1st match:
You're throwing out too many moves that aren't hitting, peach is a character that you can react to, her approach isn't very fast (aside from her dash attack).
She's vulnerable when she's pulling turnips, and when she's floating, if you're not near/under her when she's floating shoot a missile in her path, judge whether or not you can approach from that. If you're under her upair is good, ub is good.
I haven't fought peaches who look that good edgeguarding, I don't know if maybe you're not use to turnips, or he's use to samus's recovery, but remember that you can nair through her turnips, you don't have to bomb, she can't relaly gimp you from below the stage and if you get a SS grapple you're almost guarantee'd back onto the stage vs. her unless she throws one right down at you, which isn't hard to tech/avoid.
Your nairs were good and your dash attacks were good, just make sure your dash attacks are not getting shielded ever.
If she wants to approach, let her. You can shield grab her dash attack, and UB anything else, her moves have stupid priority but ****ty reach.
Also when you ended up falling behind, you started to spot dodge. Spot dodging is not good in the peach matchup because her downsmash is stupid.
2nd match:
Don't go above peach w/ the intention of attacking. Only reason to go above her is to get around her to a more favorable position on the stage (same can be said for a lot of matchups, but this one I feel is pretty safe to go above them to get around).
Personally I light shield a LOT in this matchup, since samus can't shield grab her aerials and her downsmash usually pushes you to far away to UB I find it quite useful, though I did hear some where that you could shield grab her downsmash, it's probably not a bad idea. Might want to try asdi'ing away from it and shieldgrabbing once you're out of it's range. something to fool around with.
Your missiles don't always need to be MC'd, put them where you think she will be (if she's far enough away not to be able to punish you). Eliminate her options with them.
Every time she attacks your shield with an aerial, UB her. It's your only guarantee'd punish. In friendlies if you want to fool around with wavedash out punish, or something like that, fine, but in a tourney set just UB. It's really the only thing you can do reliably, and she shouldn't be attacking your shield any way.
If she's in the air, coming at you, just shield (obviously don't shield forever, but if it's happening quickly and she's already on top of you don't risk a WD out, just hold your shield and UB), she can't grab you from the air, her fair has a weird hitbox so WDing out is risky.
Match 3:
Guessing with your charge shots is not something I recommend, especially in this matchup. Peach is hard to kill, you need that. If she's already got a turnip, and is moving freely, don't charge shot. Use it instead to cut off her float, or punish her for plucking a turnip at a bad time. A lot of peaches feel safe about half the stage distance away and will probably pull a turnip when they land, so if do want to guess, that is a good time.
Don't approach her float, her dair, fair and nair all have stupid priority, if you have room to move, then wavedash back/shoot a missile at her. If you're back is too the edge of the stage, feel free to shield, what can she do dair at your shield and get UB'd?
I see you getting hit with a LOT of fairs coming back onto the stage. Fair is the worst thing you can get hit with imo, try baiting a move on her part then acting after she's acted. Or you can do some charge shot re-grabs, or missile re-grabs if you've got those down. Make her give up an option and then take it. Honestly my most used way to get back onto the stage now is either roll, or stand up normally. The thing hugs does is also really good if you've got them guessing, double jumping high enough so that you just BARELY make it back onto the stage.
Also you don't want to be attacking her shield either, her nair OoS is stupid good, don't be so eager to get a hit in, toward the end of the 3rd match I'm sure you can tell what was happening, that position is really bad to attack from. Just get a better more mobile position before you start approaching, and don't approach from the air if they're free to shield.
Match 4:
I probably wouldn't pick FD vs. peach, she doesn't benefit from platforms as much as you do, especially since you're wavelanding on them to approach and missile canceling on them
I need to start remembering this too but at low %'s, if you nair her and follow through with it, she can hit you out, so just get a nair in and back off.
Lol match 4 was just a series of ****ty events.
Nice chases on her UB, bair/nair/uair work well depending on where she's at.
If you ever do find yourself in a position where you are going to be hitting their shield, if you can, delay your nair till RIGHT before you hit the ground, & buffer a roll away. Orrr even better drop a bomb on their shield instead. Try to delay all of your moves until the last second before you would need to use it to hit. This avoid's putting yourself in a vulnerable position.
><, man toward the end I wanted you to CS so badly, the only thing peach can do to avoid a charge shot in the air is air dodge, throw it out there ><, especially if she's UB/floating/used float already. Her DJ is horrendous.
match 5:
being near the edge, especially on yoshi's story, isn't usually a good position. You seem to be doing well there, but obviously it provides less options for you, and can result in earlier deaths, try to put your opponent on the edge, or at the very least stay close to the middle of the stage.
Honestly you can't really follow up aerial's on peach with another aerial unless you fflc immediately. Fair into stuff works, but like I said you need to hit the ground right after you hit her with it.
If you are on the edge, and your opponent is below you, or going to be below you, just drop down and nair (not FF, just release and nair). You'll still have your DJ, air dodge, grapple, and UB to recover, and with any luck it'll stage spike them or at the very least knock them back away.
You prolly wanna be more careful when using smashes. Granted peach is a pretty unreliable matchup in general, but guessing with smashes is a lot more risky than guessing with say, a ftilt.
In this matchup I would say dtilt > dsmash, if you're not looking to kill her, since dtilt promises another hit. They both come out the same speed, idk about the reach difference though.
If your opponent is free to move around (ie, not vulnerable), don't follow through with attacks, throw out a spaced nair/fair/bair, one that won't get you punished if it gets shielded.
....ouch...(2:36)
deja vu from last match at the end. You're gettin way to aggro from the edge of the stage, regain a good position and start playing smart again. Nairing out of your DJ is sooooo risky, land, approach from the ground, or get to the middle of the stage and resume playing smart. Can't get too anxious playing samus.
Ballzy throwing out a grab at 125 lol.
Overall you've got a pretty nice samus. I like the agility, looks pretty smooth, just polish her off. Save those CS's, don't spot dodge when you get anxious, don't get anxious in general, throw out less (smash) attacks that don't hit, add more variety in your missiles, shoot them low/mid/high and every where in between, just shoot them where your opponent is going to try to go. Work on getting back to the stage, fair is not always the best option.