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The Royal Pain: A Beginner's Guide to Peach + Daisy

Broken_Ryu

Smash Rookie
Joined
Oct 13, 2017
Messages
1
Contents:
1) Movement
2) Move analysis
3) FAQ's
4) Practice advice
5) Neutral
6) Combos
7) Match-ups


*Aside from an aesthetic appeal, Peach and Daisy are the same. For the sake of clarity and because Peach is bae, I will only use Peach to refer to the Princesses.

Movement:
Peach's movement makes her one of the most difficult characters to master; however, the payoff of mastery grants her with a plethora of options otherwise unavailable to the user. With her float, she is able to control various properties of her jump giving her one of the most elusive aerial games and a wider option tree from the ground.

Float:
By holding jump and pressing down at any point in the jump animation, peach is able to float. Once the float is initiated, you can input any lateral direction to influence her momentum. Releasing jump ends the float.

Ground Float:
A ground float is performed by pressing down on the analog stick before inputting a jump. This allows peach to float right above the ground. Combining this with aerials is one of peach's most valuable and useful options.

JCFF - Jump Canceled Fast Fall:
By inputting down on the analog stick while releasing the jump button, peach is able to fast fall from any point of her jump animation. Performing this out of shield operates as a pseudo shield drop in a game where shield drops have been removed.

Float Cancel:
You can float cancel by inputting float, then attacking. Release jump after the attack and For a visual example of all of these options, check out this video from our Queen EOE:


Moves:
Here's a list of all her moves and a tad of input on utility:
*all moves will be listed in this order: F = First Frame Hitbox is Active, FAF = First Active Frame, Lag = Landing Lag (if applicable)
Move F FAF
Jab 1 2 28
Jab 2 13 22
Jab is a great, fast get off me move. Use it as a last resort to reset opponent's positional pressure.

Utilt 9 38
This move works as a nice anti-air; however, the heavy cool down limits its combo potential. Kills at HIGH percents.

Ftilt 7 37
This is probably my least favorite move. Use it as a get off me or to set up a juggle.

Dtilt 8 24
This move is beautiful. Dtilt is a combo starter + extender, which makes it an AMAZING neutral tool.

Smash Attacks:
Move F FAF
Up 14 44
This is an excellent kill move and a decent anti air. Make sure you sweet spot it to secure a quick and early kill.

Side 15 46
There are three variations. Toggle between them by angling your stick up or down. Golf Club has the most range, Tennis Racquet has the most horizontal knock back, and frying pan has the most damage. Use it as a combo finisher + kill option by ledge.

Down 6 55
Down smash has strong damage output and is FAST!!! Use its as a quick punish or to cover options like roll or to hit hanging opponents at ledge (Doesn't connect on all characters)

Aerials:
Move F FAF Lag
Nair 5 49 7
Imo, this is Peach's best move. It's fast and has utility as a combo starter + extender + finisher with killing potential and great edge-guarding capabilities. With minimal lag, this is an AMAZING neutral tool.

Upair 10 46 7
Once the drag-down property has been mastered, this move has amazing utility as a combo extender + juggle tool + anti air. If the second hit comes out, that's okay too. Upair combos into itself and puts the opponent in an disadvantageous position.

Fair 16 58 13
Consider this a movable Fsmash. It has high kill power; however, the landing lag, startup, and cool down are all lackluster.

Bair 6 54 11
Bair is a cute poke that you can feel free to throw out for boxing + edge-guarding. It's fast, and has high kill power at ledge. Try to always land asap after the hitbox comes out. Not doing so results in almost a full second of landing lag.

Dair 12 39 8
Dair is great for shield pressure and for combo extension. It's kinda slow, but it lasts for a long time. Use it to harass shielding / grounded opponents.

Specials:
Move F FAF Lag Utility
Toad -- -- --
SHE FINALLY HAS A GOOD COUNTER!!! Use this to protect yourself from someone trying to cover your landings + to edgeguard any recovery with an active hitbox.

Parasol 7 -- 26
It's mostly a recovery move. You can kill off the top also. Landing with parasol open has been rumored to result in less landing lag than when it is closed.

Bomber 13 -- --
This move throws Peach forward making it useful (yet exploitable) for recovery. It has decent kill power, yet takes a strong commitment. After connecting the hit, she can mix up the distance she bounces by pressing forward / back making it difficult to punish.

Turnip -- 37 --
This move provides Peach with a projectile. Use it to pressure from far away, combo up close, or snipe recoveries. See Neutral: Turnip for an in depth explanation.
(Open the chart below to see all turnip pull probabilities.)

*Mr. Saturn is 1/116
Neutral:
Peach has more movement options than any other character in the game, giving her one of the most versatile play styles in the game. My adivce for a beginner is to focus first on her strengths.

Shield Pressure:
Peach has so many tools to deal with a shield-happy opponent. Dair, nair, bair, are all great safe options to pressure someone into shielding. Due to the ample conversions off of down throw and the killing potential of back throw, knowing how to force a shield + when to punish shields are essential tools for peach mains.

Movement:
The point of movement is to avoid being hit, throw off the opponent, and to observe the opponent's habits.

Avoiding Hits - Evasive movement is one of the most valuable tools in Peach's neutral. Most people categorize Peach as a "Bait and Punish" character. There is nothing more frustrating than not being able to hit an opponent, and as we all know, people do dumb things when they are frustrated. This from of movement is an integral aspect of developing a solid understanding of the "Bait and Punish" play style.

Mix it up - Keeping your option tree open directly affects the expectations and reaction time of the opponent. For example, if all you do is float into an opponent with dair, then all the opponent has to play around is float dair; conversely, if you mix up your options, then the opponent has to develop countermeasures against Peach as a character rather than Peach's dair. Developing such an extensive plan is exhausting and relies completely on the opponent's understanding of Peach's options, which will most likely be lackluster.

Observation - this ties in quite nicely with Evasive movement. If you aren't getting overwhelmed by the opponent's pressure, you are free to observe the opponent's preferred habits and approach patterns. With this knowledge you are free to begin developing a

Zoning:
Due to Peach's strong movement, she is able to bob and weave through her opponent's effective range. In essence, this is the core of baiting. Teasing your opponent, you are able to force them to commit to an attack and to punish them accordingly. Combine this movement with unpredictable pressure to keep your opponent guessing and swinging.

Hot and Cold:
Peach is able to dictate the pace of the match to her liking. With turnips and slippery movement, she can effectively camp; whereas, with shield pressure and aggressive positioning she can turn up the heat. It is essential that you understand both aspects of gameplay and are able to seamlessly transition from one play style to the other.

Turnips:
These friendly vegetables have invaluable utility in Peach's neutral. The easiest way to use turnips is to edgeguard with them. Either snipe opponents after they burn their jump or throw it at an inconvenient angle forcing them to recover low. Turnips are also essential for passive play. Use turnips for free chip damage + to force an approach. Turnips are also useful in combo starting + extending. Turnips at close range make for a free grab, dash attack, nair, or down tilt.

Out of Shield (OOS) Options:
With float, Peach has one of the most potent oos option trees. Even with a turnip, Peach is able to utilize all of her aerials oos by utilizing float. Aside from this, she has turnips to cover retreating opponents, jab to cover jab happy opponents, and aerials to deal with jumpy opponents. There is always the option of using her movement to reset neutral and release the pressure the opponent was hoping to apply.
Combos:
This will probably contain videos and tips for execution.
FAQ's:
How do I float?
Press down and then jump. If you wish to float at a specific height, jump and while holding jump press down at the desired height.

How do I float nair?
This is done by pressing down and jumping (float). Release down and press attack (nair), then release jump.
* I would recommend that you assign a bumper to jump. It makes the input a soooo much easier.

How do I Float Cancel?
Simple. Float, input an attack, then release float. For more info, see the Movement section above.
Match-ups:
Swordies are probably gonna suck.
We beat Bayonetta now!!!
 
Last edited:

stingywizard

Smash Rookie
Joined
Feb 14, 2019
Messages
10
Location
Earth
For JCFF there is only a 2-frame window to release jump.

These will work:
Frame 0: Jump
Frame 1: Jump + Down
Frame 2: Down

Frame 0: Jump
Frame 1: Jump + Down
Frame 2: Jump + Down
Frame 3: Down

These will not:
Frame 0: Jump
Frame 1: Jump + Down
Frame 2: Jump + Down
Frame 3: Jump + Down
Frame 4: Down

Also, if you release jump too early (so before at least 1 frame of Jump + Down), you will continue rising upward. If you release too late, you will stop rising, but you won't fast fall, you'll just regular fall.

Hope that helps somebody else :)
 
Last edited:

washyrose670

Smash Apprentice
Joined
Dec 2, 2018
Messages
84
Ftilt is a lowkey anti-air. Also has a tipper hitbox which, when spaced well, can KO.
 
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