I thought i posted this question, but I guess not. I was curious whether float aerials without dropping are useful in certain situations? i was thinking bair into retreat if missed may be ok since it can come out again faster..nair would be good but fair is just better...
those are my preliminary thoughts..but I figured other people would know from experience, is maintaining a float after low fairs/nairs/bairs a good idea?
This is one of those things that I kinda just felt out. This is definitely useful in certain situations (maybe if you want to mix up your shield pressure and bait a shield grab, bair would be good here). It's also good for cutting off some characters movement paths (Fox, Falcon, Falco) when they want to try to move around you. Nair is good here.
I haven't experimented much with fair. It seems like such a slow move that I just have to float cancel it, so I'm not caught in a vulnerable position.
[COLLAPSE="Puff things for Ryobeat and anyone who cares, I guess"]@Ryobeat: Vs Puff, the super general goal is to try to sneak under her bairs, or to counter attack her after her bairs. And abuse her really really light weight. It's hard for her to really initiate safe shield pressure without giving up space, so abuse that. WD oos (forward) is really good here, because you can encroach on her space with smart shielding, and force her to:
1) Retreat more so that she can space a bair without being punished (she loses stage here)
2) Aerial over you/jump over you (you can punish this with a variety of oos things)
3) Try to tomahawk (you can wd away, roll away, grab her oos while she's in the air)
4) If she just bairs your shield, you can OoS punish with an FC nair oos, regular nair oos, or grab. (FC nair is nice because you can punish her while being in a position to do more if the opportunity comes)
Your go-to spacing move shouldn't really be fair. It takes too long and she can just bair under it. You should try spacing her with bair. Bair is really good because it comes out quickly (compared to fair), lasts a long time, so that space is safe momentarily, and you can often sneak under her with it. Turnips force her to turnaround (from there, you can hit her with a nair/fair), shield them (this is good, because our shield pressure is pretty good against Puff, who has a mediocre out of shield game), or swat them (she can't do this preemptively, she has to react/call a turnip toss, so make sure you aren't obvious with them).
I think that crouch > forward smash has some merit here, because it decreases the amount of you available to be hit, and gets under Puff (frying pan will put her into a great position, and golf club outranges bair). Play around with it at different spacings and see what you get.
Jumping vs her in fear is really bad, if you notice yourself getting baired often, get back to the ground ASAP. In general, you want to DI down + away her combos and bair chains. Since you're Peach, DI down + away isn't the worst, you can still recover. DI'ing up will just get you baired more, you might burn a jump/float unintentionally, and you're in an even worse position (above Puff). And if you get rested (which sucks), you can get the DI away and get killed off the sides, so you can punish her.
Uh...punishing rest...it doesn't really happen, but you can get some dtilt cheese at zero (dtilt > reverse bair > dtilt seems to work). Other than that, throwing a turnip up, letting it hit her and push her into a downsmash/strong hit of upsmash is good. Peach bomber is a reliable 18%. Charged fsmash is probably good (especially frying pan, I think).
Without rest, we kill her first (so do your best to not get rested). Don't fall for her utilting your shield, just buffer roll away after the first one hits your shield. Also, shield grabbing it is risky (she can duck our standing grab and forward smash). For the sake of all that is good, don't jump out of shield vs utilt.
Also, she can CC your dash attack under 45 and rest you. Don't throw it out unless she's in the air, and you know it'll hit, or she's over 50. Also, panic downsmashes can get rested (and downsmash doesn't do that much in this MU anyways), so don't lean on it.
Uair kills her the earliest (aside from a smash attack, or stitch). It can kill her as early as 90 (if it's fresh and they don't DI) on FD. So expect it to kill around 100-110. Nair will kill her around there if you're near the edge of the stage. Basically, after she gets to the 100s, a strong move (nair, fair, uair) will most likely kill her. Earlier kills don't really happen in this matchup.
I don't really know much about stage selection in this MU, but Yoshi's is very good. Apart from that, it kinda depends on the Puff.
This is all stuff I've taken note of/thought about/kind of tested, so if anyone finds anything wrong/misleading/confusing, let me know.
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