Battletanx_Commander
Smash Journeyman
Reverse works the best since you turn around and catch up to it faster than a normal forward glidetoss although that could work too if you get the full length. :V
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thats what i thought thanks, now all i need is to find some use for this info lolThe negatives mean how many frames they have to do an attack to punish you.
Remember there is also shield pushback which is not accounted for. This helps prevent very bad punishes but even then keep in mind that most of her ground moves are very punishable. Dtilt, f-smash and jab (because its fast) are probably the safest ground moves on shield. D-smash is but only if you shield poke, if you do not you will be punished.ok i have a question hopefully Its a good one. I was reading the frame data and got kind of worried because all of the negatives when opponents shield the ground attacks. So does that mean that all of her ground attacks (except dtilt) leave her punishable if it hits the shield at max range?
**or am i slow and reading it wrong. If so is there a guide on how to read frame data**
Depends on if they're the type of character that gain something by having space, like a move that charges, or if they can camp you (falco). But I'm going to assume you mean in generalGeneral question: How does every start off their matches? I always have troubling starting a match with Peach, and setting the tempo. It's hard to set an early tempo in Peaches favor because her safest aerial gets beat out by faster ones. I usually pull turnips but I just throw them ASAP. So, basically, how do you start each match and what is your starting mindset? And what are some good tactics you use to exploit people expecting you to throw the turnip in your hand?
Peach can have a maximum of three Turnips on stage by throwing each of them upwards.Also how fast do turnips disappear, and is there a limit to how many turnips you can have on the stage?
I don't think there's an answer to this.What are the chances for a bomb or beam sword?
Check Meno's guide on Peach with the beamsword.Also how developed is Peach's gameplay with a beam sword?
It depends on match ups:General question: How does every start off their matches? I always have troubling starting a match with Peach, and setting the tempo. It's hard to set an early tempo in Peaches favor because her safest aerial gets beat out by faster ones. I usually pull turnips but I just throw them ASAP. So, basically, how do you start each match and what is your starting mindset? And what are some good tactics you use to exploit people expecting you to throw the turnip in your hand?
I think he's talking about using a move that makes the beam sword disappear in order to give it the normal moveset.Oh thanks for the link
Meno mentions something about restoring the beam sword. Does that mean you are just hiding the beam sword or does the beam sword have a duration of time before it just disappears?
YES THIS^ and i will run up and mix up my jumps... into a float to punish the counter attack peach upair is broken..... lol just pluck stuff! i love to do that if they wont approach i will just pluck lol as long as their not useing projectiles lolStand in one place and keep pulling turnips. If they don't approach, keep pulling until you get something good. Sounds dumb, but it was one of the most effective things I did at pound :D Especially on PS1, camp with bonewalking/SLIDING until a transformation came, and hide in a good part of the transformation. Keep pulling until you get a bomb/stitch/beamsword(!!!) then approach. They knew what I was doing, and never approached, and I got to fight with a beamsword, which was pretty sweet :3
You have 8 minutes of them not approaching. Beef up your character with items. It's her form of charge shot/giant punch/aura sphere/waft, the more time/space you give her, the better she gets :3
Bair Bair and more Bair. I used to have alot of problems in this matchup because i was EXTREMELY aggressive. But peach can create a wall against marth. Camp turnips. Mix them up between glidetossing backwards and z dropping. SPACE BAIRS. I don't really know the frame stuff but i believe it beats out any of marth's aerials. And it's safe from being shieldgrabbed if spaced correctly. Once u get a stock lead the match is basically in peach's hand as long as she sticks to camping turnips and spacing bairs.I am fairly good with peach but i have an extreme disatvantage when up against Marth when ever i try to stay back and go with aerial combos i always get u aired,u smashed, or up b'ed, amd i cant combo well with him tips plz?
I'll just go ahead and leave this here.
Weak Glide Tossing:
As it turns out, some characters create items that cannot be dropped, so in these cases, we have effectively created a weak glide toss. Suit Pieces, Bananas, Turnips, and a few other items produce this effect (so ZSS will WGT her pieces instead of dropping them). As a side note, Link and Toon Link cannot Weak Glide Toss. However, their bombs are affected. This has some interesting properties and of course leads to some interesting findings.
VIDEO: http://www.youtube.com/watch?v=WqImRJUXxAw
VIDEO 2:http://www.youtube.com/watch?v=NVezocdi2uI This video explains the difference between a Glide Toss and a Weak Glide Toss.
So here you go...
Peach's Turnip Dashing:
To perform, hold L or R and tap left or right. Then, QUICKLY release the control stick and QUICKLY tap A just before Peach turns around to flub the throw. Note that if you wait too long or don't throw it fast enough, Peach will throw the item too far. Then, catch the item with A and repeat. Using this, it is possible to dash quickly across the stage by catching and releasing the turnip. This technique can slide Peach very, very far if done with good timing. We are talking a little less than half the distance of FD, a little over 1/3 of FD. So basically, Peach can travel the distance of FD by using this three times. It is also possible to travel less distance.