
Peach has the worst airdodge in the cast. It is missing about ten invincible frames during the end half.
[Collapse=Back Roll List]3-29 / 39 Metaknight
4-29 / 39 Zero Suit Samus
4-29 / 39 Diddy
4-29 / 39 Pit
4-29 / 39 Squirtle
4-29 / 39 Ivysaur
4-29 / 39 Charizard
4-29 / 39 Ike
4-29 / 39 Snake
4-29 / 39 King Dedede
4-29 / 39 Lucario
4-29 / 39 Wario
4-29 / 39 R.O.B
4-29 / 39 Olimar

4-29 / 48 Ice Climbers
4-29 / 48 Ness
4-29 / 48 Sonic
4-29 / 48 Lucas

4-30 / 49 Bowser
4-29 / 49 Mario
4-29 / 49 Donkey Kong
4-29 / 49 Link
4-29 / 49 Samus
4-29 / 49 Kirby
4-29 / 49 Fox
4-29 / 49 Pikachu
4-29 / 49 G&W
4-29 / 49 Luigi
4-29 / 49 Zelda
4-29 / 49 Sheik
4-29 / 49 Falco
4-29 / 49 Yoshi
4-29 / 49 Ganondorf
4-29 / 49 Wolf
4-29 / 49 Toon Link
4-29 / 49 Captain Falcon
4-29 / 49 Jigglypuff

5-30 / 49 Marth
4-19 / 49 Peach[/Collapse][/COLLAPSE]MOVESET

Standard Moves
[COLLAPSE=Jab, Dash Attack, Ftilt, Utilt, Dtilt]
Jab (First Hit) ~Royal Slap~


Damage: 3%
KO at: N/A
Knockback: | Speed: ★★★★★| Range: ★★
Hitboxes: 4 from frames 2-3 (1 hit) | Sweet Spot: No
Special Properties: Set knockback
Description: Peach slaps the opponent very quickly.

Frame Data
Start-up: 1 | Active: 2-3 (2) | Cooldown: 4-19 (16) | Duration: 19
Shield Stun: 1 | Shield Advantage: -16 | Shield Drop Advantage: -9
Jab 1 can be canceled into second jab: 8-30

Summary
Widely considered one of the best jabs in the game, Peach's two frame jab is her fastest and safest move. Very versatile with its speed, jab can be used as an instant interrupt against moves like Snake's ftilt, comboed into other moves such ftilt, dsmash, and grab, and used to cover landings after aerials - making Peach near unpunishable. When in doubt: jab.
Jab (Second Hit) ~Double Royal Slap~


Damage: 3%
KO at: 436% [Sideways]
Knockback: | Speed: ★★★★★| Range: ★★★★★
Hitboxes: 4 from frames 2-3 (1 hit)| Sweet Spot: No
Special Properties: None
Description: After the first slap, Peach slaps with the other hand very quickly.
Frame Data
[Solo] Start-up: 1 | Active: 2-3 (2) | Cooldown: 4-22 (19) | Duration: 22
[+Jab 1] Start-up: 1-8 (8) | Active: 9-10 (2) | Cooldown: 11-29 (19) | Duration: 29
Shield Stun: 1 | Shield Advantage: -19 | Shield Drop Advantage: -12
Summary
Peach's follow-up jab combines the speed of her first jab with the added range of the golf club fsmash! Unfortunately though, the second jab is punishable by a number of characters out-of-shield options. For utmost safety, players are recommended to cancel the first jab into defensive maneuvers instead.
Dash Attack (First Hit) ~Lady Push~


Damage: 4%
KO at: 720% [Sideways]
Knockback: | Speed: ★★★ | Range: ★★★
Hitboxes: 3 from frames 6-9 (1st hit)| Sweet Spot: No
Special Properties: None
Description: Peach extends her arms and lunges forward upon hearing good or shocking news.

Frame Data
Start-up: 1-5 (5) | Active: 6-9 (4), 17-19 (3) | Cooldown: 20-37 (17) | Duration: 37
Shield Stun: 1 | Shield Advantage: -19 | Shield Drop Advantage: -12

Summary
Quick and ranged, dash attack is one of Peach's more accessible punishing moves. The lunge forward mixed with the disjointed range of the second hit allows Peach to answer landings and punish generally "safe" moves - notably Meta Knight's Tornado. Like most dash attacks though, the move is susceptible to shield grabs.

Combos
Dsmash -> sends them behind you
Dash attack -> first hit catches them as they bounce on the ground
Running up smash -> catches them as the invincibility from their get-up animation wears off
Dash Attack (Second Hit) ~Double Lady Push~


Damage: 4%
KO at: 235% [Upwards]
Knockback: | Speed: ★★★★ | Range: ★★★★
Hitboxes: 3 from frames 17-19 (2nd hit) | Sweet Spot: No
Special Properties: When opponent is at high % the second hit is harder to connect, since the first hit sends them out of range. After opponent is above 220%, only the first hit will connect if the attack is attempted at short range.
Description: Peach extends her arms and lunges forward. Attack happens just after the first hit ends.

*Frame data, summary and combos above*
Front Tilt ~Can-Can Kick~




Damage: 13%, 11%, 10%, 6%
KO at: 139%, 166%, 182% [Upwards]
Knockback: ★★★★ | Speed: ★★★★ | Range: ★★★★
Hitboxes: 3 from frames 6-8, then another 3 from frames 9-16 (1 hit) | Sweet Spot: Close Range
Special Properties: None
Description: Peach stretches backwards and throws a 90˚ angled kick.

Frame Data
Start-up: 1-5 (5) | Active: 6-16 (11) | Cooldown: 17-36 (20) | Duration: 36
Shield Stun: 4 | Shield Advantage: -26 | Shield Drop Advantage: -19

Summary
Offering fast and powerful range, ftilt is Peach's best tilt in terms of versatility. The move spaces with its sheer speed, lasting multiple hitboxes, and disjointed range, kills well vertically, and comboes to set-up juggles. It's major flaw is its significant cooldown - making it very rewarding on hit, but very punishable on miss. Careful when flashing.
Up Tilt ~Heart Bash~


Damage: 13%
KO at: 158% [Upwards]
Knockback: ★★★ | Speed: ★★★ | Range: ★★★★★
Hitboxes: 2 from frames 10-14 (1 hit) | Sweet Spot: No
Special Properties: None
Description: Peach raises both arms and unleashes a big heart-like magic.

Frame Data
Start-up: 1-9 (9) | Active: 10-14 (5) | Cooldown: 15-37 (23) | Duration: 37
Shield Stun: 4 | Shield Advantage: -23 | Shield Drop Advantage: -16

Summary
One of the larger single hitboxes in the game, Peach's utilt plainly beats every character's dair. Extremely powerful in combination with platforms, the massive disjointed range halts almost everything dropping from above - including projectiles. Its startup and cooldown stop it from being incredibly versatile, but it excels in its one purpose: hitting things above Peach.

Combos
Dair > Uair > FF > Utilt - You can add an extra Dair depending on the opponent's weight.
FF Dair > Utilt
Ftilt > Utilt
Dtilt > Utilt (low percents)
Fsmash (Pan) > Utilt
Down Tilt ~Elegant Sweep~


Damage: 10%
KO at: 174% [Upwards]
Knockback: ★★★ | Speed: ★★★ | Range: ★★★★★
Hitboxes: 4 from frames 12-13 (1 hit) | Sweet Spot: No
Special Properties: Meteors when opponents are really close to Peach's body when the attack connects. When used frequently Peach moves forward at a slow speed. Peach also retreats when you use down tilt and another move.
Description: Peach crouches, leans forward a little bit and throws a low angled slap.

Frame Data
Start-up: 1-11 (11) | Active: 12-13 (2) | Cooldown: 14-27 (14) | Duration: 27
Shield Stun: 3 | Shield Advantage: -13 | Shield Drop Advantage: -6

Summary
Ranged and virtually lagless, dtilt offers a variety of niche uses. With as much range as the golf club fsmash, dtilt is lauded as an excellent spacing move - its purely vertical trajectory only complimenting it. The end of the move has interrupt-as-soon-as frames, which allows Peach to cancel the ending lag into any action (turnip pull, pivot, jump) while sliding backwards. Dtilt is also Peach's only meteor smash, and the third strongest grounded meteor in the game.

Advanced Techniques
Dtilt Cancel Glide

Combos
Dtilt > Utilt (low percents)
Dtilt > Nair
Dtilt > Fair
Jab > Dtilt
Dtilt > Fsmash​
[/COLLAPSE]Smash Attacks
[COLLAPSE=Fsmash, Usmash, Dsmash]
Front Smash (Golf Club) ~Peach Swing~




Damage: 15% Uncharged, 21% Charged
KO at: 140% Uncharged, 93% Charged [Sideways]
Knockback: ★★★★ | Speed: ★★★ | Range: ★★★★★
Hitboxes: 4 from frames 15-19, 1 from Frame 16-19 (1 hit) | Sweet Spot: No
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Golf Club and swings it forward.

Frame Data
Start-up: 1-14 (14) | Active: 15-19 (5) | Cooldown: 20-40 (21) | Duration: 40
Shield Stun: 5 | Shield Advantage: -21 | Shield Drop Advantage: -14
Charge Release: 5

Summary
Possibly the best weapon out of the fsmash line-up, the golf club is Peach's most ranged move. Compared to the both the racket and pan, the club never needs a sweet spot and is easiest to work with due to its superior range. Although its hampered by fsmash's random mechanic, this can be helped by eliminating one of the weapons beforehand (such as the pan), and leaving the club a 50/50 chance of appearing.
Front Smash (Tennis Racket) ~Peach Swing~




Damage: 12% Uncharged Unsweetspotted, 16% Charged Unsweetspotted, 13% Uncharged Sweetspotted, 18% Charged Sweetspotted
KO at: 216% Uncharged Unsweetspotted, 150% Charged Unsweetspotted, 99% Uncharged Sweetspotted, 65% Charged Sweetspotted [Sideways]
Knockback: ★★★★★/★★ | Speed: ★★★ | Range: ★★★
Hitboxes: 4 from frames 15-19, 1 from frames 16-19 (1 hit)| Sweet Spot: The very edge of the racket.
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Tennis Racket and swings it forward.

Frame Data
Start-up: 1-14 (14) | Active: 15-18 (4) | Cooldown: 19-40 (22) | Duration: 40
Shield Stun: 4 | Shield Advantage: -21 | Shield Drop Advantage: -14
Charge Release: 5

Summary
At first, the racket can be seen as her worst fsmash weapon: shorter range than the club, the lowest damage of the three, and very weak KO power. A second look yields an incredibly powerful sweet spot; located at the very tip, the sweet spot KOs below 100% at the center of FD, and at 60% near the edge. Although very small and precise to land, the racket is the most volatile of the fsmash weapons.

Combos
The weak spot of Bair > Racket
Front Smash (Frying Pan) ~Peach Swing~




Damage: 18% Uncharged, 25% Charged
KO at: 135% Uncharged, 87% Charged [Upwards]
Knockback: ★★★★ | Speed: ★★★ | Range: ★★★
Hitboxes: 3 from frames 15-19, 1 from frames 16-19 | Sweet Spot: Grip of handle (inside Peach)
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Frying Pan and swings it forward.

Frame Data
Start-up: 1-14 (14) | Active: 15-18 (4) | Cooldown: 19-40 (22) | Duration: 40
Shield Stun: 6 | Shield Advantage: -20 | Shield Drop Advantage: -13
Charge Release: 5

Summary
Straight from the kitchen comes Peach's most damaging fsmash weapon, though the shortest ranged. The pan is advisably best used on stages with short ceilings, such as Halberd, to best capitalize on its vertical KO power. Also, the sound is awesome.

Combos
Pan > Utilt (low percents)
Pan > Nair
Pan > Fair
Up Smash ~Pirouette~




Damage: 8% Uncharged Sourspotted, 11% Charged Sourspotted, 15% Uncharged Unsweetspotted, 21% Charged Unsweetspotted, 17% Uncharged Sweetspotted, 23% Charged Sweetspotted
KO at: 195% Uncharged Sourspotted, 143% Charged Sourspotted, 93% Uncharged Unsweetspotted, 59% Charged Unsweetspotted, 80% Uncharged Sweetspotted, 47% Charged Sweetspotted [Upwards]
Knockback: ★★★★★ | Speed: ★★★ | Range: ★★
Hitboxes: 4 from frames 14-16, 2 from frames 17-20 | Sweet Spot: Peach's shoulders
Special Properties: None
Description: Peach raises one arm and spins a few times.

Frame Data
Start-up: 1-13 (13) | Active: strong hit 14-16 (4), weak hit 17-20 (4) | Cooldown: 21-44 (23) | Duration: 44
Shield Stun: 6 | Shield Advantage: -24 | Shield Drop Advantage: -17
Charge Release: 5

Summary
Dynamite with a laser beam: Peach's usmash is devastating when allowed to be landed successfully, killing most of the cast cleanly below 100% - otherwise a sour-spotted usmash kills as well as a floppy fish. Its small sweet spot range keeps it from being Peach's most consistent kill move - but with enough trickery, even just one early kill with an usmash can be enough to win any game.

Recommended Reading: How to Land an Usmash
Down Smash ~Double-Edged Gown~


Damage: 5% Uncharged, 7% Charged
KO at: 343% Uncharged, 264% Charged [Sideways]
Knockback: ★★ | Speed: ★★★★ | Range: ★★★
Hitboxes: 4 on frames 6-7, 11-12, 16-17, 21-22 (4 hits) | Sweet Spot: No
Special Properties: Multiple hitbox attack
Description: Peach extends her dress and spins.

Frame Data
Start-up: 1-5 (5) | Active: 6-7, 11-12, 16-17, 21-22 (2) | Cooldown: 23-44 (22) | Duration: 44
Shield Stun: 1 | Shield Advantage: -23 | Shield Drop Advantage: -16
Charge Release: 4

Summary
While not as blatantly powerful as most smash attacks, dsmash offers a very strong GTFO option. Fast start-up, long duration, and very heavy shield poking potential all combine to make dsmash an impressive answer against spot-dodges, shields, and anything with the audacity to get in close to Peach.

Combos
Jab > Dsmash
Dsmash > Fsmash (low percents)​
[/COLLAPSE]Aerial Attacks
[COLLAPSE=Nair, Fair, Bair, Uair, Dair]
Neutral Air ~Princess Twirl~


Damage: 13% Sweetspotted, 9%-10% Unsweetspotted
KOs: 151% Sweetspotted, 196%, 216% Unsweetspotted [Sideways]
Knockback: ★★★★ | Speed: ★★★★★ | Range: ★★★
Hitboxes: 3 (1 hit - strong, weak)| Sweet Spot: Beginning of move
Auto-Cancel: Yes
Special Properties: None
Description: Peach spins while airborne removing unwanted hair that leaves you with smooth, soft, radiant skin that lasts.

Frame Data
Start-up: 1-2 (2) | Active: strong hit 3-6 (4), weak hit 7-23 (17) | Cooldown: 24-49 (26) | Duration: 49
Shield Stun: 4, 3 | Optimal Shield Advantage: -7 | Optimal Shield Drop Advantage: -16
Landing Lag: 11
Auto-Cancel: 36

Summary
Plainly: nair is fast. Hitting on frame three, nair hits quickly, strongly, and has a long duration - all while being able to autocancel. Although it lacks range, nair is incredibly versatile as a combo-breaker, a combo starter or follow-up, a KO move, and probably one of her best out-of-shield attacks.

Advanced Techniques
Double Hitting Aerial

Combos
Dtilt > Nair (low percents)
Ftilt > Nair
Dair > Nair
Forward Air ~Crown Smack~


Damage: 15%
KO at: 133% [Sideways]
Knockback: ★★★★★ | Speed: ★★★ | Range: ★★★★
Hitboxes: 1 (1 hit) | Sweet Spot: No
Auto-Cancel: Yes
Special Properties: None
Description: While in midair, Peach takes her crown and hits the opponent with it.

Frame Data
Start-up: 1-15 (15) | Active: 16-19 (4) | Cooldown: 20-54 (35) | Duration: 54
Shield Stun: 5 | Optimal Shield Advantage: 0, -2 | Optimal Shield Drop Advantage: +7, +5
Landing Lag: 22
Auto-Cancel: 20

Summary
Peach's signature move, fair kills, combos, and spaces by taking advantage of the move's massive range and nonexistent ending lag. Its flaw is its noticeable start-up, but if it's not beaten to the punch, the move is unpunishable on shield when autocanceled correctly. A side effect of its versatility may be its susceptibility to move decay - by the time the opponent is at high percents, fair's KO potential would be severely diminished. Literally, fair may be too good.
Back Air ~Flying Hip~


Damage: 14% Sweetspotted, 7% Unsweetspotted
KO at: 150% Sweetspotted, 375% Unsweetspotted [Sideways]
Knockback: ★★★★ | Speed: ★★★★ | Range: ★★★
Hitboxes: 2 (1 hit)| Sweet Spot: Beginning of move
Auto-Cancel: Yes
Special Properties: None
Description: Peach hits you with her hips.

Frame Data
Start-up: 1-5 (5) | Active: strong hit 6-8 (3), weak hit 9-19 (11) | Cooldown: 20-55 (36) | Duration: 55
Shield Stun: 5, 2 | Optimal Shield Advantage: -4 | Optimal Shield Drop Advantage: +3 | Optimal Shiel Advantage Auto-Canceled: 0 | Optimal Shield Drop Advantage Auto-Canceled: +7
Landing Lag: 9
Auto-Cancel: 20

Summary
Seen by many as the compromise between fair and nair, bair boasts both range and speed without losing much strength or duration. Able to autocancel and interesting in that it moves Peach's hurtbox significantly, bair offers a variety of uses with little sacrifice.

Advanced Technique
Double Hitting Aerial
Up Air ~Floating High Kick~


Damage: 11%, 12%, 13%
KO at: 179% [Sideways], 161%, 143% [Upward]
Knockback: ★★★★ | Speed: ★★★ | Range: ★★★
Hitboxes: 3 (Bottom, center, and top)| Sweet Spot: Peach's heel
Auto-Cancel: Yes
Special Properties: None.
Description: Peach launches a high kick above her.

Frame Data
Start-up: 1-7 (7) | Active: 8-12 (5) | Cooldown: 13-35 (23) | Duration: 35
Shield Stun: 3 | Optimal Shield Advantage: -5 | Optimal Shield Drop Advantage: +2
Landing Lag: 9
Auto-Cancel: 23

Summary
Another blade in Peach's Swiss Army knife, uair fills the role of juggler. Strong and quick in duration, uair's vertical trajectory kicks opponents back up into the air for more uairs, or any number of grounded retaliations. The move serves well as a KO move when higher up, and it is Peach's best move to get out of hitstun when trying to survive a KO attempt.

Advanced Technique
Uair Combo

Combos
Dair > Uair
Down Air ~Stiletto Kick~


Damage: 3%, 5% last hit
KO at: N/A, 219% [Upwards]
Knockback: | Speed: ★★★ | Range: ★★★
Hitboxes: 2 (4 hits)| Sweet Spot: No
Auto-Cancel: Yes
Special Properties: Multiple hitbox attack.
Description: Peach launches four speedy kicks beneath her.

Frame Data
Start-up: 1-11 (11) | Active: 12-13, 18-19, 24-25, 30-31 (2) | Cooldown: 32-39 (8) | Duration: 39
Shield Stun: 1 | Optimal Shield Advantage: -9 | Optimal Shield Drop Advantage: -2 | Optimal Shiel Advantage Auto-Canceled: -3 (-5 hard landing) | Optimal Shield Drop Advantage Auto-Canceled: +4, +2
Landing Lag: 9
Auto-Cancel: 32

Summary
Peach's dair is pure pressure. Almost explosive with combo potential, a landed dair during early percents nearly always ends with a fresh 0-40% combo - that is, if the opponent isn't capable of decent SDI. Otherwise, the move can be used with floating to be a turret storm on shields, or just used out of short hops to catch spot dodges - all while landing with zero lag.​
[/COLLAPSE]Special Moves
[COLLAPSE=Toad, Peach Bomber, Parasol, Turnip]
Neutral B ~Toad~


Damage: 3%
KO at: 193% [Sideways]
Knockback: | Speed: ★★ | Range: ★★★
Hitboxes: 6 | Sweet Spot: No
Special Properties: Counter move. Only activates if Peach is hit while Toad is out. Peach has invincibility frames during a brief period (just after she brings out Toad).
Description: Peach gets out her Toad and counters any hit thrown at her (excluding grabs).

Frame Data
Start-up: 1-10 (10) | Active: 11-31 (21) | Cooldown: 32-64 (31) | Duration: 64

Summary
Surprisingly hard-hitting when successful, but when missed, Toad staggers with massive cooldown, allowing the enemy a punishment of their choice. While a strong wake-up against predictability for opponents, the risks involved with using Toad echo the same to Peach players: do not be predictable.

Recommended Reading: Royal Protection - A guide on using Toad
Side B ~Peach Bomber~


Damage: 15%
KO at: 240% [Sideways]
Knockback: ★★★ | Speed: ★★ | Range: ★★★★★
Hitboxes: 1| Sweet Spot: No
Special Properties: Passes through people's shields, unless the shield is really small (it breaks it in that case).
Description: Peach launches herself a long distance and hits the opponent with her hip.

Frame Data
Grounded Peach Bomber
Start-up: 1-23 (23) | Active: 24-46 (23) | Cooldown: 47-73 (27) | Duration: 73
Landing Lag: 33 - # of frames into aerial cooldown
Lag After Hit: 18

Aerial Peach Bomber
Start-up: 1-33 (33) | Active: 34-56 (23) | Cooldown: 57-83 (27) | Duration: 83
Landing Lag: 33 - # of frames into aerial cooldown
Lag After Hit: 18

Summary
Peach Bomber is quintessentially Peach's high risk, high reward attack. While slow, the move is ranged and does a good chunk of damage, but when missed, the landing lag is enough for an opponent to do as they wish. There are three types of Peach Bombers: 1) the regular Bomber, 2) the slingshot Bomber which sends Peach backwards a bit before launching, and 3) the smash Bomber which gains more distance then the previous versions.

Advanced Techniques
Ledge Canceled Special

Recommended Reading: ♥Exploding Hearts: A guide to Peach Bomber♥
Up B ~Peach Parasol~





Damage: 1%, 4% last hit, 3% when umbrella is already opened.
KO at: 182% [Upwards]
Knockback: ★★ | Speed: ★★★★ | Range: ★★★★
Hitboxes: 6 (Five rising hits, the final one with knockback, and the lingering open parasol hitbox)| Sweet Spot: Last hit, when the parasol opens.
Special Properties: Multiple hitbox attack. First hits have set knockback. When the attack is done Peach keeps her parasol open to increase horizontal movement.
Description: Peach jumps with her umbrella, and then opens it and starts falling slowly.

Frame Data
Start-up: 1-6 (6) | Active: 7, 11, 19, 27, 32 | Cooldown: ? | Duration: ?
Landing Lag: 39

Summary
While Parasol is Peach's go-to recovery move, in combat, the move offers little reward in exchange for almost 40 frames of landing lag. Relatively the move is fast, Peach is covered in hitboxes, and the move quickly launches her upwards - sometimes scoring her an unexpected KO near the top of the screen - but with Peach being one of the slowest fallers in the game, landing without harm is usually unlikely.

Advanced Techniques
Ledge Canceled Special
Down B ~Vegetable/Turnip~


Damage: *See the "Veggies In-Depth" section*
KO at: *See the "Veggies In-Depth" section*
Knockback: Depends on the face of the turnip.| Speed: | Range: ★★★★★
Hitboxes: 1 | Sweet Spot: No
Special Properties: Peach can pull a variety of turnips, each with different damage and knockback. She can also pull Bob-ombs, Mr. Saturns and Beam Swords.
Description: Peach ducks and gets a vegetable out of the floor.

Frame Data
Duration: 29

Summary
While the individual turnips themselves can be seen as mediocre as far as projectiles go (slow, low damage, low hitstun), Peach's turnip pull puts an immensely powerful thing in her hands: an item. This grants her quick and long-ranged out-of-shield options, a variety of advanced techniques such as glidetossing, and the option to projectile camp. This is in addition to the random chance of pulling out a game-winning item such as a bomb-omb. The vast amount of doors and windows turnips open in Peach's game is why most consider it her most important and best move.

Advanced Techniques
Ledge Canceled Special
Dash Pull
Free Pull

Recommended Reading: Raving Radishes - A guide on Turnips and the wonderful things you can do with them
[/COLLAPSE]Grabs/Throws
[COLLAPSE=Grab, Pummel, Fthrow, Bthrow, Uthrow, Dthrow]
Grab Attack ~Heel Stomp~



Standing Grab




Dash Grab


Pivot Grab

Damage: 2%
KO at: N/A
Knockback: N/A | Speed: ★★★ | Range: N/A
Hitboxes: 1| Sweet Spot: No
Special Properties: None
Description: Peach stomps them.

Frame Data
Standing grab
Start-up: 1-5 (5) | Active: 6-7 (2) | Cooldown: 8-29 (22) | Duration: 29

Dash Grab
Start-up: 1-5 (5) | Active: 6-7 (2) | Cooldown: 8-39 (32) | Duration: 39

Pivot Grab
Start-up: 1-12 (12) | Active: 13-14 (2) | Cooldown: 15-39 (24) | Duration: 39

Summary
Although not especially ranged, Peach excels in getting grabs due to the lack of lag in her moveset. Jabs and autocanceled aerials easily lead into grabs. Her pummel is of average speed and damage, but can importantly be used to unstale her kill moves.
Front Throw ~Royal Slap~


Damage: 2%, 8% last hit
KO at: 234% [Sideways]
Knockback: ★★★ | Speed: ★★★★ | Range: N/A
Hitboxes: 2| Sweet Spot: No
Special Properties: None
Description: Peach slaps the opponent's face.

Summary
Peach's signature slap, fthrow is her second most damaging throw and is very quick. At 0%, two to three throws can be landed in succession against heavy characters if unexpected. At incredibly high percents, fthrow can be used as a last ditch KO move against very light characters.
Back Throw ~Iron Hip~


Damage: 2%, 9% last hit
KO at: 355%. [Sideways]
Knockback: ★★ | Speed: ★★ | Range: N/A
Hitboxes: 2 | Sweet Spot: No
Special Properties: None
Description: Peach puts her opponent behind and hits with her hip.

Summary
"Dat ***" - Peach's bthrow is her most damaging throw, if only by one percent. Without consideration to positioning, bthrow should always be the first throw used due to that reason. Every percent counts.
Up Throw ~Gut Punch~


Damage: 2%, 6% last hit
KO at: 303% [Upwards]
Knockback: ★★ | Speed: ★★★ | Range: N/A
Hitboxes: 2 | Sweet Spot: No
Special Properties: None.
Description: Peach puts opponents above her and then she hits them with both hands.

Summary
Well, it's an uthrow. Not exceptional in most regards, but it's natural vertical trajectory is useful for positioning.
Down Throw ~The Royal Treatment~


Damage: 7%
KO at: 313% [Upwards]
Knockback: | Speed: ★★ | Range: N/A
Hitboxes: 1 | Sweet Spot: No
Special Properties: None
Description: Peach puts opponents beneath her and she falls towards them.

Summary
Dthrow's heavy combo potential lead it to be Peach's best in terms of damage raking. Every dthrow is capable of being ended in an ftilt, utilt, fsmash, or bair. This is without considering the chaingrab on almost half the cast - for more info, see the in-depth section in the guide below.​
[/COLLAPSE]Taunts
[COLLAPSE=Up Taunt, Side Taunt, Down Taunt]
Up Taunt



Description: Peach gets her parasol out and spins it while saying "sweet".

Side Taunt



Description: Peach dances around moving her dress and singing "lala-la-lalala".

Down Taunt



Description: Peach does a spin then she winks while saying "aha".[/COLLAPSE]ADVANCED TECHNIQUES
[COLLAPSE=Float, Moveset, and Turnip Techniques]
FLOAT TECHNIQUES
FLOAT "WAVEDASH"
Description: By quickly starting and canceling a float, Peach moves in an awkward and unpredictable manner.

  • Button Inputs: Quickly start and release a float while moving back and forth.

  • Difficulty: Easy

WASPING
Description: By autocanceling Peach's bair or fair early, Peach gains a slight slide.

  • Button Inputs: Ground float, bair or fair, and release immediately.

  • Difficulty: Easy


LEDGE FLOAT CANCEL
Description: By abusing float mechanics, Peach can rise from the ledge while still retaining some invincibility.

  • Button Inputs: On ledge: rise from float, cancel float, and perform action.

  • Difficulty: Moderate - Difficult


MOVESET TECHNIQUES
DTILT CANCEL GLIDE
Description: Taking advantage of the move's IASA frames - interrupting the latter bit of dtilt will cause Peach to slide backwards while simultaneously performing another move.

  • Button Inputs: Any action inputted after the later half of dtilt.

  • Difficulty: Easy

B REVERSE
Description: Simply perform a special move in the opposite direction Peach was facing.

  • Button Inputs: Quickly tilt control stick in opposite direction and perform Toad, Parasol, or Peach Bomber.

  • Difficulty: Easy
LEDGE CANCELED PEACH BOMBER
Description: During the ending lag of Peach Bomber, skimming and falling off a ledge cancels any normally suffered lag.

  • Button Inputs: Space Peach Bomber to end on the tip of a ledge.

  • Difficulty: Easy
LEDGE CANCELED PARASOL
Description: After using Parasol, aiming the fall to skid off a ledge cancels any landing lag.

  • Button Inputs: Aim Parasol to just scrape a ledge while pushing forward.

  • Difficulty: Moderate


DOUBLE HITTING AERIALS
Description: Due to an unknown mechanic, dropping a float while hitting with bair or nair hits the opponent twice.

  • Button Inputs: When either bair or nair is landed, drop a float and the move will hit twice.

  • Difficulty: Easy - Moderate

BAIR TRAP
Description: Peach has an aerial jab lock by knocking characters to the ground, then locking them with the weak hits of bair or nair.

  • Button Inputs: Knock characters to the ground and quickly hit with and cancel the weak hits of either bair or nair in succession.

  • Difficulty: Difficult


UAIR COMBO
Description: Capitalizing on uair's low landind lag and knockback, Peach gains an immensely powerful and frame-guaranteed combo.

  • Button Inputs: Ground floar uair repeatedly, full hop uair, follow up with nair or double jump nair.

  • Difficulty: Difficult


TURNIP TECHNIQUES
GLIDETOSS
Description: Canceling a roll with an item throw, Peach slides in conjunction with a thrown item in any direction.

  • Button Inputs: Roll, and during the first 2 to 5 frames, interrupt with a throw.

  • Difficulty: Easy


WEAK GLIDETOSS
Description: Also known as "turnip dashing", performing a weaker glidetoss allows Peach to slide while recatching a thrown turnip - over and over again.

  • Button Inputs: Roll, immediately release control stick and press a. Recatch turnip with a, repeat.

  • Difficulty: Moderate - Difficult

DODGE DROPPING
Description: Cover your airdodge by dropping a turnip immediately during.

  • Button Inputs: Press airdodge then a or z right after.

  • Difficulty: Easy

TURNIP SMASHING
Description: By holding an attack button while obtaining an item, usually during a turnip pull, Peach can then immediately afterward fsmash while holding the turnip.

  • Button Inputs: Down+B and hold attack button during and after pull animation, fsmash with cstick while releasing the attack button

  • Difficulty: Easy
LEDGE CANCELED TURNIP PULL
Description: While running or walking off a ledge, performing a turnip pull will pull the turnip without suffering any lag.

  • Button Inputs: Run or walk off an edge, pull the turnip right before falling off, all while pressing forward.

  • Difficulty: Moderate

TURNIP FREE PULL
Description: During Peach's turn-around animation, Peach can slide while pulling a turnip.

  • Button Inputs: Perform a soft turn-around and as Peach is turning input the turnip pull.

  • Difficulty: Moderate - Difficult


TURNIP DASH PULL
Description: AKA "Bonewalking" after Peach main Bone made the technique popular, the dash pull carries the momentum of a dash to shoot Peach forward while pulling a turnip.

  • Button Inputs: Foxtrot, down+B, diagonally down and forward, forward.

  • Difficulty: Moderate - Difficult


[/COLLAPSE]CHAINGRABS
[COLLAPSE=Dthrow Chaingrabs]Dthrow Damage Chart
# of Dthrows - Damage
x1 - 7%
x2 - 13%
x3 - 19%
x4 - 24%
x5 - 29%
x6 - 33%
x7 - 37%
x8 - 40%

CG Finishers
Dthrow (3-6%) to:
-Bair (14%): I think this guaranteed on every character if buffered except on Marth, Wolf, and ZSS.
-Utilt (13%): Works on most characters.
-Ftilt weak (10%): Fastest one and works on everyone.
-Nair (13%): Not sure who this works on, haven't tested it much.
-Grab: On Fox, Wolf, Sheik, and CF you can buffer grab again, but you won't have any guaranteed follow ups after that.

DThrow - Down throw
BGrab - Buffered turn around grab
Grab - Normal turn around grab
RGrab - Running grab

:marth: Marth
0-7%
-(Dthrow>BGrab)x1

:sonic: Sonic
0-13%
-(Dthrow>Grab)x1 > (Dthrow>RGrab)x1

:wario: Wario
0-19%
-(DThrow>BGrab)x1 > (DThrow>RGrab)x2

:zerosuitsamus: Zero Suit Samus
0-19%
-(Dthrow>BGrab)x1 > (Dthrow>Grab)x1 > (Dthrow>RGrab)x1

:squirtle: Squirtle
0-19%
-(DThrow>BGrab)x1 > (DThrow>Grab)x1 > (DThrow>RGrab)x1

:pikachu2: Pikachu
0-19%
-(DThrow>BGrab)x1 > (Dthrow>Grab)x1 > (Dthrow>RGrab)x1

:falco: Falco
0-24%
-(Dthrow>BGrab)x4

:metaknight: Metaknight
0-24%
-(Dthrow>BGrab)x4

:fox: Fox
0-24%
-(Dthrow>BGrab)x4

:shiek: Sheik
0-24%
-(Dthrow>BGrab)x4

:dk2: DK
0-24%
-(Dthrow>BGrab)x2 > (Dthrow>Grab)x1 > (Dthrow>RGrab)x1

:ike: Ike
0-33%
-(Dthrow>BGrab)x6

:falcon: Captain Falcon
0-33%
-(Dthrow>BGrab)x6

:wolf: Wolf
0-33%
-(Dthrow>BGrab)x6

:charizard: Charizard
0-33%
-(Dthrow>BGrab)x1 > (Dthrow>Grab)x1 > (Dthrow>RGrab)x4

:link2: Link
0-33%
-(Dthrow>BGrab)x1 > (Dthrow>Grab)x1 > (Dthrow>RGrab)x4

:dedede: King Dedede
0-37%
-(Dthrow>BGrab)x5 > (Dthrow>Grab)x2

:snake: Snake
0-37%
-(Dthrow>BGrab)x4 > (Dthrow>RGrab)x3

:bowser2: Bowser
0-37%
-(Dthrow>BGrab)x3 > (Dthrow>Grab)x4

:ganondorf: Ganondorf
0-37%
-(Dthrow>BGrab)x2 > (Dthrow>Grab)x3 > (Dthrow>RGrab)x2[/COLLAPSE]VEGETABLES IN-DEPTH
[COLLAPSE=Turnip Rarity and Damages, and Special Items]Below, every variation of turnip. Besides their common nicknames are their chances of appearing, with Smiley turnips being the most common, and Dot-eye and Stitchface turnips being the rarest. Also listed is their varying damage, which is dependent on how hard they are thrown and how close the opponent is.

"Smiley" 35/58

"Bored" 6/58

"Sleepy" 5/58

"Shocked" 3/58

"Laughing" 3/58

All of the above turnips are essentially identical.
KO at: 815% [Sideways]
Point-blank regular throw: 9%
Point-blank smash throw: 12%
Regular throw with space between: 5%
Smash throw with space between: 6%
Aerial regular throw: 7%
Aerial smash throw: 7%

"Winky" 4/58

KO at: 527% [Sideways]
Point-blank regular throw: 13%
Point-blank smash throw: 16%
Regular throw with space between: 9%
Smash throw with space between: 10%
Aerial regular throw: 11%
Aerial smash throw: 11%

"Dot-Eye" 1/58

KO at: 343% [Sideways]
Point-blank regular throw: 19%
Point-blank smash throw: 22%
Regular throw with space between: 15%
Smash throw with space between: 16%
Aerial regular throw: 17%
Aerial smash throw: 17%

"Stitchface" 1/58

KO at: 137% [Sideways]
Point-blank regular throw: 37%
Point-blank smash throw: 40%
Regular throw with space between: 33%
Smash throw with space between: 32%
Aerial regular throw: 31%
Aerial smash throw: 31%

ITEMS
These three rare items share the same 1/58 chance of being pulled with the Stitchface. When that 1/58 chance comes up, another randomizer chooses between the Stitchface, Mr. Saturn, Beam Sword, and Bomb-omb.

Mr. Saturn

KO at: 838% [Upwards]
Damage: 5-8%
Special Properties: Shield Breaking

While not especially daunting visually, Mr. Saturn has the hidden capability to break shields. With the same shield sapping power of Marth's Shield Breaker attack, Mr. Saturn hits shields hard. Although due to his size, it's rare a thrown Mr. Saturn will break a shield alone, but minimally he'll cripple a shield making follow-up attacks from Peach herself a massive threat.

Beam Sword


Damage
Jab: 4-5%
Ftilt: 7-8%
Dash Attack: 7%
Fsmash: 11-18%
Throw: 12-15%

When pulling a Beam Sword, Peach initially receives a weakened version - one with significantly shorter range than the normal sword that comes with having items on. Peach can restore the full sword by "putting it away" - Toad, Parasol, dropping the sword, and even up and down taunt all change the sword back to its original power.

Once restored, the Beam Sword gives Peach a new jab, ftilt, dash attack, and fsmash - and notably a very powerful item throw. The new moves are exceptionally ranged, though slightly laggy. Fsmash kills at 150%, while the thrown sword kills at 118%.

Recommended Reading: Peach Skywalker [Instant High Tier]

Bomb-omb

KO at: 36% [Sideways]
Damage: 31-35%

The bomb-omb is solely the most volatile attack Peach has access to. Able to kill opponents cleanly before 50%, the bomb-omb is both revered and despised - both by opponents and Peach players alike. This comes from the fact that the bomb-omb is still capable of hurting Peach. The bomb is set on a timer, and after 20 seconds it will flash red 17 times and explode. If shielded by an opponent it will bounce off and explode upon hitting the floor. Once thrown it cannot be re-caught.[/COLLAPSE]
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
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3DS FC
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MATCH-UPS


:bowser2: Bowser

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 43%
  • Usmash (sweet) 89%
  • Usmash 103%
  • Fsmash Racket (sweet) 116%
  • Beam Sword (thrown) 133%
  • Fair 146%
  • Fsmash Pan 150%
  • Ftilt (sweet) 155%
  • Fsmash Club 154%
  • Bair 165%
  • Beam Sword (fsmash) 165%
  • Nair 167%
  • Utilt 176%
  • Uair 179%
  • Dtilt 194%
What to Watch out For:
-Long range attacks
-One of the heaviest characters in the game
-Very strong attacks
-Good tilts
-Side B which is a grab and can cause Bowsercides!
-Up + B which gives Bowser invinciblity frames when grounded (OoS Fortress)
-Grab release shenanigans

Matchup Mentality:
-Bowser is big and heavy. Get Dair combos in
-Don't be predictable with Floating as Bowser can grab you using an aerial Side B
-Counter aerial approaches such as Fair and Side B with F Tilt or a spaced Fair
-Float just above Bowser's head so he can't hit you with an OoS Fortress when trying to Dair him
-Get him offstage as his recovery isn't great. Toad his Up + B if you find it eating your Turnips
-Space well so Bowser can't grab you. This unfortunetly can mean a lot of Fair use which stales your best kill move
-Don't go agressivly Glide Tossing Turnips at Bowser or you might get an OoS Fortress in your face
-Watch out for Bowser's Up Tilt which is not only very strong but a good anti aerial move
-If you get grabbed by Bowser's Side B, you will be launched towards the way Bowser is facing. Try to force yourself away from the stage boundries as far as possible, avoid platforms and DI diagonally upwards when you land

Did you know?
-If Bowser grabs you, he can grab release you. If you are grab released onto the ground, Bowser can hit you with his jab, F Tilt or just re grab you again. If you are grab released into the air, Bowser can follow up with a Fair. Your best bet is to air release and be prepared to DI when the Fair hits you as you don't want to get infinite grab released on the ground
-If you get grabbed by Bowser's Side B, if you are losing (e.g. you are a stock behind) you can control the direction he goes in the air and where he lands. But, if you and Bowser end up going over the stage, you will go flying down to your doom! Watch out for these Bowsercides as they can result in you losing your matches!
-Bowser's F Smash can bypass Toad completely and hit you with massive knockback if you're too close

I assume we are doing Bowser then? :p

Bowser is tougher than he looks. By now, you should have learnt in Brawl that heavies like Bowser are no longer pushovers

Bowser has surprisingly good range and power on his attacks. His tilts have long range and an up angled F Tilt (if you're low enough) and Up Tilt can knock you out of the sky. This makes approaching Bowser on the ground a bi of a pain. His F Smash is horribly strong when all the hits connect and it can even go straight through Toad and hit Peach. Peach's F Tilt clanks with Bowser's F Smash

Bowser also has a surprisingly good aerial game. His Side B can be used in the air and will laglessly cancel into anything if it doesn't connect when he reaches the ground (when used properly). His Fair has long range, his Bair and Uair are both strong and his Dair has multiple hits. Peach's Bair and Bowser's Bair trade hits btw.

There are two things you really really have to watch out for in this match. First off his Bowsers Side B, the Koopa Klaw. We did it a while ago on my thread if anyones interested. It's basically a special kind of grab and a very good anti air move. Once he grabs you, he'll spin in the air and then come crashing down. If you're losing, you can control where he goes in the air. When he lands it is CRUCIAL you DI correctly. Bowsers Side B has enough power to kill Peach who uses bad DI

Then there's Bowsers grab release. He can continually ground grab release Peach. The only way for her to truly escape is to jump release. Unfortunetly, Bowser can follow up with an F Tilt (or another grab) if she ground releases and a Fair if Peach jump releases

I find staying in the air for short bursts at a time works best. Turnip barrages are a key to winning. Fair is very good at defending yourself against Bowser's Fair and aerial Side B. Unfortunetly, this stales her best kill move. Don't be surprised if Bowser stays alive for such a long period of time

Bowser is big and heavy. If you get a Dair in, go for another one and another if you can manage. Bowser has poor recovery as well so gimping him is a good way to KO him...easier said than done though. Bowser's Up + B, which is not only a horribly surprisingly OoS option (and KO move), will cancel Turnips out the majority of the time. Good ledge play is needed here. Toad his recovery if all else fails

I personally think that the match up is somewhere around the 55-45/60-40 area in Peach's favour. Bowser is not to be underestimated
Okay, quick matchup summary coming!



Okay, first of all, you need to avoid Bowser's grab. This is a problem for some characters, but not for you. That's because you are Peach, and you should not be grabbed. If you're not floating in this matchup, then you're doing it wrong. :p

What sort of horrors can Bowser unleash out of his grab? Grab releases. If Bowser grabs Peach and you get a ground release, he can grab you again for more pummel damage and he can even use a Klaw, which will do a sizeable 18%. You fare a little better if you jump out of Bowser's grab with a jump release, but it's still not a very good thing. If you jump out, Bowser can Fair you, which can KO at the ledge. However, you should not be overly scared of this. Remember that you are Peach, and if you're using Peach, you are floating. If you're not floating, you're doing it wrong. :p


Bowser also has a very large shield, which he an use to absorb attacks and counterattack with his OoS options. Large shields are not a problem for you, because you are Peach. If you're not floating and Dairing/Fairing your opponent, you're doing it wrong. :p

Bowser's OoS options are pretty beastly though. His Fortress has invincibility frames and comes out instantly. If you're not floating at head height, which you should be, you'll probably be hit by it. Just make sure you're floating high enough for this to be ineffective. Then again, I think the hitbox might have some vertical disjoint, so I'll test it to see if the Fortress can stop Dairs and such. (probably not, but I mind as well)


Oh, and there's a move that deserves it's own paragraph. The Utilt. Bowser's Utilt is absolutely beastly, and it's one of the most powerful Utilts in the game. It comes out fast, has lots of priority (it will beat all your aerials), and a very bogus hitbox. Did I mention it'll probably kill at 110%? The reason I mention this move is that it's simply too good. It's very hard to predict, and it's one of Bowser's most usable killing moves. Watch out for this, especially if there are platforms around.


Other then that, watch out for the occasional aerial and Bowser's edgeguard shenanigans. Make sure you save your killing moves, otherwise he'll be a nightmare to kill.

So yeah, I would agree on something like 60-40. I might go as far to argue that it's 55-45, but that seems a bit low.
[/COLLAPSE]
:falcon: Captain Falcon

  • 70-30 Heavy Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 40%
  • Usmash (sweet) 89%
  • Usmash 103%
  • Fsmash Racket (sweet) 110%
  • Beam Sword (thrown) 128%
  • Fair 144%
  • Fsmash Pan 148%
  • Ftilt (sweet) 153%
  • Fsmash Club 151%
  • Bair 161%
  • Beam Sword (fsmash) 162%
  • Nair 162%
  • Utilt 176%
  • Uair 179%
  • Dtilt 194%
What to Watch out For:
-Strong Smash attacks
-Uair has range and priority. Dair spikes
-Bair autocancels very well. Fair (Knee) hurts when sweespotted and can trip
-Side B spikes and Up + B can set up stage spikes
-Good jab, multi hits and racks up damage quickly

Matchup Mentality:
-Overwhelm him with priority
-Watch out for his Uair, he'll try and juggle you as much as he can with this
-Avoid Floating too much as it sets you right up for a Knee
-DI away from his Jab. Watch out for grab to jab tricks
-Nair outprioritizes most of what he can do as does Bair
-Use Turnips if you want to play defensivly, he doesn't have a projectile. Use them to gimp his recovery as well as it doesn't take him very far. Be ready to grab the edge to egdehog him

Did you know?
-Falcon PAWNCH

I think i've 3 stocked every falcon player I've ever faced in tourney,in at least in one of our matches. And these aren't bad falcon players, these are falcons who were beating other good players. This is probably Peach's easiest match up. It's HEAVILY, HEAVILY in her favor. I'd say 70-30 in Peach's favor.

This is mostly for 3 reasons.

-Falcon's weight is perfect for Peach combos. Even with smash DI it's hard for him toe scape dair, and you can chain grab him for a lot and finish it with several moves like up tilt up air or even f-smash at some percents (which combos into something else)

-Edgeguarding: It's very easy to control his recovery. Just throw a turnip where you DONT want him recovering and then follow his recovery and attack it. Or edgehog if the turnip hits.

-Peach's moves pretty much all have priority over all of his moves. You can n-air spam to avoid almost ANY string of consecutive hits he can try to muster on you.

If you just stand there and back air any of his apprpoaches, he really can't approach you. Just jump and back air and retreat while you do it, it's a wall of defense he can't really break. But actually you want to play aggressive in this matchup (rare in brawl) because he's going to get overwhelmed by your priority. The closer you are and the more you rush him the better.
K

when Niko and I were in our Prime of Brawl we played this match-up ALOT

I'm pretty much the best and most consistant placing Falcon to date. Never got first though. Wreck MKs like there nothing.

I know what I'm talking about.


Anyways I conclude that this match-up is 70:30

reason is because Dair combo's Falcon who is still considered a fast faller REALLY well. Her Nair as an edgeguard is pretty **** and her Z-drop turnip to Dair is way too good. This isn't to say Falcon can't win this match-up but it requires Falcon to keep peach in the air.

Falcon can easily win if he always has peach in the air, her AD sucks and Uair cuts through her bloody Dair. Also floating as an approach is not very effective against Falcon......if Falcon is fast enough he WILL knee you. His AC knee sweetspots against a floating peach........ if you're leading into a float then it's fine, but remember that there is a risk.

But Peach players know that Peach is weak in the air so they avoid this at all costs.

Watch out for jabs.........they can stop you in your tracks..........pretty much Falcon's best move
[/COLLAPSE]
:diddy: Diddy Kong

  • 55-45 Slight Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 39%
  • Usmash (sweet) 78%
  • Usmash 91%
  • Fsmash Racket (sweet) 110%
  • Beam Sword (thrown) 125%
  • Fair 142%
  • Fsmash Pan 132%
  • Ftilt (sweet) 136%
  • Fsmash Club 148%
  • Bair 157%
  • Beam Sword (fsmash) 159%
  • Nair 158%
  • Utilt 154%
  • Uair 157%
  • Dtilt 170%
What to Watch out For:
-Banana combos (Trip to dash attack, trip to grab, trip to forward smash)
-His UP B can spike you so be careful if under him
-Peanut gun is deceptively useful against your approaches
-He's very quick
-Glide tossing, other bananas trixies

Matchup Mentality:
-Catch and use bananas to your advantage
-If you see diddy trip or know he's going to, use peach bomber to tech chase.
-Down air is still really good but you need to have the timing down well on Diddy to chain 'em
-Edgeguard him and gimp him if you can. Neutral air is good to override his recovery priorities
-Be creative, don't follow usual Peach patterns. diddy isn't too versatile so you should be able to create a playstyle to work around him

Did you know?
-You won't trip on a banana while ground floating
-Use an aerial while ground floating over a banana, then let go of float and you'll catch the banana
-Reverse glide toss (throw down though) is a good way of retreating, dropping a banana and having him trip on it

You can definitely space your glide toss to get him with a sweet spotted racket. It's actually as easy to find as just standing in front of Diddy and rolling back. If you glide toss properly, you have a 50% chance of sweetspotting if you've used your frying pan. I just tested it and Peach can definitely fsmash before Diddy can react. A frying pan will not hit if you're in racket sweet spot range.

Yes, you can turnip pull, glide toss banana, toss turnip, glide toss banana etc. It's percent sensitive and really difficult to space, though. Diddy basically has to be standing a full glide toss away so that when you hit him with a turnip and glide toss the banana you're in a position to catch the turnip before it hits the ground then pick up the banana and glide toss, etc. From 0 to about 40% the turnip isn't going to cause enough knockback. The hitstun from the turnip causes Diddy to bend forward so if you follow up too quickly with a banana at low percents, you'll throw it right over his body. It works best from 50%-100%, but it's still difficult to pull off. You can adjust your spacing with the 2/3 distance glide toss and reverse glide tosses if you can get those under your fingers.

The breakdown is: Diddy starts at the right tip of the diamond on FD, Peach starts at the right edge. Throw turnip, pick up banana and glide toss, catch turnip, c-stick throw turnip, catch banana, glide toss banana, turn around catch turnip, c-stick throw turnip, catch banana, throw banana, Diddy grabs ledge.

There's actually a variety of way this could work or not work and that's just one way to make it work. It could even end up if you overshoot the banana and then hit with the turnip, Diddy gets knocked back onto the banana behind him.

It all has to happen really fast and depending on his DI and your imperfect spacing, it's just difficult to perform. I still think it's worth attempting because even if you do mess up and drop the turnip, you can still improvise yourself into a good position.

A fun thing to try is a z-dropped banana to fair set up. It's not really that safe, but it's neat to try for the training room. You get right in front of Diddy, short hop, z-drop, fair. The banana should hit Diddy, causing him to trip, you should catch the turnip while connecting the fair with Diddy. lol


Edit: You know what, you can actually start the banana turnip lock if Diddy is standing in front of you too. It just takes getting used to and possible doing a weak toss instead of a smash toss to get the banana to connect. I'll try to get the information organized.

ALSO, and this one is good. Peach can pick up bananas with NO LAG with an auto-floated auto-cancelled aerial. So, instead of grabbing a turnip on the ground with a dash attack, you can run, auto-float, and immediately fall out of it with a dair or fair and you get no lag. Even if it's Diddy's banana on the ground, it won't trip you if you're floating.

More random throwing information... Peach throws bananas one character space farther than she throws turnips. Standing in the middle of FD, a grounded smash throw will land right in front of a Diddy standing on the edge (bad idea), and a banana thrown at the top of her full hop or timed double jump will hit him.
To me this match is not as simple as it may sound. You need a mix of Both air and ground game. Your air game is recommened a lil more.

Bananas can screw up your Ground game, which forces you in the air. But in the air diddy can take you down easy with his spaced moves or a banana itself. While Peach is a god in the air, that also comes with a price.

- You are slow in the air.
- You are a sitting duck You cant attack quickly from the front or back over and over unlike from below or above Peach
- If you dont space in the air, you are easy to punish. even if you try to Fair to jab

Diddy is Faster than you are. so a mix of that speed and banana tricks make it hard to kill him. So I limit the use of turnips here. If he is all over you and has bananas going around it will be hard to get one out unless you guys are far from each other. Use his bannas against him and even glide toss them. when there is one near you, always grab it. And to even screw up his banana set up, fight in the air holding one. So for the limited turnips you can pull in this fight, you have his bananas. It's a good trade.

The common thing diddys will do is Banana>grab or Banana>dash attack. Also the #1 way to get a banana for diddy is dash attack. So if there is a banana in front of him, expect him to dash attack it. You can set him up with a clean Fsmash/Ftilt or jab. These are quick/good ways to abuse him with in the dash attack.

Diddys Jump kick (or w/e that move is called, goes through most of your attacks. ( I think all of them from what my friend NinjaLink was doing to me) Dont even try and toad that move. it does not work. Every time I tried, diddy went through it and I was left a sitting duck. You can toad his bananas but I do this with care. If he baits you to toad, you will eat a banana>grab/attack and it can do some serious damage to you.

For me, against a smart diddy, I have to play this match creative more than anything else. Diddy has great set ups and tricks with his bananas. And this can be hard to deal with. And he will force you in the air while at the same time he can ground you. But since his bananas are the problem here, you would need to work around that first. and the best thing for that is the air. But look again what I said about her air game. So if you play the typical/average Peach, I don't care if Peach has the advantage, you will get recked.

This fight I recommend putting the pressure on him to screw up his set ups. You will need to be agressive but smart about it. Don't just come in with Turnip>Fair all the time, this gets old and smart diddys will just bait it to a banana or kick you out of the air, Toss a banana or go and attack you from underneath.

Playing one of the best diddys out right now, I say this fight is 50-50 or 60-40 Peach. Smart diddys wont care that Peach may have the advantage, they will make it look like the fight is even or that he may even have the advantage here.
[/COLLAPSE]
:dk2: Donkey Kong

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 42%
  • Usmash (sweet) 92%
  • Usmash 107%
  • Fsmash Racket (sweet) 121%
  • Beam Sword (thrown) 132%
  • Fair 146%
  • Fsmash Pan 155%
  • Ftilt (sweet) 159%
  • Fsmash Club 154%
  • Bair 165%
  • Beam Sword (fsmash) 165%
  • Nair 166%
  • Utilt 182%
  • Uair 185%
  • Dtilt 200%
What to Watch out For:
-Great range on back airs
-Donkey Punch super armor
-Cargo grab stage spike
-Insane ground game
-Three different spikes (down air, forward b, and forward air)
-Smashes with high range and KO power

Matchup Mentality:

-DK's strongest on the ground, that's where he wants you, and he will use his decent aerial game (back air is good but forward air..only when he can predict and space)
-Want to play defensive while you find a way in (usually through the air) then do damage-racking combos
-Forward smash is very good against him
-Land upsmashes as he lands or air dodges. He's a big target so you can land these. You will need him because its reallyy hard to KO him with other moves. Duck and upsmash may work sometimes.
-Can camp and play well defensively on stages with platform cover like Yoshi's Island

Did you know?

-His DK punch has super armor, you cannot knock him out of it though he will take damage. this is dangerous, and he will gladly sacrifice the damage to kill you at like 75%
-His up B is really hard to edgeguard but you can down air out of it if spaced just right
-his back air will cancel out your turnips
-9 winds on his DK punch is stronger than fully charged
-Luigi's mansion isn't that bad, don't waste a ban on it....he's great on levels with water because of free spikes. Lylat cruise is a good stage for him too.
-Press L right as he releases you to tech his back throw stage spike.

I play this match a LOT.

I recommend turnip to float dairs, and don't ever land next to DK ever, float away or combo him or anything but don't even land next to him.

Also don't worry about damage, just try not to get hit and let the damage rack up on DK. Keep doing dairs if you're unsure what to do. He'll die eventually, so just let the damage rack up.

Also, camping is limited since he can just walk @ you and block turnips slowly and when he gets close just put hitboxes on you via dtilt, down B, etc. Don't get pinned.... float dair your way out.

float so your dair tip is DK's head height, all he can hit you with at that height is bair and you can avoid it easily.
Peach is great against DK on yoshi's (I agree) but I know why. It's because the platform prevents any real approach for him if you decide to spam turnips and space yourself away. He cannot take the air to go around them and it makes it easy to camp him real bad on that stage. I suggest doing this til he gets pissed off and loses patience, then going in and being a bit aggressive when he doesn't expect it.

Also, if he shields your down air, I suggest you slightly float away right after doing it. If he tries to up tilt, you can nail him with a forward air. Or what you can do is neutral air right after that down air and if he tried to up tilt he'll get hit by the neutral air. If he continued to shield the neutral air do jab after the neutral air, then if he shielded the jab, try to grab him.

It is definitely hard to kill him but I always seem to manage to do it with up airs. For some strange reason I find them real easy to land on DK, at least in my experiences.
Dk is a interesting fight for peach. at first glance it would appear that dk just can dish back whatever peach may have due to his rapetastic hitboxes and quick and hard hitting smashes. i personally think that dk is a much faster version of ike with almost (or maybe just as much) killing power.

But once you look alittle deeper with this particular match up it is probably in peaches favor. her options with glide tossing and just turnips in general are invaluable in this match up. cause you have something dk doesnt have, and that is a range game. a sub par one but hey atleast you got it.

First off dk is wrecked by turnips followed into most of peaches aerials, my personal favorite is glide toss to dair or pillar behind him so that he cant shield grab me. assuming he shields the turnip, that does some shield damage. u float and dair him. and being the big character he is, u would be able to shield poke him and hit him with the last hit with dair. if u dont shield poke him, dair again cause his oos options are kinda mediocre and dair can beat out his utilt or usmash in terms of speed.

Ok i got sum stuff now,

Dk is easily juggled, u can catch him in a dair chain with a nair follow up for about 35 dmg and 42 ish if u pull a double nair. the only thing that is a real threat in the air with him is his bair, which has much more range, speed, and priority than most of peaches air arsenal. so if ur juggling with dair or whatever, and his back is facing u, be careful and be ready to shield/toad/roll away cause 9/10 times the dk will bair for an attempt for retribution for juggling him.

now for what most peaches find hard about dk. KO's if ur just gonna try to fair him like crazy, hes gonna live to 170+ most of the time. unless u like long and grueling fights go and just decay all ur kill moves. but we are looking for off stage kills, we probably arent playing stamina mode. but i digress, dk has a great horizontal recovery but a almost non existant vertical recovery. so moves like peach bomber and a tennis racket work well and if ur good with it, dtilt spikes but good luck spiking with it. if dk is recovering from under the stage, GRAB THAT LEDGE!!! cause sometimes he will beable to grab it even though it appears that he couldnt.


now for things to look out for.

-Dk's Smashes: these things are crazy fast and strong, most notably his dsmash and usmash. they have HUGE hitboxes and disgusting killing power, and if ur not careful can clip u right out of the air. but most of ur aerials are faster then dks smashes, but still its sumthing to watch out for. His Fsmash is alittle less of a threat, cause it has some start up lag to it. but if it hits it can kill peach at around 60% ish or lower i think.

-DK Punch: one of dk's SA moves. i think its the 17th frame that the SA initates and... frankly thats not alot of time to counter act againt him, so if u see him do it, eather grab/toad/shield/roll away IMMEDIATELY, use a slower move or what not and ur gonna be sent flying. but heres sumthing interesting, if dk uses dk punch in the air he will be sent into a helpless state. not sure if they would ever use it in the air but its something to keep in mind tho

Dks Spikes: He has 3 of them and his dair is the best of them and the one u should watch out for. if ur recovering from under the stage, u may have ur dk opponent jumping off to send u crashing down and Up B does not beat dk's Dair, the hits will trade and dk will get a little dinky hit while peach gets acquainted with the bottom blast box.

Cargo Spiking: Probably the biggest threat for peach against a dk, if a dk feels inclined to quickly change the flow of the match and possibly turn it around in his favor, he would probably do this. he will fthrow u, jump off the stage and toss u towards the ledge and stage spike u, and it works at any percent i think. so be really careful if he is near the ledge and grab happy

i think this match up is 60-40 peaches favor
[/COLLAPSE]
:falco: Falco

  • 40-60 Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 31%
  • Usmash (sweet) 75%
  • Usmash 87%
  • Fsmash Racket (sweet) 95%
  • Beam Sword (thrown) 109%
  • Fair 121%
  • Fsmash Pan 127%
  • Ftilt (sweet) 130%
  • Fsmash Club 128%
  • Bair 137%
  • Beam Sword (fsmash) 137%
  • Nair 138%
  • Utilt 148%
  • Uair 151%
  • Dtilt 163%
What to Watch out For:
-Lasers. Lots and lots of lasers
-Extended reflector
-D Throw and follow ups
-Fast, high priority Jab
-Good Bair, multi hit Nair and Uair with a strong 2nd hit
-Side B that spikes you when you're airborne

Matchup Mentality:
-Falco's lasers are a huge hassle to get around. Unlike many projectiles, attacks will NOT cancel them out. Therefore, the only way to avoid them is to actually avoid them or block them. Be patient, work your way around the lasers. Powershielding is by far the best method to safely deal with lasers but normal shielding will work just as well. Lasers are fast, you may not be able to powershield the lasers. You can duck underneath the lasers if Falco fires them high enough but you can't move whilst crouching which doesn't really get you anywhere. Spotdodging means that you stand in one spot and rolling leads you vunerable to Falco's follow ups or another laser. Airdodging past lasers requires care due to how little of invincibilty Peach has on her air. The reason lasers are such an irritating part of the match up is because all of these methods can be used to get past Falco's lasers but all have their drawbacks. Choose wisely
-Dash attack is an excellent move in this match up. Falco has significant ending lag when firing lasers whilst grounded so most Falco will short hop and fire two lasers at a time in the air so as to avoid this ending lag. Dash attack, especially the 2nd hit, will hit Falco out of his short hopped lasers whilst Peach effectivly runs underneath Falco's lasers. You can also do this with Turnips if you have one
-Falco's reflector is thrown out in front of him unlike the other space animal's reflectors which gives it reach. Falco can reflect your Turnips even from behind when the reflector has returned back to Falco. The reflector will send any Turnips you throw back at you for the whole duration that it is out which makes it very difficult to get a Turnip in when Falco is using his reflector. You may want to Z drop the Turnip and simply Fair Falco
-Be careful with your aerials. Lasers go through them and Falco's Bair has a lot of priority and is much faster than your Fair. Use Dash attack/F Tilt/F Smash to combat Falco's aerials or an OoS glide tossed Turnip if you have managed to pull one up
-Falco's Up + B doesn't send Falco very far and has noticable start up time so Falco will try and use his Side B to recover. You should always take the chance to punish his Side B as it sends him completely horizontal. If he goes for the ledge, edgeguard him. If Falco goes for on stage, punish him. If you're good at reading where he's going, you could ground Float and Nair him as he zooms into you or even charge an Up Smash and time it so that you hit him with charged sweetspot as he zooms past. If you have a Turnip, throw it with the intention to gimp Falco. If it hits, you force him to use his Up + B allowing you to edgeguard him. If it misses, you still have time to punish whatever he chooses to do. The Turnip provides another obstacle for Falco to avoid. Be very careful of going offstage to gimp Falco as his Side B is a fairly strong spike
-Nair is a multi hit move, do your best to DI up out of it. Falco's Jab is quick and very good at interuptting moves up close. Falco will either do a one jab hit and normally follow up with a grab or Jab combo you. If he single jabs you, DI away and be prepared to avoid the grab or hit Falco. If he Jab comboes you, DI up and behind you and Bair him

Did you know?
-Falco cannot chaingrab Peach unless buffered at 0 percent and he can only get about 3 grabs max. If Falco D Throws you and goes for another grab, Nair him. Falco can however follow up with other moves such as Up Smash after his D Throw
-Falco has a long DACUS and is one of the few characters who can Up Smash after his Dash attack connects

:falco::falco: FALCO :falco::falco:

Falco is not easy to handle. You can say shield thru lasers, don't get grabbed and his smash are easy to see coming. But you think against Falcos that know what they are doing are gonna let you pull that off? He can camp you and knows how to fight you up close too. So falco is skilled evenly in both close range and long range fighting.

Videos: http://www.youtube.com/watch?v=0mUhAirobPw King Beef vs. M@v


Your air game is really gonna be limited here. You full hop, Falco can too and shoot you down.

Don't Rely on Your Air Game and Turnips!

You can't play this matchup the same as you would play many others. You must adjust your playstyle as Peach to combat Falco, or you'll simply always have problems with him.

--> Dont pick up a turnip.

--> Don't jump

--> Don't Float to him.


Why You Must Play Differently Against Falco:

Falco has incredibly good priority on nearly all of his moves, he rivals Peach in this department. Do not be surprised if his moves are going through yours. His Uair, Bair, Dair, and Nair will all go through your aerials if timed correctly. Bair, Dair, and Nair have very long hitboxes, or are multi-hit moves. Falco has no less priority up close, with a 2 frame jab, a nice Ftilt, his reflector, and of course Side-B if he (for some reason) can't deal with the pressure you're putting on him. Falco always has an answer for whatever you're doing. He can do everything Peach can do, except float. He combos well, his grab range is very good, he forces approaches, he racks up damage very well should he get inside your defenses (most Falco's are happy to camp you, some of the better ones will camp AND rack you with combos), his Bair shieldpokes, he camps beautifully, and his moveset in general is pretty quick. He CANNOT kill. Beware of him spiking you - this shouldn't happen much, but he can go through Peach's Up B. Do not let him get early kills. Always try to keep your stocks even (at least) - thanks to lazers, you are already forced to approach Falco. Do not put yourself in a worse position.

To approach Falco, I move while on the ground. power shield his lazers and then move close to him. From there, I let Falco react. Why?

- He wont short hop lazer me from that close. And if he does, he will eat a Jab, dash attack or or Ftilt

- He will expect me to attack
. So he might sidestep or roll. Then after I bait him to do it, I take it from there. (but if the player catches on, they might just attack you instantly. So it is up to you to figure out how to handle this)

You can pressure Falco better then he can pressure you. Once you pound that shield Falco cant do much when you are close. Only things he can do is sidestep or roll. His shield is just about done. So he cant use it anymore. But Then falco (if he breaks away from you) will resort to camping to get his shield back up. Thats when you start the process all over again.

Falco will really test out your ground game. You will need it. And if its poor, you're in deep trouble. He can't kill all that well. Only moves he has is Dsmash and Fsmash (which is not Fast) Oh and upsmash But It does not kill that well (dont quote me on this, I am assumeing from my experience) And his pressure game is good. Not all that but its decent enough. And while he can't kill well. He can rack up damage. pretty well.

LAZORS! And What to do About Them:
The main thing here with Falco is his lasers. And smart falcos will know when to laser you. Peachs best quality in this game is her air game. and that gets taken away. So a solid ground game is needed here. If he camps you, you have to appraoch him from the ground. You dont have much of a choice. You have to move in with your shield. You can get close to falco this way without eating a laser. Once you get close to falco he has to stop with the lasers. If not, you can dash attack him when he does an aerial shot laser and hit him.

Falco's 3 Options (if he stops lasering):
1) Side B phantasm
2) Throw the first punch, let you react and he reponse
3) Let you throw the first punch and he reacts and you respond.

If Falco likes to Laser and when you get a certain distance and side-B through you, time a grounded floated Nair. If he wants to do it over you, get to a certain distance with your shield then run the other way so you can follow his side-B and dash attack him as he lands.

This is how you deal with it. You need good reaction time. Also keep in mind how smart the player is and how smart you are in general. cause for options 2 and 3, it relys on that. But played right, you can stop and pound him for this nonsense. Just don't rush him and limit turnip use. This match can take some time.

Offstage: What Falco can do to You, and What You can do to Him

One good way I just thought of to edge guard falco, is if you see him Up-B to the stage, go in there and told him of you can. If you know your enemy well, you can do this while you hang on the edge. tap down. as soon as you do it, use your jump right away. Tap the stick in the oppisite direction you are looking and toad. This can be a lil risky so I would not recommend this.......actually this is more of the flashy type so Idk. But if he is off the stage and you see him Up-B, you can toad him and he is done, since his recovery sucks.

Falco's more likely to side-B to recover, so remember that your Nair/Bair knocks him out of it. it's hard to catch a smart Falco, so watch him closely - try to predict WHERE he's going to use phantasm. Grab the ledge if you have time so that he's forced to go to the stage and deal with the landing lag of side-B. Float Nair near the ledge so that he can't grab it. Gimp Falco with a combination of turnips (they go through side-B) and yourself. Gimping Falco is not essential, but early kills are very nice to have in this matchup. You have alot of gimping options here, unfortunately, a smart Falco will be able to avoid them often.

Falco can also screw you over when recovering. and put you in a position where he can set you up for a kill. So save you jump when you are sent flying. and if you have too, eat a few lasers will falling. Use Peach Bomber and toad to get some feet closer to the stage. When you think you need to use your second jump, use it and float back to the stage. Save your jumps.

The Importance of Spacing:
If you can space in front of falco, they you are good on the pressure. He does not have a fast attack from the front that he can quickly abuse you out of the shield, if you stay in the air. His Fair is a lil risky since it lags when landing. His Nair is Fast but with good spacing he cant get to you that quick out of the shield.

Space your Dairs. When I say space, I mean move away from the enemy when the Dairs are about to finish up.Then land to the next quick thing you can do:

- Jabs (recomended)
- Ftilt
- Dsmash ( Eh, depends)
- If your quick enough, grab
- Nair
- FC>Nair
- Reverse FC> Bair
- Reverse Bair

Now with all of this I just gave, Mix and match it for pressure. If you have a turnip in your hand. this adds to a lil more pressure.

Now you can space your Dair behind him, but this has to be well done and fast reaction cause Falco's bair is quick. Now you can do the same things as if you space Dairs in front of falco. Just remember Falco has speed behind him.

ENDING STATEMENTS:
:peach:Have a good ground game, this is a must.
:peach:Learn to power shield.
:peach:Limit the use of turnips. (yes I am serious)
:peach:Don't try to go all Dair happy from distance. That's easy **** for falco
:peach:Don't be agressive unless you're close to him - use shield pressure.[/COLLAPSE]
:fox: Fox

  • 55-45 Slight Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 29%
  • Usmash (sweet) 70%
  • Usmash 81%
  • Fsmash Racket (sweet) 92%
  • Beam Sword (thrown) 105%
  • Fair 116%
  • Fsmash Pan 120%
  • Ftilt (sweet) 124%
  • Fsmash Club 122%
  • Bair 132%
  • Beam Sword (fsmash) 132%
  • Nair 133%
  • Utilt 138%
  • Uair 141%
  • Dtilt 152%
What to Watch out For:

-Fast ground speed
-Fast laser
-Dair to Up Tilt/Up Smash combos
-Strong Smash attacks (very strong Up Smash)
-Reflector

Matchup Mentality:

-Don't Glide Toss Turnips right into Fox's Reflector. Don't Toad his reflector
-Up Tilt Fox out of his Dair's and F Tilt Fox out of his aerials
-You can punish Up Tilt juggles by using Nair
-Bair outprioritizes Fox's aerials or will at least trade hits
-Dair works well on Fox
-At higher percents, watch out for Fox's very strong Up Smash. Time and place your Floating attacks carefully

Did you know?

-Peach has a chaingrab on Fox by using her D Throw, turning around and re grabbing Fox. She can get Fox from 0% to 26% using this chaingrab and finish off with an F Tilt
-Fox's Reflector when used in the air will cause Fox is slow down a lot. Watch out for him using this to bait your attacks and slow his falling speed
-You can Nair or even Up Smash Fox out of his Side B

hmm.. i played about 5 foxes and at least 2 of them were pretty good. i think peach has serious advantage in this match up.

Pros

- Peach can chain grab Fox to about.. 35? (maybe more) before doing Using the Ftilt, and chasing the air dodge with another grab. aka The easy 50%
- Fox can be triple Dair'd > Uair
- Peach can out camp fox
- Nair beats fox's FowardB
- Fox's UpB is slow and predictable so you can toad it.
- Turnips **** his recovery
- Peach can float away from Fox's Utilt spam
- Fair will out range all of Fox's moves (this does not mean try to challenge Usmash.. you will lose)

Cons

- Fox's Usmash is extremely effective and can kill peach somewhere in the 80s on most stages.
- Powerful aerials. a smart fox will learn to bait you into over using float approach.
- Peach can be shine-locked against a wall. and shined down the wall on Yoshi's Island.

overall, i'd say the match up is 65-35. Peach's Favor
I'm going to copypasta from the fox thread

This is one of my easiest personal matchups because it's one of the matchup I know best in this entire game. I feel it is a 60-40 advantage for Peach.

What it breaks down to is that both characters will get each other to very high percents to get a kill. Fox's upsmash will be VERY hard to land on Peach because she will dair if you approach her float. Like Gea said you can float out of it's range but if he tries it and misses down air has enough range to get him for it. Also, Peach's back our outprioritizes any of Fox's aerials, at the very least trading hits with it if Fox spaces right and Peach spaces wrong. What Fox can do in this matchup is play really defensively with lasers and run away and play defensive, and throw hits in when she's showing openings because of these lasers. This makes the matchup closer and attainable for Fox, but if he plays aggressive he's going to get crushed by Peach's priority. I like to just shield to neutral air the drill - you have enough time before he can follow up, even if he mixes it up and tries a grab after the drill (what a smart fox may try if you keep shielding drill to up tilt). Fox can have a chance with Peach in the air but he must space those back airs realllly well in the air. Fox can land many grabs on Peach due to his speed so that helps him for damage, but he won't get any follow up attacks (besides more damage with lasers) out of it.

Peach has a very strong Gimp on fox. Down air. If you down air fox during his up b but do not execute the final hit of down air, he will just fall down wards. You simply need to do this once or twice to get him under the stage enough for an edgehog. It's a really, really effective tactic forcing Fox to always side B. Which forward smash outprioritzes (and if you space yourself right, just shield it and upsmash out of shield, it's a way for Peach to get a good early kill in ) I know the matchup insanely well as I have played and defeated Champ, Uchiha and Gamble . Peach definitely has some solid advantage.
[/COLLAPSE]
:gw: Game & Watch

  • 45-55 Slight Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 29%
  • Usmash (sweet) 68%
  • Usmash 79%
  • Fsmash Racket (sweet) 92%
  • Beam Sword (thrown) 105%
  • Fair 116%
  • Fsmash Pan 117%
  • Ftilt (sweet) 121%
  • Fsmash Club 123%
  • Bair 132%
  • Beam Sword (fsmash) 132%
  • Nair 133%
  • Utilt 134%
  • Uair 137%
  • Dtilt 148%
What to Watch out For:
-Back airs. back airs
-Smashes that come out real fast and don't lag much after. Careful there.

Matchup Mentality:
-Use turnips to mess up his back air approach
-Hitting with Toad a couple of times will get him to be less aggressive and give you more space
-You want to float, space yourself to punish him after he throws out his attacks, because he will be throwing out a lot

Did you know?
-Up tilt beats the key. Looks like he doesn't have the key to Peaches heart. Ha ha ha ha....
-If Game and Watch UP b's and overshoots the ledge, GRAB him and don't hit him. Just like snake he'll fly off and be unable to UP B again.
-Hitting with the up air fan/lock will contribute to refresh his stale moves!!! Avoid it.

Quotes:

Good summary of what was general agreed upon in the thread:

Videos:

NikoK: http://youtube.com/watch?v=Xwckq_ZiZy8[/COLLAPSE]
:ganondorf: Ganondorf

  • 65-35 Strong Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 40%
  • Usmash (sweet) 88%
  • Usmash 102%
  • Fsmash Racket (sweet) 109%
  • Beam Sword (thrown) 127%
  • Fair 140%
  • Fsmash Pan 148%
  • Ftilt (sweet) 152%
  • Fsmash Club 148%
  • Bair 159%
  • Beam Sword (fsmash) 159%
  • Nair 160%
  • Utilt 174%
  • Uair 177%
  • Dtilt 191%
What to Watch out For:
-Very powerful moves. Dash attack can kill you fresh at around 90%
-Up Smash has deceptive range
-Dair is a very powerful spike
-Side B when used in the air will send you and Ganondorf straight down

Matchup Mentality:
-Turnips, Dair, the usual for damage racking
-Gimp his recovery
-OoS attacks are good in this match
-Camp him. He's slow and has no projectile

Did you know?
-Ganondorf's Side B can actually be used to suicide both of you if he grabs you in the air. Depending on your controller port, this can make you lose if you're both on your last stock
-You can Nair Ganondorf when he releases you from his Up + B[/COLLAPSE]
:popo: Ice Climbers

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 35%
  • Usmash (sweet) 75%
  • Usmash 87%
  • Fsmash Racket (sweet) 103%
  • Beam Sword (thrown) 114%
  • Fair 127%
  • Fsmash Pan 128%
  • Ftilt (sweet) 132%
  • Fsmash Club 134%
  • Bair 146%
  • Beam Sword (fsmash) 146%
  • Nair 147%
  • Utilt 148%
  • Uair 151%
  • Dtilt 163%
What to Watch out For:

-Infinite chain grabs
-Quick and high priority side B (spinning hammer thing)
-Desynched strategies ; such as blizzards
-Strong smashes can kill very early

Matchup Mentality:

-Avoid getting grabbed at all costs. DO NOT RUSH IN without thinking about how you will approach without risking getting grabbed.
-Strategies to avoid grabs include high use of turnips, staying higher in the air and down airing using the tip of her feet, killing Nana as fast as you can, wiggling extreme amounts when you do get grabbed, downsmashing if you are ever close to them on the ground but behind them, spacing properly as well as baiting by appearing in grab range, and extended use of attacking nana to mess up their positioning and timing
-SPECIAL ATTENTION TO HOW TO AVOID GRABS: JAB A LOT IF YOU ARE CLOSE. This jab is so fast and will save you alot!!! Do first jab then grab or jump and down air.
-DO NOT THINK THIS MATCHUP IS JUST LIKE IT WAS IN MELEE although the floating idea is the same
-WAIT for blizzard to decrease/waste up energy then approach.
-Z dropping turnips work well too
-FOCUS ON killing nana early while shes recovering. this is KEY.

Did you know?

-IC is pretty vulernable when sweet spotting the ledge with Up B. Nana grabs the ledge then popo swings himself up later. You have a gimping window to attack popo before he jumps up. Not common but possible.
-IC has several mini ledges he can use to more easily infinite/grab you like on rainbow cruise and delfino. It may be risky to pick these stages.

I love to play against ICs too. If one of your D-airs happens to shield poke one of them, you can immediately follow up with a n-air and pick nana/popo off quite easily. Iirc, if they see you coming from above and decide to down-b, it'll knock you upwards and the only time you should be wary of them landing a grab is if they're desynched as to have nana using down-b while popo is free to smash you to the ground with a f-air or something. If that happens, try not to roll away, its quite a typical reaction and most often then not, they will call it. If you find yourself somewhat close to them on the ground, d-smash, that move is godly in this matchup. Unless both of their shields are full, it almost always shield pokes one of them and launches them away. SH d-air ->d-smash approaches work amazingly well too. And of course, turnips are really useful as an approaching tool, like mr.reese stated~ The ICs don't particularly strike me as a hard matchup for Peach~
If the ICs player is good and he blocks the first dair, he can hit you oos, so just back up your float and retry for a shield stab. also, a good ICs has already learned to powershield everything to grab efficiently, so always space attacks as far out in front of you as possible, or land behind. **** nana whenever possible. when nana is recovering, the AI automatically makes her shoot iceblocks which is kinda annoying when you're engaging the actual player
Okay here's my take on the matchup;

DO NOT under estimate IC just because you can separate them well with D-air and because Peach countered them in Melee. Peach does NOT counter IC in Brawl. I believe it's 60:40 Peach at best. You have to really be careful because IC has a lot more tricks to avoid Peach's floating approaches than he did before. Alternating de-syched blizzards are a real mess, it prevents you from just haphazardly approaching.

To approach I suggest being cautious and waiting for the blizzard and throwing a turnip to knock one of the climbers out of their de-synched blizzards. Once you do that you can approach the down air, but if the blizzard is in the way you have to WAIT til it gets weaker/smaller before approaching. It will get you caught.

IC up b move also has ridiculous priority and is toughhh to punish after wards if he starts retreating. Many times he will use them to get out of a situaiton where he's about to be attacked, kind of like how Peach uses her downsmash. It's annoying and if you try to punish it too hard you will get grabbed or punished yourself.

Stay weary and watch out for tactics that use blizzard or ice blocks well, it really can mess up your approach. Throw lots of turnips upwards to save yourself if you get grabbed, and use that down air to separate them. Edgeguard nana by floating out there and forward airing her (or neutral air if you aren't in a position to time it). Stay far enough where Popo cannot reach you. You gotta find that sweetspot where nana will go before using her UP b.

Once you get grabbed you would lose a stock against a really good IC player - Peach isn't that hard to CG, its one of the moderate timings (not hard not easy) I believe. Just this alone, being able to take that stock back from a grab. gives IC a fighting chance and prevents it from being a Peach counter, and makes it simple Peach advantage.

60-40 Peach don't under estimate 'em just because its 80-20 in melee.
Basically what Edrees said. If you think you know how to play against ICs in Brawl with Peach because you knew how to play against them in Melee, you will lose to good ICs in Brawl.

I think you mean side B (squall hammer). ICs' up+B isn't good against Peach.


I'm not sure if this is a good idea. I think it's better to stay in the air really often to avoid getting grabbed, because while this would prevent you from getting CG'd, it could leave you open to synched SH blizzards, which can do a lot of damage. Dash attack and squall hammer would also probably cause this sort of tactic problems.

I've actually learned that P bthrow -> N fthrow is really easy on Peach.

I disagree that the ICs' grabs are the only thing that prevents Peach from being an ICs' counter. The ICs are generally pretty good at keeping Peach at bay with blizzard, squall hammer, and, to a lesser extent, nair, and they can KO fine with usmash and fsmash. CGs are nice, but Peach wouldn't counter the ICs without them. I think this match-up is very close to even.
:popo::popo:ICE CLIMBERS:popo::popo:
These two eskimo children strike fear into the hearts of most with the promise of a 0-death, inescapable (if done correctly) chaingrab. Even the smartest and best players may fall into a grab. Fortunately, Peach can deal with these two rather well, though she must always be careful and never take risks.

Videos: http://www.youtube.com/watch?v=_b5dDKOO9is Snakeee vs. Cheese.


Frame Advantages - Why Peach Shouldn't Get Grabbed:

The best killing option ICE have is a 0-death chain grab. Peach limts that option cause she is a hard character to grab. And on top of that, Peach can easily seperate them.

Her turnips go through the blizzard so she can stop that blizzard nonsense. he can even camp them done correctly. Ice blocks stay grounded. Even when lauched in the air. I have a versitale projectile. A turnip. And if you was to shoot ice blocks to stop me from getting turnips, platforms help with this.

Peach can dance on thier shield and they not have much options about it except roll away. If I am in front of them and Dair to a fast fall Nair and jab, they cant do anything about it. Thier grab connects on frame 7. You are getting hit if you try to grab me out of a nair. My jab is 2 frames. I connect with a Nair on yourt shield, you are stuck in it for three frames. And the shield advantage is -7 Which means you have to do something that is & frames or less to hit me. and you get screwed over cause it takes 7 frames to drop your shield. but the hit stun on the shield, which makes it longer. Which is why Peach auto cancelling her moves to Jab is nearly broken. You cant do anything spaced. Best you wait till she jabs twice or roll away. But this is why Peach should usually jab once unless after one jab or an air attack, the ICs wanna be stubborn and try to grab her.

Frame Advantages:
If I danced on their shield while floating:

The first hit of dair comes out on frame 12. If you block all the hits of her dair and tried to get inbetween the second one:

12-7=5

7= time it takes to drop shield
12= the frame her first hit of Dair comes out.
5= an attack you have to do 5 frames or less top hit her before the dair hits you.
But then there is shield stun. As weak as it is in this game, it counts. The shield stun of her last hit is 1. So now you need a 4 frame move to hit her out of inbetween Dair. IC don't have one move that can stop this from the ground that is 4 frames or less. Only think They can do is roll. When under Peach you have no option to punish me or counter attack. And when you get away from me........no grabs.

Dealing with ICs
...that don't grab!
Peach up close in an air fight beat all of IC moves with Nair. Peach bair and IC Nair is the same frame. So first come, first served. or wait till one attack is dished out. From studying the hit boxes, I think Peach Bair has a lil more range then IC Nair. And Fair has more range then all of thier air attacks. So if Peach is spacing well, IC are losing lots of air rights. Peach up air can beat out thier Dair. My Uair is 8 frames. IC Dair is 9. And Upair has more range. Or Peach can just uptilt it. There is no Dair in the game that beats Peach Uptilt.

They get Peach good when they are below her with Uair. Thats the only air fight they win. Knowing this, be sure to stay fairly close to them. Don't float too high, don't hang out on platforms. They can dish out a ton of damge with their Uair and can string a couple of them together. So if they hit you up high, DONT just fastfall a dair.

Edgeguarding the Ice Climbers:
When they are off stage, good edguarding can screw them up. And can be gimped with a good turnip game and abusing edge invis frames.

Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21


- jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility.
I can float next to the edge if I did not burn my jump and then grab it once again if they try to grab it. Increasing my time to guard that ledge. I an also Float to a Nair near the ledge while still invisible. Her nair is 3 frames. Then can grab the ledge to get a lil more invis frames. Thats about 2 secs or a lil more of you not being able to touch that ledge. If I turnip cancel off the ledge and toss it up or z drop it if you are below, they can get gimped or become really hard to get back on. If all goes wrong, I think Nana wont be able to grab the ledge even if the player makes it back.

There also might be times where IC way try to recover with F-B since it can sometimes be hard to hit them out of it. if they do it close to the ledge and aim for the stage. I can instandly float on to the stage and back air you out. Or even Nair. If I float to land I have 7 frames that can not be touched. Bair is 6 frames and Nair is 3. With Peach being one of the best edegaurders in this game, she has many options to keep one out. And IC dont have much options to make it back on stage, and easy for Peach to snip out of. And ICs can be gimped out of your recovery.

And if She needed to switch up, to bring more speed since floating is slow and can leave her open on the sides, Peach does not need to be floating to diars to get at you. I can easliely short hop and space them so you can try and Uptilt or even upsmash out of shield. I can to this to Jabs or w/e I want. To have you in the shield and eating it. Them keep the pressure going till I seperate you. So with Blizzard taken care of, I out range you and can space the hell out of you when close, making it hard for you to land a clean shot on me. If you choose to retrat and Blizzard, smart thing for Peach to do is camp you while moving in slowly. to a point you are forced to fight.

Pressuring the Climbers - Popo or Nana?
Also, Nana is never the target unless her and popo are seperated. When they are together, the Player is the target, not the AI. When they get broken apart, the player should be worring about Nana until popo comes in to save her and sneak attack you. Then your focus goes back to the player. Seriously going after Nana all the time is seriously stupid.

Peach has a good pressure game and can seperate them well without having much to worry about. If the Peach knows the match up well, IC lose.

Here is a lil trick you can do. If the IC are sending a trail of ice blocks at you and you need a turnip, blok one and jump out of the shield. Then get behind the next trail of ice blocks and get behind it. walk/run with it, and once it vanishes, turnip cancel off the ledge to get a turnip. Do this if you are on a stage like FD and want to go to them with a turnip. Having a turnip can help stop this and stop them from doing a blizzard when you wanna approach since turnips go through them.

ENDING STATEMENTS
:peach: ICs are not hard to seperate. ICs are not hard to gimp.
:peach: A good pressure game is hard for ICs to deal with, and Peach has a great pressure game. Stay on the ICs, but do so SAFELY. Peach has the frame advantages, so you can pressure the ICs without worry.
:peach: The Ice Climbers get out-ranged by nearly all of Peach's aerials. So even if they try to fight Peach in the air, they shouldn't be very successful.
:peach: Done right, Peach can camp ICs since our turnips go through blizzard. There's no need for Peach to approach if she's in the lead.[/COLLAPSE]
:ike: Ike

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 39%
  • Usmash (sweet) 87%
  • Usmash 101%
  • Fsmash Racket (sweet) 113%
  • Beam Sword (thrown) 125%
  • Fair 139%
  • Fsmash Pan 147%
  • Ftilt (sweet) 151%
  • Fsmash Club 147%
  • Bair 157%
  • Beam Sword (fsmash) 157%
  • Nair 158%
  • Utilt 172%
  • Uair 175%
  • Dtilt 189%
What to Watch out For:
-Huge range on all attacks
-Immense kill power
-A Counter and Neutral B (Eruption) with SA frames
-Jabs and jab cancelling
-Nair and Bair autocancel

Matchup Mentality:
-Turnips. Ike doesn't have a projectile. Use lots of Turnips. Make good use of aerial and ground Turnips
-Don't predictably Float. Ike has very long range aerials (mainly his Fair) and can knock you out of the sky very easily
-DI away from Ike's jab. If he grabs you and tries to trick you into taking more damage by grab releasing and jabbing you, spam your jab back as it's faster
-Toad is very useful in this match. Don't be predictable though as you can be punished harshly
-If Ike doesn't reverse his Aether (Up + B) you can use Toad to counter it and hit him with spores as he comes up
-Ike can kill you really early if you aren't careful. Don't get predictable and keep your cool

Did you know?
-Ike's Eruption has SA frames just as pulls his sword up and then drives it into the ground. Be careful he doesn't bait you into getting hit by a partially charged version and activating it so the SA frames negate your attack
-To counter Ike's Aether when he is using it to recover, you have to use Toad right before he throws his sword up. That way, the spores will come out when Ike is level with you and thus hitting him away

Jumping forward, then using your double jump to float backwards completely destroys Ike. It's one of those Niko advanced techniques he had in his thread but in the air. Basically you are jumping forward at him and the momentum of your second jump is used to go into your float. It's good because Ike's like to jump backwards and aerial or double jump backwards and aerial anytime you approach to get you for it and this punishes him for that. IMO it's 55-45 or 60-40 to Peach. Reverse glide toss camping is pretty effective too.
ike vs peach is weird. usually ike loses when he can't attack his opponent. peach is no exception to this, but she does it differently than shielding and spamming. peach essentially wants to attack all the freaking time with float aerials because she can attack faster by layering attacks than ike can outright. In essence, Ike never gets to start his attacks, as he will get stunned out of their start-up time. Since Peach won't be in front of ike, his jabs/grabs (fastest attacks) are heavily nullified.

on the flip side, peach has extremely minimal defense vs ike's longe range, and her poor air dodge and falling speed make her a hideous victim to falling upair (she literally can't avoid it).

so why do I put this match @ 55/45? The primary reason is that in most cases, peach doesn't have to challenge ike's attacks to land. She can simply fall away from ike and off the stage and up B to the edge with almost no risk at all. ike is also not that heavy compared to what most people expect, so peach won't have a difficult time killing him around 150% ish, where ike will be unable to kill peach until a higher % unless she clearly messes up and basically let's ike hit her, since she can choose not to let ike attack via her own attacks. in essence, peach *should* outlive ike through smart aggression.
[/COLLAPSE]
:jigglypuff: Jigglypuff

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 27%
  • Usmash (sweet) 63%
  • Usmash 73%
  • Fsmash Racket (sweet) 85%
  • Beam Sword (thrown) 101%
  • Fair 113%
  • Fsmash Pan 109%
  • Ftilt (sweet) 114%
  • Fsmash Club 113%
  • Bair 127%
  • Beam Sword (fsmash) 127%
  • Nair 128%
  • Utilt 124%
  • Uair 127%
  • Dtilt 137%
What to Watch out For:
-Multiple jumps. Very good recovery
-Side B (Pound). Enhances Jigglypuff's recovery and has incredibly priority
-Excellent aerial mobilty
-Good aerials
-Very strong Down + B (Rest). Can kill very early when it connects
-Roll out which is also used for recovery

Matchup Mentality:
-Avoid trying to take Jigglypuff head on in the air
-Watch out for Pound. It has insane priority
-Make good use of Peach's anti air ground game
-Use Toad if Jigglypuff gets predictable
-If Jigglypuff uses Rollout, it's a free chance to get a Floating Dair in. Never Toad it
-You can OoS Up Smash Jigglypuff if she gets careless with her spacing or Pounds right into your shield

Did you know?
-You can't fall asleep when Floating
-If Jigglypuff's shield breaks, instead of being sent up and then back down onto the ground to continue the stunned animation, Jigglypuff goes sky high vertically, which will cause her to self-destruct if there is no ceiling abover her. This may have something to do with her being a Balloon Pokémon
-The Jigglypuff in Brawl is actually the Shiny version of Jigglypuff, as it has green eyes unlike the ordinary version which has blue eyes

Yes finally!!!

I'd say this match up is either 45-55 Peach or 50-50

Jigglypuff is much harder than she looks despite her nerfs from her transition to Brawl from Melee. WoP is still good, Rest still kills fairly early, and she has a fantastic recovery.

Our ground game pretty much dominates hers, Jab to Ftilt is probably one of out best killers here due to her being so light. KOing with Peach isnt as much of a problem as it is with other characters (Snake, Dedede). At the start of the match most Peach's like to Dair into Uair or Nair and follow up. Dair isnt nearly as effective against Jigglypuff because she can DI out of it very well and punish with an aerial, Rest, etc. Jigglypuff's superior aerial movement allows her to space attacks fairly easy, most Jigglypuff's will be throwing out Bairs at you by weaving in and out. Pound is a pretty good way to deal with Peach's float because of it's annoying priority. WATCH OUT for Dair to Rest combo! This is a true combo in Brawl, but in order for it to work Jigglypuff must land her Dair in a certain way so you trip. When you're percent is over 75% watch out for this and keep your eyes opened for it. Also, be cautious when you're on the ledge, Jigglypuff can Sing cancel on the ledge and put you to sleep if you're in range and land land a free Rest on you. Her smash attacks are actually pretty strong because they'll be super fresh throughout the match since most Jigglypuff users stick to her aerial game, her Dsmash sends opponents at a very downward angle but Peach shouldn't fear this too much because of her good horizontal recovery. Dont be afraid of her tilts except maybe Utilt since it KOs pretty early, and her dash attack. Her dash attack has deceptively nice knockback to it and can kill if you're close to the edge. When recovering be wise, Jigglypuff can WoP us and make it back to the stage with Pound. Fortunately for us Parasol works wonders here, since it's pretty fast and has hitboxes all over her body. However you're pretty vulnerable when you drift back to the stage. For stages her best is Jungle Japes as is ours, so it could be pretty even there. I'd suggest GreenGreens or maybe any other stages with relatively small blast zones, ALSO be very careful if you're on stages like Delfino where there's water. Jigglypuff can use Rest and she'll wake up right when she touches the water.


Jigglypuff
What to watch out for:
  • Dair > Rest combo (can sheild if you dont trip)
  • WoP off and on stage
  • Rest on stages with water (Delfino Plaza)
  • Fair (MAJOR killer)
  • DACUS
  • Fsmash and Dash attack is a great killer
  • Her superior aerial movement allows her to space attacks nicely
  • Good recovery
  • Rollout!! This move DOES NOT need to be fully charged to kill!

Bans:
  • Jungle Japes possibly
  • Delfino Plaza
  • Norfair
  • Stages with lots of water

Counterpicks:
  • Green Greens
  • Almost any stage with small blast zones

Misc:
  • Rest comes out on frame 2
  • Jigglypuff can DI multihit attacks fairly well and use Rest
  • Her Dair has slight disjointed range in the front of the kicks
  • Can use aerial movement, Rollout, and Pound to recover
  • Rising Pound can be used to aid in recovery, it gives her a slight boost upwards, can also use falling Pound
  • When landing Rest a flower appears on your head giving continous damage (max damage of Rest is 45%)

What to do:
  • Use lots of Turnips
  • Try to space with Fair
  • Be observant of what Jigglypuff is doing
THIS!! i'm glad that you posted because i really didn't feel like writing an essay about this match up. i wouldn't say it's in jigg's favor because defensive style peach user's will **** puff.

reason: in order to put on ANY damage, jigglypuff must use one of her physical, low range attacks. and with Jigglypuff being a primarily aerial character, Usmash out of sheild destroys Puff at the most embarrassing percentages.

jigg's air battle game makes turnip camping a bit difficult. (she will usually catch turnips w/o trying)

Basically, Peach just has to remain on the ground to win this matchup. Even Puff's spaced bairs are punishable w/ Dash attach out of shield.

50:50 match up. quite possibly 55-45 Peach's Favor. (P.S. i know the match up from both sides :colorful:)
[/COLLAPSE]
:dedede: King Dedede

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 40%
  • Usmash (sweet) 95%
  • Usmash 110%
  • Fsmash Racket (sweet) 116%
  • Beam Sword (thrown) 131%
  • Fair 147%
  • Fsmash Pan 159%
  • Ftilt (sweet) 164%
  • Fsmash Club 154%
  • Bair 165%
  • Beam Sword (fsmash) 166%
  • Nair 166%
  • Utilt 188%
  • Uair 191%
  • Dtilt 207%
What to Watch out For:
-Large Hitboxes, Great ability to edgeguard
-Up tilt low percentage kills
-His forward B can throw a gordo and kill you at real low percent
-Suicide kills, suck you up and you're dead.
-Chain grabs and insane grab range

Matchup Mentality:
-Pick your spots, his hitboxes are good and can keep you from getting in
-Don't over rush him, he can punish ya and is faster than you expect
-Combo the hell out of him once you are in.
-Poke through his shield, his body is fat. Downsmash can do this for example.

Did you know?
-Throw a turnip and if he does his suck in move he'll eat it instead.
-F-air and b-air's ranges extend way beyond the moves visible range
-You can SMASH DI out of the electricity on the Waddle-Doo's/Dee's

Ok, first off Let me correct Hova on the chain grabbing, Pit is the hardest character to chain-grab because you have to shield cancel grab, then its Marth, then Peach however it's not THAT hard to chain-grab Peach considering I can do it online consistently.

Peach Attacking Dedede:

It's full of spamming turnips and well played Dairs and Fairs. It's always dangerous for peach to approach from the air because if your around 80%, an Up-Tilt from Dedede will kill peach, So I would suggest never trying to approach Dedede from directly above his head; However staying in the air with peach is always a good thing, fairing at Dedede from a decent range stops him from shield grabbing Peach. Remember, if peach is grabbed shes taking about 20-30%plus a possible tech chase off-stage to dying.

Dedede Attacking Peach:
Dedede relies heavy on his grab game, this is true and everybody knows and understands this, however Dedede also has his Bair and Up-Tilt which will make the match up much harder then any Peach would want it to be. I believe Dedede's Bair beats everything peach has besides her fair, but Dedede's Bair is much quicker then Peach's fair. A well placed Up-Tilt can end a Peach at 80% which is pretty good considering this is brawl and everybody lives long.

Pretty much its a tough match for Peach but I would actually think of it as an even match up considering Dedede's grab game is important and Peach is one of the ( If not ) hardest characters to grab, not to mention her overall movement can be too much for Dedede. I really think the only way to fight Dedede with Peach is to use lag canceled fairs into slaps and spamming turnips.


DDD Can chain grab Peach at any percent. Peach and Marth are the easiest characters for DDD to chaingrab. If DDD Does it right, your not getting out. Only way you are breaking free is if DDD messes up on it.

This fight is all about spacing. Space your moves as much as you can. His Range when he spaces can be a pain. If you miss space just for a sec, your gonna get grabbed. Space your moves and pressure his shield as much as possible. You can pressure him better than he can do you.

I dont care how big he is or his speed. DDD is not the character you wanna rush. Cause his grabs are insane. So you mess up once, even through jabs, your gonna get grabbed.

This can lead to a campfest so if you lose your cool easy in fights, your in trouble. Also due to the fact that he does not die so easy. So if your gonna go Fair happy, expect him to live no matter how many times you get him off the stage.

What you wanna do is just rack up damage. Then once he is at a good %, then get some kill moves off him. just do basic combos if you can get them in (yes now I recommend you go combo happy on him) to get some damage off. Since Nair cant really kill DDD that well, but had decent power, use it out the shield alot, or in general if you can. Get some jabs, Dairs, Nairs and grabs in there to start off when he is below 100% Just be quick and get him with those hits, and some turnips. Save your B/U/Nair for after or close to 100%. Also if you can get a pillar off him then go for it. also helps rack up damage and eats the shield (BUT SPACE IT CAUSE HE CAN GRAB YOU IF YOU SCREW IT UP)

When you grab him, dont throw him right away. Kick him a few good times then toss him. He is not gonna die so why not rack up some damage while he is in your grip. For throw options at mid % or higher, just throw him Up. Why? Cause for one thing, Fthrow won't kill him and he will also DI it so he will be at a point where turnips wont hit him, or you for that matter. Now if you throw him up, he is easier to hit with turnips cause he is above field range and you can hit him with turnips easy. And he is not all that fast while airborn. Its kinda slow. Your not gonna kill him off of throws so keep him at a range where you can attack him and get a finisher off. But you can sneak Fthrows in as well and it can screw up thier DI. And will get launched foward in stead of going high up off of the fthrow. And from there it wont be hard to snipe him with turnips or a finisher.

If there are waddledees while in your range, get rid of them. To leave them around the stage, you will regret it.

Don't be in the air too much. Cause it can be clearly seen what you are gonna do. And DDD will just be rolling away. Though making it hard to hit him, no matter how big he is. And you won't be getting anywhere. Mix both your air and ground game. (I recommend you get your ground game on point if you don't have a good one. or your gonna have some trouble. You cant always be in the air)

Get your grabs in there. you can do the most and the easiest damage off of him off your grabs. Mix them up. with your dash attacks. Actually, I limit my dash attacks here. Don't use them so much here.
:dedede::dedede: KING DEDEDE :dedede::dedede:
Here is a writeup from Dark.Pch about fighting the fatass king of Dreamland, Dedede. This matchup is pretty even, though it can be difficult for Peach if she isn't patient, or doesn't have good spacing.

Videos: http://www.youtube.com/watch?v=zgyHVOWqb_k Excel Zero vs. LingLing


DeDeDe's' Silly Grab Range, and How to Get Around it:
DDD Can chain grab Peach at any percent. Peach and Marth are the easiest characters for DDD to chaingrab. If DDD Does it right, your not getting out. Only way you are breaking free is if DDD messes up on it.
-> "Expert" Nicole says: If you get grabbed, mash A to jab. If the DDD messes up his chaingrab, your jab is the fastest move you have to hit him away from you. If you spotdodge or roll, he can react to both of these things and grab you again, and if you try to jump you may be too slow and he'll be able to grab you out of the air. So be sure to just rely on JAB. Now, since DDD has grab armor, it's possible that he might grab you even though you're jabbing. There's not much to do about this. Jab is still your best option.
-> "Expert" Razmakazi says: NICOLE IS ****ING ********!
Quote:
Originally Posted by Razmakazi
but a smaaaall thing. DO NOT MASH A to get out of DDD's cg if he messes up. he can just read it and smash you or just stop and bair you for a kill or something gay. What you really wanna do is hold shield. If he does **** up the CG then the dash grab will completely miss you and you get a free grab instead of just a few percent from slaps.

I guess make up your own minds for now, until we talk about this further. I always jab and it works okay. But obviously my way is very possibly wrong. So yeah...try both of these methods! See for yourself!

This fight is all about spacing. Space your moves as much as you can. His Range when he spaces can be a pain. He will ususally space with Bair. If you miss space just for a sec, your gonna get grabbed. Space your moves and pressure his shield as much as possible. You can pressure him better than he can do you.

Dealing With DeDeDe's Bair:
I dont care how big he is or his speed. DDD is not the character you wanna rush. Cause his grabs are insane. So you mess up once, even through jabs, your gonna get grabbed. If you rush him in the air, expect to get Bair-ed in the face. DDD's Bair outranges all of your aerials except for Fair, and his Bair is much quicker than our Fair.

This can lead to a campfest so if you lose your cool easy in fights, your in trouble. Also due to the fact that he does not die so easy. So if your gonna go Fair happy, expect him to live no matter how many times you get him off the stage. If you play this matchup patiently, you very well may run out the timer, just because of DDD's weight. Always focus on taking the least damage you can take - that means avoiding getting grabbed and baired. Bair offstage can be a nightmare for Peach. You'll take a bunch of damage and you might even get gimped. Either recover low or use a strategy similar to the one you'd use recovering from MK - stay out there until his jumps run out. Use a mix of these two so the DDD isn't able to predict your trajectory. You CAN use Toad, but be careful. If you get baited into using Toad, that very well might be your stock. You don't want to lose stocks before DDD, coming back against him is very difficult. Be careful getting back onstage from the ledge as well - DDD's Utilt is very fast and very deadly.

DDD has a couple out of shield options as well, one of them being Bair, the other being Nair, depending on where Peach is floating. Knowing this, do not Dair his shield more than once. Do what you would do against Olimar - Dair, then falling Nair, then jab or grab. If you Dair and float behind him, thinking to land behind his shield, you're going to get Bair-ed. You don't want to stay floating for too much of this matchup.

Dealing with DeDeDe's Massive Weight - How to Kill Him:

What you wanna do is just rack up damage. Then once he is at a good %, then get some kill moves off him. just do basic combos if you can get them in (yes now I recommend you go combo happy on him) to get some damage off. Since Nair cant really kill DDD that well, but had decent power, use it out the shield alot, or in general if you can. Get some jabs, Dairs, Nairs and grabs in there to start off when he is below 100% Just be quick and get him with those hits, and some turnips. Save your B/U/Nair for after or close to 100%. Also if you can get a pillar off him then go for it. also helps rack up damage and eats the shield (BUT SPACE IT CAUSE HE CAN GRAB YOU IF YOU SCREW IT UP)

When you grab him, dont throw him right away. Kick him a few good times then toss him. He is not gonna die so why not rack up some damage while he is in your grip. For throw options at mid % or higher, just throw him Up. Why? Cause for one thing, Fthrow won't kill him and he will also DI it so he will be at a point where turnips wont hit him, or you for that matter. Now if you throw him up, he is easier to hit with turnips cause he is above field range and you can hit him with turnips easy. And he is not all that fast while airborn. Its kinda slow. Your not gonna kill him off of throws so keep him at a range where you can attack him and get a finisher off. But you can sneak Fthrows in as well and it can screw up thier DI. And will get launched foward in stead of going high up off of the fthrow. And from there it wont be hard to snipe him with turnips or a finisher.

Some Other Things to Keep in Mind:

If there are waddledees while in your range, get rid of them. To leave them around the stage, you will regret it. But you can also use them to your advantage. Jab them to refresh your moves. So if a DDD is camping you, he is helping you refresh your moves.

Don't be in the air too much. Cause it can be clearly seen what you are gonna do. And DDD will just be rolling away. Though making it hard to hit him, no matter how big he is. And you won't be getting anywhere. Mix both your air and ground game. (I recommend you get your ground game on point if you don't have a good one. or your gonna have some trouble. You cant always be in the air)

Get your grabs in there. you can do the most and the easiest damage off of him off your grabs. Mix them up. with your dash attacks. Actually, I limit my dash attacks here. Don't use them so much here.

ENDING STATEMENTS:

:peach: Watch out for DDD's grab range. Always space your moves, particularly when you're pressuring his shield - don't land in front of him, land close behind him. Work on your spacing if you need to. This matchup is a spacing war.

:peach: Play patiently! DDD will not die for a long time. You must focus on taking minimal damage and keeping your stocks. You don't want to have to make a comeback against this fatass. Keep your kill moves (fair particularly) as fresh as you can, but if you need Fair for spacing, use it! If you're playing correctly, this should be a very boring match for onlookers.

:peach: Watch DDD's Bair. You can't be in the air at all times during this matchup thanks to Bair. Be especially wary of Bair offstage, you can take quite a bit of damage trying to return to the ledge, and possibly even get gimped. Be smart offstage.

:peach: Utilt can kill you as early as Snake's Utilt can, but it's much more easy to avoid. Be very careful when you are above DDD, and when you're coming back from the ledge (if you've jumped off the ledge, or are thinking you might SH fair off of the ledge onto the stage)[/COLLAPSE]
:kirby2: Kirby

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 30%
  • Usmash (sweet) 70%
  • Usmash 81%
  • Fsmash Racket (sweet) 95%
  • Beam Sword (thrown) 106%
  • Fair 119%
  • Fsmash Pan 120%
  • Ftilt (sweet) 124%
  • Fsmash Club 125%
  • Bair 135%
  • Beam Sword (fsmash) 135%
  • Nair 136%
  • Utilt 138%
  • Uair 141%
  • Dtilt 152%
What to Watch out For:
-His kill moves are forward smash, upsmash and the hammer (side b). Back air might kill but it usually is too stale.
-He can spike you with down air, but if you see it coming you can most of the time avoid it
-Very good aerial priority and control, lots of hits will be traded
-Can combo from down throw if you aren't used to it/don't DI properly
-Easy for him to suck you up for free damage
-Don't fall for Kirby-cides!

Matchup Mentality:
-If he sucks up your toad power good for him it's worse than yours!
-Space your movements, watch out for his ground kill moves at higher percentages
-Abuse your turnips as much as you can, he doesn't have insane range or anything and has no projectile, so you can play really defensive and build up damage
-You're gonna float a LOT in this matchup. He can't really knock you out of it until you approach. He's too slow in the air to catch you by surprise so if he approaches you can float backwards.

Did you know?
-You can only grab the stone and even then he can cancel it, so don't try to punish it too much
-His back air and uptilt override a lot of Peach's moves, watch out and don't try to "beat them" too much.
-If Kirby sucks you up and steals your power your break out, if you were holding float you appear right above and can hit him immediately
-You can toad his up B!

I'd place it as 60-40 Peach. This is based of tournament experience.

While getting inside is something of a problem, once you're inside you completly wreck. He's like Falco, but with easier-to-deal with projectiles and worse close combat options.

And that recovery...
If you can manage throwing him off stage for three matches, you win. :bee:
*raises hand*

I think I know this matchup better than most Peaches :) I knew Link was coming soon, so I MM'd Deva three times yesterday- each match was double or nothing from the previous match.

I won all three. And Deva's absurdly good (he can beat the best MK in the state) and I <3 him.

60:40 IMO. Peach has an absurdly good gimp game on Link if played right; float-hogging really destroys Link's recovery. Her jab game messes him up (remember, I'm known for my jab-grabs xD ), which makes fair autocancels and jab-grabs REALLY good, and she can combo the CRAP out of him. Dair beats his arrows, and as long as you can powershield really well, you can get through the projectile game.

You can force his recovery angle with turnips and then edgehog or chase with floated nairs and fairs. Link should not recover if he ever falls below the height of the stage lip in this matchup if you know how to do it.

Honestly, this is why I don't three stock Deva xD I gimp him when he recovers low, so he DOESN'T. He has the most absurdly, retardedly good DI I've ever seen. You can never ever get him where you want him :x

Also, BAN NORFAIR OR DIE. I have nightmares about Deva on Norfair. I've yet to ever beat him there in a match.

This.

EDIT: I really want to emphasize though; it's Peach advantage, but you have to pay a LOT of attention. You can't just sit back and dair and turn your brain off because it's Link. It's HARD to get inside his range. Once you do, you have him.
[/COLLAPSE]
:lucario: Lucario

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 37%
  • Usmash (sweet) 80%
  • Usmash 93%
  • Fsmash Racket (sweet) 106%
  • Beam Sword (thrown) 121%
  • Fair 134%
  • Fsmash Pan 136%
  • Ftilt (sweet) 140%
  • Fsmash Club 141%
  • Bair 152%
  • Beam Sword (fsmash) 152%
  • Nair 153%
  • Utilt 158%
  • Uair 161%
  • Dtilt 174%
What to Watch out For:
-Aura sphere grows bigger as percentage increases. It can get HUGE.
-High priority attacks
-Low cooldown time attacks, especially forward smash is hard to punish after its already come out
-Matchup gets significantly tougher if the Lucario decides to play really campy
-His down-air has huge priority and only your up tilt can beat it. Has to be timed right though.

Matchup Mentality:
-Try to hit him before his attacks come out, they come out slow, just they cool down real quick so punishing after is tougher
-Float can be quite useful if you can predict his ground attacks and jump, float, then punish
-It would be wise to save f-air to kill him slightly after he reaches 110% so he doesn't last to 200% at his strongest.
-Upsmash out of shield can punish him if he doesn't space some attacks
-Lucario's will roll a LOT. Watch for it.

Did you know?
-Lucario gets a slight boost from being multiple stocks behind as well? It's only slight but it's there.
-Lucario gains strength and range after he reaches 100%
-Lucario's UP b can't hit you, Edgehog him if he's out of range.
-His roll is a monster

Guess I'll add what I know.

Dark.Pch says: 50-50

The Good- You can pretty much pressure luigi well with turnips and a good spacing game. Once he is off the stage, he is in serious trouble for he can be taken out pretty easy with good edgeguarding. You can beat him in the ai with good spacing, the only move that he has with good range up there is his Bair. If he dash attacks you, you can end up behind him with TDI (Tap DI) Same with the tornado. Dsmash does not kill so well for when you get it, you don't go straight up. You travel at a angle. And Fsmash does not have that much range. If you save you r moves, Luigi won't be alive for long, really on edgeguards. Done right, he should not be alive past 120.

The Bad- Luigi has the combo and combo breaker on you (Nair). It is not safe to stay inside luigi for too long. A jab combo to Up-B is taking you out quick. And a fresh Fsmash can too. Once you are hit at low percents, Luigi can drag you accross the field. His pressure game is good and can be all over you with his quick air attacks that don't lag. Getting turnips can be a pain sometimes cause he can just tornado you. He can Create a wave of Fireballs to get close to you and screw you both in the air and ground. Thus making it hard to approach him.

Type of style to use: Agressive/defensive (this means use both, not just one)

What to do: You wanna make some openings with turnips and not try to get at luigi too much. remember, most of your stuff can be broken with his N-air. which is strong and can kill well if buffed. If he catches you with that move in the air, he can kill you sooner than he really should be. Once in his face, space you Jabs for incase he is shielding. Cause he can just Nair out of it and can beat you or even trade hits when you go in for another set of jabs or do something else.

If he creates a wave of fire balls what you can do is Crouch the one int the air and if you have a turnip glide toss the ground one. The ground one will hit the turnip and you will glide close to luigi, then take it from there. You also don't wanna try to compete with luigi's Bair. Luiigi just aint having that. What you wanna do is tru and time a snipe with a turnip. Or if you can, toad it. Another good option but requires timing and you being close to him, is her Nair.

Your ground game Vs luigi is pretty solid. Just watch out for tornado and jab to up-B. For the air you need to be more careful cause one again, that nair. That one move can pretty much save his *** the whole match. If you get hit in the air one by luigi, GTFO, screw being arrogant and waiting to him. Get the hell out of there. that can lead to his chain of combos, getting you with his spacing and your death. Just die away when you get hit JUST ONE TIME. seriously don't test luigi, he is not having that, just GTFO.
[/COLLAPSE]
:mario2: Mario

  • 55-45 Slight Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 80%
  • Usmash 93%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 135%
  • Ftilt (sweet) 139%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 158%
  • Uair 161%
  • Dtilt 174%
What to Watch out For:
-Uair and Up Tilt as damage rackers. Stong Smash attacks. Up Smash is strong has high priority
-Cape which has reflective properties and spins you to face the opposite direction when it connects
-Fair can spike. Bair can be used as a wall
-Fireballs and FLUDD

Matchup Mentality:
-Use Fair to outspace his aerials. Dair as a damage racker works nicely but don't predictbly Float right into Mario's aerials
-F Tilt and Up Tilt can stop his aerials
-Always be on the look out for F Smash and Up Smash as they are his main kill moves
-Powershield Fireballs
-Avoid Toading to protect yourself from being edgeguarded. If Mario Capes you, the spores will be reflected and you will most likely die

Did you know?
-The Cape won't turn you around if you're shielding[/COLLAPSE]
:marth: Marth

  • 45-55 Slight Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 32%
  • Usmash (sweet) 77%
  • Usmash 90%
  • Fsmash Racket (sweet) 103%
  • Beam Sword (thrown) 112%
  • Fair 125%
  • Fsmash Pan 131%
  • Ftilt (sweet) 136%
  • Fsmash Club 132%
  • Bair 141%
  • Beam Sword (fsmash) 142%
  • Nair 142%
  • Utilt 152%
  • Uair 155%
  • Dtilt 167%
What to Watch out For:
-Great range and strong killing moves
-TIPPER WILL KILL YOU REALLY EARLY
-He can still spike you
-His forward B on the gruond. Very fast, does a lot of damage
-use of jumps and double jumps to space aerials and get you to react
-his UP b out of shield, he'll use it alot, watch out for it

Matchup Mentality:
-Do not down air as much, you'll be on the defense usually
-Turnip anytime you have a chance to pull one out!
-Back airs, float back-then forward air and forward smash spacing to help you deal with his spacing.
-Edgeguard him as much as possible, you'll win if you can get your kills early off these

Did you know?
-Marth can instantly drop from the ledge and forward air, hitting you with it if you're above the ledge
-You can gimp him by holding the ledge, then letting go into a float, then re grabbing it to gain invincibilty. A very long floating ledge stall. Very useful on Marth.

:marth::marth:MARTH:marth::marth:
Here is what Dark.Pch has to say about the Marth matchup.

Marth has less range than before. And he cant combo like he did in melee. Or chain grab for lil gimp kills. His combos you can just air dodge. What weakness thoses Marth have in this fight. For one thing, his recovery got nerfed. And he is not that hard to edgeguard nether. But thats not his weakness.

Videos: http://www.youtube.com/watch?v=OmPvjOgETsE Silly Kyle vs. Bloodhawk

Dealing with Dancing Blade (Marth's forward B)
Marth now love his F-B so they will use that alot. And for spacing. Some marth may F-B you then stop in the middle of it. Wait for you to roll or side step then retaliate. They can also do F-B then in the middle just Jab you or Dtilt you, then start it up again or wait for you to do something then react to what you do and you get punished. Or he can just finish the combo and Down B you for the last F-B hit and stab your shield. Really good for spacing if Marth is too close and fears of getting grabbed or attack out of the shield.

If Marth is too close. Peach Can actually Grab Marth in between the F-B combo with good time at the start of it. or roll behind him and punish Marth if quick enough with a Grab, Dtilt, Dsmash, etc. You can also grab Marth in between his Jabs. If you did not jump and he catches you with F-B combos, you can float in the middle of it and get behind him and bair him. I do it all the time.

Turnip Time:
Peach can attack him from distance with turnips. She does not have to get close to deal Damage to Marth. Turnips are the way to go when not near him. He can swat them all he wants, he is ether gonna get hit or get caught with a follow up if the player is smart. His Fair goes through turnips, but will leave him with lag. You can punish this lag. He can also catch turnips with his Fair if he spaces correctly, so watch out for this. React, don't plan.

Use your turnips wisley. Dont just throw it once you get it then go in with a FC-Fair. such a common Peach move that people will know what to do. and when you hit thier shield, the Peach may Jab after. Play it smart. bluff the Marth. Mindgames. Think ahead. Turnip pillar him (if you know what that is) Or jump and Z drop the turnip and grab him. Mix up how you go at Marth.

Dealing with Marth's Aerials - Spacing Properly:
And Watch out for his Fair. it it hits your shield and he spaced it, he can do w/e he wants soon after. Cause that Move has no lag. And his Up air as well. so Be careful when over him. Timed Down airs can stop his up airs. And a Good air game can do damage to Marth. Her Dair is good at shield pressure, eating and stabbing the shield. You can even fast fall through the shield with her Dair and you can get a hit of and stab the shield better depending on the size of the shield and the timing on how you fast fall the Dair.

Peach can do well against Marth upclose. ( just beware of up-B assults) With her jabs and Dsmash, Marth does the most damage when he is spacing. That's one of his main games. Also, Marth has a hard time when characters are under him. He can't fight very well when over people. So take advantage of that - use your Uair and Utilt, or charge an Usmash. Ground float Nair or Uair when he's above you - he'll airdodge into it much of the time, because he has little other choice.

Marth is really Good at spacing. so you gotta learn how to get past that. Turnips is one way, and well timed attacks when he does his. Peachs Back air comes out fast and has range. Not to mention it got buffed and hits 2 times. So that is a bonus. Its a really good move for spacing. And can beat his attacks if you time it right. Her Fair as well.

Know what attacks you can do out the shield when he hits yours. if spaced, best thing you can do is maybe Fsmash out the shield. and even if you miss, you space yourself, so you have time to retreat before Marth gets you. FC>Nairs out the shield work wonders if he is close enough.it all depends on his spacing and if he is behind you or in front. Rolling is good but you can be punished for that cause the Marth may catch on............or fact is, you have no choice but to roll. Be sure to always roll AWAY. Though you can try to dash attack out of the shield. Since it has priority and hits twice. Decent range too.

Gimping Marth

Peach is one of the characters that can edgeguard him well and even gimp him with one turnip. Marth can be a sitting duck when recovering. aim well with turnips. or time Back airs or Fairs off the stage to hit him It works and when it hits, thats it, Marth is done. You can run to the edge, Jump and throw a turnip the other way. so now you face the stage. then back air him. and Peach can come back to the stage no problem cause you still have your second jump to float then up-B back to safety.

Gimping Marth is important. You should always try to gimp Marth whenever he is offstage. He is far more vulnerable there than anywhere else, and Peach can and should take advantage of this if she's looking to win. There's always that chance that Marth will get an early kill through a tipper or a spike. Peach does not want to have to come back from a deficit against Marth - she wants to be in the lead. So make it easy on yourself.

Take Notice of What Marth Expects:

Learn what Marth looks for in this match up. common habits Peach players have Marths will look for it and try to punish.

- dont roll alot.

- Don't always Turnip to FC>Fair.

- Dont Dsmash everytime you flinch or get scared.

- dont dash attack alot. get some grabs in there, cant stress that enough. Then Mix and Match your grabs with Dash attacks. and vice versa.

- Think ahead. Be aware of what Marth is abusing that you do. think clearly when your close to him. Dont spam the same stuff over and over.

Peach's Defense Against the Sword:
Peach has to space herself just as much as Marth. Cause He have a sword. Also, Marth cant fight under him. Thats another weakness he has. Now, how to abuse it? Simple. Dont play the average Peach. Play smart. Don't Dsmash every time you side step of flinch. Dont roll back and fourth to everything Marth does cause your scared to get Fsmashed or grabbed. Marths will wait for your reaction, then when you roll, sidestep or Dsmash, we will retaliate with a grab of Fsmash.

Marth has More Range that Peach Up close....a sword. So it be stupid to rush and and such with poor spacing. Thats why I keep my distance and space against him. I dont rush him. he has a sword so I cant just rush in at him. So watching out for his sword and looking for his reaction game does not mean he controls the match 24/7

Well for defense, She can attack out the shield with her turnips. And use the Glide toss to get near as well. Also she has the turnip pillar that can be used defensive. Her floating out the shield for a quick attack or retreat while attacking as also another way of defense. And may not mean much but.....toad if you know Marth while come at you with Fairs or F-B.

Marth is a character you dont wanna rush at all. Best to bait him and abuse his mistakes. You rush a good Marth you are gonna pay clearly. I dont recommend being aggressive against Marth. leaning to the defensive side is the way to go.

- - Here's what I (Nicole) have to say about Marth - -

I think this matchup is pretty even. 60/40 at most for Marth. I come from a crappy region, but I've never lost to a Marth in tournament or in an MM with Peach. I think that Marth has a slight overall advantage in his range and his great defensive tools (i.e. like retreating fair and upB out of shield.)

Frame Advantages (kind of):
Peach's Bair comes out in 6 frames, Marth's fair comes out in 4, so Peach can often beat out Marth's fair with her bair if she predicts just a little early, so Marth can't just rush her stupidly, or even decently. His spacing has to be right on. Peach's fair actualy has more range than Marth's, but her fair is 16 frames...and that's pretty slow, she'd really have to predict very early. Marth racks damage in this MU with fair and dancing blade, but if Peach shields dancing blade, she can easily punish with a grab or jab during the middle of the move. She can also SDI out of it rather easily due to her floaty nature.

How to Kill Marth, and How to Avoid Marth's Kill Moves:

Peach may have a harder time killing Marth than he has killing her, but her moves are more damaging and she is known for being a good damage racker in general. Peach can land Usmashes on Marth if he whiffs an Upb out of shield, or if he fullhops a fair. Peach can also gimp Marth really nicely with turnips + edgehogging, so that can really help her get the kills she needs. Some of the good Marths I've played do the over b slash while recovering so that they stall out their recovery and get a little extra boost - turnips are not affected by this and will gimp Marth all the same. Marth of course kills well as usual, but he may be killing more with Up B out of shield rather than his usual moves. Marth can also gimp Peach himself, and spiking her through her UpB is something that he can do with good timing and spacing, so Peach has to be a little more careful than she's used to offstage as well.

Be very careful to stay away from Marth in his shield when you're at high percents (like 135% or higher). Marth can up B out of shield just about any attack, even your JAB. It's kind of ridiculous. So make sure you're on your guard. There's no need to hit his shield at this point anyway, so just run away until you see a better opening.

Some Moves that Are Good to Use Against Marth:
What's good to do is to fullhop Dair a couple times per stock. This will catch a Marth who's shorthopping Fair offguard - you'll be above him and hit him with a nice 14%. Eventually, Marth will catch onto this strategy, and he'll fullhop his Fair or Nair. Now you can react to this fullhopped aerial and Usmash without getting hit. If Marth never changes up his strategy, oh well, you're still racking damage with every dair.

Peach's Fair will go through Marth's Nair, though I feel that Marth's Nair gives her a good bit of trouble anyways, because Peach must predict that Marth is going to use his Nair. Peach's bair will also go through Marth's Nair, but it's more difficult to space it properly. Peach's dair is a bit less useful in this matchup compared to others since Marth's Uair goes through it and he has UpB out of shield to punish it, though again, Peach can float away and cause Marth to whiff his UpB, leading to an easy punish.

Peach's Ftilt in particular is really nice and gives Marth alot of trouble while approaching a grounded Peach. On the other hand, Peach has a rather hard time approaching Marth, given that she cannot pressure his shield the way she'd like to. Turnips can help her approach, but it's still a difficult task. I would say the matchup is 55:45 for Peach when Marth has to approach, and 60:40 when Peach has to approach. So it really depends how defensively both players play, and who is in the lead, I think. I'd say 55:45 for Marth overall, I think both characters have an answer to most of the things the other can do. But I'm from the crappy Midwest, and no one really plays Marth very well around here.

ENDING STATEMENTS:
:peach: Gimp Marth! Turnips + Edgehogging is an easy and effective way to make sure that you keep the match in your favor.
:peach: Play defensively. Do not rush Marth. Don't pressure his shield. Attack his shield and get away from him. Do not underestimate his UpB OOS.
:peach: Bair is your best friend. You can outspace Marth's Fair with your Bair. You will stale this move out, but that's fine. Don't APPROACH with Bair, react with Bair. He can just as easily outspace you. Let Marth come to you.
:peach: Use turnips wisely and often. They will make killing easier and act as a nice distraction for Marth to worry about.
:peach: React, don't plan. This matchup is tough, but very do-able. This isn't MK vs Peach. You don't have to play perfectly. Peach has an answer to everything Marth can do and vise versa.[/COLLAPSE]
:metaknight: Meta Knight

  • 35-65 Strong Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 30%
  • Usmash (sweet) 70%
  • Usmash 81%
  • Fsmash Racket (sweet) 89%
  • Beam Sword (thrown) 105%
  • Fair 110%
  • Fsmash Pan 120%
  • Ftilt (sweet) 124%
  • Fsmash Club 119%
  • Bair 130%
  • Beam Sword (fsmash) 134%
  • Nair 130%
  • Utilt 138%
  • Uair 141%
  • Dtilt 152%
What to Watch out For:
-Down Smash and F Smash as good kill moves, Down Air gimps, transcendant priority
-Almost impossible to edgeguard without heavily risking being gimped
-Can Up + B OoS poorly spaced moves. Up + B has invincibilty frames on start up and his Glide Attack has huge priority and can be used as a kill move
-Tornado that has insane priority
-Good aerials and tilts. F Tilt is a good anti air move
-Planking (re grabbing the ledge and taking advantage of the invinciblity frames)

Matchup Mentality:
-Punishment and shield. You will be heavily reliant on Turnips, paticularly OoS Turnips and reverse Glide Tossed Turnips, in this match up for punishing MK's moves and camping. Since defensive play is essential, Turnips allow you to punish his attacks quickly and safely and Turnips also provide you with follow ups. Make good use of Bonewalking to safely pull up Turnips if you are about half of the stage's distance from MK. Despite MK's aerial priority, he has the 5th worst horizontal air speed in the game. Abuse this to your advantage. Throw Turnips to counter moves that hit your shield, drop your shield and Jab, you can sometimes even grab him or Nair him after his aerials such as Fair due to his poor horizontal speed if he misspaces or you run in and force him to accidently mis space. Fair is also a useful aerial to use to combat and manuver MK's attacks but can be stopped by F Tilt so keep MK guessing so you aren't constantly getting F Tilted, bait and punish using either Float or Turnips. Unless MK is in the lead, you need never approach him since you have the projectile. If for some reason you do need to approach, keep using Turnips and Fair to combat MK
-MK's sword has transcendant priority. This bad in one respect as he can win many clashes due to his hitboxes not having hurtboxes but extremely good in another sense because attacks such as Fair and F Tilt will not cancel out Turnips. This is very handy if MK is trying to juggle you with Uair as the Turnip creates an obstacle whilst he is trying to juggle
-You can pivot grab MK out of his Tornado if his body is around level with yours. You can also F Smash him out of it. Stitchface Turnips work too if you get one
-You can Bair MK out of his Tornado if you are above him. Do your best to DI up out of the Tornado and punish him with a Bair. If you are falling down and MK uses the Tornado to hit you, use Bair to knock him out of it
-Down Smash, F Smash and Up + B are his best kill moves. Down Smash is quick, expect this at above 100%. Never airdodge into the ground near MK or you could die from his D Smash catching you as you land. Avoid competing his F Smash directly with your Fair, it has deceptive vertical range, hover with your Float to stop yourself if you need to before you punish. Up + B can kill/gimp you if the sweetspot hits. He can use it OoS to punish moves that are not correctly spaced. Don't give him the chance to do so, always space your moves correctly and pull away with aerials such as Fair to avoid punishment and enhance spacing
-Never try to tackle his Glide Attack head, wait for him to either hit your shield or move away. Prepare a Turnip if you have time for punishment. If he is coming at you whilst you're in the air, Toad or airdodge away
-It is almost impossible to safely gimp a good MK. Instead of tackling him offstage directly, throw Turnips up in the air both slightly offstage and onstage to make it difficult for him to return
-MK's Dair sends characters at a downward horizontal angle. Getting hit by this is very dangerous for Peach who has poor vertical recovery. Sometimes it is best to prematurely use your Up + B to recover and avoid MK's Dair. There is a good chance he may hit you with a Uair or Fair but both of these can be DI'ed up and will not kill you unless you are at a very high percent. Taking damage certainly beats losing a stock any day

Did you know?
-MK is light. Throw out the odd Uair to hit through his Dair when he's at a high percentage
-His Up + B has invinciblity frames, this is dangerous OoS. Be on the lookout for this if he has his shield up
-MK's Down + B cause him to disappear. He can technically do this forever but this technique known as the Infinite Dimensional Cape is banned in pretty much every tournament you will find
-Theoretically, MK's planking is nigh on impossible to beat. Planking is nearly always banned in a tournament or hampered by a ledge grab rule. If MK starts planking, you haven't got a huge amount of options. Throw Turnips, try pressuring the MK off the edge, try grabbing it yourself. Hopefully, this should never happen

It's his ability to come up with options to counter anything that she is doing, and it mostly stems from the fact that he can 'escape' any of her moves using either the tornado, up air, down air or Shuttle Loop. These aren't amazing moves for damage racking on her, but they can be used to 'escape' any setup she has. If Metaknight is extremely patient and gay it's just really really hard...maybe it was mentioned but shuttle loop off the ground has INVINCIBILITY FRAMES. Easy, easy way to knock her out of float.

It's not hopeless, 70-30, she can still win for sure. You just have to play twice as good as the other player. And that's the best way to approach the matchup to beat MKs. You gotta think "I gotta outthink and outplay this guy on a 2-1 ratio" and you can do it. Except when you are fighting the top MK players, managing to do that sort of thing is extremely hard.

Highlighted things she can do that are really good

-She can contest him off the ledge and under the ledge. If you drop to up air using the invinicibilty frames, and up b, you can challenge him on the ledge. He will be greedy and keep trying to gimp you and you can keep racking free damage.

-If he whiffs UP B coming back from the ledge, shield it and punish with back or neutral air.

-Down air beats airborn shuttle loop from above, try to catch him into it. If you do it high on the stage you can down air kill him at relatively low percents.

-Turnip game can frustrate him

-F-smash beats tornado if spaced

-Downsmash breaks through his shield. Follow Bone's advice - use the second hit of back air and follow up with downsmash or something else.

-Float above him and wait for him to downsmash or tease him, he will downsmash and you can space yourself to avoid it and punish with f-air

-Up air is a relatively decent killer if it's 100% fresh

-Forward tilt is really good, especially out shield, it keeps him modest and away from you
Im too lazy to write up a large summary with no real reward..

Some cool things I do though are....

- SH Dair and land behind him the instant the 4th kick htis and grab (Guaranteed Grab)
- SH Dair , start float during 3rd kick (ending up behind him), Double Bair, Down Smash (Guaranteed Shield Poke)
-Delayed Dash Attacks are un-punishable by MK if spaced properly *so only the second hit connects.* Sure it does 4%, but it keeps him away. He has no responses out of shield to this either.

Double Jump U air outranges all of MK's aerials and creates a juggle, you can then read his air dodges and punish.

Shield getting hit?

SH Dair OoS counters D-Tilt
DA OoS counters F-Tilt
F-Tilt/DA OoS counters Fair/Bair
F-Tilt/DA/Nair/Bair/Jab counters Nair
U-Air OoS counters Dair
Nair OoS hits Up B and clashes with it's GA
SDI top left/right to Nair breaks Nado

Random other stuff later
The entire top portion of the tornado and the corners will all allow you to hit MK through it with bair. You can actually SH a bair away from an incoming tornado and smack him out of the corner. You can also throw turnips through the top, shield and punish OOS with a turnip/dash attack unless he pulls out way early (keeping your shield fairly strong), and if you are about to get hit you can usually manage to get hit by one of the hitboxes that allow you to escape (see: http://www.youtube.com/watch?v=qoH_NjsasqA ).

They'll stop nadoing when you can stop an incoming tornado 50% of the time, and then on top of that punish actually getting hit with the tornado 50% of the time you get hit by it. The risk/reward isn't that good at all.

The problem, of course, is him punishing you with tornado when you have a turnip in hand. He can nado away to a platform and you can't really punish it even if you shielded, and when you're in the air you're super limited. But this is where Bonewalking saves you! :) You'll pull away during the turnip pull and if he nados you can pivot and reverse glidetoss away.

As to recovery, it's all about DI. You often have to take a hit, but you can maneuver yourself around MK so that he has to hit you with something you can DI or SDI up and make it over him. You can slip around under him or up-B early when he's going for you depending on how you see him spacing. The key is just to make sure he can't dair you. If you up-B over him, sure, he'll nair, uair, or shuttle loop you, but you just DI the hits up and recover over the stage. If he tornados as you come down, fall on it with bair. Simple as pie.

Sure, you'll take unfortunate damage trying to recover, but by just forcing him to hit you with moves you can DI, you can at least make it fairly certain you'll make it back to the stage. If I get gimped, it's usually my fault. Though it IS still stressful to try to get back.




@ Yaaay, Falco's SHDL shuts down a ton of Peach's options. Her bad airdodge and poor run speed make her terrible at punishing laser-laser-side-B, his combination of SHDL and reflector force Peach to a very limited approach, and a combination of jab, ftilt, and utilt beats Peach's entire ground game. When you face a Falco that can understand what approaches you're limited to, and understands how to beat the approach you pick with the right moves, it because obscenely bad. DEHF and SK92 are like this. When you're limited to a tiny amount of approaches and forced to approach, it's very easy for them to quickly pick the right options to beat what you do.

At least we edgeguard him alright.
:metaknight::metaknight: META KNIGHT:metaknight::metaknight:

Metaknight is a tough MU for Peach, we all know this. We used to think it was unwinnable, but now we're thinking the matchup is do-able, but still really freakin' hard! Here is a nice summary by Dark.Pch of things you can do about MK.
"This match up is a game of cat and mouse. You are always the mouse and can never be the cat, at all. You dare try being the cat, you are asking to get the crap beating out of you. (this applies to Marth as well) how does a mouse come out victorious from a cat? If you ever watch tom and jerry, the way Jerry handles tom. thats how you are suppose to do it here."

Videos: http://www.youtube.com/watch?v=PIRDiLwsp3U Silly Kyle vs. Forward


Four important things you should be doing against MK! The first one is by far the most important.

1) Patience:
If you play aggressive, throw this match out the window, you are not winning. Patience is important here for you don't need to be approaching meta. learn to be defensive, playing aggressive will have meta end you sooner than you expect. You have no buissness approaching meta. At all. Let him come to you. You can attack him from distance. He can't If he wants to hurt you, he has to come to you. Plus need to keep your Kill moves fresh. Meta is not that heavy and lucky for us, he can die well from us.Certain characters you need to play aggressive. meta is NOT one of them. He is not having that.

2) Evasion:
You need to have good evasion when Meta is all over you. Once meta gets his hits in and is on you, he can stay on your *** and even kill you for it. So you need to know how to break away. With platforms this makes it hard, but easier at the same time. Learn how to break free him his pressure/rampage. Once you do, you can start the process of getting damage from turnips and having him come to you.

3) Spacing:
This is also important. With you have good spacing, it will make it hard for meta to touch you. His range is not that good. Only time he has decent range is his Ftilt and and think Fsmash. Bait his moves and space yours. Done right, you can break his crap and hit him. Add turnips to your spacing if in fear you kill moves will get weak. Just don't pick them up at the wrong time.

4) Speed/Quick Reflexes:
This is one of the reasons I find meta fun to play against. Cause with him, I have to play so fast. somewhat reminds me of melee. Don't stay in one place for too long. Don't roll alot, you will just eat a Dsmash or move into his attacks. Make it hard for meta to pin point you. This can reduce the chance or stupid kills he can get on you. This is also important cause his range is not all that. Meta hits your shield, recat as fast as possible with a counter attack. Meta sidesteps? short hop Dair or FC>bair if looking the other way. See meata rolling on to the stage? Reverse Fsmash him. But be quick about it all. The faster you are, the more problems meta will have. More than expected. Even for a character like Peach.

Now, let's take an in-depth look at tornado. Tornado makes alot of trouble for Peach, because she likes to be in the air, and tornado makes that pretty difficult. What are some solutions?

Dealing with MK's Tornado:
Basic Summary of Tornado:
Be careful when you have distance. Cause most will tornado to you. really when you wanna glide toss. so that is why when there is distance, I move in slowly and don't really bother getting a turnip. Cause they would tornado to you. And if he spamms Nado, limit the use of turnips and be aware of a tornado when you have a distance between you two. Turnips are a must and do help. But careful when getting one, really when he is at a distance he can reach you with tornado.

This pretty much goes for anything else you do, cause he you can do an air attack and meta can just tornado you out of it. Keep your eyes on meta all the time. Also I don't see many people doing this, and I seriously don't get why. But when Meta tornados your shield, aim it to where he is (tilt your shield up!). Done right, Meta can NOT shield stab you, then punish out the shield with a grab or dash attack out of shield. Hell, even Jab him out of shield. This is what I always do to meta,s who tornado me and I shield. Seriously, your shield is more godly then you think.

Ways to Deal with the Tornado:
1) Distance tornado rush:
This is when a Meta spaces or camps moves like down air and know you won't move into them. So at this time a Peach would usually get a turnip. Then they move in with a tornado and hit you. Or if you are close to them and run away to get space or a turnip, a tornado would follow. So be aware of this. And get ready to Fsmash him.
2)Tornado Wall:
Ok I don't see many people doing this and I seriously don't know why. When Meta tornados your shield, MOVE your shield to where he is. Do this and meta will NOT, thats correct, NOT, shield stab you. No matter how small it is. Peach is not a big, fat character. She is one of the many few that can get away with this. From there, Dash attack out of shield, Ground float out of shield to an air attack. Or grab. Depends on how far he lands away from you.
3) Tornado counter reversal:
If you ever get caught in it, Tap the contol stick up as fast as you can and the jump button. You will be able to jump out of it. Things I do is I jump out and float. Then Dair him and hits him out of it. Or jump and when he tornado is over and he falls to the floor, I fall right after and Dair or Nair. I can break out of that move like 80% of the time now.
4) Tornado Break:
You can break the tornado by aiming for the for corners of the move. While People like Edreese do it with Bairs. I do it fair airs (just easier for me). All turnips can break the tornado. You have to play basket ball now. If you can shoot a turnip in the center of the move, it will clap him out of it. No matter what turnip it is. You gotta go for them three pointers. I was telling Mikey about this. Also if you are on a stage with platforms and he tornados, you can use the platforms to get above him and throw one straight down inside. Sometimes I just jump over meta and throw a turnip down. Really them spammy ones.
5) Easy Mode:
Spacing aerials to go through a moving tornado is pretty tough, and shielding the move every time, while fine, does not punish MK for using tornado. You should be fighting MK on the ground (mostly) so why not just Ftilt through the tornado? Ftilt is quite fast, and though it does require a little timing, it's pretty simple to land. You can also Fsmash through tornado, with any of Peach's weapons (golf club is the best, naturally). MK may try to bait these moves and approach you, but back off, while still in tornado, so that he can punish whatever you do, so watch out for this. React to what MK is doing, don't just throw moves out.


Getting Back Onstage - Avoiding Gimps

Mk can really **** Peach up offstage, he can't gimp her as easily as he can many other characters, but he can rack up a TON of damage thanks to Peach's terrible airdodge.

Recovering High:
Getting back on the stage is a pain. Don't test metas moves while recovering. Just leave them alone. To avoid a fight is not to start one. So don't Cause you gonna leave yourself open and take hits. Just chill out and move in and out in the air. Screw trying to fight him in the air cause you mostly likely gonna lose when returning. Just worry about getting back and don't abuse your air dodge out of fear when he is near you, you will take easy hits. Just move in and out and don't rush to get back on stage. You will be surprised on how this simple crap works. Float offstage until MK runs out of jumps.

When you are comming back to the stage and meta is near you, don't do anything at all. Just move away. Most metas (that are smart anyway) love to just sit there and abuse air dodges, and since ours is utter crap, thats what they look for. then get you. remeber, he is not quick in the air. if you have good reaction time, you can see an assult comming that hit him. Don't **** your pants and get scared, then air dodge. Your air dodge is not atool for evasion. it's mind game. the best thing you can do with this character is pull away. You give meta nothing to react too. So he has to make the first blow. Then you can ether air dodge or time an attack.

Avoiding MK's Glide Attack:
If meta glides attacks you, toad it. screw trying to go and hit him with an air attack. Just toad it. if he does it out the shield and goes to glide attack. Toad it. If you seem him recovering to the stage glide attacking, go out and toad him. You 2 things can happen

- Meta takes the hit
- he does nothing and goes through you (In fear he would get spores to the face)

Ether way it is good for you. Now if he wants to cancel his up-B, You already got him where you want him. Why? Cause not you got that ******* second guessing wether or not to strike or not. And took away one of his best killing options. Now if you feel he catches on and he would cancel his glide attack when you go near him, you can just go out and nair him. I say Nair cause that move is not all that for killing, so why burn a kill move and stale it if he is not gonna die to begin with, save that free hit for a move like Nair. Now you can mess with his head about glide attack. or even attack out of the shield with up-B. Mindgames

Recovering Low:
If you can, if meta is not near you when coming back, recover low. its not that easy for characters (yes even meta) to hit you from below. Now if meta is under you.my lil tip of pulling away wont do much. So you have 2 choices. Timne a dair, or time a air dodge. Some times in this case you CAN pull away to get that postion to do what I just said above. So don't think you alway can't when he is right there.

Recovering low is often a good bet, but certain good MKs (or not so good MKs that know the matchup well) will drop off the ledge, drop low, shuttle loop facing away from the stage, hit you while you're trying to recover, and land on the stage himself. He can continue doing this for quite awhile, your float will be long gone, and you'll hate every minute of it if you can even make it back to the stage. This is really painful because Peach's vertical recovery is pretty bad. You can't go low enough that he can't hit you AND that you'll make it back to the stage. DI up as best you can and try to get to the stage that way. Using Toad or any of your aerials to go through the shuttle loop is all well and good, but if you're too low you simply won't have enough vertical distance to get where you want to go. It sucks...


MK's On-stage Game - What to watch out for and what to do:

I know you Peach's love the air alot. If you wanna beat this clown, limit that. Learn to take him on the ground. Even if you are in the air, you can fight him on the ground. Meta is not that quick in the air. but it is hard to beat his moves in the air. Remember this. What goes up. must come down. Meta has to touch the floor some times. You can bring your air game to the ground with groundfloating and it makes your spacing and combat speed much better than if you was air born.

MK's Dsmash:
And Metas to spot dodge to Dsmashes are typical metas. They will do anything to that move cause it is quick, so of course people will abuse it. Thats why I just short hop Dair and tell them to pack it up. But smart metas would replace that with Up-B out of shield or Nairs. Sometimes Fairs.

After you shield Dsmash, jab. Do jab and ONLY do jab. MK's Dsmash pushes you too far away for you to punish him very hard, and trying to do anything but a jab will get you D-smashed when he decides to do that move a second time. I know you want to hit him with something great. Restrain yourself and jab instead.

MK's shield:
His shield, gets beating up bad and he becomes easy to hit out of it. his shield does not hold out long to pressure. Anyone who can pressure meta well can pound on him. and arent we lucky that Peach is a beast at pressure? But learn to do it right.

The problem with pressuring MK's shield is that he can Up-B out of shield quickly, easily, and cover alot of range. Landing behind his shield does not solve this, as he can turn-around UpB out of shield as well. Even a well-spaced Fair can get shuttle looped if you stay in the air. Float Dair is worthless in this matchup as a shield pressuring move (it's still fine to rack damage). But don't forget that Peach has a quick, easy, and very good shield-poking move on the ground in her own DSMASH. Yes, Dsmash. I (Nicole) use this quite often against MKs, but you must do it at the right time, at the right range. Dsmash does not have a ton of range. You will get punished if you miss. Watch for MK to do Nair OOS as well - this move does a lot of damage, but you SHOULD be able to shield it if you're doing things right - i.e., if you've shorthopped a dair onto Mk's shield, and he Nairs OOS, you should have time to shield his nair before it comes out.

Dark.Pch's Ground Floating Solution:
The next thing is master ground floating your air attacks. I was doing thise to metas and it becomes hard for meta to hit you or punish out of shield. the best way to take on meta is on the ground. His ground game is not all that compared to his air game. This applies for Marth and lucario. You see how good they are in the air compair to the ground? his is where they start the ****. So best thing to do? Not give them that option. This can also apply to having a good ground game.

So if you people don't ground float alot, I suggest you start busting out your wiis and get to doing that. Do that until it is second nature. Increase your reaction time. And start dound it out of shield. Sometimes when you do it out of the shield, people can shield before your attacks hit. This is dude to the distance of the spacing of the enemies attack. So pat close attacking to this. If this happens roll away. Don't stay near meta. Though this may not be a wise choice ether, and I will let you know why.

Your shield is really important to beating meta. After you ground float a move or space one, shield cause meta would usually attack. There is no way the are grabbing you. After they attack, you can dish out yours by jumping out of shield or ground floating out of it. Not this is if meta goes in on you. if he spaces the moves, just get the hell out of there. Leave meta alone swining at the air. he can't do anything to you and you should not be greedy to wanna hit him. Go get a turnip Or just watch what he does next.

TURNIPS!
Learn my trick I call the turnip juggle. You grab a turnip, toss it up, grab another one, toss that up, then jump and Z grab the first you toss and toss it up again and do the same for the second. Then grab another. If you want you chain 2 turnip juggles and toss it off stage, so you have 2 turnips going out at the anemy, then you can follw up with an assult. You can aslo link a turnip juggle to a turnip cancel off stages. To cover more vertical range. And even horizontal range. Then go in for an assult of bait moves/airdodges and attack. You can have about three turnips guarding the air at once. Even 4. You would have to tunip juggle, Then platform cancel a turnip and toss it up. Then run back and quickly do it again as the turnip is about to come down and durnip cancel to a Z drop and grab the air. Do you realize how much you have covered? Just picture it for a min.

Tunrips slow him down and he is not quick in the air to begin with. so start using my turnip juggle. wether on stage or on stage. Get to work on that. And learn to fight with a turnip in hand. People expect to many typical things from this character, like a turnip toss to a Fair then jab or Dsmash. You don't always have to those the turnip first. Fight with it in your hand. i can increase your pressure game . For if you are ground floating and spacing moves, you can tossa turnip inbetween and thencan start more pressure, stop an attack or bait moves. metas don't like thier shield being pounded alot. To Bad Blondes in Pink dresses dont give a damm.

Someone should talk about the Dtilt -> turnip pull tricks that we've found out kind of recently.

ENDING STATEMENTS:

So outside the typical match up on meta, you really wanna take this fool down? Use all that I said here. Focus on improving in these 4 areas.
:peach: Being Patient
:peach: Reaction time
:peach: Spacing WELL
:peach:Ground floating and doing it out of shield[/COLLAPSE]
:ness2: Ness

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 35%
  • Usmash (sweet) 78%
  • Usmash 91%
  • Fsmash Racket (sweet) 104%
  • Beam Sword (thrown) 117%
  • Fair 130%
  • Fsmash Pan 133%
  • Ftilt (sweet) 136%
  • Fsmash Club 137%
  • Bair 147%
  • Beam Sword (fsmash) 148%
  • Nair 148%
  • Utilt 154%
  • Uair 157%
  • Dtilt 170%
What to Watch out For:
-Long range Fair. Aerials are strong. Dair is a very very strong spike
-Bair is a very strong throw
-D Tilt can trip
-F Smash has reflective properties
-Pk Thunder, Flash and Fire

Matchup Mentality:
-Bair his Fair approaches or follow where he goes and hit him. OoS Turnips work nicely
-Gimp his recovery
-Don't fall for Pk Thunder/Flash tricks. Stay alert so you don't get hit by something strong
-Powershield Pk Fire. If you do get hit, DI away as it forms a pillar of multi hitting fire
-If you're at a high percent, try positioning yourself so if Ness manage to grab you and B throws you, you are furthur away from the blast zone which will allow you to survive longer

Did you know?
-Ness suffers from an extra 10 frames of lag when grab released. You can continually grab release and pummel Ness to the end of the stage. You must keep pumelling to force a ground release upon him. When he is released, you can then dash grab him and repeat
-If you force an air release on Ness (which is the standard release as he is above the ground when Peach grabs him), provided it is done correctly, you can jump up and Fair him. You have to input the jump and Fair pretty much at the same time and move towards Ness whilst doing so. The timing is incredibly strict but it can be done easily with practice[/COLLAPSE]
:olimar: Olimar

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 30%
  • Usmash (sweet) 73%
  • Usmash 85%
  • Fsmash Racket (sweet) 96%
  • Beam Sword (thrown) 108%
  • Fair 121%
  • Fsmash Pan 124%
  • Ftilt (sweet) 127%
  • Fsmash Club 128%
  • Bair 137%
  • Beam Sword (fsmash) 138%
  • Nair 138%
  • Utilt 144%
  • Uair 147%
  • Dtilt 159%
What to Watch out For:
-Pikmin spam will build up damage fast
-VERY strong kill moves, if he uses his throw, up air, upsmash and back air
-UP B can knock you out of float if you are not careful
-Very good grab range
-Super armor on his pikmin call

Matchup Mentality:
-Move very fast and stay in his face
-Use high priority attacks, back air, and down air are excellent. down air combos ruin him
-Try to gimp him by knocking him far away and edgehogging, using the float stall edgehog described in the marth summary. Throw a turnip then do it to force him into a bad position.
-Jab or jab to grab quickly after autocancelling aerials, his grab is slow and won't beat your jab.

Did you know?
-Toad can be used as an attack if you have pikmin on you
-Downsmash kills pikmin off you
-Al your aerials besides up air can attack through pikmin and still hit him in the same swoop
-Blue pikmin have a lot of knockback, dont get grabbed if its the next one. purple pikmin actually have hitstun and can knock you away instead of just grabbing onto you. fear these ones

I would say that the Peach vs. Olimar is 65/35 in Peach's favor. Peach counters (almost) everything that Olimar has. Pikmin throw is easy to deal with for three reasons:

1. Peach has no attacks with an elemental quality meaning that any attack of hers will damage a pikmin. This is different with characters such as ROB. ROB's Bair, Nair, Dair, and Usmash cannot hit off a pikmin with fire qualities. ROB's laser and Fsmash cannot hit off a pikmin with electric qualities. However all of Peach's attacks are regular in terms of the qualities given to them giving her huge options when it comes to hitting pikmen.

2. Peach's hitboxes on her attacks are generaly large in size. For example, her Nair covers her entire body making it easy to hit off pikmen. A sideB will also deal with them well. Again, this is different for other characters.

3. Peach's damage is good and her damage range is small. On average, a move of hers will do between 10-15%. Dair=14%, Nair=13%, Bair=14%, Fair=15%, Uair=13%, SideB=15%, Usmash=12-18% (depending on where you hit), Fsmash=12-18% (depending on what you get), Dsmash= 5-21%, Ftilt=6-13%, Dtilt=10%, Utilt=13%. Those are some of Peach's moves that might be used to hit a pikmin off. All of them are highly capable of doing so and therefore, Peach has many options in this matter.

Olimars grab game is also countered by Peach because of her quick attacks and ability to stay in the air for so long. Because Olimar now cannot grab/camp well, he is forced to use his deadly ground or air game. The problem with this however, is that his ground game is not at all flexible in the way that it cannot deal with diagnol approaches well. As a result, Peach's Dair approach is very difficult to beat using Olimar since his Fsmash will not hit and his Usmash won't do much either. Spaced Fairs/Dairs will do hefty damage to Olimar. Next comes his air game which is just flat-out outranged by Peach making aerial combat also difficult. Finally, there is Olimar's recover which can be gimped by only one turnip if Olimar doesn't have his jump. Olimar's jump is also easy to get rid of in the first place so off-stage he is extremely vulnerable.
since i'm too lazy to multiquote... lol

um airdodge->whistle happen almost instantly (i think) and we can constantly alternate, or spam whistle lol
when whistle is done, you can FF ith it and go through long lasting moves. more than once have i WAC'd all of ROB's up air and proceeded to punish

if we do go in the water, yes the blues will survive and we will have more.
it is surprisingly easy to get back on the stage, as we would be on the far right the majority of the time. meaning the rapids will take us to the other side of the stage away from peach and her turnips. getting our jump back when we go in the water and jumping back on stage, proceeding to pluck one or two pikmin.
can you really get to us within one second to stop us from pulling the pikmin we need? if we need any we'll do an upB (jump, land with 0 lag) to push you away and pluck when we land
all of olimar's tilts have good priority and knockback giving us free time to pluck

which direction does peach bomber send you? tennis racket is 1/3 chance, and that slap is scary o.0
if she does manage to grab olimar by a ledge, upB right away as we fall will latch on and hit you if you are near the ledge pushing you away.

we fear turnips, we will WAC spam if need be
a rising up air is hard to avoid. it beats out nearly every down air in the game (even GnW's key :o) it also has great range that keeps us the hell away from you. if it is a yellow or red being used in the up air, it has a somewhat bigger hitbox and will knock any floating peaches away from us.
We can do 2 up airs, one rising one falling and still be able to latch onto the stage from below (not japes for obvious reasons)
the up air will like never trade due to it's tremendous range

*note: almost more than ever we will do a rising up air to return

vs peach, no smart olimar will get greedy lol

i did not mean you but a lot of people in general underestimate oli players (which is good :D) but people forget that we know how to air dodge too and that once we are off the stage it does not mean certain death
don't worry, by your arguments i can tell your smart :D

it is still peach's advantage but do not, i mean do NOT underestimate our little slave driver :D
:olimar::olimar: OLIMAR :olimar::olimar:
By Nicole (layout stolen from Draconoa, thanks buddy!)

Olimar is an interesting matchup, as most of us Peaches believe that Peach clearly beats Olimar, yet we sometimes find ourselves losing to him once we start playing the actual matchup. We certainly outprioritize all of his pikmin based attacks, limit his ground game severely, and leave him with only a few safe options. So why is this matchup still hard?

Videos: http://www.youtube.com/watch?v=6VI7GnCtDKY&feature=fvst Hiroi vs. Draconoa

Here is some very basic knowledge about things we can do to Olimar...If you don't read anything else in this whole writeup, these 4 things are the most important (particularly #1)

1. Olimar in his shield is Olimar in trouble.
Peach can easily abuse Olimar in his shield through a few simple, never needing to be changed or improved tactics. Float Dair -> Falling Nair -> jab/Dsmash/grab = :( (for Olimar). This combination of moves almost always forces Olimar to roll, because there's nothing else he can do in time that will hit Peach. Olimar's roll, by the way, is really bad.
2. Wave farewell to Olimar's grab game and grab combos.
Olimar loves to grab at low percents, Dthrow, and Fair. Nair as soon as you can after the Dthrow. You should hit him out of Fair. You will take about 9% damage (depends on the pikmin). A better tactic - don't get grabbed. With Peach's float, insane shield pressure, and superior close range game, Olimar grabs are (mostly) avoidable.
3. Olimar's recovery...LOLOLOLOLOL.
Yeah, it's bad, everyone knows it. Good Olimars can handle themselves off the ledge better than you'd expect. Against Peach...usually not good enough. Characters with item projectiles, such as Diddy's bananas, Wario's bike tires (if available), and PEACH's TURNIPS can make recovering for Olimar so incredibly difficult. Olimar relies on whistling through moves to avoid being knocked far away from the stage. When there are two things to avoid - a projectile and a character - whistling is simply not enough. Does the Olimar whistle the turnip or the Peach? Either way, one of them is going to hit him, and is likely to kill him. As with Marth, floating near the ledge and dropping to grab it when you think Olimar is going to recover is quite effective, as edgehogging = instant death. If you're at a fairly low percent (< 20 - 40%), just sit on the edge and don't even worry about being invincible. Olimar's pikmin chain will not stage-spike you far enough to die, and you're guaranteed of killing him.
4. All fatties (purple pikmin) must die!
Purple pikmin are super annoying, hit you out of your float, and kill you at 90%. So kill them, provided that Olimar is far enough away that he can't punish your lag. Fsmash (golf club or pan) and Fair will instantly kill them, you may want to Dair-> Nair combo them if you think Olimar might want to move in and take advantage of the situation. Without purple pikmin, Olimar has no way to keep you out of the air. If you're floating and you see Olimar throw one at you, Bair or Nair - these moves come out quickly enough that you should be able to react with no problem and you'll go through the pikmin that was thrown at you. Remember that doing a move through a pikmin makes your move last longer - this can be both a help and a hindrance.

So, let's checkout Olimar's moveset and see what he wants to do to us...O_o

AIR GAME:
Olimar must rely on his aerials much more than he is used to in this matchup. He can surprise you with these aerials, as they are fairly quick and some of them have little ending lag.
Olimar's Fair:
Olimar relies on his Fair quite often in this matchup, if he knows the matchup. His Fair comes out on frame 8 and he can link several Fairs together (similar to what Marth can do) if the Peach doesn't know what to do about this or panics. His Fair will typically beat our Fair, not because of priority, but because it comes out in half the time that Peach's Fair does. If you're floating around in front of his shield after a Dair, Olimar can Fair you OOS. If you telegraph a Fair at Olimar, he can Fair you out of this. If you forward glide-toss a turnip at Olimar, he can Fair, catch the turnip with his aerial, and smack you with his Fair (I personally find this especially annoying!) He can also shorthop a Fair and hit you out of a shorthopped/floating Dair if you are moving towards him and he rolls away before your move comes out, or if you space poorly. Fair is also a move that Olimar can kill you with, and he will certainly be trying to use it for that purpose. Be wary of Red and Purple pikmin here, they'll kill you quicker than the other colors.

Peach's Options:
What Peach can do about Fair depends on the situation. Olimar shouldn't be able to combo you with Fair, as you can simply Nair after the first Fair hits, and it will knock Olimar away during the ending lag of his first Fair. If Olimar is comboing you...NAIR! Try to limit your own use of Fair - while it's still an excellent move for spacing and setting up a wall, we simply have more effective, less-punishable options, and we should use those instead. What Peach typically uses Fair for in other matchups, Bair can be (and should be) substituted in for this matchup, as it's not range Peach is concerned about here. Another thing to help you avoid Olimar's Fair - be sure that when you're Dair-ing Olimar's shield that you either float behind his shield during the process so that he can't Fair OOS, or just drop down and Nair (I'll talk more about this later). As far as forward glide-tossing turnips goes, you can use the knowledge that Olimar wants to catch your turnip and Fair you to your advantage - try to mindgame him and make him think he is going to be able to hit you by not actually glide-tossing the turnip, or move forward but don't actually throw the turnip...there's alot you can do here and you can probably figure this type of thing out without any advice from me! When he whiffs the Fair, punish him. If he catches onto this, who cares? He'll stop trying to catch your turnips with Fair and will shield them instead - Peach loves for Olimar to be in his shield.
Olimar's Bair:
Olimar's Bair is very similar to his Fair, except that it isn't as good! It's a bit slower and he has less opportunity to use it. If Olimar is running away on the ground, and you are floating after him in the air, don't be surprised if he shorthops a Bair to make you stop chasing him and hit you away. Other than that...I don't see many Olimar's Bair-ing all over the place.

Peach's Options:
Don't recklessly float after Olimar when he's running away. Approach intelligently and safely! Olimar shouldn't be hitting you with Bair much.

Olimar's Uair:
Now this move is annoying and does a TON of damage if you don't get out of it. Peach cannot easily go through this move, though she can fastfall a Dair through it due to her multiple hitboxes...this doesn't always work though, it depends on whether your hitboxes are out at the right time. Peach's floating Dair will not go through this move, nor will any of her other aerials, since they do not stay out as long as Olimar's Uair. Olimar can and will take advantage of his one aerial that actually has priority and will Uair whenever he gets the chance (whenever you are above him). While he cannot shorthop Uair, be very careful when you get knocked up into the air above Olimar, as he'll want to use this.
Peach's Options:
Well, Smash DI, obviously. Smash DI is more or less effective depending on what color pikmin is hitting you. I find yellows especially annoying to get away from, as well as reds. You can fastfall a Dair through this (as I stated in the previous paragraph), but this won't always work. What I find to be most effective is to just airdodge away (don't just airdodge straight through Olimar, you don't want to end up below him as he can Dair you once his Uair is over thanks to our crappy airdodge) and do a Nair or Bair to keep him away from you. Fortunately, you shouldn't be put in a position to get hit by Uair that often either, he shouldn't be hitting you with Usmash or grabbing you too often - you should never float at a high height - keep close to his head.

Olimar's Dair:
It's a spike! Don't recover with Peach bomber if Olimar's on the stage, he can chill near the ledge and wait for the very predictable trajectory of Peach bomber and spike you. He can also spike you out of your float while you're recovering. But seriously...don't let Olimar spike you...how embarrassing.
Peach's Options:
Our Uair goes through Olimar's Dair, so make sure you time Uair well if you're recovering. Uair's hitbox is so large vertically that Olimar should never trade hits with you if you time your Uair correctly. If you're on the ground, this move is about as big of a threat as Ganon's grab or Luigi's fireballs (not a threat). Utilt or ground float Uair. Don't recover with Peach bomber. Olimar's Dair is not a huge problem.

Olimar's Nair:
This move has some serious priority, but fortunately has no range. Olimar can use this to punish a few things Peach might do. Peach (or at least my Peach) likes to Uair her opponents above her to force an airdodge, then Nair for a guaranteed hit after they airdodge through you. Olimar can whistle the Uair and falling Nair Peach, since the whistle does not leave him vulnerable (annoying). Olimar can also Dthrow Peach, wait for her to airdodge the Fair, and Nair her (as I stated in a previous paragraph, this can be avoided by Nairing as soon as possible after the Dthrow). Olimar's Nair is more dangerous in its other form, Utilt.
Peach's Options:
Avoid doing the things I listed - don't airdodge after Dthrow, don't Uair and expect Olimar to airdodge. Now, a neat change to do with the Uair->Nair combo is to jump up and bait a whistle, fall to the ground, and Utilt or Usmash. It's nice for killing :) But yeah, Olimar's Nair is pretty avoidable, because as I said, no range. Every aerial Peach has outranges it.

GROUND GAME:

Olimar's F-smash:
A move that can stop Peach from approaching on the ground. This move has silly range, especially if a yellow pikmin is thrown out. It can stop ground-floats if you aren't ready to do a Nair through it. This move is one of Olimar's main defenses against an MK that tries to approach on the ground - if it works on MK, it's going to work on Peach. Don't challenge this move, just stay in the air.
Peach's Options:
Stay in the air. This move is pretty laggy, and you can punish it with a floating or SH Dair. Try to bait Olimar into doing this move and punish it (running up and powershielding, or just regular shielding is one way of doing it). For baiting purposes, check out what pikmin is next in line and be sure you aren't at kill percent. Thanks to Olimar's grab range, he can just as easily grab you instead of F-smashing, and you don't want that.

Olimar's Dsmash:
You shouldn't get hit by this much either. An excellent move to punish. Be sure that when you're near Olimar that you don't roll, because this is a great way for Olimar to punish rolls. You have plenty of up-close options that you shouldn't be rolling.
Peach's Options:
Olimars (some of them, anyway) like to do one or two Usmashes at your shield and then a Dsmash. Knowing this, stay in your shield until the Dsmash, then jump out and punish the lag. If you're next to Olimar, don't roll! Just jab. If he's behind you, just jump and Nair - you'll avoid any ground moves he's wanting to do and the Nair will save you if the Olimar was counting on you jumping and decided to Fair.

Olimar's Usmash:
Ugh. Peach's aerials go through this move, thankfully. This move is SIX FRAMES and extremely deadly. Peach can DI this move and live to about 125% or so (depending on the pikmin, yellows and reds should not kill you too early, and whites...lol), but a purple Usmash is just brutal, it'll kill around 90ish. Here's the annoying thing. You're floating and do a move (say Nair) through Usmash. Pretty good s***, you're thinking. WRONG. Olimar can do another Usmash if you didn't hit him with your move before you'll be able to do anything. Remember that pikmin lag out your moves - hitting a pikmin during the Usmash will only save you if the Olimar does ONE Usmash - it typically makes it even easier for Olimar to hit you with his next Usmash. And let's not forget that Olimar can also Usmash OOS if Peach decides to float above his shield (i.e. trying to do two Dairs to his shield). But fear not, Peaches, there is a solution!
Peach's Options:
Falling Nair. This is the best thing to do. Nair autocancels and you can jab before Olimar can do anything - your Nair also may hit him during his Usmash (Olimars really love this). Take advantage of the fact that all your aerials autocancel and don't float around a ton - land and quickly return to the air OR land and jab. Always come to the ground - don't stay floating, you're in danger this way. When you're nearing kill percent, back off of Olimar and don't rely so much on floating. Use your Bair to set up a wall and use more shorthopped aerials, such as Dair and Nair. Olimar will typically run up to you and Usmash, since he will want to keep his distance until you are at kill percent, in an attempt to avoid taking 50000% damage. Notice him running to you? Take precautions!

Olimar's Utilt (the only tilt that's worth mentioning!):
Olimar can Utilt out of shield. If you are floating over him, doing a Dair on his shield, you cannot do another Dair. He will Utilt you OOS before your next Dair comes out. His Utilt actually goes through your Dair, so be wary of this, as a telegraphed Dair might be punished by an Utilt without Olimar having to even enter his shield.
Peach's Options:
Don't telegraph your Dairs. Don't try to do two Dairs on Olimar's shield - this will never NOT be punished by a decent Olimar. This move also has no range and mad priority, like Olimar's Nair, so take advantage of the lack of range. This move ALSO has a ton of lag if it misses, as Olimar's stuck in the Utilt spin animation for a bit, so punish accordingly!
PS - Dtilt is actually a good move that Olimar has, but since Peach is rarely on the ground, it's rarely going to be used and even less likely to actually hit you.

ENDING STATEMENTS:
:peach: Grabs wreck Olimar, as he relies on being in his shield all too often in this matchup. Just be sure to not whiff grabs, as Olimar punishes HARD.

:peach: Like camping? Peach can Bair camp Olimar pretty well once she gets in the lead. Bair goes through Purples and kills any pikmin that has latched onto you. Bair done at the right time will go through any move Olimar has (be sure to drop out of the air if Olimar has done an Usmash...Bair moving so that you land behind Olimar and are able to jab before he can do anything else).

:peach: Jab, Bair, and Nair are incredibly awesome for this matchup. USE THEM!!! Don't rely on Fair and Dair as much as you typically want to. Turnips are nice for gimping, they won't be of as much help onstage though. Your autocancelled aerials into jab are sooooo effective.

:peach: Bair-ing and landing behind Olimar's shield, and quickly Dsmashing can work well for shieldpoking, though I find Olimar's shield hard to poke. Anyway, this is a good thing to do also. I personally don't find myself doing it much, but I think Praxis enjoys this tactic.

PS: NONE OF THIS WORKS ON LOGIC'S OLIMAR!!!!!!!!
(just joking, it does, mostly)

Ok, so until next time, go crush some Olimars' dreams :psycho:
[/COLLAPSE]
:peach: Peach

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 33%
  • Usmash (sweet) 74%
  • Usmash 86%
  • Fsmash Racket (sweet) 101%
  • Beam Sword (thrown) 114%
  • Fair 128%
  • Fsmash Pan 126%
  • Ftilt (sweet) 130%
  • Fsmash Club 135%
  • Bair 145%
  • Beam Sword (fsmash) 145%
  • Nair 145%
  • Utilt 146%
  • Uair 149%
  • Dtilt 161%
What to Watch out For:
-Everything you can do, she can do as well. It is a ditto after all

Matchup Mentality:
-Aerials can be stopped with F Tilt or F Smash if they are poorly spaced. Dairs can be Up Tilted and Uaired and even Up Smashed
-Spacing is crucial here since you both have the same range
-OoS Turnips are good for punishing. Turnips in general will be very helpful to rack up damage
-Watch carefully how Peach recovers. Get ready to edgeguard with aerials and Turnips. If you think Peach will try and Toad, wait for it and then Up Smash/Fair her to punish it

Did you know?
-Hup CHAAAAAA!!![/COLLAPSE]
:pikachu2: Pikachu

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 29%
  • Usmash (sweet) 72%
  • Usmash 84%
  • Fsmash Racket (sweet) 94%
  • Beam Sword (thrown) 106%
  • Fair 118%
  • Fsmash Pan 123%
  • Ftilt (sweet) 127%
  • Fsmash Club 125%
  • Bair 134%
  • Beam Sword (fsmash) 135%
  • Nair 136%
  • Utilt 142%
  • Uair 145%
  • Dtilt 157%
What to Watch out For:
-Spammable projectile (thunder jolts)
-Up + B, Quick Attack. Good recovery and can used to perform the Quick Attack combo, leading to enhanced use of thunder jolts/aerial attacking
-Fast movement speed/attacks
-Thunder, a good edgeguarding move. Also a good finisher for when Peach is in the air
-Strong multi hit Down Smash
-Up Tilt/Uair for juggling
-Strong Up Smash/F Smash when sweetspotted

Matchup Mentality:
-Learn to Powersheild his thunder jolts. This is crucial if you want to win
-Nair will hit Pikachu out of his Quick Attack. Nair also outprioritzes all of Pikachu's aerials. Useful for breaking out of his juggling
-F Tilt/Up Tilt will hit Pikachu out of aerials provided you get the hit in first
-Toad works well vs Pikachu
-Use Turnips wisely. Thunder jolts and Turnips will cancel each other out if they connect
-Clever use of Floating, especially to avoid thunder jolts
-Watch how Pikachu uses Thunder. Don't let him trick and don't run into it
-Watch carefully how Pikachu uses the Quick Attack Combo. Nair/D Smash will knock Pikachu out of this

Did you know?
-If you hit Pikachu whilst he is using his Down Smash with an aerial you will always get hit. Wait until he has finished and punish it
-Turnips are bad for gimping Pikachu's recovery
-F Smash is an excellent punishing move after sheilding a D Smash
-If you get caught in Pikachu's D Smash, at higher percents you can Smash DI out of it. Be ready to tech against the floor when you do escape it

Sorry Vanz but I am gonna have to disagree with you on that and here is my reason.

I have played anther (yes on wifi, may not mean much from both sides but the matches we had we went even. i won some and so did he) So I learned this match up pretty well. His jolts I just Powershield and run out of my shield too him. if I have a turnip, powershield to glide toss.

His Dsmash, one of the main problems People seem to have with him. I usually bait the move if I tend to know he will Dsmash. Then punish with at air attack, glide toss or grab. if I get caught in it. I smash DI out of it. its not that hard to do so that takes care of that problem.

If pika uses his Quick attack cancels on you, attack out of your shield if he lands near you. But expect follow ups after the quick attacks. i usually do an instand FC>Nair to shut that game down.

Pika does not really have a solid approach on you, nor many options for it. But you do so you beat him there. when Pika starts his combos, he is good at sticking to Peach due to her weight. This would be his air game mostly. But you also got the combos on him. So its 50/50 on this part. Though it is a lot harder for pika to keep it up.

Makes 2 main solid kills on Peach are his Upsmash and thunder. Don't get thunder while off the stage, you will die quickly. Anther once throw me off, than ran next to me and thundered. I was near his body i believe and I died on battle field around 52 or 62%. reason for this was it sent me side ways more than upward.

Dsmash wont kill you until you are at High %. unless the Dsmash sends you upward then he catches you with thunder. Fsmash you can live that pretty well if you DI up and to the stage.

His ground game is not all that. So if you can do damage with Peach on the ground then you are good. turnip follow ups work well against Pika cause not much he can do about it.

Edgeguarding him if not that much of a problem. Snip or Zdrop turnips. If you have quick reactions, you can tell where pika is gonna go when coming back to the stage. so it is not that hard to punish or even gimp him out of his recovery.

Pika is not that hard to kill. If you keep you kill moves fresh, pika wont be un the stage for long. And you have a few kill moves to Pika then he does on you.

I say this is ether 50-50 or sightly in Peach's favor. Me playing Anther made me realize just how tuff Pika is, but being on point, the match seems even for me and him.
i regularly play, what alot of people consider one of the best pika's in the midwest, although i don't know if he goes to any major tourneys, he's always at my monthley tourney tho, he goes by CBK, but i've played pika so many times, and i'd have to say its really close to 50-50 Dair cancels pika's projectiles, and combos really well, and if you can set up a good Fair you can kill pika at pretty low percents, but at the same time, its not easy to land those kill moves on pika, they are always moving and spend alot of the time in the air, and the pika i play uses alot of QAC, i've gotten used to it, and i can just Dsmash to cancel his QAC before it leads to anything, but really this matchup comes down to whoever has the better spacing imo, pikas Dsmash is very easy to DI out of with peach, but still watch for it, it wont kill you but if you keep getting caught in it thats alot of damage your taking, i think the main killer for pika against peach in this one is his Usmash, its comparable to fox's in both speed and power, and try not to give pika the chance to catch a turnip, his glide toss > Fsmash is a very nasty combo.
Right I want to clear some things up before I write up my views

Mr E, Nair will hit Pikachu out the QA. There. I'm not saying it's the best way. Just to clarify, I hit Stealth once with it when he tried to plow into me to knock me out of my Float when he was recovering. I hit him with the Up Smash only once (I assume he though I was going to try and keep going to hit him with an aerial or something). Had I been a bit more adventurous in our games, I probably would have gone down to the ledge and tried to Nair you out of your QA. Having slept on it, there's a few things I would have done differently in our matches

I never hit you out of your QAC because 99% of the time, I wasn't even on the ground. You'd hit me up, chased me with it and tried to Thunder me off the stage (that reminds me, need to stick that in somewhere). As for recovering, like I said, looking back on it, I should have at least tried to go down to the edge and attempt to Floating Nair you

Fair and Up Tilt will knock you out of Fair when connected correctly. The next time I get to play someone offline, I'm going to try and recreate your T jolt ---> Fair ---> (potentially land behind ---> Up Tilt/D Smash) and see what ways around it Peach has. I've done a bit of testing already and I know for a fact that you need use your 2nd jump to use the T Jolt and Fair, which doesn't give Pikachu a right lot of moving options in the air

We aren't being resistant - we Peaches are merely debating. By far the biggest problem is the lack of experience on either side of the match up which is why we weren't getting anywhere for a long time. However, after considering everything that's go on, I think that for now the match up should be 50-50 until we can get more information





Right here goes nothing...please agree/disagree how you see fit

I personally believe the match up is 50-50. Pikachu has a better ground game but Peach has a better air game

Pikachu has a variety of ways to build up damage. He can Down Smash you, grab you ---> constant Up Tilt ---> various aerials or just spam you to death with Thunder Jolts combined with Quick Attack or just simply camping with them

It is essential you learn how to Perfect Sheild Pikachu's Thunder Jolts as it will make this match up much easier. Pikachu has reasonably significant lag after using them. By perfect sheilding T Jolts, you can punish a Pikachu who has poorly spaced his T Jolts. Floating works surprisingly well in this match up as it gives you the ease to move backwards and forwards in the air to avoid his T Jolts. Pikachus T Jolts are fired digonally down the way he is facing so if he's going to hit you in the air, he's going to have to get pretty close/slightly higher than you. Make good use of your 2nd jump in this match as a spacing/dodging tool and don't be afraid to get in close and take advantage of the vunerability Pikachu has after using his T Jolts.

Make use of Dairs in this match but be aware of Pikachus Up Tilt - it comes out fast and if you time your Dairs wrong, you'll get a face full of Up Tilt. If Pikachu attempts to continually Up Tilt you, try Floating out the way and if you think Pikachu will jump up to try and hit you with an aerial, get a Nair in there. Turnips are helpful in this match as well. Glide Tossing works but Turnips are cancelled out by Pikachu's T Jolts. Time your pulls well because Pikachu is quick and can punish you if he's close by with a Dash attack (or worse, an Up Smash). I personally like to save my Turnips and throw them in the air to counter a jumping T Jolt spamming Pikachu

Pikachu has decent aerials. Uair has low knockback and will mainly be used for juggling. Bair is a damage builder - if you get stuck in this, DI upwards out of it. Dair has a very very deceptive hitbox and as an additional hit when landing. If Pikachu uses this above you, get ready for on Up Tilt. If he SH's it, Sheild it/Float out of the way and be prepared to punish his landing lag. Pikachus Fair comes out fast, has reasonable range and has multi hits. If Pikachu SH spams this, counter it with by jumping back and coming down with your Fair which has more range (this is difficult as Pikachus Fair has more range than it would first appear). If Pikachu uses fast falled Fairs, depending on where he his, counter it with an Up/F Tilt. If that doesn't look like it'll work, sheild it and roll out the way (this is by far the safest option). Getting hit with Pikachus Fair can lead into some nasty moves such as following into an Up Tilt/Down Smash. You can punish poorly spaced Fairs by walking backwards and using F Smash as well. Remember, if you're close enough, Nair will outprioritze/trade hits with Pikachus aerials

Pikachu has a variety of kill methods and his killing power is better/more flexible than Peachs. His main ones are his F Smash, Up Smash, Down Smash and Thunder. If you get stuck in his Down Smash, Smash DI up out of it (be prepared to tech on the floor). Never EVER try to hit Pikachu out of his D Smash with an aerial until he's finished using it because you WILL get hit. If you sheild the D Smash, wait until you are out of hitting range and punish Pikachu with an F Smash. Be aware of clever Thunder use! If Pikachu knocks you up into the air and you're at a high percent, don't get tricked as this is a very easy kill for Pikachu. Pikachu can wait for you to airdodge and then punish or run over to where he thinks you'll move in the air and punish you that way. Or if he's feeling really technical, he can use QA to dart about/catch up with you and use Thunder. If you get hit by Pikachus F Smash, your best bet is to DI diagonally upwards as DI'ing straight up risks a ceiling kill

Watch out for Pikachus Quick Attack. Not only is this good recovery, Pikachu can use this to perform the QAC and zoom around the place to enhance Thunder Jolt spamming (jump up and B reversal), rack up damage and jump out with aerials. You can knock Pikachu out of this aerials/smashes with nearly anything in your moveset. Actually doing this though is difficult

Pikachu has a more versatile recovery than Peach and whilst it's difficult to gimp, it's not impossible. Turnips are useless for gimping unless you're trying to get some extra damage on Pikachu. Watch how your opponent recovers and take advantage of it. Nairing him out of the Quick Attack isn't easy but it can be done. Be ready to grab onto the ledge for an edgeguard if you think Pikachu is going for the ledge

Toad is very useful in this match up, paticularly against aggressive Thunder use (never use it high in the air though if Pikachu is trying to kill you off the top) and close T Jolt spamming. Make good use of him but don't spam him (as always)

So far, after taking everything into account, I think the match up is 50-50. Both characters can rack damage up against each other, both have a decent projectile (Peachs is argueably better in this match) and both have reasonable KO ability (Pikachus is better when he lands them correctly though. Peach's Fair isn't a very good damage builder in this match up so it will be kept fairly fresh which is a bonus)


It's not the best of summaries but at least it's a go at one
:pikachu::pikachu:PIKACHU:pikachu::pikachu:
Pikachu is a matchup that many of us are probably unfamiliar with. Pikachu is a very good character, yet there are few players who use him, thanks to his difficult learning curve. Let's not be caught offguard by the famously adorable electric rodent.

Videos: none yet...

QUAC-ing - Pikachu's Quick Attack Cancel
Pika does not really have a solid approach on you, nor many options for it. Pikachu's Quick Attack Cancel (quick attack = pika's upB) is a very fast option for approaching, and really his only remotely safe approach. An unsuspecting Peach can really be in trouble against QUAC-ing if she doesn't know what to do. If pika uses his Quick attack cancels on you, attack out of your shield if he lands near you. But expect follow ups after the quick attacks. i usually do an instand FC>Nair to shut that game down.But this is not easy. and can throw you off track. This is why you should not play aggressive against Pika and try to catch him. He can mix this up with Nairs which makes it hard to hit him and you get countered attack. Same with other of his air attacks.

You can hit Pikachu out of his QUACs with any of your aerials, but that isn't easy because his move is so fast, and shoots him across the stage similar to Sonic's spindash attack. Pikachu will typically end his QUAC with a nair, which can kill Peach around 130 - 150% or so. Maybe sooner if Peach wasn't ready to DI. If you are grounded, great. You can shield the whole thing and Nair OOS. Shielding the whole thing involves two or three hits. Make sure you don't let your shield down early. If you're in the air, nair nair nair. Despite Pika's speed, your Nair is 3 frames and stays out for qiute awhile. Once you see him do his first Quick attack (he can do two with one UpB), just do a falling nair. You should be safe. Pikachu's QUAC-ing is not that hard to deal with for Peach, but you don't want to be challenging it more than you have to.

Pikachu's Damage Racking and KO Options:

When Pika starts his combos, he is good at sticking to Peach due to her weight. This would be his air game mostly. But you also got the combos on him. So its 50/50 on this part. Though it is a lot harder for pika to keep it up. But when he does, it becomes a pain in the ***. His Uair and Nair are both very quick, and he may bat you around with Uair a few times and finish off with a Bair.

Pikachu's 2 main solid kills on Peach are his Upsmash and thunder. Don't get thunder while off the stage, you will die quickly. Anther once throw me off, than ran next to me and thundered. I was near his body i believe and I died on battle field around 52 or 62%. reason for this was it sent me side ways more than upward.

Dsmash wont kill you until you are at High %. unless the Dsmash sends you upward then he catches you with thunder. But you can Smash DI out of it. Fsmash you can live that pretty well if you DI up and to the stage.

Gimping Pikachu:

Edgeguarding him if not that much of a problem. Snipe or Zdrop turnips. If you have quick reactions, you can tell where pika is gonna go when coming back to the stage. so it is not that hard to punish or even gimp him out of his recovery. I can try to snipe you with a turnip and mess up your angle of going for the edge. then I can grab it soon after. you would have no choice but to aim to get on stage, as soon as you do and you land near me I can hope on and grab you, send you back out, or FC>nair you off the stage. Also from the sniping if you are too far off, I just time a edge hog and you fall to your demise.

Remember that any of Peach's aerials beat Pikachu's Quick Attack (UpB). You can stay near the edge and float there, waiting to Nair him away (similar to hitting Falco out of his phantasm). If you face the stage and float at the edge, you can nair if he goes for the edge (or just edgehog), and if he recovers onto the stage, you can use your double jump to hit him when he lands. Now, if Pika is going for the stage, he can do a QUAC and use a move. Peach can outrange him with Fair, but don't be caught offguard. Pikachu is rather vulnerable while recovering.

Pikachu's Camp Game:
Using his neutral B, Pikachu can create a rather effective camping game with his thunder jolt projectile. However, T-jolts will not prevent you from executing a worthwhile float approach. i can just float over then, and if you jump while doing it, I can run under or just full hope them then float at any level I want to get at you. If you try glide toss while Pika is abusing the t-jolts,would you glide toss into a t-jolt? Not really. Cause 2 things can happen.

1) Peach will hit Pika with a turnip before Pika can do another T-jolt.

2) Turnip will block the Jolt and Peach can just attack/Grab Pika. He will be open for a hit. if Pika does it in the air. Peach can glide toss under it and get close. if Peach perfect shields a jolt she can attack . if Peach wanna be really gay about it, she can just Up-B out of her shield.

PERFECT SHIELDING PIKA'S T-JOLTS....If I perfect shield a jolt and you come at me I can:

Up-B (If near me close enough to do it)
Jab
Ftilt
Uptilt (yes I am serious if you do it at the hit of the hit box.)

If Pikachu is Spamming Thunder Jolt:
1) Toss a turnip over the jolts to get to pika, he will have to stop no matter what
2) Float over then
3) use the platforms to get close.
4) Power shield and then move in till you get colse enough for him to stop.

What Peach Can Do to Pikachu:
Fair is not hard for me to land on pika. Slow you down with turnips, and time my attacks right and pika will east some Fairs. Also If Pika Fairs me from medium range, a Ftilt is fast enough to get you. Same with her jab cause it is quick, also has range and priority. your Fair also leads and I can punish easy out of my shield. also for peach:

Approaches:
- Fair
- FC>Fair
- Dair
- FC>Dair
- FC>Nair
- Turnip>Fair
- FC>Turnip>Fair
- Bair
- Glide tossing
- Nair

Advance approaches:

- Glide toss> FC>Nair
- Glide toss>reverse Bair
- Glide toss>Nair
- Glide toss>Grab
- Reverse Glide toss> Dsmash or Fsmash
- Reverse Glide toss> Bair

ENDING STATEMENTS:

:peach: Pikachu has a unique playstyle, not an unbeatable one. Every aerial Peach has will go through Pikachu's QUACs. Shut down his one approach either by Nair OOS or Nair/Bair/Fair in the air.
:peach: Gimp Pikachu! With turnips, float hogging, and superior priority, Peach can get some of the kills she needs through gimps.
:peach: Don't get frustrated with a camping Pikachu. Use floating, glidetossing, and powershielding to get close to Pikachu. Mix up your strategies.
:peach: Don't get complacent. Pikachu can combo very well and can kill much faster than Peach can if he reads well or predicts us, or if he takes advantage of Peach's mistakes.[/COLLAPSE]
:pit: Pit

  • 55-45 Slight Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 34%
  • Usmash (sweet) 79%
  • Usmash 92%
  • Fsmash Racket (sweet) 103%
  • Beam Sword (thrown) 117%
  • Fair 130%
  • Fsmash Pan 135%
  • Ftilt (sweet) 139%
  • Fsmash Club 137%
  • Bair 147%
  • Beam Sword (fsmash) 147%
  • Nair 148%
  • Utilt 156%
  • Uair 159%
  • Dtilt 172%
What to Watch out For:
-Lots of multi hit moves (Smash DI out of them)
-Fast, controllable arrows
-Fast start up on attacks
-Has very good recovery, goes under the stage
-Two primary useful reflectors
-Kililng moves of forward smash, up air and back air

Matchup Mentality:
-Powersheild/Dair arrows. Do not let them get to you.
-Spaced Fairs are great in this match
-Gimp his Up + B recovery because if he gets hit whilst using it, he can't use it again until he lands
-Dair combos work well vs Pit
-Throwing turnips out of shield are excellent, EXCELLENT

Did you know?
-Pit's side B has reflecting properties so never attempt to throw Turnips at it/Toad it
-Pit has very little (possibly no) approachs
-Pit has a hard time killing just like Peach
-F Tilt is a good killer as Fair is much better at building damage here

I've got a bit of Pit experience...there's no Pits with me in Eastern WA, but there's FIVE of them in western WA (Sagemoon, Donchan, Hati, someone else, and I think Fear secondaries Pit now).

First thing I discovered was that Pit has no approaches on Peach. A defensive playstyle works really well. Stand under a platform to protect yourself from arrow range and shield and let him come to you, then **** him with retreating fairs or tilts.

If the Pit is smart and patient, pressure him. You can approach with dairs- they block his arrows. Just don't get predictable (drop to the ground before you reach him perhaps).

Peach's dair combos **** Pit pretty bad, and jab grabs are very effective. When you land grabs on Pit, mash A so that you can refresh your moves by kicking him, so your Fair remains an effective kill move- you'll use it a lot on Pit.

Bait Pit a lot. Throw turnips, act like you're going to drop in and fair and then jump backwards. Pit's use Fsmash defensively quite a lot (at least Sagemoon does) because of its wide hitbox, but it kind of pins them down.

Don't glide toss into their face because of the reflector- throw the turnips from overhead and drop and punish if they reflect it.

Every time they shield a fair you should jab once then dash grab. Every single time. Pit's grab isn't fast enough to grab you in the few frames available to.

Turnips gimp Pit's recovery offstage, and he combos with Dair really well. I'm pretty sure Peach has the advantage in this matchup.
I believe Peach has a slight advantage of 55 to 45. Here's my take on the matchup.

Pit's arrows should not bother Peach one bit if you know how to deal with them. On the ground just power shield them, they aren't that fast. It just takes good/decent timing. In the air just down air. Either they will pass through you for some reason, or you'll cancel it out with the down air. Even an arrow from above won't hit your head if you are down airing, I don't know why but I will take it!

Peach can combo him well, but he has some combos on her as well. He can actually be pretty good at edgeguarding her, and his back air might get a nasty early kill on Peach if it catches you by surprise or at full power.

These matches always take awhile since both players will take forever killing each other. I highly suggest you save f-tilt and do a jab to f-tilt combo on him at 150%, sweetspotted it will kill him. I honestly don't believe you can save f-air and be effective, it is far too good of a move to beat Pit's aerials and attacks. I like to do retreating f-air's in this matchup. Jump backwards, forward air. Then jump forwards, forward air. Due to the lag on his attacks (after they come out, because they come out reallly really fast) this strategy works pretty **** well if you are in close combat.

Pit's moves come out fast and have great hitboxes which gives Peach some troubles. You may find yourself caught in a lot of that when you get at medium ranges. His up air has good priority and will give you serious problems even through your down air. That move makes it tough to edgeguard a good Pit , if they really know what they are doing. Try the turnip or down air gimp that Dark Peach mentioned, it is hard to pull off on an aware Pit though. I still see these matches lasting awhile, but I feel Peach has more answers to his threats then Pit does have answers to her threats, so 55-45 Peach's favor.
[/COLLAPSE]
:pt: Pokemon Trainer

  • 55-45 Slight Advantage
:squirtle:Squirtle

  • 55-45 Slight Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 37%
  • Usmash (sweet) 65%
  • Usmash 76%
  • Fsmash Racket (sweet) 93%
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 114%
  • Ftilt (sweet) 118%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 128%
  • Uair 131%
  • Dtilt 141%
What to Watch out For:
-Excellent air game
-Strong D Throw
-Strong Up Smash and F Smash. F Smash has Super Armour frames
-Jab locks

Matchup Mentality:
-Tech on the floor so Squirtle doesn't get a chance to get a Jab lock on you
-Use Bair to stop Squirtle's approaches
-Space well and make good use of Turnips
-Watch out for Hydroplane. Squirtle has a very pivot which allows him to slide all over the place with his Up Smash. Many Squirtle's will try to catch you off guard with this. Squirtle's pivot also allows him to slide around and get grabs/pivot grabs in. Remember, Squirtle does not have invincibilty frames when doing this so feel free to hit him out of it
-Squirtle is light. Fair is a good killer in this match
-Avoid getting grabbed at high percents. Squirtle's D Throw when he's not fatigued is a good killer
-Squirtle has a very good Glide Toss which can lead into all sorts of Up Smash/grab attacks. If he catches one of your Turnips, watch out for a Glide Toss

Did you know?
-Peach can force an air grab release on Squirtle. When Squirtle is released, Peach can follow up with a dash attack 100% of the time
-Like all of Pokémon Trainer's Pokémon, Squirtle suffers from fatigue. Whenever a fresh Pokémon is sent in, the Pokémon will have exactly 2:00 minutes until they become tired and fatigued. Whenever the Pokémon performs a Smash Attack, Aerial Attack, Special Move, or Tilt Attacks, exactly 0:01 second will be removed from the Pokemon’s current 2:00 timer. Running, Walking, Jumping, and Throwing has no effect on the timer. Fatigue reduces the attack power and knockback of moves
-Squirtle's Side B (Withdraw) has the most bizzare priority ever. If you hit him in it, he'll simply be knocked the other way. However, if you footstool Squirtle during his Side B, he flips over and wriggles around. He is helpless and can't do anything until he flips himself back over

Squirtle : 45-55. Peach's favor.

A good squirtle can stay toe to toe with a good peach. They are basically dead even in everything except killing power. Squirtle has a real hard time killing in general. Do smart floats every now and then or else you'll constantly eat squirtles fair. Throw many turnips, space appropriately and always tech to make sure you don't get jab locked. At high percentages, one good fair or fsmash will more then likely be enough to stock squirtle.
Squirtle - Back air, back air, back air. You need to it to beat his aerials and approaches. Ground floated back airs are good to stop his hydroplaney thingey approachey. If you see him coming , a ground floated back air hits him out of it. If he reverses direction to dodge it, by the time he can come back again you land to cancel the lag from the back air and can start up a new one. I developed this idea pretty recently and it works quite well. Don't forget the release grab chain grab (though I'm not sure if its gauranteed I think it is), it'll help recharge your moves. Turnips are crucial too since he doesn't have an actual projectile.
[/COLLAPSE]
:ivysaur:Ivysaur

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 33%
  • Usmash (sweet) 82%
  • Usmash 95%
  • Fsmash Racket (sweet) 108%
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 138%
  • Ftilt (sweet) 142%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 162%
  • Uair 165%
  • Dtilt 178%
What to Watch out For:
-Projectile (Razor Leaf)
-Bullet Seed to rack up damage. Bullet seed has invincibilty frames on frames 1-3
-Anti air game, including a long range Bair
-Powerful Uair and Up Smash
-Tether recovery

Matchup Mentality:
-OoS Turnip attacks are good vs Ivysaur
-Get Dairs in. Bait Bullet Seed
-Perfect Shield the Razor Leaf. Bair will eat it as well
-GIMP IVYSAUR! Knock Ivysaur away from the edge via Turnip gimping for example, then grab the ledge for an edgehog. Watch out that Ivysaur's Up + B doesn't stage spike you

Did you know?
-The Ivysaur in Brawl is a female
-Like all of Pokémon Trainer's Pokémon, Ivysaur suffers from fatigue. Whenever a fresh Pokémon is sent in, the Pokémon will have exactly 2:00 minutes until they become tired and fatigued. Whenever the Pokémon performs a Smash Attack, Aerial Attack, Special Move, or Tilt Attacks, exactly 0:01 second will be removed from the Pokemon’s current 2:00 timer. Running, Walking, Jumping, and Throwing has no effect on the timer. Fatigue reduces the attack power and knockback of moves

Ivysaur - Already went through this one. Space your down airs properly so bullet seed doesn't come out to break them. Shield an attack--> turnip game is very good here.
Ivysaur: 40-60. Peach's favor.

Not as bad as everyone makes it seem. Ivysaur does best at Midrange. Basically if you can't hit her with your second Jab, quickly roll away. DON'T roll towards her as you put yourself at risk of rolling right into a fsmash or a badly timed bullet seed. Speaking of bullet seed, did you know that Bullet Seeds initial hitbox (a small quake like feature (or the leaves?)) will only function unless the opponent is firmly on the ground? (*Much like Charizards Dsmash.) DI towards him if you get hit by the initial hitbox to avoid the seeds. Some common bullet seed setups include: FFCancelled Nair to Bullet Seed, Spot dodge to Bullet seed, and if you have bad DI, dthrow to Bullet Seed.

Like GaW, If Ivysaurs back is turned at anytime, expect a bair.

Ivysaur does the worst at the edges of the stage (because of fear of getting gimped) just pressure her and knock her off. Throw a turnip to keep her off. Remember, Ivysaur will try to Razor Leaf you off the ledge in order to secure a tether.

Once your invincibility frames are up, with proper aerial spacing, Ivysaur will try a last ditch attempt to knock you off the ledge with vine whip. A sweet spotted vine whip will more then likely stage spike you causing you to lose a stock before Ivysaur does which in turn wins games. (I LOVE doing this btw lol.)
[/COLLAPSE]
:charizard:Charizard

  • 45-55 Slight Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb 39%
  • Usmash (sweet) 85%
  • Usmash 99%
  • Fsmash Racket (sweet) 112%
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 144%
  • Ftilt (sweet) 148%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 168%
  • Uair 171%
  • Dtilt 185%
What to Watch out For:
-Side B (Rock Smash). Huge damage, huge killing power, good priority and has Super Armour frames
-Good grab range
-Decent range
-Strong smash attacks
-Gliding
-Flamethrower (Neutral B)

Matchup Mentality:
-Avoid Rock Smash like the plague. Don't go charging head on into it or you'll get destroyed
-Punish the ending lag on Charizard's moves
-Gimp his recovery, he doesn't have many options. Watch out for Rock Smash and his Up + B, both of which have super armour frames
-Toad his Glide Attack or get below/behind him and hit him out of it
-Use fast attacks
-DI away from his Flamethrower. Toad him if he's being persistant on using it

Did you know?
-Charizard's Fair has no knockback or hitstun unless he's close to you. It sends you at a downwards angle as well so be careful when recovering
-Like all of Pokémon Trainer's Pokémon, Charizard suffers from fatigue. Whenever a fresh Pokémon is sent in, the Pokémon will have exactly 2:00 minutes until they become tired and fatigued. Whenever the Pokémon performs a Smash Attack, Aerial Attack, Special Move, or Tilt Attacks, exactly 0:01 second will be removed from the Pokemon’s current 2:00 timer. Running, Walking, Jumping, and Throwing has no effect on the timer. Fatigue reduces the attack power and knockback of moves

Charizard: 50-50. Equal

Rock Smash destroys everything you do. It even destroys MK's tornado. Charizard WILL use Rock Smash. There is no exception. Its priority and power (could do 44%+ in one move) will ensure its use. A Charizards bair, fair (and IIRC nair, and uair) can all be short hopped with no landing lag and thus a Rock Smash will often be waiting for you at the end of these moves. Approach with care. You will more then likely die at stupidly low percentages if you get hit by his head during Rock Smash, so don't get hit. Rock smash weakness is it's bad ending lag so try to punish it frequently.

His usmash is also very good. It's speed and relatively far range of the first hitbox makes it great for follow ups especially after a Rock Smash. It's possible to DI out of his usmash by smash DI'ing towards him after the first hit.

He has melee marth's grab range so expect lots of shield grabbing. His Dthrow can kill (only at mid to high percentages though.)

Most of charizards good moves have noticeable ending lag, so punish away!..carefully (I.E. watch for sudden rocks lol.) Charizard has very little recovery options. Seriously, the best he can do is to either glide or rock smash on the way down. Take immediate advantage of this weakness and edgeguard the living daylight out of him. Overall Charizard hates pressure and doesn't like to be punished. His size doesn't help mich either.

Another thing about Charizard is that his fair has melee sheiks knockback (IMO). Only the initial hit within the wings and one of the ending hits will cause the knockback. All other hits in between has no priority and will cause little to no hit stun.
Charizard - You gottta be careful when approaching, he is hard to approach. I suggest using a lot of moves that come out quick. Jab to grabs are really good, downsmash is a good shieldpoke. Treat him like you treat DK with all those megazords of heavy/super armor attacks.
[/COLLAPSE]
:rob: R.O.B

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 83%
  • Usmash 96%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 141%
  • Ftilt (sweet) 145%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 164%
  • Uair 167%
  • Dtilt 181%
What to Watch out For:
-Auto and well spaced aerials
-Campers (top and laser, especially when recovering in the air)
-High priority aerials
-Quick and near lagless side step

Matchup Mentality:
-Approach with turnips as much as you can
-Down air combos really well if you can get in with it
-Toad is quite helpful as you can see his moves starting up
-Neutral air bothers him a lot
-Grab his top so he can't use it, can do aerials and forward smash while holding an item

Did you know?
-To F-smash with item, must be holding A, press forward on C-stick, then let go of A.
-In unifinished down air (last hit doesn't prop him up) can combo into other hits against rob due to his weight
-Rob CAN change direction hes facing while UP Bing if he does it right /a ROB technique[/COLLAPSE]
:samus2: Samus

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 83%
  • Usmash 96%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 140%
  • Ftilt (sweet) 144%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 164%
  • Uair 167%
  • Dtilt 181%
What to Watch out For:
-Fair and Uair have multi hits. Dair is a strong spike. Bair is a main kill move
-Good Tilts. D Tilt can kill
-Charge shot, two types of missiles, bombs and a Zair
-F Smash and D Smash have decent knockback

Matchup Mentality:
-Floating head on will get you trashed in this match as Samus' Zair will knock you out of the sky. Approach from the ground and always with a Turnip
-Use Fair for killing
-Try to avoid approaching from the air
-Powershield missiles. Nair will also stop them. Shield charge shots. Just avoid bombs you can't actually hit them

Did you know?
-Samus can airdodge and interrupt her airdodge and use her Zair. Watch out for this
-Samus will flash when her Charge shot is fully charged
-Samus can change into Zero Suit Samus during a match by quickly inputting Up, Down and Up Taunt. You are unlikely to see this in an actual match[/COLLAPSE]
:sheik: Sheik

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 72%
  • Usmash 84%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 123%
  • Ftilt (sweet) 127%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 142%
  • Uair 145%
  • Dtilt 157%
What to Watch out For:
-Quick ground speed
-Strong Up Smash and a good DACUS (Dash Attack Cancelled Up Smash)
-F Tilt and Up Tilt, both of which can be used as damage rackers
-Needles

Matchup Mentality:
-Float above Shiek's needles
-Dair combos work well vs Shiek
-Peach's Bair will eat any of Shiek's aerials and at the very least trade hits
-Turnips work well vs Shiek's recovery

Did you know?
-Shiek cannot F Tilt lock Peach. If Shiek tries to do this, Peach can Nair out of it
-Peach has a chaingrab on Shiek using her Down Throw up to about 26% which can be finished off with an F Tilt

Wow I have a LOT to comment on here.



Peach - Sheik is 60-40. Sheik cannot forward tilt combo Peach Just neutral air out of it. She cannot edgeguard gimp Peach either. Peach can chaingrab Sheik from 0 to 45. Peach can down air combo Sheik VERY well because her weight is set up just for it. Back air will eat ANY of Sheik's aerials, and it, at worst, will trade hits with Sheik's back air. Needles are not exceedingly useful because you can approach with a float, wait for the needles or lack thereof, and respond accordingly.

One thing that Sheik does really have that can kill Peach suddenly is the DACUS (Dash attack cancelled upsmash) What Champ likes to do is if he realizes I'm going to float over his needles he immediately does this to punish me for it, so he might Needle to get me to jump/float over it then DACUS. Watch out for it.

As for Zelda, she has a lot of stuff that kills Peach, and messes up Peach's flow, but if you change your style for this matchup I find it to be a very easy matchup. And I will say easy with confidence. I basically hold a turnip, and get Zelda nervous with it in my hand. She will respond one of two ways

(1) Try to reflect it
(2) Try to avoid it

Zelda doesn't manuever very well. If she's trying to avoid it, she often leaves herself open for other attacks. What you want to do is throw a turnip OVER her and if she tries to reflect it, you punish instead. Other times throw it right at , or drop it. You basically play this matchup as a bait and punish. Do not approach, do not aggress. Simply use turnips and float movements to wait for her to make a move. Her movements options are limited so you can capitalize on ANY reaction she makes, whether its using a move, dodging, or whatnot. Camp, play defensively. Smash DI out of her smash attack as much as you can.

Approach her from above at low percents , if you get a down air combo in good, but if you don't her upsmash will be weakened making it much harder to kill you at a higher percent with her main move degerated. Zelda doesn't have many multi hit or strings of attacks, so if she weakens that move just once or twice, it's going to be weakened for a VERY long time because it will take a long time for her to use 9 moves on you to fully recharge it again. It's a viable strategy I use. I see this matchup as 55-45 in Peach's advantage. I agree with kataefi that a good zelda may or may not fall for these baits, and can use better out of shield optoinis then just upsmash, so it could pull the matchup closer to 50-50. I find myself struggling on defining this matchup because I see that Zelda can do a lot to Peach but I found a personal playstyle that just wrecks Zelda, but I don't know how to factor that into it.

You don't need to approach Zelda. She has to approach you because you have baiting options. She DOESN"T have baiting options. You can float, throw out aerials that autocancel, throw turnips in random places, and wait for her to react or try to reflect a turnip. You do not need to approach. You can't camp her in the traditional sense, but you can get her to fall for your baits a LOT because if you really understand Zelda she's quite limited - she cannot bait very well. Basically, try to follow her patterns as much as possible. There isn't much she can do to 'mix it up" so try to find her pattern as much as you can, unlike Peach who IMO is one of the best characters at mixing up what exactly she's gonna do because her float, glide toss, down air and ground approaches together. IMO Zelda is bad against characters when she can't track their movements, and thats what you have to focus on doing. Luigi's mansion I find doesn't effect the matchup much, you are as good on that stage as Zelda is.

However I find LM a good stage against Sheik...
peach does great vs sheik. This is probably the second most knowledgeable match up I understand in this game after peach vs falcon.

First of all, you cannot tilt lock peach. She can nair out of it. This is gonig to surprise a lot of sheik players when you fight a peach the first time. It is also hard to not do it especially if you just fought like a fox or something. The finger memory can actually own sheik herself vs peach. Of course, you can forward tilt to nair or up tilt at certain percentages. Usually though, peach shouldn't be in that predicament anyway. It is very hard for me to land a tilt on edrees because he spaces so well. This can hurt sheik a lot because tilt is the fundamental of sheik's game play. It's like taking away fox's down air. Doesn't make them useless but forces them to fight a new style.

Also, peach can get out of sheik's continuous jab too so you can't even replace the jabs for tilt lock.

Now, besides that, peach rules the air vs sheik. You cannot go head to head vs peach in the air unless u force peach to be above you somehow and that's still risky. You still want to space ur moves but don't worry about being dominate in the air.

Ground game wise, this is where sheik have a chance vs peach. The needles and grabs is ur best bet vs peach which only really work on the ground. Peach can still float over them but it's kinda complicate to explain. You have to trick peach into staying on the ground which is hard to do. Like Edrees stated before too, I DACUS him when I know he's going to float. It's not that hard to condition people to jump/float in general when they r scare of needles hitting them.

When edgeguarding, Peach have nasty stuff vs sheik. The way the turnip is being place forces sheik to up b earlier or lower because sheik's up b have very limited control. Forward b doesn't work too if the turnip is drop right. You'll jsut get hit by it when you pull in the chain. Sheik can edge guard peach kinda but very tricky. You need to fully understand how peach's up b works if u ever want to hit her.

match up wise. Whoever gets the first kill USUALLY wins. When I fight Edrees or vs other peach players, it is always who get the first kill. They both die about 150% against each other since they both lack a strong killing move. Then, you just play really defensive and rack up % on their second stock and do it until it's over.

That's the stuff in my head right now. There's more little detail stuff but I don't really wanna go into it.

60-40 in peach's favor mainly because she can limit a lot of sheik's option and can combo her like no 2morrow. Take sheik to stages that are small. Force her to fight you and you'll win. Don't go to like a giant stage where she can needle camp you. Stages that are easy to edge guard are nice too.
[/COLLAPSE]
:snake: Snake

  • 40-60 Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 93%
  • Usmash 108%
  • Fsmash Racket (sweet) 109%
  • Beam Sword (thrown) ?
  • Fair 138%
  • Fsmash Pan 155%
  • Ftilt (sweet) 160%
  • Fsmash Club 145%
  • Bair 156%
  • Beam Sword (fsmash) ?
  • Nair 157%
  • Utilt 184%
  • Uair 187%
  • Dtilt 202%
What to Watch out For:
-Up Tilt, Mortar Slide, Various Projectiles
-His tilts in general have insane priority
-Killing him is difficult, some options are the Cypher Gimp and F-air to knock him out of his Up B super armor.

Matchup Mentality:
-Hit and run game
-Patience
-Work around his moves rather than falling into his traps thinking you can beat them head on

Did you know?
-Down air and back air knock him out of his mortar slide. Turnips will explode his dsmash mine.
-His C4 can be toaded. Useful surprise to him (the spores may still reach him)

:snake::snake:SNAKE:snake::snake:
Snake is usually considered one of Peach's worse matchups, and with good reason. Peach's weak killing power is amplified by Snake's ridiculous weight, and Peach's normally good range is of no use against Snake's silly tilts. So what can our Princess do against Snake?

Videos: http://www.youtube.com/watch?v=fWPtWXIFMUU Razmakazi vs. Anuar
http://www.youtube.com/watch?v=D8IgY4LFow4 Kyon vs. HRnut

Keys to the Match-up
1) Patience. He's not gonna die so don't rush it, he's not gonna approach so keep it cool, and if he approaches Peach ever or does that nooby running shield **** then he's bad at the match-up. This also means don't go trying things that you're not sure will work.

2) Mix-ups. It's up to you to stay safe and to stay relatively unpredictable because Snake can legitimately deal with Peach's entire moveset. You're gonna remember this the next time you get hit by any of Snake's aerials.

3) Don't die. Just because Snake's everything hits as hard as the home-run bat doesn't mean that you should get hit by it. This really ties into the first point about patience but what you have to realize is that Snake's kill moves are relatively unsafe and that it's surprisingly hard to land a tilt or aerial on Peach. Even as Snake I end up just hoping to kill Peach with my nade camping at 160-170ish because she's too hard to hit with anything else and coz nades don't stale.

4) Avoid Edges. Don't pin yourself to the edge getting chased by Snake. There's just gonna be hitboxes everywhere and nowhere to go. Tilts might actually hit you n stuff.

Why Snake won't approach

I think it's good to know why this character is gonna play like a ***** and why you're constantly going to be under nade pressure. Snake won't approach you simply because he just can't. Peach's float is frustrating. Dair is a pain and hard to punish if you back off on the last hit and a well spaced fair is not gonna be punished either. Even if he powershields it, you can still land outside of his grab range and you can still jab him afterwards.

Snake can't really run up and nair because it's too slow and punishable. He can try to knock Peach out of the air with Bair but that's telegraphed because even though Bair is fast, Snake himself moves really slow. He can't really just run up and grab or tilt either because Peach has the float. Snake's will try to time dash attack on anticipated turnip throws but if the Peach loves the air so much it's almost not even worth it. Peach also hits Snake out of mortar slides pretty easily with Bair/Nair, so he'll be limited in that area as well.

Approaching With Peach and Avoiding or Using Grenades
No choice but to approach Snake because nades clearly travel farther than turnips. That being said you don't rush him down and you definitely don't have to get too close. The goal is to pin Snake to the edge and to slowly limit his options by taking away his space. You want to work your way into a range that makes it unsafe for him to pull a grenade.

Powershield. Shielding nades will still keep them within your immediate vicinity which allows him to continue to pressure you whereas a powershield usually knocks the nade towards Snake. It allows you to slowly work your way in with a turnip in hand which you can use to punish his nade pulls. The combination of the float, the turnip, and the live nade works well to limit his options. Worse Snakes might try to roll away from the nade, others might try to spam sidestep or cypher away or just hold shield or maybe try to fight Peach. Just be aware.

Jumping over the nade or z catching or insta-throwing it back is also an option but just know that Snake can strip the nade out of your hand but even in that event it might not be too late you can still pick it up and throw it back. Pay attention and use your own judgement on that one.Try not to take hits from nade throws because they actually do pretty decent damage. A soft lob will do about 2-3 percent, a hard throw will do about 5, and you take 12 if he manages to catch you in an explosion. Then there's the broken damage output on his everything. Just know that it's not ok to get hit by nades even if they blow up on you.

Sandwiches are bad. Approach carefully, running in under a nuetral B throw or throw a nade that was lobbed via an underhand throw is very risky. Putting yourself between a C4/nade/mine and Snake himself limits your options and makes your approach or action much easier to read. You're gonna get hit or grabbed. You just make sure that Snake doesn't get past you or the nade. And try not to forward glide toss into him coz it's laggy, coz he can sidestep or powershield, and coz you're gonna get grabbed or tilted. Just wall him off with float fair, spaced dair, turnips and bair is actually pretty good if he doesn't powershield it or you land behind him using float double hit bair into grab, or dsmash or somethin'.

Snake's Forward-tilt, and How to Deal with it:
It's a pretty beast move but Peach shouldn't really be getting hit by this just because Peach is being Peach. She's just gonna ***** the air anyway but there are times when it's good for Snake to bust this out. Such as...

-> If he shields your dsmash, usmash, fsmash, ftilt you get hit by this.

-> If you're pinned to the edge the first hit will knock you off if you're shielding and the 2nd one will hit.

-> If you float too low you're gonna get this or at least the 2nd hit. The 2nd hit can also hit you out of sh dair.

-> If you land next to him if you either get this or you get grabbed.

But that being said it's a pretty punishable move. If the 2nd hit hits your shield you can always bair, dair (at max range this might get you utilted though), jab, grab, dash atk, turnip, or just discourage him from using it by being in the air so much.

There are also a few things you could do to get at the first hit of ftilt.
1) Powershielding to jabbing before the 2nd hit comes out and if the jab clashes then keep doing it b/c jab is faster anyway

2) If you anticipate it dtilt will beat it. However, if you stand there like a ****** dtilting 2-3 times in a row then ftilt is gonna **** you.

3) If you roll behind him aaaas he's tilting then it's a punishment. Rolling is typical bad though but it's still a viable offensive option. Especially because it's unexpected and you can bait his tilt by using something like sh fastfall'd dair/fair outside his grab range beforehand. You just have to be quick about it.

SNAKE'S UTILT - Twice as Great as Ftilt
A disgustingly powerful move that's gayer than these boards but again, Snake can only hit you with this move if the Peach messes up. It outprioritizes life but at least our jab clashes. Utilt should only really be used to beat our aerials, near the edge or to punish oos. Just be calm and if it hits your shield punish modestly meaning that unless you powershield it then it would be a good idea to not try to hit when anything outside of jab or dash atk. Float bair oos works too if you're quick enough.

Expect to see this move if you they shield your dair but it shouldn't hit if you back off of dair quickly enough.Also be patient during those showdowns where Peach is in her float waiting for Snake to utilt and Snake is waiting on a dair/fair to utilt. Be as patient as you
need to be. If you do nothing the worse that happens is your float running out in which you can just land w/ retreat fair.

Peach's float, and How We can Use it Effectively:
The float is pretty key to beating Snake but reading it and nuetralizing it is also key for Snake if he wants to beat Peach. You have to be careful and know his options. Some of the following is probably already in the "Why Snake Won't Approach" portion.

* Snake has trouble punishing a float dair that's retreated before the last hit. Utilt oos won't work so Snake can't do anything besides camp with nades to limit your options.

* If you're floating or float dairing Snake's shield with his back facing you then it becomes completely possible for him to smack you with bair oos. In this situations it'd be wise to drop float or airdodge down or somethin'. Just watch out.

* Know that float is one of the reactions Snake may want to bait if he's pressuring you with nades. If he feels he has your ground options covered he may try to throw a devastating bair/nair. It's important to get a feel for when you should probably stay grounded.

* Don't chase Snake with the float or dair. Peach is just so vulnerable. Snake could run away and bair you as you chase or airdodge through and utilt. Instead of chasing just land and get a fresh float back up.

* Snake can crouch under float dair but that leaves him open for you to just fastfall the dair behind him to grab or just land and restore the float. Still a pain in the *** though. Surprisingly good for avoiding fair also since Peach floats kind of high in this match-up due to Snake's height.

Snake's Dthrow Tech-Chases

You only get grabbed when you land next to Snake, or he powershields something you did, or if you sitting in shield fearing his nades. Outside of that Peach as usual is a pretty hard character to grab but when you do get grabbed you get *****. I can't exactly tell you how to avoid the dthrow **** but here's some advice.

Stalling before your next action is advised. If throws off his timing, if he's waiting in shield then the shield wears down. If he starts spotdodging as he anticipates a get-up attack that'll poke that's your chance to roll away safely. If you roll away and he reacts a little slowly you can try to jab him or jump away or whatever. Peach's ground roll goes a pretty decent distance.

At high percent stalling may be ill-advised. It's all up to you because as soon as invincibility wears off, utilt will hit you as you lie there. The 2nd hit of ftilt can also hit. If you get dthrown'd offstage, utilt will hit you for sure if you do nothing. You can however airdodge the utilt as you fall offstage but if he reads it the next time then your airdodge will get bair'd. Snake is dumb. <_<

Recovering Against Snake
It's pretty tricky to recover vs Snake, not only because of his explosives but just what he can do to you if he edgehogs you. It becomes easier if he tries to throw himself offstage trying to bair/spike you because you can avoid it and make it back before he does but it's just tough if he stays onstage.

If it's possible save your double jump and float and if you're sent up into the corner try to recover high with Peach bomber. You don't want Snake to know if Peach intends to land on the ledge or not. Needless to say, be wary of his charged mortars and uthrown nades.
If you have to recover low try to fastfall down and stall with your float if you have to. If you don't want to fastfall down you can also swing a fair just to keep Snake away as you pass the stage during a normal fall. The last thing you need is to get edgehogged by Snake.

If you do get the ledge stolen as you parasol then be aware of this. If you land onstage Snake can release double jump into uair. If you weave backwards to try to knock him off then he can release double jump into bair. Now if you manage to get to the ledge, then getting off is definitely the hard part. I'd say to just try to space a ledge fair but Snake has a lot of options against anything we do from the ledge. There's no absolutely safe way to return back to the stage but that's why you just stall until you find an opening. Don't hang there though because you'll get utilted but Snake can't get you if you release uair to parasol. You can basically plank him. Just gotta watch out for explosives.

Edgeguarding Snake with Peach:
Well, hurray for the best part about the match-up. XD

* Be wary about his kill power. Bair/Uair will kill and they come out in the blink of an eye.

* If Snake is already in high attitude due to the cypher then don't try to chase him with jump + aerial. Eeeeasy airdodge for him or fastfall nair/bair. What you
want to do is stick low to the ground and throw a turnip upwards to where you don't want him to go (not AT him) then just punish his landing with grab or dair.

* Also to chase Snake as he's landing you want to use your float to space for you. It's harder for him to get through spaced float uairs/bairs than if you just
jump up at him. Also, if he does get past the floated aerial you're in your float which gives you the choice to immediately fastfall from any height to chase him.
I guess you could also dair him or zone him out with your float. At any rate if you were to whiff a jumped aerial you can't land immediately.

* If you manage to force a recovery below the stage (hurray~) then a float bair/fair below the ledge will finish him off if he doesn't tech. If he cyphers away from
the stage in order to c4 himself then you can still chase with your float.

Random Tidbits That You Probably Already Know
* C4 last for 22-27 seconds (I think). Someone correct this. It's 24 seconds, Nicole thinks.

* Claymores (his dsmash) disappear when he dies. Those only last for uuh...22 seconds also? I don't know hahahaha. It is 22 seconds, says Nicole.

* Uair string can be started on Snake by uairing him as he's standing on the ground. No dair, no Snake already being airborne required.

* Jab him out of his Ftilt!

ENDING STATEMENTS

:peach: Be patient! Snake's not gonna die so don't rush it, he's not gonna approach so keep it cool, and if he approaches Peach Don't go trying things that you're not sure will work. Don't get impatient and force the kill.
:peach: Mix things up. It's up to you to stay safe and to stay relatively unpredictable because Snake can legitimately deal with Peach's entire moveset. You're gonna remember this the next time you get hit by any of Snake's aerials.
:peach: Don't die. If you die first, you will have a hell of a time making a comeback, and by that, I mean that you probably won't be able to make much of a comeback at all.
:peach: Avoid the edges. If you shield here, Snake's moves will knock you off and you might get hit. Getting hit near the edge by Snake is pretty tough for Peach. If Snake nairs your shield and you're on the edge, he'll hit you offstage and you'll get hit by the last hit of Nair...which kills.[/COLLAPSE]
:sonic: Sonic

  • 65-35 Heavy Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 79%
  • Usmash 92%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 135%
  • Ftilt (sweet) 139%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 156%
  • Uair 159%
  • Dtilt 172%
What to Watch out For:
-Fastest ground speed in the game
-Spin attacks
-Good, versatile recovery
-Excellent punishment game
-Up Tilt and spaced Bair, both of which are good anti air/float moves

Matchup Mentality:
-Play defensivly and make Sonic approach you
-Be patient
-Don't do anything slow
-Make good use of Turnips
-Don't be predictable
-Use aerials such as Nair to knock him out of his spindashes

Did you know?
-Peach has a lot more priority than Sonic does. All her aerials will knock him out of his spin dashes
-If Sonic uses Homing Attack, it's a free chance to land a Nair or an Up Smash if you're on the ground
-If Peach plays defensivly, Sonic will always have to be the one who approaches
-Sonic excels in his punishment game. Being predictable and overly agressive will lose you the match
-A lot of Sonic's will use their Dair after using their Up + B. Punish accordingly as they land
-Many Sonic's will try and kill you vertically by means of using their Up + B and then following up with a Uair. Counter by using Floating Dair/Dair or airdodging
-If you grab Sonic out of his Up + B over the ledge, do not hit him. Instead, air release him and he will air trip
-Steak

We have Bair for kill moves.

Yep, prepare yourselves for the invasion of Sonic boarders/mainers, spamming your matchup discussion thread to get more posts.

But seriously here's the breakdown from your perspective.

Sonic, really has no priority when compared to Peach, floating nairs are more than enough to hit Sonic out of SpinDash Rolls (SDRs), HA becomes absolutely useless in this matchup, as it is easy to see coming and easy to hit.

Knowing that, Sonic is going to pick his approaches carefully, because this isn't March/April where Sonic is all about spin attacks.

You're going to want to float a little bit higher than usual, because Sonic's ground spacing tool is FTilt, rise above the distance even angled up, and Sonic loses a lot of moves for uses.

Knowing that, expect Bair/Hyphened USmash as the normal approaches. Fair/Dair can be used ifyou get really predictable/careless. Sonic is the king of punishment, don't leave yourself open too often. Take in mind that Sonic can angle his FSmash upward, so if you really get predictable with your float, Sonic is just going to wait for you to slip somewhere and have you fall on his fist.

Sonic can use turnips against you if not easily avoid them, because the SBR THAT right when they said Sonic is top-tier with items, I would use Turnips for just getting around/tossing them straight up into the air to cause a distraction.

Sonic will use UTilt to knock you out of your float as it has decent disjointedness at Sonic's shoes.

Don't float to get back on the stage, you'll leave yourself open for Sonic to use Bair to either push you further away from the stage, or just outright kill you. I recommand recovering very high or low, just be careful when recovering high because Sonic is going to Spring to Uair to kill you. He'll even use this after an U-Throw and you are up there in the air.

Use a retreating Toad if you want to punish Sonic trying to recover by locking on to you with HA, the spores should teach him a lesson.

Take Sonic somewhere where his kill options become even more limited than usual. Japes is a good palce to play against Sonic because the usual U-Throw -> Uair K.O. won't work due to the very high ceiling, and with Peach getting horizontal K.O.s are harder than usual.

That's all I got... that, and the matchup ratio is a solid 6:4 Peach's favor, nothing more, and nothing less.
Something about the Homing Attack... If he ever really uses it, Peach can do a lot to punish him. Using it as a recovery option is a bad idea, because we can either dodge/get out of range, and he'll fly downward. Alternatively, once you get the timing down, you can hit him with a nair, a possible fair(if you REALLY know the timing), or the very odd usmash if he's too close. There's even a chance you'll hit the big sweetspot.

Oh, and if Sonic EVER gets in grabbing range from his up B, treat him like Snake. He won't regain his up B if you just hold him and let him break free.

Turnips are nice, but Peach's priority is good, too. If you can't toss around turnips, which you probably won't get much chance to do because of Sonic's sheer speed, this is one of those cases where it isn't a complete loss. Both sides are damage builders in this match, and landing KO moves kinda depends on tricking opponents. Peach's priority makes damage-building for her a bit easier in this match, though, and because Sonic is also decently light, unless you don't know what moves of Sonic's can KO, Peach just might have an easier time KOing.

Not by much, mind you, but easier because her aerials, in which bair and nair are decent killers, fair is slower but more powerful, dair shouldn't kill, and uair will have a tough time KOing, too, are all easier to connect with than some of Sonic's. His fsmash is his most powerful smash by far, but with proper spacing is decently easy to avoid(basically our usmash). His usmash is a multi-hit, and can be DI'ed out of. Dsmash is long and only hits once, like Wario's(though not NEARLY as long), so if it's blocked things go badly for Sonic.

On Peach's side, where Sonic has the knowledge of proper spacing since he only has one variety to work with, her fsmash is random. Frying pan will pop him into the air, which is a good thing for us because his speed is severely limited in the air(as well as his options). Tennis racket can kill quick, and golf club can keep him away. The drawback for Peach is it's random, so we can't always rely on it to do what we want like Sonic can. While our dsmash is a multi-hit and is less easy to punish, if Sonic sees it coming or he shields the hits, we're open to be punished. That and there's practically no KO potential unless we somehow stage spike him(aka not gonna happen). Our usmash, which by far outclasses Sonic's in terms of KO potential, is sadly the HARDEST to land on Sonic. We'd have to be really lucky, break his shield, or he HA's/dairs into us. Circumstances like these are so rare that our usmash is practically taken out of the equation, sadly... It'll remain as a highly circumstantial ace in the hole as per usual.

As for gameplay, I'll have to leave that to others. I have yet to face a good Sonic, especially IRL, so any other comparisons I can make would be speculation at best.
I main both characters so I reckon I have a pretty good understanding of this matchup. I've played quite a few of the Sonic mains and I know all Sonic's techs (kind of). I think this match up is 60:40 in Peach's favour. Though, if you don't know what you're doing, it can feel like 70:30 in Sonic's favour

Sonic is fast. Very fast. It is crucial you don't do anything too slow (no pun intended) because Sonic can very easily punish you. You have to play very smart in this match because good Sonic's will have all kinds of trickery up their sleeve. He has a very good grab game. If you do get grabbed, learn to DI. Sonic's Up throw is the most powerful in the game and can be followed up with the embarrasing Up + B ---> Uair kill. DI left or right for that. DI up for his Down throw and start a lot. A lot of Sonic's like to punish a failed tech from their Down Throw via a tech chase with another grab

Sonic's Side B/Down + B are not simply for rolling around - they can be jumped out of and cancelled in a huge variety of ways (see my thread it's number 17). You have to be extremely careful that you don't get baited by Sonic because of Sonic's speed. Fair/Toad/Turnip use will have to be well planned and carefully used because of Sonic's ability to cancel his approaches with ease

Peach's priority trashes Sonic's. Nair (heck, even jab) will hit him out of all his spindashes. Dair will cut through his moves. Peach Bomber will also knock Sonic out of his spindashes but it's a risky move to pull off. Sonic's Homing Attack is his worst enemy in this match up. Nair will hit him out of it and if he tries to hit Peach whsilt she's on the ground, Peach can land her Up Smash on him (believe me, it won't be the sourspot)

A very very very common thing that all Sonic's do now and then is to use their Up + B (Spring) and then use Dair which will make them land on the ground again (lagless if timed right). Abuse this by either Up Tilting them out of the Dair or grab them when they land! Throw Turnips up in the air if you have them in hand

Gimping Sonic is not going to happen often since he has very good recovery. Turnips are pretty much useless. You can do the grab trick if Sonic is near the edge. If he's recovering from below, predict where he'll spring up and start a Float and get ready to hit him out of his Up + B. You have to outright kill Sonic as gimping is hard to do...unfortunetly, landing a kill move on Sonic is hard. Fair is too slow a lot of the time

One of the most irritating things Sonic can do (and indeed a lot of other characters) is continually space aerials (in this case, Sonic's Bair). It has surprising range so watch out. Jump up and Toad it if he gets sloppy or outrange it with your Fair, or go for the good old F Tilt. Peach's Bair will trade hits with Sonic's Bair


This match up is about being smart and making the right choices. If you rush in, you'll get owned. Personally, I sometimes like to try and play Sonic's at their own game (e.g. grab use, baiting)
Watch Sonic's fall animation after he's used his Up + B. You'll notice it's different - he spins around rather than falls normally

When he is in this state he cannot use any of his B moves. He can't use his Spin Dash or his Spin Charge or Homing attack or his Spring again when he's in this state unless

- He gets hit (hence why Turnip gimping is useless vs Sonic as Spring recovery >>>> Turnip knockback)
- He gets Footstooled
- He grabs the ledge

Grabbing a Sonic and forcing him to air trip will very very very rarely ever happen thanks to Spinshot, Fair use to help him move forward and (lolno) Homing attack I guess. Most Sonic's only use Spring as recovery as a last resort

Speaking of Spring, don't be an idiot and immediatly drop down from your returning platform when you lose a stock back onto the stage, only to see yourself zooming sky high into the air because Sonic planted a grounded Spring underneath you
[/COLLAPSE]
:toonlink: Toon Link

  • 45-55 Slight Disadvantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 76%
  • Usmash 88%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 131%
  • Ftilt (sweet) 135%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 150%
  • Uair 153%
  • Dtilt 165%
What to Watch out For:
-Huge variety of projectiles that include a boomerang, bombs and arrows
-Good aerial game
-His Up Smash which is his main killer comes out quick and can be used whilst sliding across the stage (Running upsmash)
-His Zair (it's much shorter than other characters though)
-Good recovery
-His Dair sends him straight downwards, can spike in the air and will bounce off your sheild for a 2nd hit

Matchup Mentality:
-Dair can cancel out his projectiles
-Do not be afraid to approach Toon Link, sheild his projectiles and don't let yourself get pinned down
-Never abuse Floating! Toon Link's giant array of projectiles and good air game will knock you out of the sky
-Always be prepared for his Up Smash, it's his main killer
-Toad his projectiles if you are close enough
-Never attempt to Fair him whilst he is still in Uair/Dair animation. You'll trade hits and you'll often get it worse

Did you know?
-If you get hit by the first hit of Toon Link's F Smash, you can hold the jump to start Floating and you won't get hit by the 2nd hit of his F Smash
-If you sheild Toon Link's Dair, he will bounce off and you can be hit by a slightly weaker part of Dair whilst his sword is still sticking out. Never Toad this and keep your sheild for the whole time
-Up Tilt will beat out his Dair but the timing is difficult

No. He can camp you there if he wanted too. And is faster than you are. Don't always thing that stage is the best for every character.

Now as for the match up, I say TL has the advantage. For this you have to be balanced in both offense and defense. If not, get to work. Your air game here will be limited. So a good ground game is a must.

TL is a light character, so if you don't abuse your kill moves alot, he wont be hard to kill. But you fall in that position as well.

If he is camping you block a projectile and run out of your shield to get close or glide toss. When you do, he will have to fight you off so get ready for that. Also if you see him shooting projectiles, Don't always try to get a turnip, you be in risk of getting hit. I see this alot from Peach players. Only do it if he is far away.

Bonus tip- When TL Has a bomb in his had, he can not use any Normal attacks. Air or ground. So keep that in mind.
Okaayyyy ummmm....Peach's Floating Dair causes TL problems because theres really nothing he can do about it other then retreat. Utilt doesn't quite reach a floating Peach if she spaces right. >_< I usually jump back and throw a boomerang after Peach uses her Dair the first time.

honestly all of Peach's floating gives TL problems. It makes him play a lot more defensively. Expect a lot of projectiles.

Both have some problems killing, but Peach kills better horizontally with her Fair. Counterpick levels where its easy to kill horizontally, but not vertically (TL usually kills vertically with his Usmash). Jungle Japes perhaps would be a good level.

Peach can do something like float->Dair->Dair->Fair, land, use jab attack and she should be pretty safe if she spaces correctly.

Peach's glide toss is awesome. Use it to cancel Toon's projectiles when you approach/retreat.

You can glide toss TL's bombs. A SH Fair or Uair would be a good follow up after hitting TL with one of his own bombs.
Umm... Both characters have good recoverys, Peach's being better of course. Edge guard with moves that will force TL to recover high, so you can punish him. I'm pretty sure you can let go of he ledge, float, and Dair to prevent TL from grabbing the edge. (might even turn into a stagespike)

In the Air, TL probably wins. Just space with floating as much as you can.

So yeah...kill him before he kills you pretty much. And watch out for his projectiles.



Thats all I got. =)
Don't ask me for one of those match-up number things, I suck at those.



*posted in the right place this time* ;)
Floating and dairing is "super effective" as Pokemon Trainer would say, but if you abuse it he can shift tactics (more zair and usmash). You can punish those tactic shifts if you're not getting predictable though.
[/COLLAPSE]
:wario: Wario

  • 60-40 Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 85%
  • Usmash 99%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 143%
  • Ftilt (sweet) 147%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 168%
  • Uair 171%
  • Dtilt 185%
What to Watch out For:
-The Waft. It takes two minutes to build up. Insane kill power, huge percentage damage
-Wario has massive aerial control and can autocancel/has no lag on most aerials. This combination makes it tough to grab a good, smart wario.
-Forward smash has some slight super armor even if you hit him you get hit through it.
-The bite has reallllyyyy high priority
-Auto combo: down air to bite into other follow-ups

Matchup Mentality:
-Bair camp him. To do this, jump into the air and just as you've reached the highest height of your short hop and are falling down, use Bair and move away. For a mix up, start a Float or 2nd jump and Bair or even another aerial. The idea is to get Wario guessing, hit him out of any attempts to approach whilst avoiding punihsment and getting grabbed
-Wario recovers with his bike, so don’t destroy it, so you can get gimps. If he does use his bike he will pop out a certain distance above it. Learn that distance and punish.
-You can do a good job of outranging his attacks if you space. Bair is very useful in this match
-Use lots of turnips, he doesn’t have a projectile, gain position advantage
-Find a way to get a grab for release grab combos and kills. Don't go spamming grabs when he's at a high percent as you leave yourself wide open for punishment
-Bait some aerials out. Forward air is really good and if you are under him , he can’t do much about up air, goes through whatever he has if he’s above you.

Did you know?
-You can release grab combo Wario. Just grab, don’t mash him the instant that he’s going to break out, and you can follow with an upsmash, or any aerial. Do double hit n-air or back airs at lower percents, and upsmash for the kill
-Wario will flash a brownish colour when his Waft is fully charged

3GOD said:
Shield grabbing a good Wario is pretty much not gonna happen (maybe 1 or 2 times per match). He will either get behind your shield or just Chomp you for attempting to shield grab.

Peach's best option for grabbing is probably Jab --> Grab, but even that can be difficult to land. If Peach can catch Wario shielding, autocancel Fair --> Jab --> Grab works great; but again, a good Wario will know to avoid staying still (shielding) for more than a couple of frames in this match-up.

Wario's Uair is great for juggling, and I'm pretty sure it will beat Peach's Dair most of the time. I think they go pretty even in the air since Peach can do things like Dair --> Dair --> Uair/Nair/Fair/Bair. Wario has similar aerial combos on Peach at low %s...for example, full jump Dair --> fast fall Uair --> full jump Dair --> another aerial maybe...this combo can easily deal 40 to 50%.

Obviously, Peach has a better ground game in general thanks to her great jab and good tilts, but Wario does have a slightly better grab range (pretty insignificant though) and good Fsmash.

And of course, when it comes time for KOing, Wario has the Waft, Uair, and powerful Fsmash for KOs just like Peach has Fair and grab release --> Usmash. Waft is probably the easiest/safest of these to land in an actual match, but I think that Peach's grab release --> Usmash is good enough that it makes this match-up dead even...

...one thing I completely forgot about is Turnips. Good use of turnips may be enough to slightly tip the match-up to Peach's favor, but I think that Wario's ability to weave around so much will still keep it pretty much 50-50.
55-45 Peach's favor IMO. Wario's got a lot on Peach; his aerial mobility is godly and really annoying.

He can punish autocancelled fairs on shield that you'd normally be safe from by fsmashing- you'll trade hits, since he gets super armor, and it's a profitable trade for him. His weight and ability to outspace your kill moves will make it hard to land kills.

Avoid his dair and uair, and that Bite is really, really annoying.

The key is the grab release- it demolishes Wario. When I played FICTION, I'd grab release him at low percents to nair, and past 90%, pummel once, then release to usmash for a free kill.

However, Peach can also grab release to footstool to float to unsweetspotted bair for lock to regrab for a chain grab on stages like FD, I'm just out of practice on it (and most Wario's will ban FD). Additionally, I've been told Peach can grab release Wario to double-hit-floated-nair for 20% damage.

Problem is, Wario is the character in this game best suited to avoid ever getting grabbed. And that's the key. You have two good ways to approach this matchup:

A) Make it clear you want the grab, but then dropping your pattern and punishing his best choice to avoid a grab- lands you a lot of free hits, because given a choice between getting hit by a fair or getting grabbed, he'll always take the fair.

B) Don't try for the grab at all, hope he gets lazy, then when he's spacing to avoid attacks, grab.

I usually go for option A. I was probably too aggressive when fighting FICTION in our MM's, and he probably should have camped me more too, but it was very interesting. It was really hard to grab him.

One thing I figured out near the end; we all know that jab-grab is not inescapable, but the window in which to spotdodge is VERY tight, only a few frames. Most players will get grabbed more times than not if you jab-grab. FICTION was the ONLY player at BIO2 that consistently spotdodged every time, and he HAD to spotdodge every time, because if he didn't, the consequences of a jab were terrifying.

I realized during the last match that if I simply jab > fsmash or jab SH Dair...spotdodge would get *****, and Wario couldn't take the risk of getting grabbed, so he'd just have to eat it.

So my advice would be: establish a pattern of going for jab-grabs. When they get in the habit of spotdodging every time, alternate with jab-fsmash, jab-dair, or even just jab and chase if he's trying to roll or something. I dunno if Wario has other options other than spotdodging that'll avoid the grab in time. Worth testing. It's also worth noting that if your opponent IS NOT FICTION, they'll probably not be able to avoid the jab-grab consistently, so it's probably worthwhile to go for it xD

Peach's autocancelling nature and jab game give her a better chance of getting grabs than most characters, and the fact that her ground game is heavily based on anti-air helps against an aerial character like Wario. However, her lack of kill power and the fact that Wario can outspace all her kill moves will cause a lot of problems if you aren't able to land a grab (which is VERY possible with a character like Wario).

It's very even, but I think Peach might have a tiny advantage.

I'll link this thread to FICTION and see what he thinks.
Jab > Grab really isn't that hard to avoid if you either a) buffer spotdodges instinctively when you're within kill range or b) space so that you're not close enough to be jabbed in the first place :p

This matchup is way too even for any advantage for either side to matter. Peach has very good aerials but so does Wario. Wario's bite beats a lot of what Peach does, but her fair outranges it. Her fair also reaches above her (similar to Marth's fair), and that's always a pain for us Wario players. Your dair is an OK move here, but it's not too hard for us to SDI out and avoid followups b/c of our aerial movement. Both our nairs wreck, lol.

Don't expect to land any locks on us. After grabs we're used to SDIing to the sides, so should you footstool, we'll be SDIing that as well, making it pretty hard for you to land that weak bair hit. Your smashes outrange ours, and fsmash also does a sweep above Peach (ugh -_-). Don't DSMASH EVER, unless you want to be SDId into a WAFT TO THE FACE. Your upsmash wrecks. Our uptilt/upsmash will beat out any non-fair approach, they're stupidly high priority for whatever reason. Watch out for up-angled ftilts, that move actually kills earlier than you'd expect.

If a Wario likes to fsmash a lot it consider it free dash grabs out of shield.

Our waft destroys you guys, as does our upair, whereas we can live upwards of 160 consistently.

I call it even, the fight is annoying for both parties, though, lol.

Oh, and Bfield is a good stage fir you here, you can camp under a platform quite easily with fair, since it sweeps above you. Flat stages are good as well, but expect us to be extra cautious/campy on them. I honestly don't know where to cp peach aside from maybe Japes or RC.
I agree with 55-45 Peach for Praxis's reasons. I might add in more myself later..

You can back air camp Wario. Try it. Just float and save your jump. If he comes aligned with you back air him, if he goes higher, float away, use that second jump and back air. Trust me, you can back air camp him. I do this and it's extremely hard for him to get a hit in. Basically both characters can camp each other but Peach has the favor in the matchup because she has turnips to hit him. Predict where he's gonna go and throw a turnip there, then try to guess where he'll go to avoid it and attack and pressure that area. These matches last a looooong time.
[/COLLAPSE]
:wolf: Wolf

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 85%
  • Usmash 99%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 142%
  • Ftilt (sweet) 147%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 168%
  • Uair 171%
  • Dtilt 185%
What to Watch out For:
-His blaster camping
-his smashes move him a lot and have wayyy more range than yours
-his recovery can spike
-Wall of back airs, wall of lots of moves. His range bugs a lot.
-He will shine whenever you get close

Matchup Mentality:
-Be patient and watch out for that range, find a way to get your down air combos in
-You want gimps in this matchup - with moves that send at odd angles (like racket) or by edgeguarding
-Neutral air out prioritizes his recovery
-Short hop Back airs can be useful though not totally reliable
-Chaingrab him ata low percents but watch out, if you aren't on frame he can shine out of it.

Did you know?
-Throwing turnips up can really mess up his approach due to him worrying about them when he reflects way too often/early. Good scaredsies tool.
-Can't let you do that, Star Fox...
-Lylat cruise is a great stage against him, especially his recovery
-his reflector is used as a 'counter' type move since it comes out quickly in 6 frames and messes up your setups

this match up i think is in wolfs favor. a smart wolf can pick peach right out of the sky with a sweetspoted side b. or a auto canceled fair or even his blaster. so it limits peaches maneuverability in the air and forces her to fight on the ground, and wolf's ground game is much better than peaches so it can be tricky. plus his bair can outreach and comes out faster than most of peachs aerials and it is quite spammable (so your really only options when he is bairing you is eather airdodge away or toad him).
and i think it was mentioned alittle earlier, but wolfs shine can beat out a usmash mostly cause it has a few invincibility frames, so if timed right wolf will go right through peach and can get a free hit off her (note im speculating i havent had time to test this). also due to peaches light weight, his smashes are more able for killing her. also if peach fails to autocancel an aerial. wolf has a free fsmash or dsmash depending on the situation. also if peach toads a wolf using reflector, its gonna go right back at her.

but its not like a omg lose for peach is inevitable matchup, peach can do some nasty stuff to wolf as well. she can dair him at least 3 times and still beable to follow up with a nair or uair (at low percents of course) she has the chaingrab to 30 ish percent, utilt out prioritizing most of wolfs air game when hes above her, and on platforms too. and she can be a total ***** to wolf and gimp him at rediculously low percents, all you need to do is get him off the stage, float right next to the ledge and when he recovers just grab the ledge and down goes wolf.

@praxis. even though peachs fair can outreach a bair from wolf. he will be able to bair way her before she hits him, bair has almost no starting lag. but it does outrange his bair by alittle bit

but overall i think this match up is maybe a 60-40 or a 55-45 wolf
I'd say this is fairly even. Yoshi's Bair approach is pretty annoying, but if you SDI out of it I think it becomes less of a problem. Correct me if Im wrong but Yoshi can't kill really easily like Peach. However, at high percents you want to watch out for Fsmash, Usmash, and Uair (good killer). His Dair is a nice damage racker but really easy to SDI out of, his tilts are all pretty good. I think his Dash Attack has invicibility frames around his head (had them in Melee, not sure about Brawl)? His Fair has a little surprise spike to it incase you didnt know. Eggs can be annoying but I think powersheilding them can solve this.

What do us Peach mainers deal with his SA on his second jump? I know in Melee none of her aerials could hit him out of it, does this apply for Brawl too?

Welcome Yoshi boards!!! ^.^;
:yoshi: Peach is fun to fight! A real challenging matchup on its own merits.

Peach should definitely abuse jabs out of floats more than she does with other characters since we can't shieldgrab them like other characters, but any chase game she has can be quickly turned around on her by pivot grab (LOL! Get it?). Both characters have lots going for them in this matchup and it's tough to call for an advantage on either side because Yoshi darn near lives forever and Peach doesn't get edgeguarded easily. I'm interested to see what the Peach players who have played Yoshis think.
[/COLLAPSE]
:zelda: Zelda

  • 65-35 Heavy Advantage
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 72%
  • Usmash 84%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 123%
  • Ftilt (sweet) 127%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 142%
  • Uair 145%
  • Dtilt 157%
What to Watch out For:
-Powerful Smash attacks. D Smash comes out quick, F Smash hits hard and Up Smash can't be DI'ed out of
-Reflector, long range projectile (Din's Fire)
-Decent air game
-Incredibly powerful aerials when sweetspotted (Lightning Kicks). Dair is a spike
-Strong tilts. D Tilt can cause tripping

Matchup Mentality:
-Bait and punish. That's the absolute crux of this match up
-Don't be predictable
-WATCH YOUR FLOATING DAIRS! Zelda's Up Smash will obliterate you if you aren't careful. You can't realistically DI out of it and it will stop or at least clash with all your aerials. It's also a good killer
-Make sure your spacing is perfect or you'll get punished
-Use Floating to bait a mistake but watch out for Zelda's aerials and sweetspotted lightning kicks which kill really early
-Use Turnips. OoS Turnips and Glide Tossing defensivly are essential
-Keep your shield in good condition. Space with Turnips and get some distance so you can replenish your shield
-If you shield Zelda's Smash attacks, keep your shield held down and punish afterwards. OoS Turnips are good for punishing her F Smash and Up Smash
-When recovering, never airdodge Din's Fire. Use Nair instead as it will cancel it out and reduces nearly all risk of getting hit. Use Toad if you're high up in the air
-DI away from Zelda's D Tilt and watch out for follow ups
- Watch how Zelda recovers. Her Up + B has a hitbox when Zelda reappears. Zelda has noticable ending lag and her Up + B cannot maneuver very well. Capitalize on this. If she looks like she's going for the ledge, edgehog her. If you predict where she is going to go, you can hit her with an Up Smash (charged if you know where she's going to go) as she reappears

Did you know?
-Zelda can transform into Shiek by using her Down + B
-Down Tilt actually has a use in this match! Peach's D Tilt will go underneath Zelda's Up Smash and hit her. It also outranges Zelda's D Tilt and is good against spaced Lightning Kicks. It won't do much good against spaced F Smashes though. Try it out sometime!

zelda kills peach early and outranges her on the ground. other than that, this is peach's game to lose. peach's float and umbrella as recoveries are din's bait, but that normally doesn't kill.

*shrugs*

peach just plain baits zelda better than just about anyone else and has some really nice options for punishing when she does. unless zelda can majorly win the mental game, peach has the edge. I also think peach has better counterpicking options in this matchup.

if peach didn't have that **** float technique, this would be easy, but it's too hard to punish that approach unless you predict what she's going to do out of it. because we can conter about anything you CAN do... but we HAVE to know WHAT you are going to do BEFORE you do it.

my 2 cents.
55:45 - 60:40 peach. definitely no more than 65:35... even if you are being generous, and I highly doubt zelda has the advantage.

sheik has even more trouble, but using the two in tandem can make the matchup a bit more bearible sometimes, but honestly I don't think Z/S fares much better than a solo Zelda in this matchup :ohwell:
[/COLLAPSE]
:zerosuitsamus: Zero Suit Samus

  • 50-50 Even
[COLLAPSE=Summary]Peach's KO Move Percents

  • Bomb-omb ?
  • Usmash (sweet) 72%
  • Usmash 84%
  • Fsmash Racket (sweet) ?
  • Beam Sword (thrown) ?
  • Fair ?
  • Fsmash Pan 123%
  • Ftilt (sweet) 127%
  • Fsmash Club ?
  • Bair ?
  • Beam Sword (fsmash) ?
  • Nair ?
  • Utilt 142%
  • Uair 145%
  • Dtilt 157%
What to Watch out For:
-1 frame jab
-Strong aerials
-Strong Down + B spike which also acts as another jump for recovery
-High jumps and a tether recovery
-Variety of stunning moves
-Side B which has good range and the tip is powerful
-Armour pieces which she gets at the start of every game

Matchup Mentality:
-Use her armour pieces against her. Throw them away if they are doing more harm than good
-Make good use of SH Dairs and OoS attacks
-If ZSS attacks Peach with a dash attack, shield it and punish it by grabbing her or dash attacking her
-Shield her Side B and attack by with a Glide Tossed Turnip
-Use Turnips for approaching
-Be wary of using Floating as an approach. ZSS has plenty of options to knock Peach out of the air, mainly in the form of her Side B
-If ZSS tries to juggle you, get back on the ground as quickly as you can but don't leave yourself open

Did you know?
-Her D Smash is a stunner which can set you up for a kill. Mix up how you DI from her D Smash to avoid getting killed all the time
-If you use a spaced Peach Bomber, you will go straight past the ZSS' Side B and hit her. The Bomber will only go through the tail end of her Side B. If Peach gets caught in the middle of ZSS' Side B when using the Peach Bomber, she will be hit by the weaker part of the whip and most likely get hit by the tail end as well
-Do not understimate ZSS' recovery just because of her tether. Be careful you don't get spiked by her Down + B when going head on for the gimp
-If you get spiked, you can DI sharply towards the side/bottom of some stages and tech against them. This may save your life

This match up is hard to explain for me. I honestly think I've been fighting the match up wrong, or if not it's at least about even for Peach. I've been trying to play a bit campy like I do against a lot of other characters :(

Peach seems to break ZSS' spacing without too much trouble with her turnips, range, and grab game. I think the ZSS should be using her fast attacks (tilts,jabs, and up air) a lot here

ZSS' speed is a big problem for Peach though, especially while she's in the air. Peach's d-air seems to always stop ZSS' up-B so at least she can't be caught from that high up. ZSS' up air when spaced very well at least trades hits with the d-air so that can be used to KO. If she d-airs over ZSS' head, ZSS can up tilt Peach. Although if Peach moves away from her before the d-air ends this can be avoided (but won't lead in to anything).
:zerosuitsamus::zerosuitsamus:ZERO SUIT SAMUS:zerosuitsamus::zerosuitsamus:
Like Pikachu, this is a matchup that many of us Peaches may not be familiar with. A good Zero Suit Samus is a scary thing, as she can rack up damage fast and can kill well, surprisingly. However, Peach can abuse certain aspects of her game, and our Princess can come out ahead against even the most seasoned (and sexy) of bounty hunters.

Videos: none yet...

Armor! How to Handle it:
When Zamus starts out with armor parts, Don't worry alot about turnips. Cause you could go to get one and she will hit you in the process with an armor part. Worry about paying attention to her and her armor parts. Also When she has one in her hand, She can not use and Normal attacks, just special ones. That means, watch out for side B.

Zamus can really wreck Peach in the air with her armor, so until the pieces are gone, don't float around too much. The armor bounces, and you can't pick it up until it stops completely. Zamus may glide toss downwards and shoot forward or backward. Zamus has a very good glidetoss, so be wary. Peach of course can use the armor to her advantage as well, but I don't think it's wise to leave all three pieces accessible, since Peach is rather slow-moving both on the ground and in the air. These pieces can do some serious damage and have good knockback as well. Once those parts are out the way, then focus on going about the fight the natural way.

Zero Suit Samus's Gameplay - paralysis, aerials, and KO's
Peach has quicker spacing/pressure than ZZS. Peach Fair has more range then ZSS air attacks but it is not faster. So it becomes a pain to compete with those moves and clap her out of it. it be best not to be floating or in the air so much. This is the best way for her to kill you. It be best not to try to fight with her in the air alot or test her moves. Zamus's Retreating F-B can also be a problem. But in the air, ZSS is weak from below her. This can be a good time to juggle her and pressure her from there with Glided toss turnips upwards to up-airs or w/e you can hit her with. This gets her good with Stages with Platforms. For this Case, BattleField is my main stage for this girl.

ZSS is not killing Peach early with that whip. That move, I have yet to die early from it unless it is off stage. But that move is not killing me early. Only moves that are killing Peach well are her bair and Fair. And this is usually when or stage or in the air. Peach has more options to kill ZSS better than ZSS has on her. You should know the range of the whip, however. It's quite long and has a great deal of priority on the end.

Neutral B will paralyze Peach in her tracks for a moment. This will allow Zamus to do whatever she wants. Nair and turnips are the easiest options for stopping Zamus's B move, so use them. Watch out for Zamus's Dsmash. Two dsmashes can rack up about 20%, and will set her up for an easy kill if you are at 120% or higher. She can also Start her BS combos if she lands a Dsmash or a N-B. Then get you in the air and Just chain attacks to get you out.

Zamus's Problems: Camping, Shield Pressure, and Gimps
For Peach, staying grounded would be a better choice to take her on. You can get her well with Short hopped Dairs and Jab -> w/e. She can take you on on the ground well too. Quick moves she has on the ground is her jab, dtilt, and uptilt. Dtilt is the best, as you can shield the last hit of her jab, and utilt has quite a bit of lag if Zamus misses. With your spacing and evasion, you can avoid these moves and punish them. Your up close combat speed can leave her cornered or not much to do. And her shield will be getting eating or she will be taking lots of hits. And all this can get her in the air, which is good for you if you are able to start your damage under and launch her out of stage. Zamus has few reliable OOS options, and the ones she has (uair or utilt) aren't that great. Don't stay right on her shield, but do pressure her the way you would pressure Olimar. Force the roll. His shield is better than hers, so you may be getting some shieldpokes too.

Peach can be all over ZSS with her mix up of jab combos and spacing speed. As well as quick, upclose combat. Her air juggles like getting hit with up-airs and all that crap? Peach players keep trying to test those moves. Just leave it alone and back away. Like I been saying when it comes to DK, wolf and DDD bair. Don't try to test that move and just leave it alone. You do this and it reduces the chances of getting juggled. Just leave it alone and worry about getting back on stage. Not being so aggressive of hitting the enemy while returning.

Edgeguarding...

If ZSS Is High- Make it rain turnips to snip her and bring her down some. And if she goes above the stage, Glide toss turnips upward to follow her and follow up from there to get her back out.

If ZSS is Mid level- Toss turnips up ward or go out the stage and toss them up then cover the front of you with floated air attacks. But Beware sometimes ZSS can D-B to go over you or hit you if anything. That is why you have that turnip you lancuhed in the air for help/baiting.

If ZSS is below- Peach can actually gimp her. With mixed Z drops and off stage assults. Turnip cancel off the stage and Z drop and grab the ledge when she goes for it. If Her whip Somehow goes for the ledge, the turnip will snipe her from below and then that be your chance to grab it. From above, ZSS does not have good protection from below her. So Make it rain turnips to snipe her from the air and bring her down some. then while he gets in your range to hit her, you time turnip (or turnip bluffs) to air assults and keep her out. Also If ZSS was to use her whip to grab the stage. You can Float next to the ledge and Dair her right when she comes up. Or time a turnip toss downward and just grab the ledge.

Dealing with Zamus's Bair and Uair:
These are both very good and strong moves for Zamus. They have a ton of priority and pretty good range as well. Uair is a particuarly annoyance because it goes through Peach's Dair.

If she spaces bairs on your shield over and over, when the bair hits the shield, jump and chase her to a Fair. You can hit her before a bair comes out again

ZSS upair is 4 frames Peachs dair is 12. So she wins in speed. But there is a loop hole here. it's called "first come, first served"

Peach Dair last for 39 frames. All 4 of her kicks hit boxes last for 2 frames. The attacks all her kicks land are as follow:
Hits on Frame: 12, 18, 24, 30. So if I dish out my move first as you come up to Upair me, I can hit ZSS as she goes for upair. This also depends wether I fast fall (if she wants to space) or not (if she just wants to go in and hit me).

Now this is a good way to beat the move, but this is why I said Zamus would have a better time hitting us. each of her kicks are 6 frames apart. And ZSS upair is 4. So she have 2 frames to hit up inbetween. With a -2 risk if her timing is off. Thus this is why ZSS hit us out of that move.

So that is why I said ZSS has a better chance of hitting us out of the move. She is not totally safe when she upairs us and thinks we can't do anything about it. We can. But if you understood what I explained just now, Zamus has like a 60-70% chance of hitting us out. While We have 30-40% chance to stop her. If Peach has no choice, she has to rely on that % to hit you out of it to save herself. Other wise, peach should not test ZSS in the air and just pull away. Thats what I do when I am in the air with ZSS, just pull away from her and leave her alone.

Punish Punish Punish - Take advantage of Zamus's Weaknesses:

Peach is fast enough to catch rolls. If you are getting pressured to a point you have to roll, I can point point where you would roll. And if I guess correctly, I can catch you to an attack or grab.If I am on you shield and pounding you with moves you have to roll to get away. You spot touch, you leave yourself open. Short hopped Dairs abuse Spot dodges so way. One of the best moves in the game to punish it. If you side step my move is still out even after ZSS sidestep animation ends. And the only punishment you have out of shield is her uptilt. But this is if Peach wants to stay over you and pound your shield with mutiple Dairs. So inbetween them, ZSS can uptilt and hit her out of it. If I short hop and pressure you, ZSS cant do anything except roll.

On the ground, Peach withs. Same time she can bring her air game to the ground for more pressure. And her spacing is hard to deal with when done on point.

Edgeguarding is another battle Peach wins this. Me abusing ledge frames with her float, attacks and turnip cancels off stage, Peach can make it a ***** for ZSS to make it back on the stage. Sje can be gimped and abuse invinc frames so Peach can guard the ledge longer. If you try to come back with a D-B, time Fsmashes or simple way, Uptilt takes care of that.


ENDING STATEMENTS:

:peach: ZSS can't deal well with Peach pressure. If you can stay on her, her shield will be eatin or she will be taking damage. Punish her rolls, because that's most likely what she'll have to do.
:peach: If you are in the air with her, don't do anything. Just pull away from her. Don't bother landing AND trying to attack her. Just pull away while landing.
:peach: You can camp her better than she can camp you. Glide tosses from the ground to get close then followed with Jabs help. And you have more ways to approach then she does. Zamus has a hard time against camping, so use this to your advantage.
:peach: Punish her whip. If she is spacing her F-B, have a turnip in hand and powershield it, then glide toss to get close. Then you're free to punish with jab/grab/whatever.[/COLLAPSE]
 

deepseadiva

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STAGES
Coming soon.








MELEE PEACH VS BRAWL PEACH
Coming soon.

CREDITS
This guide would not have been possible without the immense prior knowledge first gathered by Dark.Pch and Excel_Zero in their respective guides, from which this guide is mostly built from.

Character statistics provided by Amazing Ampharos.

Chaingrab, roll, spotdodge, and airdodge data provided by K Prime.

Peach frame data provided by hotgarbage.

Hitbubble images provided by Battletanx_Commander.

Match-up compilations by Nicole and Rickerdy-doo-da-day.

Turnip appearance ratios and moveset information provided by Xyless.

Partial KO move percents provided by Dark.Pch, mountain_tiger, and Xyless.

Various images and graphics provided by MenoUnderwater.

And of course, a very special thanks to everyone included in this guide in some form or another. The Peach community has always been one filled with dedicated individuals and this guide is only the manifestation of that. Thank you!
 

Rickerdy-doo-da-day

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I've made a guide on two of her Specials (Toad and Turnips) and whilst they haven't been looked at/updated in an age, I'm sure the principles in them are still perfectly valid. Infact, the only thing the Turnip guide is missing is PSA stuff and all the B Sticking techs, most of which (if not all) can be done without the B Stick...so technically they're all AT's

I don't want to sound skeptical but is this actually going to work? This must be at lesat the 3rd time we've tried to make something like this happen and it never has done. I hate to sound depressing but the cold hard truth is that essentially, I can only see a very few number of us actually trying to do such a massive thing like this
 

Airgemini

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I discussed it with the creator of the thread yesterday.
I think we can make this work. :)

If we have dedicated individuals work on different parts of the guide it'd be pretty sweet. I think the plan is to select people and give them the account details of the PBR account (password) and together, edit and make the guide slowly through the account. And if there happens to be any problems the password can be changed to exclude that someone and resend PMs with the new password.

We can do this! :088:
 

Corrupted

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I would love to do the moveset summery with combos and such!
 

Razmakazi

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the problem with the pbr is that we don't do **** and i don't even think pbr communicates within ourselves. it'd be cool to kind of randomly add each other on aim or sumtin haha
 

Queen B. Kyon

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I believe I may start doing that actually. But I don't have everyone's aim. Also I like all the data and the hit boxes that's up now. Very organized.
 

Xyless

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All right, here's my first contribution. This is the raw data (translated from hex to decimal) straight from Peach's file.

[collapse="Attributes, Jabs, Dash Attack, Tilts, and Smashes"]PEACH ATTRIBUTES
Jump Startup Time: 5 Frames
Weight: 90 (to compare, Bowser is 120 and Jigglypuff is 68. Medium-light)


PEACH ATTACKS

TRAJECTORY: 0 angle is horizontal relative to where the bone the hitbox is attached to is facing, and goes counter clockwise. So 90 degrees is straight up, 180 is behind you, 270 straight down. For example, Fox's bair is around 0°, but since his leg is facing the other way at the time, the attack goes left if he's facing right.
SPECIAL TRAJECTORIES:
†361°: "Generic angle", the angle this hits at is dependent on how much knockback the opponent takes from it (increasingly higher angle as they take more knockback).

JAB1
Hitboxes: 4 from Frame 2-3
Damage: 3
Weight Knockback: 14
Trajectory: 74°
Knockback Growth: 100
Base Knockback: 0

JAB2
Hitboxes: 4 from Frame 2-3
Damage: 3
Trajectory: 361°†
Knockback Growth: 101
Base Knockback: 30

DASH ATTACK
Hitboxes: 3 from Frame 6-9, then 3 from Frame 17-19
HITBOX GROUP 1
Damage: 4
Trajectory: 361°†
Knockback Growth: 50
Base Knockback: 30
HITBOX GROUP 2
Damage: 4
Direction: 65°
Knockback Growth: 125
Base Knockback: 50

FORWARD TILT
Hitboxes: 3 from Frame 6-8, then another 3 from Frame 9-16
HITBOX GROUP 1
Duration: 6-16
Damage: 13 (right upper leg), 11 (right knee), 10 (approximately right toe)
Trajectory: 90° (leg), 100° (knee), 80° (toe)
Knockback Growth: 85
Base Knockback: 35
HITBOX GROUP 2
Duration: 9-16
Damage: 6
Direction: 90°
Knockback Growth: 50
Base Knockback: 55

UP TILT
Hitboxes: 2 from Frame 10-14
Damage: 13 (larger hitbox further above Peach), 10 (smaller hitbox closer to Peach)
Trajectory: 65°
Knockback Growth: 70
Base Knockback: 60
NOTE: I believe Peach's up tilt hitbox is the largest single hitbox in the game

DOWN TILT
Hitboxes: 4 from Frame 12-13
Damage: 10
Trajectory: 270° (left hand, right shoulder), 80° (left arm)
Knockback Growth: 100
Base Knockback: 60

FORWARD SMASH (GOLF CLUB)
Hitboxes: 4 from Frame 15-19, 1 from Frame 16-19
Damage: 15
Trajectory: 361°†
Knockback Growth: 70
Base Knockback: 50

FORWARD SMASH (FRYING PAN)
Hitboxes: 3 from Frame 15-19, 1 from Frame 16-19
Damage: 12
Trajectory: 80°
Knockback Growth: 68
Base Knockback: 30

FORWARD SMASH (RACKET)
Hitboxes: 4 from Frame 15-19, 1 from Frame 16-19
Damage: 12 (first 4 hitboxes), 13 (last hitbox)
Trajectory: 28°
Knockback Growth: 60 (first 4), 100 (last)
Base Knockback: 40 (2 of the first hitboxes, last hitbox), 30 (neck, portion of weapon)

UP SMASH
Hitboxes: 4 from Frame 14-16, 2 from Frame 17-20
Damage: 15 (right hand, first hitbox), 17 (right shoulder, first hitbox), 8 (other first hitboxes). 12 (right hand, second hitbox), 10 (right shoulder, second hitbox)
Trajectory: 90° (right hand and shoulder, both iterations), 75° (other hitboxes)
Knockback Growth: 100
Base Knockback: 40 (right hand and shoulder, both iterations), 30 (other hitboxes)

DOWN SMASH
Hitboxes: 4 Repeated from Frame 6-7, 11-12, 16-17, 21-22
Damage: 5
Trajectory: 145°
Knockback Growth: 80
Base Knockback: 38[/collapse]

I'll do the aerials and other attacks later. Just figured I'd contribute some of the data I've been collecting.
 

deepseadiva

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Wow, that's really sexy info Xyless. :o

Can't wait to see the rest of the moveset.
 

Silly Kyle

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I would love to help with any part of this guide! Maybe make it a project between a couple Peach players?
 

Rickerdy-doo-da-day

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http://www.smashboards.com/showthread.php?t=196561

Thats a Turnip guide I made aaaaages ago. Could people have a read through and check if its ok? Maybe we could use it for this

Obviously it needs some updating doing but I made it with the intent on trying to get people who'd never used Peach for example to understand at least the basics of using Turnips

Also, whilst browsing the Sonic Boards, this caught my attention

http://www.smashboards.com/showthread.php?t=277356

Essentially, they've slapped Sonic animation poses onto a hitbubbles picture so that you can see where the disjoint of his moves are in comparison to where his body is
If we could somehow do this too I think it would be very helpful indeed because its a bit tricky to judge where Peach's body and the disjoint on her moves is when its covered in hitbubbles
 

The Peach Back Room

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The skeleton is now complete and we can now move on to phase three: accepting elements!

Needed material:

  • New move summaries
This should be a short analysis detailing a move's uses and pros and cons. Less then a paragraph.

  • Match-up summaries
These should feature all the requested information:

  • Ratio
  • KO Percents and Moves
  • Combos
  • Problem Moves
  • Stage Counterpicks
  • Summary
  • Advanced Techniques
These should feature all the requested information:
  • Discoverer
  • Description
  • Button Inputs
  • Difficulty
  • Video
  • A Melee Peach vs Brawl Peach comparison
This section is wishfully requested from an "old pro" such as Edreeses or Mikey Lenetia. We feel it's important to have a segment which bridges the gap between the two games, as a good number of players widely consider playing Peach in both.

Several of these requested materials are already available. These will be gathered and inputted, but if there are other resources, please bring them to attention.

Match-Up Summaries will be taken from here:
http://www.smashboards.com/showthread.php?t=270263

As always, comments and suggestions are always welcome.
 

Xyless

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http://www.smashboards.com/showthread.php?t=196561

Thats a Turnip guide I made aaaaages ago. Could people have a read through and check if its ok? Maybe we could use it for this

Obviously it needs some updating doing but I made it with the intent on trying to get people who'd never used Peach for example to understand at least the basics of using Turnips

Also, whilst browsing the Sonic Boards, this caught my attention

http://www.smashboards.com/showthread.php?t=277356

Essentially, they've slapped Sonic animation poses onto a hitbubbles picture so that you can see where the disjoint of his moves are in comparison to where his body is
If we could somehow do this too I think it would be very helpful indeed because its a bit tricky to judge where Peach's body and the disjoint on her moves is when its covered in hitbubbles
It's mostly good, but lacks organization, and the wording is pretty poor for a lot of things (the different throws).

If we combine your information with what I posted on there and get it cleaned up, then I think that should be enough. Actually, while I'm at it tonight, I'll update my turnip picture to fix the incorrect stitchface ratio (1/58 for either a stitchface/beam sword/saturn/bob-omb to be pulled, not just stitch itself).

EDIT: lolol looks like I said the same thing earlier on your topic. I'll actually do it though!

EDIT2: I'm almost certain that the bair does not work with MK either with the CG, because he can shuttle loop out of it. I THINK. Ftilt too.
 

Morrigan

/!\<br>\¡/
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Are you a 100% sure those 3 items come out as often as the Stitchface?
 

Xyless

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Those 3 items share the same function call as the stitchface. So if that "turnip" data is called, then it does another randomization to decide which of those 4 will be chosen.

However, because that second randomizer for the items/stitch is a 1/58 chance of being called, I'm labeling it as such.

...I'm trying to squeeze in some text to explain it.
 

Morrigan

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Shouldn't it be something like (1/58)/2, then? Or am I getting it wrong?
 

Silly Kyle

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I play Melee competitively, I could definitely help on the differences between Melee and Brawl Peach. I can also talk about things you can incorporate from both games into your play style. :)
 

Rickerdy-doo-da-day

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It's mostly good, but lacks organization, and the wording is pretty poor for a lot of things (the different throws).
For which bits? If its just the throw data then thats cause I literally copy/pasted it from some other thread that Airge linked to me and I was like 'well, if someones already done it, might as well copy/paste it' :p I agree its a bit of a mess and definitly needs changing but I thought it was perfectly readable so I never bothered to change it. What else needs changing? I could get rid of the 'example' things I did (that was me trying to think of people who'd just picked up Peach) but I'd to find some way of keeping them, possibly adding a video demonstration even (or at least link part of a video to show it happening) because when people first start learning Peach, they're not going to suddenly gain all indepth knowledge on how to actually use Turnips

Also that chart is very pretty :3
 

Razmakazi

Smash Champion
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why do we need a new guide though? all ya need is move data, frame, data, general peach stuff and the players new to Peach are pretty set.

But what are we doing to help each other (those who already are familiar w/ peach's tricks and moveset)?

I'm tryin' to think of something less labor intensive and more practical y'kno.
 

Xyless

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So we can have a more centralized guide, that covers everything necessary. That way, we can get rid of a ton of pointless stickies.
 

Airgemini

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What Xyless said and there's really no reason NOT to have a guide. Most if not all character boards have one, and having a guide is much simpler for newcomers than trying to find a whole bunch of other threads to learn stuff.

Or at least in my view anyways.

Raz being a ninja
 

C.S. Dinah

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Away from you.
This guide is here because these boards or productive. And I could use a little knowledge mysefl :)

I like how this is going so far!
 

The Peach Back Room

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The guide is now complete! Again, special thanks to all who contributed and those who will contribute later on!

As always corrections, suggestions, and other thoughts are always appreciated.

Sticky requested.
 
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